subway
2 new subway stations
more visible button graphics on subway
new constraints
no health bars
no pause while choosing
tech: coherence - past choices are added to all future tech
requires decoherence
research and cancel buttons have a sticky scroll positioning
eternalism: you can't pause while choosing, but you can otherwise pause now
1.25->1.3 damage
bugs
MIRV missiles now interact with time dilation properly
difficulty
difficulty level 6 adds flat damage and damage taken
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
at the end of subway you get 1 tech, but not on difficulty level 6
difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
duplication is set to zero
50% max energy
50% max health
bots follow slow
full damage taken after boss dies
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
damage boost has a unique gel/hair aura for each skin
damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
they no longer teleport to the exit, sorry
Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
preventing an endless toggle
bug fixes
fleas no longer die early after hitting a high health target only once
something with super ball density calculations for tech rebound
grabbing a big block can make grappling hook go flying
added 3 potential fixes, but the bug is too rare know if it's fixed
JUNK: wikipedia - After you get a new tech you have 7 seconds to study before a quiz, 4 research if you aces the quiz.
this code for this works 80% of the time every time
renamed propagator->Verlet integration it's now a skin tech
1.6->3x damage
slightly increased the time skip amount
on some skins the feet will hang lower while player is in the air
on some skins the upper legs are skinnier
mouse over on orbs for tech, field, and gun has a tooltip with text
added keyword CSS style for "bot"
added an aura around powerUpBoss so you can kinda see it inside walls
quenching just gives max health from over healing instead of damaging you first
depolarization does 0.5->0.4x damage when on cooldown
many-worlds spawns a tech and also 3 coupling at the start of each new level
dynamic equilibrium does 1.15x more damage and only stacks to 9->3
orbital bots collide with a 1.2x larger range
Zectron no longer drains energy when balls hit you, but the balls still stop
supply chain just gives a gun and a flat 10 ammo
polyurethane foam will only trigger up to 55 total foam per harpoon
to prevent a huge number of foam bubbles causing lag
no cap for super balls for now
fixed bug with planned obsolescence + instant tech
fixed bug with ice crystal nucleation
applied science gives each gunTech with a short delay
this helps with sorting and maybe other rare bugs
fixed bug with delivery drones and path integration
you can no longer deflect snakeBoss, but it moves a bit slower
replaced tech, field, and gun text with orbs
orbs length scale with px->em
cleaned up simulation variables text in pause menu
some minor tech description changes
total tech count no longer includes instant tech or removed tech
tech: planned obsolescence - at the start of each level eject your oldest tech and gain 1.1 damage
heuristics 1.3 -> between 1 and 1.5 fire rate
combinatorial optimization 1.35->1.4 damage
difficulty reduction per level
0.85->0.87x damage done
1.23->1.22 damage taken
renamed MACHO -> dark matter
tech: MACHO - dark matter is active when you are outside not inside it's range, 1.5 to dark matter effects
tech: dark energy - inside dark matter regen 10 energy
tech: stability - 0.3x damage taken if health equals maxHealth
tech: instability - 2x damage if damage taken is 1x
tech: control theory - 1.5x damage if health equals maxHealth
tech: inertial confinement - while charging tokamak you can fly, but energy drains
tech: stellarator - after firing a block with tokamak, spawn up to 5 heals
boss health nerf: almost every boss has ~0.8x less health
secondary bosses also spawn 2 ammo
aerostat 0.85->0.9 damage on the ground
Pauli exclusion 6->8 seconds of invulnerable after getting hit
Gibbs free energy 2->0 research cost, 1.01->1.05 damage scales with energy below 100->maxEnergy
cache 15->17x ammo
several bug fixes
new community levels: (you can enable community maps in the settings)
rings by thatLittleFrog
flappyGon by Digin
trial by Cirryn and Tarantula Hawk
arena level updated by Whyisthisnotavalable
difficulty scaling: 0.84->0.85x player damage per level
research spawn per level is no longer in the difficulty settings
instead players get 1 research for only the first few levels
cell boss has less health at high difficulty
converted JUNK tech to additive, instead of the multiplicative
makes the first JUNK you take do the same, but if you take too much you can get to 100%
right aligned some text in tech descriptions
added some circles to the in-game console messages
renamed slow light -> delayed-choice - a single 0.4 second delayed 0.7x damage laser beam
also now works with reflection
plasma torch field gets 1.5x damage by default
molecular assembler coupling 0.8->0.6 energy per second
nail-bot upgrade 5->4x fire rate
foam-bot upgrade 3->2.5x size and fire rate
sound-bot upgrade 2.5->2x fire rate, damage, 1->2x wave packet length
boom-bot upgrade reduced range, bot acceleration
orbital-bot upgrade 1.5->2x radius
perimeter defense 0.95->0.96x damage taken per bot
network effect 1.05->1.04x damage per bot
tech: working mass - cleaned up physics and logic a bit
negative feedback scales with health below maxHealth, not health below 100
1.007->1.006x damage per missing health
homeostasis scales with missing health, not health below 100
limit of 0.2x at 0 health
tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off
buckling: 100%->50% chance to spawn a power up from any block that kills a mob
no longer requires the block to be thrown
mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker - all collide with blocks now
added a few more blocks to towers level
deprecated: 1.05->1.07 damage per removed tech
laserLayerBoss has 33% less health and has fewer lasers at higher difficulties
bugfix
disabled spawnDelay stopping on damage because it had too many negative tech interactions
metastability + paradigm shift no longer makes all ejected tech explode
you can now jump off mobs while invulnerable
includes time dilated
pause display text updated with details menus
difficulty parameters
0.82->0.84x damage done per level
1.25->1.23x damage taken per level
tungsten carbide 300->400 health, but 0.08->0.02 seconds of coyote time and longer crouch time
nitinol 0.08->0.17 seconds of coyote time and much less crouching on hard landings, but 0.8->1 damage taken
mass-energy equivalence no longer costs 2 research
long power up spawns, like from interest or supply chain:
will pause new spawns until total power ups are below 300 to reduce lag
stop spawning if you take damage
bug fixes
difficulty rework
difficulty adjusted through a power up on the initial level
difficulty parameters are more precisely explained
JUNK tech: difficulty - spawns a difficulty power up (only works before level 6)
bots no longer benefit from increased fireRate
shields have a chance spawn on almost all mobs (but not stealth mobs)
level exit door animation is 33% faster
power ups have fewer sides. It might improve game performance, but I can't tell the difference.
1.15x base wave bullets damage (bots, particles, and phonon)
metamaterial absorber 25->30% chance to get power ups from mobs left alive
apomixis is now a JUNK tech, and it requires duplication > 99%
pilot wave field 2->3 extra choices
plasma torch slows mobs more, and don't push mobs back as much
fixed bug where plasma torch didn't get tech degenerate matter
laserLayerBoss and layerLayer do 33% less damage
mines aren't triggered by invulnerable mobs
bug fixes
tech: anyon - 2x energy after duplicating a power up, +6% duplication chance
tech: Abelian group - 4x damage while invulnerable
tech: fermion - become invulnerable for 5 seconds after a mob dies
tech: entropic gravity - crouching pulls MACHO towards the player, and 1.5x to all MACHO effects (damage, damage reduction, AoE damage)
tech: modified Newtonian dynamics - +20 speed for all Newtonian law tech
choice, MACHO, invulnerable, speed - have text keyword CSS style
removed chance to find a random tech in early levels from mobs
this reduces tech per full game by about 2
tower level has a few changes
options exchange only works once per level, but it gives 3x choices after randomizing
dark star has a 1.2->1.3x MACHO radius
autocannon fires 1->2 extra super balls, but balls have higher gravity
grappling hook field starts with 0.6x damage reduction
super balls + uncertainty principle makes all balls start in the same spot and only separate after teleporting
ablative drones spawns 50% more drones on collision
von Neumann probe gives 40% more drones per block mass
also added text clarification that it uses 5 energy
tech lens rotates 50% faster
ghoster mobs are more aggressive once they have lost 20% health
sneakBoss doesn't start accelerating until it is partly uncloaked, but it spawns sneaker mobs after cloaking
fixed bug with 2 different boost power up sizes
paradigm shift doesn't do damage while player is invulnerable
random internet JUNK images disabled because some of the images are bad
entanglement bug fix, maybe
adjusted text and math for the fire rate system to use the new "x" syntax
tech search is no longer case sensitive
Zectron 1.9->2x damage, -25% -> -5 energy
exothermic process -20% -> -5 energy
instant/unRemovable tech has a unique icon and no longer shows up in the tech list
marginal utility - no longer spawns ammo
heuristics - no longer spawn a gun, 1.2->1.3 fire rate
open-source - gives 1 extra bot option and 3x bot tech frequency
robotics - now just spawns 2 bots
induction brake - doesn't spawn heals, but lasts 15->17 seconds
accretion - doesn't spawn heals, but gets 3% duplication
mass production - doesn't spawn power ups, but gets 3% duplication
Ψ(t) collapse - doesn't spawn research, spawns 5 research from bosses
decoherence - doesn't spawn research, spawns 2 research from bosses
fine-structure constant - doesn't spawn coupling, spawn 9 coupling from bosses
Bayesian statistics - 1.03->1.05x damage, doesn't spawn research
Born rule code rewritten, but it should have a similar effect as before
triple point - 1.5->5 second freeze, but no coupling spawn
geodesics - no longer spawns ammo and guns, but gives 1.5x damage
ideal gas law - doesn't remove ammo, 12->6x foam ammo per ammo power up
added CSS style for "remove/eject" keyword
tech: deprecated - gain 1.05x damage for each tech removed this game
tech: externality - 1.1x damage, removing this gives 40 ammo power ups
paradigm shift no longer has a 3% failure rate
minus 3->4 health
it can remove applied science tech
removing strange loop gives a random removetech
tech: marginal utility - give a specific gun 2x ammo per ammo power up
tech: interest - research, ammo, coupling, health increases by 6% at the start of each level
tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up
aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage
mass-energy no longer has a reduction in defense effects
but it costs 2 research now
1st ionization energy 11->14 max energy per heal
colony: 1.5->1.6x spores 40->33% chance to spawn something different
laser cost formula changed to be independent of field regen
this makes the effects of cost and fire rate 33% bigger
free-electron laser 3.5->3x energy cost
options exchange - the first time you click cancel it randomizes choices
allows a free trigger from other cancel tech
pseudoscience gets 3->2 free researches
alternator harpoon has 0->0.03x energy cost
coupling for pilot wave gives 1.04->1.05x block damage
several bugs fixes
laserLayerBoss - sends lasers to player's location
snakes bosses - after you kill a tail piece the rest of the tails lose 5% life
this makes targeting any part of the tail a viable strategy
accretion disk - 5% damage for every power up on this level
requires accretion
unified field theory has buttons to cycle field forwards or backwards when paused
iceIX range and damage increased 15%
electric tech in labs level is finally nerfed
drains energy, but doesn't do damage
pushes player away
community map - arena by Richard0820
skin tech: depolarization - gain +300 damage or -50% damage if a mobs has died in last 5 seconds
CPT triggers if you have above 90->85 energy
CPT skin graphically indicates when CPT is active
mass-energy defense reduction is 66->50%
new level load display animation draws the outline of the new map
only on reactor and final levels
choose MINIMAL HUD in settings to disable (or enter testing mode)
enthalpy spawns heals on mobs death with a 5% chance
this is roughly an 80% increase in spawn rate
mass production spawns a few ammo and heals when you first get it
paradigm shift 6->4 health removed
incendiary ammunition drone and shotgun explosions are 30% bigger
Zectron super balls do 75->90% more damage and drain 25->20 energy on hitting player
fixed bug with optical amplifier and cloaking field
plasma ball can pick up power ups when out of energy, like other fields
fixed bug with not hiding mouse
animated new level load graphics for reactor and final level
autoZoom code rewritten to work with pause better using the ephemera system
this might cause bugs, I already found a few
intro level renamed initial
extra ammo power ups on why difficulty for final and reactor levels
removed falling off the map damage on levels that still had falling off damage
mob: stinger - has speed that adjusts as it flaps it's wings and a short range laser
tech: strange loop - +9% damage, removing it gives null hypothesis and strange attractor
tech: martingale - +11% damage, removing this has a 50% chance to not remove and to double it's damage
paradigm shift removes 6 health when it ejects a tech, but now has a 85->97% chance to work
ammo, heal, research tech spawn extra power ups after each time you take them
tungsten carbide skin has a hexagon look and +222->300 max health
Bayesian statistics spawn 3->6 research
ansatz spawns 2->3 research if you have no research
Ψ(t) collapse 16->21 research
futures exchange 4.3->4.7% duplication
replication 9->10 duplication
stimulated emission 17->19% duplication
anthropic principle spawn 5->16 heals when you die
supply chain: no long gives JUNK instead triples the frequency of finding applied science
electronegativity 0.22->0.26% damage per energy
non-renewables 88->97% damage
anticorrelation 100->111% damage
decorrelation 70->77% defense
parasitism 83->93% damage
torpor 66->74% defense
bug fix:
recycling works with mass-energy (although it doesn't do much)
ternary wasn't working in many situations, but it should now
fixed bubble fusion exploit that triggers on mobs in factory endlessly
bot fabrication was making 1 extra bot and giving negative research sometimes
new community level cantilever
extended tech sorting to experiment
acetone peroxide does 40->33% more explosion harm to player
fleas can do up to 30% more damage before they despawn
pause menu can sort tech by keywords
tech: mechatronics - randomly add +(7 to 13)% damage
a few new images
bug fixes
cherenkov radiation damage bug fixed it does much more damage and matches the description
new community map!! underpass by Richard0820
duplicated power ups aren't circles
metastability makes power ups triangles instead of circles
3->4 seconds of half life before exploding
only metastability duplicated power ups have the lighting graphic
mob's that fall off the map now die instead of just being removed
so they can still spawn power ups
you can pick up power ups from slightly farther away (450)
but less far away when not facing the power up (100)
accretion has less lag at high amounts of heal power ups following you
several other bug fixes
setting - minimal HUD
remove: defense bar, damage bar, tech, in game console
improved text clarity on coupling
removed tech decoupling
added cloaking and sneak attack graphics
also, the 50% defense when cloaked is now clear from the defense bar
ternary 44->83% damage but requires current gun to have ammo/3 (was any gun)
wormhole invariant: uses much less energy to pause time
standing wave has less recoil when blocking
new images
bug fixes
community map downpour by DesBoot
community map buttonbutton by ||Destabilized E||
rounded borders on no-image mode selection cards
foam gun has some recoil
new superball gun image
bug fixes
mob damage difficulty setting is lower
recycling now flashes green when it heals
merged cancel and research bars for single column selection
added some dark grey borders for no images selection mode
new images with midJourney V5
spores, pilot wave, standing wave
bug fixes
community map clock by Cornbread 2100
health bar is now green
added a damage bar
(I'll probably add a setting to disable this next patch)
wave gun has -15% ammo
tech phonon has +25% ammo, and +10% damage
JUNK tech stubs can now wall climb
base wave gun rework
damage per hit 1.55 -> 0.33, -15% range, +20% ammo
no pause between wave packets
wave bullets can hit about once every 10 game cycles (1/6 of a second)
time between hits is reduced by fire rate
wave tech frequency has -25% damage no longer reduces fire rate
+10% phonon damage and ammo
JUNK tech: universal healthcare - your damage heals mobs
bug fixes
tech: aerostat - +88% damage off the ground, but -22% damage on the ground
negative mass field required
tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
and some new images
cloaking field has a new graphic for sneak attack on the cross hairs
new community map yingYang by Richard0820
bug fixes
tech: elasticity - skin, does "crouch landings" a tiny bit more
jump and move faster, +15% defense
(replaces squirrel cage rotor)
tech: diaphragm - skin, defense cycles between -33% and +100%
requires aperture
tungsten carbide 150->200 maximum health
but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins
pause brings up the most recent in game console message
in game console no longer fades out it just instantly goes on and off
bug fixes
tech: RPG - gains the rocket jumping effects from electric armor
eternalism no longer makes tech options have 50% opacity when choosing
some new images for cloaking tech
and some images were made brighter
bug fixes
safari media rules css fixed
tech: repeater - shotgun gets another shot, and a longer fire delay
shotgun cross hairs show when fire is on cooldown
keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory
Nerfed blinkBoss health and speed
sneaker mobs are immune to harm for one cycles after vanishing
experiment button new style
new images for energy, bots
bug fixes
tech: cordyceps - sporangium infect mobs, making them fight for you as zombies
tech: blast ball - mines fire super balls
tech: extended magazine - sentry fires 50% more shots
sentry works with foam, nails, or super balls
dark patterns - stacks to 9
38->15% damage, 53->15% JUNK
electronegativity - stacks to 9
0.12->0.1% damage per energy
bug fixes
card images and text scale based on browser width for smaller screens
tech Zectron - super ball can damage you, but they do more damage to mobs
superBall bullets are converted to run off generic b.superBall()
sneakers - after taking damage if sneakers are low on life they teleport to a random point from the player's history and they sneak attack again
sneakBoss - a large sneaker that can hide several times before it dies
bug fixes
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
and it will not even try to download an image above 500KB
and it will try a different random image if it's first attempt is too big
(gotta protect our friends with slow internet)
finalBoss
mine mode comes in waves
orbiters mode comes in waves, and they spawn at a radius that intersects the player
several on new level tech effects now also run on each new final Boss phase
gun stuff, many worlds, negative entropy heal spawns
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
added images to tech, field, gun cards (enable this in settings)
in progress - not all images are generated yet
images are generated by me using midJourney plus significant post processing
random research power ups are 20% more common per level
global difficulty balance: player takes a bit less damage
mutualism: 0.5->1 borrowed health for 250->300% more spore damage
harpoon can still fire when out of energy, but slower
harpoon fire cooldown no longer triggers when the harpoon returns
it's just a flat 2/3 of a second after you Fire
improved fire rate now allows you to fire many harpoons at once until you run out of energy
default harpoon rope is a bit longer
several bug fixes and undocumented changes I forgot to list
tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
chosen gun cycles each level
syncs well with generalist
heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early
JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe
several bug fixes
coupling for molecular assembler 5->8 energy per second
but also fixed a bug where coupling was giving 10x regen
when you die store a copy of all your tech
they will show up at your location in the future as a power up
this is probably buggy
CPT triggers at above 100 energy instead of above 68 energy
causality bots makes a few less bots
several tech with dynamic effects show the value of the effect in their description
mass-energy is compatible with more tech
defense works with mass-energy, but is exponentially reduced (~10%)
damage taken scales with difficulty based heal reduction
1.3x dmg level 5 hard, 2x dmg level 13 why
ergodicity: 91->66% damage, no heals -> 1/2 size heals
negative feedback 0.5% -> 1% damage per missing health
negative entropy spawn heals for 33% missing health not 33 flat missing health
this means it caps at 3 health per level
tech - iceIX freeze effect lasts 2 seconds longer, spawn 10 coupling
perfect diamagnetism, standing wave
research is less common
path integral comes with 5% JUNK
there are fewer starting power ups on why difficulty
bug fixes:
fixed the text overflow issue on small screens
decoherence: if you get a tech that is banished it stops being banished
you can now have negative research
tech: virtual particles - mobs have a chance to spawn coupling power ups
old tech virtual particles renamed vacuum fluctuation
tech: exciton - mobs have a chance to spawn a boost
boosts are a power up that increases your damage for 10 seconds
old tech exciton renamed non-renewables
laser tech: quasiparticles - replace all ammo with boosts
added +20px to grid elements to prevent text spillover
bug fixes
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple
snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
field tech: patch - after cloaking recover 75% of last health lost using that much energy
taking damage now forces decloaking
field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss
foam has less velocity after a mob it's stuck to dies
snakeBoss becomes vulnerable if you remove any of the first 3 body segments
body segments have more health
bug fix: quantum eraser now removes mobs in a more random order
it used to have a too low chance to remove bosses
tech: quantum eraser - for each mob left alive after you exit a level
kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy
incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
all bosses spawn fewer numbers
spawning all 4 bosses spawns much fewer numbers
bug fixes
loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
tech: freezer burn - if a mob is frozen while below 33% health, it dies
tech: flash freeze - if a mob is above 66% health it's health is set to 66%
snakeBoss 1st tail mob is larger and farther from boss
parthenogenesis your duplication effects extend to duplicate mobs and bosses
WIMPs do 33% less harm (because they are hard to deal with on reactor)
MACHO 66->60% defense
axion 75%-> 100% of defense added to damage
full tech wording rewrite (I probably made a few typos)
increase damage by 10% -> +10% damage
20% fire delay reduction -> +20% fire rate
taking harm -> losing health
50% harm reduction -> +50% defense
new defense text effect
extra long minus sign - -> –
bug fixes
you can scroll through the tech and gun menus while selecting power ups
added another classic n-gon option in settings
tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll
stabber mobs now stab 15% shorter distance, but they can stab more often
weak interaction gives 5->10 max energy per unused power up
bug fixes
plasma ball is now live, but it's still in beta
still needs
new graphics
damage balancing
fast decay in mob shields
player angle rotation speed while firing adds to fire speed
tech upgrade to get electrical arcs that randomly damage nearby mobs
current tech synergy
capacitor bank,plasma jet(range?)
reservoir level is less crowded, so you can dodge mobs easier
horizontal flipped version is so reenabled
pure science renamed paradigm shift
difficulty scaling for heal and mob damage reduced 2%
some possible bug fixes, I don't know...
JUNK tech - 🐱
railgun buffs
600% -> 800% more ammo
more dense (more damage)
only targets mobs when pressing down
does a bit of damage to nearby mobs after you fire
extra damage to mob bullets
pneumatic hammer renamed caliber
also applies to super balls
5% less size increase per stack
pure science and unified field theory have a pause animation to show they are clickable
bug fixes
revolutionBoss is immune to damage at 1/4,1/2,3/4 health until it's laser spins around one revolution
thermocouple produces 1-9 -> 4-13 ice nine bullet
thermocouple is on by default until next patch
decoherence rewrite with flags instead of a banish array, to fix bugs
new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
try it out by enabling community levels in the settings
more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"
no power ups check box in experiment mode now disables all types of power ups, not just tech
simulation.isNoPowerUps
powerUps can no longer move through doors
this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones
fixed bug with undefined tech not showing up
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"
tech: Bose Einstein condensate is removed until I can balance it
bug fixes
first 4 levels of the training maps are live
this is very much a work in progress, but I'm putting it up for feedback
stunned and frozen mobs do no harm by default
removed tech: osmoprotectant - stunned and frozen mobs do no harm
tech: annelids - randomly increase worm size and damage up to 100%
weak anthropic principle gives 45->50% duplication chance after almost dieing
complex spin-statistics immune to harm for 1.5->1.8 s every 7 s
exciton gives 60->66% damage
electronegativity gives 1% dmg for every 11->10 stored energy
arsenal gives 14->12% more damage per gun
pair production is now also a standing wave field tech
mass-energy takes 10% less damage
JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive
undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players