plasma ball damage radius is 2x bigger
map collisions radius is unchanged
it no longer pops after hitting mobs
energy drain is 50% higher
JUNK tech: rule 30
generalist cycles guns with final boss phases
electric reactive armor renamed electric armor
reduce harm from explosions by 99%, drain 15 energy,
and greatly increase knock back
it does look like you can go through some thin walls,
but that's how it is in the real world, so not a bug
grenades have 40% more ammo
time dilation generates 12->18 energy/s
default foam gun fires a stream
tech: pressure vessel - in addition to the stream, foam gun builds up charges.
charges release after you stop firing
capacitor tech doubles pressure vessel effect
tech: syntactic foam - foam does 41% more damage per second
quantum foam removed
spore gun has 25% more ammo and fires 25% more often
spores and worms move 25% faster
nail gun has 5% more ammo
all versions of nail gun have a much higher fire rate
harpoon/grapple density reduced by 20%
this also lowers damage about 10%
harpoon/grapple properly follow conservation of momentum
(a small jerk when it retracts)
bug fixes
time dilation field rework
2x energy regen, but pausing time now uses much more energy
you are immune to harm while time is paused
but this stops energy regen
tech timelike is removed
eternalism gives 50% damage instead of ammo
also disables the pause button, and other pause effects
tech: polyurethane foam - super balls turn into foam after hitting a mob
supertemporal renamed autocannon
now gives +1 ball, and has a shorter delay between balls
harpoon and grapple no longer lose ammo when you run out of energy
they just trigger a 2 second fire CD
slashBoss doesn't slash as often at higher difficulty levels
field descriptions rewritten
bug fixes
generalist now requires 2 guns to unlock
active cooling 18->20% fire speed increase per gun
arsenal 12->13% damage increase per gun
futures exchange 4.3->4.5% duplication on cancel
perimeter defense 7->6% harm reduction per bot
unified field theory no longer gets bonus rerolls, instead it triples the frequency of field tech
removed tensor field
meta-analysis gives 3->1 research after choosing JUNK
plasma ball moves faster 7->10
bug fixes
JUNK tech density removed
it was causing the NaN bug
automonous navigation -> path integration
sends spores and worms and drones to the next level with you
MIRV gives 10->12% smaller radius and damage
laser tech slow light has 33% less spacing
tech exciton gives 70%->88% damage
discrete optimization: 40%->35% damage and fire delay
degenerate matter 60->66% harm reduction while field is active
virtual particles 15% duplication is now allowed for time dilation
railgun no longer uses extra ammo when firing multiple bullets with smelting
smelting now costs more ammo with railgun
plasma torch, ball, extruder all use 33% less energy, do 15% more damage
bremsstrahlung does 15% more damage
standing wave field gives 50 energy
it's cooldown for blocking shields in now 0.5->0.33 s
reactor
fight now starts when you press a button, so you can prep
spawns more ammo 4->7, heals 0->2
will no longer show up on levels 2,3,4
fewer bosses spawn at high difficulty levels
has a small chance to spawn all 3 boss types
sprayBoss is 25% slower, but it goes immune while spraying instead of shielding
community maps have a short message onload giving credit to the author
new level element balance - it's basically spinners and rotors combined
I'm replacing all rotors to fix potential BUGS
sewers, house, perplex, vats
requirement text bug fixes
nematodes now wiggle their tail. it's horrible
tech: transdimensional spores renamed transdimensional worms
spawns spores -> worms
missiles:
20% more ammo
no longer fire rapidly on crouch
instead crouch gives missile initial forward velocity
no crouch makes the missiles recoil back before they accelerate forward
tech: launch system - fire missiles 500% more rapidly, gives 25% ammo
doesn't work with cruse missile
tech: ICBM - cruse missile is even bigger and slower
pavilion has been added back to the map rotation
this will make the game end at 13 again, and feel harder
let me know if it's absence resulted in less NaN game crashes
reactor sprayBoss is now harder to kill
bug fixes
added 2 more classic n-gon dates
plasma ball
does 10% more damage
moves 20% faster
targets mob bullets better
standing wave has a 45/60->30/60 second cooldown after blocking a shielded mob
but, standing wave now also triggers it's CD on shields that protect groups of mobs
JUNK tech: Mech v4.48 removed
JUNK tech: cosmogonic myth - opens a random classic version of n-gon in a new tab, after 5 minutes close the tab and spawn 1 of every tech
bug fixes
tech lithium-ion - give 200 max energy when relay is ON
tech shape-memory alloy - give 200 max health when flip-flop is ON
NOR gate now prevents damage when in the OFF state (previously ON) to work well with shape-memory alloy
harpoon crouch mode now retracts at 30% greater distance than normal with no targeting
more bug fixes of course
plasma ball
much more damage
new graphics
fast decay in mob shields
works with capacitor
some bug fixes
paradigm shift: 4->10% chance to give research instead of tech
harpoon density: 0.006->0.005 (lower damage and knock back to mobs)
wormhole: 7->5% duplication chance
pilot wave uses less energy
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...
tech: autonomous navigation - drones travel with you through levels and drones reset durability
tech: technical debt - increase damage by 300%, but reduce damage by 10% for each tech you have
molecular assembler now has a higher bullet spawn cap 200->300
but it increases energy cost per spawn above around 150
fragments are about 15% fewer
thermal runaway is about 40% bigger and more damage
plasma torch: extruder uses less energy
pilot wave uses less energy
bug fixes
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
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
(set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple
merged similar gun tech
needle gun+needle shot
rivet gun+shotgun slug
shockwave+blast mines
nematodes+worm-shot
necrophoresis+necrophage
the worm aspect now spawns 3 copies instead of just a lifespan reset
grapple goes 40% farther before it retracts automatically
grapple now works well with fire delay reduction
or it's annoying, you decide!
smelting cost more ammo as you increase stacks
grappling hook tech: bulk modulus - immune to harm while grappling, but drain a bit of energy
particle collider renamed pure science - and it gives 1 research instead of energy when it fails: 4% chance
grappling hook - small quality of life improvements
about 30% larger, and a new shape (does more damage as a result)
continues past mobs after hitting them instead of retracting
pulls faster even at close range
sticks into walls more reliably
returns to you when you let go of fire, even when stuck
loses ammo less often
drains energy as it pulls
JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote)
JUNK tech: harvest - convert all the mobs on this level into ammo
pause menu stats are a bit different
tech grappling hook - can attack to walls and pull you towards the walls
harpoon extends farther as you hold down fire, but no longer has auto-steering
mobs do 4% less harm per difficulty level
railgun/harpoon auto-targeting is smarter at long distances with multiple small targets
but it still has trouble with moving targets
booby trap only has a 100 -> 50% chance to drop a mine when picking up power ups
added fallback for browsers that don't allow local storage
filament renamed UHMWPE
unaaq renamed Bessemer process
toggling harpoon renamed induction furnace
half-wave rectifier renamed alternator
reticulum renamed smelting
smelting costs 2 ammo packs per upgrade
railgun works with smelting
JUNK tech: Higgs phase transition - spawn 3 tech, there is a chance to remove everything with a 5 minute halflife
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
railgun has auto-targeting, like harpoon
the aiming graphic is gone
disables filament, reticulum, toggling
unlocks capacitor bank
mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo
harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks
bugfixes
new reactor boss - mineBoss
1/3 chance for 1 of 3 different bosses to spawn on the reactor level
harpoon starts with 10->3 ammo, and still gets 1 ammo per powerUpx
network effect damage per bot 7->6%
perimeter defense harm reduction 8->7%
bug fix decoherence
harpoon's crouch is now a harpoon sized railgun
tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts
toggling harpoon does 800 -> 600% more damage
perfect diamagnetism default field is a bit larger
bug fix with several periodic checks running off simulation time
they now run on player time and will be active during time dilation
fixed a bug where lore wasn't working
tech: particle collider - in pause menu clicking a tech ejects it (5% chance to lose the power up and convert into energy)
(also works on testing without the tech)
growBoss no longer goes invulnerable
bounceBoss bullets (on reactor map)
do 33% less damage
move 50% slower, so they don't fill the entire map
ground state reworked: reduce passive energy regen by 66%, increase max energy by 200
electronegativity: increase damage by 1% for every 9 -> 8 energy
acetone peroxide does 300 -> 200% more self harm from explosions
predator renamed parasitism
difficulty balance per level
mob harm done is reduced about 2%
player damage is increased about 2%
slasher mobs do 20% less damage
this is because they killed me on my last run and I'm bitter
mantisBoss is invincible for a less time
Zeno's paradox removes 1/10 -> 1/12 health every 5 seconds
slow, stun, plasma, foam, neutron bomb effects now only slow mobs down to a minimum speed of about 2-4
bug fixes
bounceBoss deals with slow effects in a less buggy way
final boss didn't kill invincible mobs when it dies
JUNK tech: tinker - unlock JUNK tech in experiment mode
this effect is stored for future visits on the same browser
several JUNK tech text have been cleaned up
your explosions do 8% more damage, but not more harm
grenade gun fires 5% faster
ruins/pavilion map is adjusted to be a bit easier to move around
crouching speeds up exit door animation
removed google analytics
bug fix with power ups and frozen time
bug fix with elevators and map collision
exit door has a 1 second delay and animation
reservoir map now has a flipped horizontal chance
map ruins renamed -> pavilion
all the individual !m.isBodiesAsleep are replaced with ones in the main game loop
this needs extensive bug testing?
should behave similarly to testing mode, which doesn't have issues
todo remove the checks from bullets and mobs, do this after update so it can be easy to revert
bug fixes
new boss: slashBoss - same as slash mob, but it's get invulnerability of course
if you have upgraded bots then random bot will that type
being inside slime reduces gravity by 50% through buoyancy
difficulty increase for mobs harm is 2% lower per level
boson composite no longer lets you pass through elevators and rotors
NAND gate damage 50 -> 55.5%
new map reservoir - still in development, but putting it out for feedback
tech: optical amplifier - get 3 random laser tech, but you can't turn off your laser until you run out of energy
slow light - lasers are slightly closer together at higher stacks of this tech
research power ups no longer log to the "in game console" to prevent spam
dynamo-bots give 6->7 more energy (upgraded 20->23)
some Boss invulnerability times are very slightly shorter
music tech now links to actual n-gon music
https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn
tech: super duper - fire +0-2 extra super balls
super balls no longer part of MIRV
bug fix for plasma extruder interaction with doors that collide with power ups
mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range
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
powerUpBoss & powerUpBossBaby go invulnerable for a second after they die
powerUpBossBaby is even smaller, and a bit slower
growBoss goes invulnerable for a second after one of it dies
shieldingBoss makes shields that are 50% stronger, shieldingBoss has 40% lower health
mantisBoss: 3 punching mobs, eject your ammo when you get punched
invulnerable except for 1 second after moving
powerUpBossBaby: smaller, cuter, faster, can't move through walls
slashBoss renamed revolutionBoss
invulnerable every other revolution of it's blades
new mob state: invulnerable - immune to damage and status effects (stun, dots, freeze)
damage and harm circle graphic size have been made more consistent
bug fixes
several tech now have fewer requirements to unlock
some normal tech is now considered gun tech (mostly explosion stuff)
snakeBoss tails, stay attached to each other
"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses for the random boss list
bug fixes
intro screen is more grey
experiment button is larger and darker
tech: nanowires - needles tunnel through blocks and map, +20% damage
Occam's razor gives 40->50% damage for each removed tech
determinism no longer removes the cancel button
superdeterminism now removes the cancel button and research, but doesn't remove gun and field power ups
railgun damage is doubled
regression does more damage per hit: 5->6% vs. mobs and 0.5->1% vs. bosses
bug fixes
pneumatic hammer (20 -> +18% size and damage effects)
now applies to nails, slugs, needles, in addition to rivets
integrated armament 20->25% damage, also if you switch guns converts guntech to new gun
backward induction removed
symbiosis removes 1 -> 0.5 max health per mob kill
plasma jet - costs 1 -> 2 research, and goes a bit farther
Occam's razor gives 36 -> 40% damage per removed tech
tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage
tech dormancy removed
tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
tech: torpor - gives the opposite of it's previous effect
if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%
relativistic momentum - pushes blocks in addition to mobs
not much benefit, but it's fun
supply chain: still doubles ammo, but now also adds 5% JUNK (yay)
it no longer has any tech requirements
inductive coupling: 600% -> 700% regen while crouched
JUNK tech: density - blocks are 100x times less dense
tech descriptions can change their text dynamically now
only a few tech are using this option so far
railgun is now a tech for harpoon
railgun tech: dielectric polarization has been removed
unaaq increases the size not length of harpoons
capacitor bank applies charging effects: throwing blocks, foam, railgun, pulse, tokamak
fire cooldown reduction no longer effects these charging abilities, but it does reduce cooldown between discharges
foam now has a short delay between each discharge
foam charges ~10% faster
tokamak graphics indicate charging and max charge better
pulse laser can now regen energy passively while charging
tech: mass driver no longer gives improved block charge rate,
but it gives 200% -> 300% damage for blocks
tech: inflation no longer gives improved block charge rate
it gives harm reduction when holding a block and makes block expand when you throw them
tech: inelastic collision was removed it used to give harm reduction when holding a block
pilot wave uses 66% less energy to fling blocks
pilot wave can fling block effectively at much higher speeds now (which happens to use much more energy)
tech potential well is removed, because it isn't really needed anymore
inductive coupling: 500% -> 600% regen while crouched
molecular assembler now works with inductive coupling regen properly
bug fixes (superdeterminism, wormhole, applied science)
I probably added several new bugs, let me know if you find any
tech: applied science - gives a random gun tech and a research for each gun in your inventory
JUNK tech - motion sickness - disable camera smoothing
JUNK tech - palantír - see far away
foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
this gives some options for late game bot scaling
timelike now allows some energy regen while immune to harm in double time
Tokamak now overrides the trajectory throw graphics with its own
block throwing and mines when crouched now have trajectory prediction, like grenades
all bot upgrades are about 20% better
Ψ(t) collapse gives 16->21 research
spores and drones have up to 20% shorter life span when the number of active bullets is high
1st ionization energy gives 7 -> 8 max energy per heal
permittivity renamed weak interaction
weak interaction gives 4 -> 5 max energy per unused power up
transceiver renamed electroweak interaction
fixed about 70 different requirement text situations
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched
tech gun turret gives 55% -> 60% harm reduction
also I fixed a bug where it was giving 45% not 55%
old tech inductive coupling is renamed: permittivity
permittivity gives 3 -> 4 max energy per unused power up
1st ionization energy gives 6 -> 7 max energy per heal
tech expansion - no longer costs energy to expand standing wave field
JUNK tech planetesimals now can spawn tech in n-gon
or kill the player in n-gon
grenades display their trajectory, to help you aim
I'm might get rid of it, but for now we'll try it out
several duplication tech give slightly lower duplication chance
strange attractor now properly includes all your tech in duplication chance (it wasn't updated for recent duplication tech)
time dilation tech: retrocausality - instead of pausing time your field rewinds time, including your health
this tech replaces replaces CPT gun
works well with tech: causality bots and grenades
wormhole
activated on mouse up
draw an outline of the wormhole to show if can work at your mouse location
adiabatic healing: adds 5% JUNK in addition to 100% better heals
several tech pool frequencies have been adjusted to roughly this rule:
no requirements: 1x chance
requirements: 2x chance
(most gun and field tech)
strict requirements: 3x chance or higher
bug fixes
JUNK tech: facsimile - copy current level and insert into level queue
JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics
tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
the percent values may seem like more but I actually lowered the JUNK chance about 10%
meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
symbiosis: only gives 1 bonus tech (was 1 or 2)
blink boss rebalanced (it's easier, and has two modes)
bug fixes
tech: neutronium - 90% harm reduce while field is active, 33% slower move speed
(requires negative mass field)
tech: charmed baryon - 0 cost wormhole, 33% slower move speed
harpoon tech: reticulum now always fires extra harpoons even if there are no targets
tech.removeTech() method has been improved
bug fixes
tech: rotary cannon - nail gun (and rivet gun) have increased fire rate, muzzle speed, recoil, and accuracy
experiment -parthenocarpy- spawn about 50% more mobs
tech: needle ice - needles make 1-2 ice 9 after they impact a wall
needle shot gun fires 1 less needle
most harpoon tech are about 5% better
JUNK tech: negative friction - you speed up when you touch walls
no-cloning theorem: 42% -> 38% dup chance
symbiosis: 2 tech -> 1-2 tech after a boss dies
quenching gives 10% less max health for over heal