tech: tokamak - instead of throwing a block convert it into energy and a pulse explosion
requires plasma
standing wave field no longer gives 25% harm reduction
standing wave field can now block through walls
bug fixes
tech removed: frequency resonance
standing wave tech: spherical harmonics - standing wave oscillates in a 3rd dimension, increasing deflecting efficiency by 60%
standing wave tech: expansion - using standing wave field drains energy to temporarily expand its radius
removed tech: supersaturation - 50 max health
tech: tungsten carbide - gain 100 max health, but take falling damage
supercapacitor renamed Maxwell's demon
energy above your max decays 92% slower. add 16 junk tech
(was 70% with no junk tech)
mine synthesis renamed booby trap
spawns a mine when ever you pick up a power up, add 9 junk tech
new community level: tunnel
by Scarlettt
drones will now pick up power ups that are in range even if they are locked onto a mob
(if all mobs are gone they will lock onto and chase power ups)
levels are now randomly flipped horizontally
removed spawn.boost( from n-gon
make boosts with these commands:
const boost1 = level.boost(2550, 1500, 1700) //x,y, boost height
const boost2 = level.boost(-3400, -2050, 3000)
level.custom = () => {
boost1.query();
boost2.query();
also you don't have to draw the boosts any more, the query command does it for you
added 50% chance for elevators on warehouse level
metamaterial cloaking now does 300% more damage if a mob has not died in the last 4 seconds
removed: tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds
fixed bug with experiment not loading tech
"cloak" and "alternate reality" now have styled text
metamaterial field damage increased to 146% (was 121%)
tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds
fix bugs where some shared build URLs were crashing on some unusual tech, like lore tech and nonrefundable tech
junk tech: not a bug - crashes the game
NEW COMMUNITY LEVEL n_gon by Oranger
experimenting with some code the automatically positions blocks into the center of buttons
let me know if anything acts oddly as a result
small adjustments to maps around buttons around platforms
some bug fixes
cleaned up elevator physics, added ability to hold the elevator at one location
added elevator with a on/off button to level highrise (0.6 chance to show up)
jump now applies the velocity of the block you jumped off of
it might feel slightly different if you play n-gon often
it could add some bugs so let me know
elevators have more realistic physics
you can jump off them when they get to the top (fun!)
blocks interact with them in a more healthy way (no bleed through)
they can have a wider range of healthy speeds
it can hurt mobs
tech: MACHO - an object follows you and gives you harm protection when you are inside it's halo
several nano-scale field tech now require some research, and have been buffed
nano-scale mycelium, ice-IX, missile tech now consume 20% less energy to produce bullets
nano-scale bot tech: spawn an extra bots
some bug fixes
"block" is now styled text
blocking with a shield is now called deflecting
added 100% block damage buffs to flywheel and inelastic collision
restitution now spawns 2 power ups (up from 1)
about 75 edits to tech requirement text
tech: inflation - thrown blocks expand, and throwing charges faster
fermions applies to thrown blocks as well
junk tech: posture - stand tall
junk tech: rhythm - you oscillate up and down
shieldingBoss no longer shields other bosses
mine damage is about 25% better
final boss leave a body
several minor bug fixes
pilot wave energy is back to it's old energy settings
tech: restitution - now only triggers power ups from blocks thrown by the player
(this makes pilot wave and naturally falling blocks not spawn power ups. flywheel will work if a block was thrown in the last 3 seconds)
standing wave harmonic has reduced blocking recoil
pilot is back to it's previous speed, and spawning at mouse
pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy
pilot wave tech
lost: time crystals, Lorentz transformation, annihilation
gained: degenerate matter - 60% harm reduction while field is active
tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force
this lets you hold larger blocks and flick them much faster
spammable methods of energy generation no longer work while immune to damage
rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon
pilot wave follows the mouse a bit slower
(I think this is actually a buff, because blocks stay in the field better)
a newly clicked pilot wave now begins at the player, not the mouse
(this is just because it looks cool)
tech: many worlds, now only spawns 1 tech
(use to spawn a heal, ammo, research too)
ice-IX does 15% more damage
tech: WIMPs - an indestructible harmful particle slowly chases you
spawn 2-3 research at the end of each level
experimental mode : WIMPS chase you
beating the final boss looks a bit less like death and a bit more like winning
also there are some text directions on how to enter endless mode (press T after you win)
tech removed: 1-body problem
wave beam bullets now end after hitting mobs
bullets do more damage, and reduce mob velocity a bit
more ammo, more fire delay
most wave beam tech has been buffed a bit also
tech: metastability - 20% dup chance, but duplicated powers up eventually explode
nerfed tech: electric reactive armor 6% (was 7%) explosion damage reduction for every 10 energy you currently have
random tech spawn chance now scales with levels clear (zero chance after level 10)
(it used to scale with total tech acquired, but you probably will not even notice this change)
tech: crystallizer - mods produce ice-IX crystals when they die
tech pulse and tech slow light now work together for laser beam,
(I think it is pretty dangerous to try them together though)
new COMMUNITY LEVEL vats by Dablux on discord!
(also the community map order wasn't randomizing right and was giving an extra level before the final boss)
more wave beam balance
backward induction costs 2 research now, also it is fixed (it would sometimes give an extra tech or the wrong tech)
powerupBoss now gives research and ammo when it hits you, not 2 heals (it still ejects one of your tech also)
tech: non-unitary operator - taking damage randomizes your run, reduce difficulty by 2 levels
community level crossfire has been nerfed a bit
**wave beam rework**
removed tech: wave packet (this is now the default mode of wave beam)
tech: imaginary number - 50% more damage, but the wave is a single strand
tech: bound state - wave bullets reflect backwards 2 times
now stacks 9 times and works with phase velocity
tech: jabbering - wave beam fires another packet if you hold fire
also increases wave damage by 25%
pulse laser now charges up with energy before you fire, but it fires 3 overlapping explosions
please give feedback on balance (too strong, too weak?)
tech shockwave: now applies to all explosions
foam gun now gets 20% less ammo
perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now
standing wave harmonic field blocks now block large mobs more reliably
tech: triple point - blocking makes iceIX crystals
unlocked with: standing wave harmonic field or perfect diamagnetism
diffraction grating only gains 1 extra beam, but no longer gets a damage reduction
also the beam split is wider than before
needle move twice as fast (was 50, now is 100)
and they are 50% longer and 25% thinner
damage was improved about 20%
delay between each needle in a volley is slightly longer
thrown blocks can damage intangible mobs for a couple seconds after they are thrown
they are set to act like bullets for a few seconds after being thrown
all blocks do 50% more damage to mobs and 50% longer stun
blocks do more damage vs. shielded mobs (damage penalty is 40%, was 66%))
mass driver - damage increase set to 200% (up from 100%)
negative mass field can lift blocks twice as heavy as before with little movement reduction
tech: flywheel - when mobs die their body is spun and flung at nearby mobs
requires mass driver, no other mob death tech
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)
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
tech: automatic - always fire, but get 2.5x ammo
requires inertial frame
tech: drone repair - while drones are your active gun, drones respawn with a 50% chance to consume ammo
added new graphics to several maps
to level developers: level.fillBG and level.fill no longer work,
you should draw backgrounds directly in level.custom like this:
level.custom = () => {
ctx.fillStyle = "rgba(0,255,255,0.1)";
ctx.fillRect(6400, -550, 300, 350);
level.playerExitCheck();
level.exit.draw();
level.enter.draw();
};
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)
bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield
relay switch - toggles ON/OFF when you pick up a power up
tech: ice IX condenser - if ON make a couple Ice IX crystals every second
more bug fixes (pulse color, backwards induction giving too many tech)
mobs can now see through blocks
mobs spawns and level spawns have been adjusted to prevent getting zonked at the start of a level
more bug fixes (many worlds, disintegrated armament)
tech: backward induction - gain all the tech options you didn't choose from your previous tech selection menu
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
bug fixes
strong anthropic principle does 0.03599% more damage
spores can stick to rotating blocks now
probably fixed the new wormhole field while targeting a block -> crouch lock bug
ceramic needles now correctly bypass shields
needles fire 3 at a time with a short delay and no spread
tech: planned obsolescence - 3x drone ammo, 1/3 drone nano-scale energy cost, but 53% reduced drone life span