Commit Graph

183 Commits

Author SHA1 Message Date
landgreen
ef63dc5494 crossfire
bots are now nonrefundable, so they don't display as a tech when you select them
  this might introduce some errors, please let me know if you see something
bot counts can be seen in pause menu

the final boss will spawn progressively more mobs if you don't kill it quickly enough
  levelBosses are also more likely to spawn on the final boss

added community map - crossfire
  by iNoobBoi
2021-04-17 09:55:27 -07:00
landgreen
058b1f94f5 fixed shooting aiming and url broken 2021-04-16 05:13:21 -07:00
landgreen
a5aea4ccc5 spawns
experiment and junk tech: decomposers - mobs leave behind spawns when they die

new levelBoss - a cluster of larger spawns
  while it's alive all mobs other leave behind spawns

added block collisions to most no collide mobs
  (this should buff block throwing and pilot wave)
2021-04-15 05:23:26 -07:00
landgreen
b217a50f75 refit
experiment and junk: panopticon - mobs can see you all the time

scrap bots now have a 33% chance to spawn for 10 seconds after killing a mob
  (was 20% chance for 20 seconds)
tech: scrap refit - killing a mob resets your functional scrap bots back to 10 seconds of operation

several damage tech have reduced damage by about 10%
spores do 20% more damage, but last 1 second shorter
2021-04-08 12:26:06 -07:00
landgreen
4848cc4e73 1-body problem
tech: 1-body problem - do 100% damage if there is only 1 active bullet

experiment mode and junk tech: random aiming

bug fix - sniper, shooter aiming might be improved (no more firing backwards)
  or maybe I just made it worse, let me know

bug fix - Shift registers

working on rewriting the way backgrounds and foregrounds are drawn on each level (in progress)
2021-03-30 05:23:56 -07:00
landgreen
603d5c466c frequency doubling
some tech is now only 50% likely to show up
  I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency

reset on experiment menu should now clear power ups and bullets

fixed bug with no heals
2021-03-20 16:42:36 -07:00
landgreen
69b416b203 ergodicity, tooltips
tech requirement info UI updated in experiment mode

tech: ergodicity - remove heal power ups and heal tech,  reduce difficulty by 2 levels
2021-03-19 19:15:52 -07:00
landgreen
862a0ae9d0 electrostatic induction
tech: electrostatic induction - foam bullets are attracted to nearby mobs

portals on perplex map, now remove blocks that fall in
new community map! coliseum by iNoobBoi

a few more tech can be refunded properly
nonRefundable tech don't show up in the list of tech you have
2021-03-13 06:22:05 -08:00
landgreen
5f68bc687f pulsar
new mob: pulsar - aims at player and does damage in an circle
  (set to 3x chance to show up until the next patch)

several tech that were nonrefundable now can be removed and refunded
added several bug fixes
2021-03-07 05:59:10 -08:00
landgreen
abed965f7b frequency
tech: robotics - 3x frequency of bot tech, spawn a random bot
tech: statistical ensemble - 10000% increased frequency of recursive tech you already have

non-refundable tech can no longer display as "off" in the experiment menu when you click it a second time
  these tech can't be removed with out resetting
  please don't submit bug reports about this...

added more junk tech
2021-03-04 04:47:51 -08:00
landgreen
9e98ceb4e1 frequency
some tech now has 2x,3x,4x frequency of showing up
  (most tech is at 1x, a few are at 2x if they have a rare requirement to unlock)
reworked junk and lore tech systems
  (might be some new bugs)

tech that used to just summon a power up now also increases tech frequency
removed the 4 perpetual techs

maybe fixed immune boss bug on detours level
2021-03-02 04:24:23 -08:00
landgreen
6fdbc0ea7e m.switchworlds() 2021-02-21 06:14:11 -08:00
landgreen
c085b30af4 in game music
mob effect: freeze - now only slows mobs down
  all freeze effects are about 50% longer

junk tech: music - adds background music to n-gon
junk tech: performance - adds fps tracker to n-gon

tech: dormancy - if a mob has died in the last 5 seconds increase damage by 50% else decrease damage by 50%
tech: torpor   - if a mob has died in the last 5 seconds reduce harm by 66% else increase harm by 33%
2021-02-19 06:13:33 -08:00
landgreen
7e963881f6 orbitals
ship mode can be found in the experimental menu

some mobs now have orbitals at random
new level boss: orbitalBoss

most late game bot tech has been buffed
tech: get 2 random bots, also when you switch guns cycle all bots to the same type
2021-02-17 06:44:33 -08:00
landgreen
4ebd87c6a8 shipMode
added 2 new testing keys: J = clear mobs, H = infinity health
added junk tech: ship (it's hard to control, but you get better with practice)
  m.shipMode() in console
2021-02-14 05:18:22 -08:00
landgreen
045039171e restitution
several new junk tech

unified field theory: now cycles fields after you click the field box when paused

tech: restitution - mobs killed by blocks spawn power ups
tech: inelastic collision - 60% harm reduction when holding a block
2021-02-09 05:46:43 -08:00
landgreen
6e5d951bf1 historyBoss
blocking uses 33% less energy

tech: stimulated emission removed
tech: Bayesian statistics renamed stimulated emission
tech: futures exchange gives 4.5% per cancel (up from 4%)

new level boss: follows you like the dynamo-bot, but is not friend
  will not spawn if you have a dynamo-bot
  (probably will be rebalanced in next patch)
2021-02-05 05:38:08 -08:00
landgreen
6446685cf0 bug fix dark patterns 2021-01-31 11:41:42 -08:00
landgreen
774fa44b81 dark patterns
tech cloning requires > 25% dup chance, and is now only 2x (was 3x) your dup chance for a second boss
playing with the 4 community levels now removes 4 random levels from the level list

tech: dark patterns - reduce combat difficulty by 1 level and add 16 junk tech to the potential tech pool
2021-01-31 07:55:01 -08:00
landgreen
66f2cce2b7 cloning
tech: cloning - chance to spawn another level boss = 3x your duplication chance

tech: dynamo-bot: a bot follows your history, damages mobs, and regens energy when it gets close
tech: dynamo upgrade: more energy regen
2021-01-29 05:13:44 -08:00
landgreen
e4acaca31c unified field theory
unified field theory doesn't require research to cycle fields

game resets after beating final boss (in 20s)
2021-01-26 07:28:18 -08:00
landgreen
21affab7b1 renamed mech to m
to continue playing after the final boss you need to use testing mode:  "T" -> "U"
renamed mech -> m
2021-01-24 08:54:26 -08:00
landgreen
c7822cd1da unified field theory
duplication bug fix

renaming custom mode -> experimental mode
  experimental mode is available again even without completing lore

mob: sneaker is a bit faster and stronger
  (the invisible one that attacks from stealth)

tech: unified field theory - switching guns uses a reroll to cycle your field
2021-01-24 06:20:03 -08:00
landgreen
9b65a188eb chapter 1, 2
lore: chapter 1 and 2 are now somewhere in the game
  lore is the same for all difficulty levels

testing mode and custom are now locked by default until you reach chapter 1
  or just hack the game to skip the lore and enable testing and custom
    localSettings.loreCount = Infinity;
    localStorage.setItem("localSettings", JSON.stringify(localSettings));

bug fix: performance greatly improved on drawing multiple duplicated power ups
2021-01-23 07:01:04 -08:00
landgreen
3657db7548 radioactive explosions
various bug fixes
  Laser+slow light prop+crouch= all but one laser stays in original position
  CPT rewind and gun: correctly put you back into a crouch position
  Higgs + rail gun allows movement
  blocks don't linger at the bottom of portals anymore

squirrel cage - move even faster, but take 5% more harm

tech: iridium-192 - explosions are radioactive, +80% damage, spread over 4 seconds
2021-01-17 09:23:57 -08:00
landgreen
059e133667 rest frame
health background finally updates to show max health changes

tech: rest frame is removed
tech: inertial frame - gain 66% fire rate, but you can't fire when moving
tech: dead reckoning - when at rest do 33% more damage
  requires inertial frame
tech: Galilean group - when at rest take 50% less harm
  requires inertial frame
2021-01-11 14:00:01 -08:00
landgreen
cd0e47df30 complex spinstatistics
tech: active cooling - 15% faster fire rate for each gun in your inventory
tech: specialist - spawn a random power up for each gun in your inventory
  (not available in custom, requires tech: generalist)
tech: complex spin-statistics - become immune to harm for 1s every 7s
  requires Pauli exclusion

even less difficulty ramp after killing final boss
2021-01-07 12:24:40 -08:00
landgreen
79136db727 removed ice IX gun
reroll renamed -> research

spore damage increased 25%

ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s)
ice IX is no longer a gun
  but you can still get it for nano-scale field (and it's pretty strong)
tech: heavy water was removed

tech: correlated damage - duplication chance also gives % damage
(also added some minor nerfs to other duplication tech for balance)
2021-01-02 18:46:14 -08:00
landgreen
3fa89b85d7 foam balance
beating the final boss automatically increases the difficulty mode for this run and future runs
some foam balancing, mostly buffs
standing wave harmonics gets 15% harm reduction again
2021-01-01 05:42:06 -08:00
landgreen
0d70e3918d bug fixes and mod -> tech renaming 2020-12-26 08:54:16 -08:00
landgreen
0e9d2bcc30 console style
updated in game console style and all messages to match real game commands
new names inline with lore,  mod -> tech, game -> simulation
  this is probably going to cause many minor bugs, so let me know what you find
new reroll display in power up selection

tech: rocket-propelled now works with all grenade tech
2020-12-26 08:16:22 -08:00
landgreen
b2fff5274a another attempt to fix crouch bug
added a crouch check to prevent move the head when it's already out of position
also using setPosition to move player head instead of translate
2020-12-22 14:53:12 -08:00
landgreen
60e59a858a CPT gun
new level boss that fires 2 streams of small bullets that chase you

mod: add a CPT gun to your inventory that rewinds your history, reverts your health, position, velocity for 10 seconds
  I expect that spamming rewind has some overpowered combos.
  Let me know what you find, and your ideas on balance.
2020-12-21 12:47:07 -08:00
landgreen
732b13d8a4 inductive coupling
your build url can now be copied in the pause screen

mod: inductive coupling - 4 max health per power up, but limited to 44 max health per level (replaces crystalized armor)
mod: transceiver chip - use all the power ups left over at the end of a level
mod: catabolism - does a flat 5 damage to your health for 3 ammo  (was 2% of max health for 1 ammo)
2020-12-16 09:55:07 -08:00
landgreen
1f7d7217d3 mods for guns and fields have an extra circle in selection menus 2020-12-14 13:26:46 -08:00
landgreen
1ac5ad96a6 working on new icons in custom for gun and field 2020-12-14 07:34:23 -08:00
landgreen
257a9db297 bug fixes 2020-12-02 18:54:50 -08:00
landgreen
c855508dda erase
field - wormhole now has a 10% chance to duplicate power ups
mod: erase - remove rerolled mods from the selection pool

custom now lets you reproduce builds that only occur in game when a mod/gun/field is removed is ejected
  example: in custom you can get time dilation only mods, then jump over to nano scale field and keep the crazy time dilation regen
  this might cause some problems, let me know if anything gets weird
2020-12-02 09:56:20 -08:00
landgreen
7d9bfbd8cc shotgun slug
custom and pause menu style update (mostly just thinner lines between blocks)

mod: shotgun slug - fire a big bullet
2020-12-01 16:42:18 -08:00
landgreen
5782d82b8d duplication mods
all bot upgrade mods are improved by about 33%
mod superdeterminism - spawns 6 mods  (was 3)

mod: futures exchange - canceling power ups increases duplication chance by 4%
mod: monte carlo experiment - spawn 2 mods, but you have a 50% chance to lose a random mod
  requires duplication mods, not available in custom
mod: exchange symmetry - spawn 1 mod with double your normal duplication chance
  requires duplication mods, not available in custom
2020-11-29 05:40:02 -08:00
landgreen
dd43d9413b perpetual mods
4 new mods: perpetual ammo/rerolls/heals - get that power up at the start of each level
            also perpetual stun: stuns all mobs for 8 seconds at the start
2020-11-27 17:20:15 -08:00
landgreen
0c319d3049 pause menu on selection
you can see your build while in the power up selection menu
balance - metamaterial cloaking field gives 111% more damage (up from 66%)

mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi)
mod: Newton's 2nd law - damage increase while moving fast
2020-11-25 05:00:09 -08:00
landgreen
7c52af4b90 missile rework
mod - neutron bomb is a grenade mod, it's damage is 33% higher
  direct hits also apply radiation damage over time

missiles aim better, accelerate quicker, push blocks out of the way better
  crouch fire mode rapidly launches missiles vertically
2020-11-16 14:10:44 -08:00
landgreen
6e90ed2376 incendiary ammunition
bug - spider boss move at full speed again (watch out)
bots that uses energy stop when you hit 50% energy if you have mass-energy mod

you get a warning before you overwrite your current gun due to integrated armament

gun - flak is removed
mod: High-explosive incendiary, or incendiary rounds
  shotgun: several large explosions
  nail gun: rapid fire explosions
  drones: drones explode on impact
  super balls: explode on contact
2020-11-14 05:37:27 -08:00
landgreen
72e61eab78 patch notes in n-gon
you can view the patch notes for the last few commits from the game menu
  this uses the github API, so it might have some delay

overfill mods add energy instead of setting energy to a value

bug - blocks in vertical portals can get stuck inside the portals
  fixed, but only for one portal... oh well

mobs that make a scrap bot, don't leave a block body anymore
2020-11-11 07:45:04 -08:00
landgreen
d7ab196dc3 final boss
missile moves slightly differently
  it used to slow when locked on to a target
  now it slows when turning
missiles explode when near any mob

wormhole mod: cosmic string - now stuns mobs and applies radiation damage
mod time dilation:  - quadruple your default energy regeneration

added final boss level, it's still in progress so I'd love some feedback
also the game loops back to the intro level after the boss
  I'll be working on the ending in the next patch, so the intro level is just a placeholder
2020-11-01 18:31:25 -08:00
landgreen
7b620ca1f0 added no power up setting to custom 2020-10-28 05:21:08 -07:00
landgreen
c7048c9324 mod- pulse
gun: pulse is now a mod for laser
  mod: beam splitter applies to pulse

difficulty balancing
  (this needs to be done as more mods are added to the game to prevent power creep)
  all modes are a bit harder
    if you used to play why, try the new hard
    if you used to play hard try the new normal
  power ups drop more often from bosses on all modes
2020-10-25 15:09:55 -07:00
landgreen
a5f79bf742 pulse is a mod 2020-10-25 03:26:13 -07:00
landgreen
4187645757 wormhole
mods ejected from Bayesian statistics can't duplicate

the power up boss moves faster, has less health,
  it will eject one of your mods after a collision
  and two health power ups

mod ammonium nitrate: increase explosion damage and area by 25%
  also other explosion mods have been rebalanced (damage buffed, but self damage is also higher)

field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in
  mobs don't do much in worm hole yet, but that is coming with future mods
2020-10-17 17:29:44 -07:00