mod: waste heat recovery is removed
mod - fracture analysis only applies to stunned mobs (not unaware mobs)
phase field is removed
new field: metamaterial cloaking
mod: phase decoherence - intangible to mobs while cloaked, but passing through mobs drains energy
mod: flashbang - stun mobs as you exit cloak
mod: electric reactive armor - reduce harm from explosions by 6% for every 10 energy
mod: waste heat recovery - laser damage grows to 400%, but you start to eject your health as a heal power up
new community level by Francois: house
blocks drift towards the center of pilot wave's field
mod: Bayesian statistics - no longer stops ammo spawns
30% to double power ups, but ejects a mod when you take damage
mod: exciton-lattice - 40% damage, but no ammo can spawn
after you die, you can find the build you used in the custom menu
shooterBoss - smaller, but more massive,
aims better at short range, and fires faster
bomberBoss fires faster, bombs are more likely to split
mod: osmoprotectant - stunned or frozen mobs cause no harm
field: perfect diamagnetism is a bit larger
can now grab power ups from far away
mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod
eject extra mods if you have recursive stacks
power ups have a bit more air friction
power ups must be in line of sight to be pulled by the player
why mode now gets 100% chance for a second boss power up (up from 50%)
this should let why mode reach more interesting build depth
laser and pulse got a damage and energy use buff
immune to harm for a second after exiting the power up selection menu
zoom now only works in testing mode with keys: i / o
minigun is now nailgun (higher damage, lower ammo)
mod: pneumatic actuator - nail gun's ramp up time is 50% shorter
mod: powder-actuated - removes ramp up time and increases nail speed
removed mod depleted uranium
mod: super size - larger super balls
damage immunity after a collisions is reduced from 1/2s to 1/4s
freezing status effects only last 1/4 as long on boss mobs
mod - shotgun 66% increased fire rate and recoil
mod - slowly heal when below 25% health
mod - superdeterminism spawn 4 mods, but rerolls, fields, and guns no longer spawn
added mods to spawn a gun, a field, and rerolls
added mod that gives max health for leftover power ups
this mod has some interesting interactions with other mods
mod annihilation now uses 20% of base energy and doesn't trigger damage immunity
mod Hawking radiation removed
mod negative temperature: freezed mobs in range of negative mass field, but drain energy
mod: logistics
ammo power ups are added to your current gun
spawn 4 ammo immediately
new mod - heal: gives heals
new mod - ammo: gives ammo
mod mass-energy equivalence no longer benefits from harm reduction effects,
but it also takes 25% less damage than before
mod - timelike world line gives 2x faster speed and harm immunity when time dilation is active
mod - Lorentz transformation improves move jump and fire speed even when time dilation isn't active
(the same as 1 rank of squirrel cage rotor and auto-loading heuristics)
mod - electrostatic shots: 33 increased damage and 33% increased delay after firing
mod - time-like world line now also gives 33% reduced delay after firing (even when the field isn't active)
mod auto-loading heuristics now gives 20% reduced delay after firing (up from 15%)
above level 20 boss power ups only drop on even levels
removed mod ablative mines (was buggy, and too similar to ablative drones)
flechettes get stuck in walls
flechettes do no damage to mobs on hit
flechettes do more damage over time, and have more ammo
mod - flechettes pierce mobs
mod - mutualism: each spore does 2x damage but they borrow 1% life from player
harmonic field now has no cooldown after blocking
negative mass field accelerates slower, but with a higher top speed
negative mass field harm reduction is now 60% and always on
mod degenerate matter increases the damage reduction from 60% to 80%
falling damage and damage from blocks have been removed
(I'm trying it out, let me know if you want it back)
mod - many worlds: 100% chance on choosing a power up to spawn a reroll if you have no rerolls
mod - microstates: +7% damage for every 10 active bullets
(requires mod: Lorentzian topology)
mod - laser diode: laser, pulse, and laser-bots use 37% less energy
25% increase in difficulty scaling (level 10 should now have the difficulty of level 12)
effects: player damage, mod damage, mob acceleration, mob reaction time, mob cooldown time
acute stress mod removes 1/3 (was 1/2) of your energy
zoom works with i and o now
cell boss has double the chance to spilt on damage.
After it splits, each daughter cell has the mother's reduced health
new gun neutron bomb, persistent AoE damage
(might still have issues sticking to objects properly)
new mob neutron bomb stuns mobs
large mods shrink on death instead of disappearing
new boss mob: spiderBoss
mod - Bayesian interference -> determinism
spawn 4 mods and 2 heals, future power ups are limited to one choice
mod - Leveraged investments -> Bayesian interference
33% chance for double power ups to drop, remove all future ammo power ups
(serious progress on my level construction tools, but it's not ready yet)