Commit Graph

398 Commits

Author SHA1 Message Date
landgreen
34d295cf48 lore chapters: 3,4
2 more lore chapters (5 total now)
entering testing mode makes a sound now

reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations
  I hope this will increase build variety and also give more value to making good tech choices
countless bug fixes and wording fixes

mobs have a new trait mob[i].damageReduction
2021-07-21 07:01:46 -07:00
landgreen
d50cd540fa worms
spore tech - nematodes - replace spores with 1/2 as many worms that do 200% more damage
  worms are also a bit faster, last longer, have better reaction times
  a cool worm graphic, and a simple searching behavior if they haven't found a mob

mycelial fragmentation - makes 6 extra spores during growth phase (was 4)

historyBoss has less health, slower tracking, and more damage
2021-07-16 07:06:05 -07:00
landgreen
f590cfc99e isotropic radiator
"pressure wave" renamed "phonon"
  tech packet length removed
  most wave beam tech is now compatible with phonon

wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction

drone tech: torque bursts - teleport towards targets and do 30% more collision damage

irradiated drones do 33% more damage, 33% less collisions damage
   5% more ammo, 30% less range, don't lose duration on collisions

pseudoscience only gets 3 free rerolls per tech
2021-07-15 06:14:56 -07:00
landgreen
95adf9fa06 shieldingBoss
shieldingBoss stops re-shielding after taking damage
  25% more health
  re-shielding Cooldown is 25% shorter

you can pick up ammo with laser again
  it was too annoying to switch guns

you have 1/2 second harm immunity after leaving a portal

lore conversations are better at recovering from speech API freezes
  (if the speech API doesn't work after 10 seconds it switches to pure text)
2021-07-12 15:40:43 -07:00
landgreen
b5dd456db0 field research tech
tech: Noether violation - shotgun and railgun recoil is increased and it's direction is reversed, +60% damage for shot/rail gun

each field now has a tech that uses research to give a simple bonus
  wormhole: virtual particles - 3 research for 19% duplication chance
  cloaking field, pilot wave: dynamical systems - 2 research for 35% damage
  standing wave harmonics, pilot wave: zero point energy - 2 research for 74% max energy
  perfect diamagnetism or negative mass field: tessellation - 50% harm reduction for 4 research cost
  time dilation field - Lorentz transformation now uses 4 research for a 50% speed increase  (was 40% for no research)
  plasma-bot - now also requires 1 research
  nano-scale already has several research deals

added a research to the intro level
Newton's 1st law reduces harm by up to 66% (was 60%) when moving at up to 30
Newton's 2nd law increases damage by up to 66% (was 43%) when moving at up to 30
  also they both have no requirements anymore
super ball tech supertemporal now fires with much less delay
  and it syncs with frame rate much cleaner
metamaterial cloaking
  now gets the damage buff after 3 seconds of no kills (was 4s)
  recloaks 1/2 second faster
  cloaked vision has a 10% larger radius
6 situational tech can now show up in situations where they are only "OK", but not "great" choices
2021-07-11 06:21:16 -07:00
landgreen
d346afb2d0 pressure wave
tech: pressure wave - wave beam fires lower frequency, higher damage, wide arcs that propagate through solids

tech: gamma-ray laser - increase laser damage by 150% and energy drain by 200%
  works for all lasers except pulse

tech: specular reflection - now just gives +2 laser reflections (was +1, and damage/energy increase)

you, pilot wave, and drones can't pick up ammo if you have Infinite ammo on your current gun
  wormhole still eats everything

Bayesian statistics gives 4.2% damage per research (was 3.9%)
bot fabrication needs 3 research to make a random bot  (was 4)
2021-07-07 19:26:47 -07:00
landgreen
89ade77e14 lore conversations
to prevent misclicks when you grab two power ups in a row there is a 1/2 second delay before power up selections can register
  I also added in a 0.25 fade in effect on the power up selection menu. Can you tell?

tech: pseudoscience - adds 0-4 JUNK to the potential tech pool (was 1-5 JUNK)
tech quenching - now increases max health and does harm for over healing from heal power ups
  (was for heals at max health)
foam tech necrophoresis now makes less foam spawns if the total number of bullets is high
  to help with lag when killing packs of mobs

preparation for more lore chapters
  reworked the lore conversation code to make it easier to write
    also lore conversations should now have better timing between the text and voice
  lore conversations can now recover from some speech errors and try again with safer settings
    this seems to allow speech on my firefox browser
  added a console command to make it easier to quickly unlock testing mode
    lore.unlockTesting()

pressing "b" in testing mode now gives you 10000 research and the damage from research tech
2021-07-04 06:40:57 -07:00
landgreen
8b73c9ffc4 pseudoscience
tech: pseudoscience - renewing power up choices costs no research, but adds 1-5 JUNK to the potential tech pool

>update text now shows the last 20 updates and has a scroll bar
2021-07-01 07:41:16 -07:00
landgreen
a2b56d1f7e abiogenesis
tech: abiogenesis - spawn a second level boss on each level, but costs 5 research or if you don't have the research add 49 JUNK tech to the pool
  note to level builders I rewrote the add duplicate boss code in all levels: spawn.secondaryBossChance(x,y)

foam tech: uncertainty principle - foam bullets change position randomly, increase foam damage by 66%

throwing blocks now charges faster with reduced fire cooldown
tech renormalization now has a 40% chance to refund a research  (was 37%)
performance- now precalculate player gradient fill
2021-06-30 06:40:37 -07:00
landgreen
5d4ef1994c irradiated drones
irradiated drones
  new tech: beta radiation - double damage and half lifespan
  now don't clump as often, to make the graphics look better
  effective radius now includes edges of mobs, not just centers
    so they work better on large radius mobs
  do 50% more damage, but have a 10% smaller radius and last 3 second shorter time and 80% less ammo  (was 75%)
  irradiated drones can't get a slowing effect anymore
    it was just too annoying
  nano-scale can now unlock irradiated drone tech properly
  nano-scale now drains more energy per irradiated drone, to scale with the higher ammo costs

time dilation field is now just called "time dilation"
constraints under time dilation is less buggy, but still a bit buggy
2021-06-29 07:18:41 -07:00
landgreen
f427f181a3 radioisotope generator
tech - radioisotope generator - drones have the effect of neutron bomb, but you get less ammo
bug fix - reduced tolerances now properly gives extra ammo
water shielding now protects you from all radioactivity, but only gives 75% protection
  (drones, neutron bomb, radioactive explosions, and even slime)

final boss has more durability in it's final phase
final boss no longers gets knocked around as much from explosions

level.warehouse predraw lighting for performance
bug fix on sewers where slime was doing too much harm
2021-06-27 12:40:26 -07:00
landgreen
88f595642f catabolism and inductive coupling update
catabolism - lowers your max health by 1 (was 3 harm) and gives 4 ammo
inductive coupling - gives max energy for leftover power ups (was max health)
  now requires mass-energy equivalence

switched to a newer copy, paste URL
  this seems to fix issues with failed text copy in the level builder if you hold mouse down for over 6 seconds
2021-06-19 07:23:26 -07:00
landgreen
cb2a8e4243 quenching
tech: quenching - if you're at full health heal power ups do harm but they also increase your max health

you can play with camera smoothing now in the console
  m.lookSmoothing = 0.07, //1 is instant/jerky,  0.01 is slow zoom, 0.07 is standard

more progress on level - labs
2021-06-18 13:20:02 -07:00
landgreen
fe05a57a13 toggle
tech supertemporal - fire your super balls at the same place in space, but delayed in time

super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence
  (this makes adding more balls much stronger)
gun - super balls has 15% less ammo

standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy
  this should make rapidly blocking drain upto 10x less energy
  base blocking cost have increased by 25%

wormhole gets 10% duplication (was 7%)
ice-IX does 15% more damage

new level element - toggle(x, y, isLockOn = false)
  similar to a button but doesn't require a block
  used on the level highrise
  can toggle "off and on" or "lock on"
2021-06-15 05:58:28 -07:00
landgreen
a285375e2b WIMPs for wormhole
tech: WIMPs now requires wormhole
  gives 3-9 research now (was 2-3)

tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower

bug fixes
2021-06-13 18:45:53 -07:00
landgreen
36d44c2569 balance
over all game difficulty scaling occurs faster
  your damage will feel lower, and you will take more harm,
  so you should probably play on a lower difficulty

tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech

balance:
  dead reckoning gives 36% damage when at rest (was 30%)
  overcharge gives 10 more energy, but adds 10 junk tech
  1st ionization energy gives 6 energy per heal (was 5)
  dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
  torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
  Ψ(t) collapse spawns 3 more research, so it's at 15
  fragmentation gives 30% more nails for railgun
  ammonium nitrate +25% (was 20%)
  generalist gives 8 guns (was 6)
  arsenal gives 10% per gun (was 14%)
  rivet gun fires 25% faster, rivets are 15% larger
  shotgun slug is 33% bigger
  missile bot fires 10% more often
  tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
  beamSplitter has a 20% lower divergence
  nano manufacturing tech is all buffed 15%
  traversable geodesics gives 2 guns and ammo (was 1)
  mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
  zoospore vector has an 11% chance to spawn (was 9%)
  negentropy spawns a heal for every 33 missing health (was 50 health)
  exciton-lattice gives 60% damage
  thermocouple spawns 1-8 ice-IX (was 1-5)
  WIMPs spawn 2-6 research (was 2-3)
  quantum immortality reduces harm by 33% (was 23%)
  commodities exchange gives 10 power ups (was 8)
  super balls are 17% bigger (this means they do about 25% more damage)
  exothermic process increases damage by (was 45%)
  heat engine increases damage by 50% (was 40%)
  replication gives 10% duplication chance (was 8%)
  stimulated emission gives 22% duplication chance
  futures exchange gives 4.7% duplication chance per cancel  (was 4.3%)
  needles are 10% slower and do 15% more damage

bug fixes:
  reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
  hazards on horizontal flipped levels now correctly do damage
  ship mode aims properly after you die
    although it still doesn't reset
  experiment mode selections are highlighted better
2021-06-13 05:41:37 -07:00
landgreen
3560bf7365 inertial mass
historyBoss has a much smaller damage radius, but it does 2x more damage
  also history boss has updated graphics
  no the dotted lines on the player isn't a bug

inertial mass - negative mass field is larger and you accelerate faster
  also moves blocks horizontally while the field is active

junk tech - hide your health bar, spawn 30 health

bug fixes
2021-06-11 04:43:34 -07:00
landgreen
0ed604a74a tokamak
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
2021-06-09 05:59:38 -07:00
landgreen
d9f17ec2db spherical harmonics
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
2021-06-05 07:22:41 -07:00
landgreen
b307a50a72 tungsten carbide
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
2021-06-04 06:38:17 -07:00
landgreen
05420af818 horizontal flip
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
2021-06-01 05:56:15 -07:00
landgreen
69fec1cde7 metamaterial cloaking now does 300% more damage
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
2021-05-30 14:14:29 -07:00
landgreen
d54ca92cf7 combinatorial optimization
"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
2021-05-30 06:14:34 -07:00
landgreen
8ab86fea09 elevator
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)
2021-05-27 07:11:39 -07:00
landgreen
39e6ee5dde elevators
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
2021-05-25 17:40:17 -07:00
landgreen
8727fee15e MACHO
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
2021-05-24 05:19:36 -07:00
landgreen
4405327828 block
"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
2021-05-19 16:34:36 -07:00
landgreen
f6a0eb38ee inflation
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
2021-05-19 06:08:09 -07:00
landgreen
cdf98c804a fermions
fermions: after a block is affected by pilot wave it collides with intangible mobs, but not you
2021-05-17 05:52:37 -07:00
landgreen
14dfc4a145 restitution doesn't work with pilot wave
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
2021-05-16 06:36:23 -07:00
landgreen
feeba5156c pilot wave adjustments
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
2021-05-15 07:01:22 -07:00
landgreen
33ed7dddfa pilot wave is a bit slower
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)
2021-05-14 05:16:47 -07:00
landgreen
39c9b08b2e WIMPs
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
2021-05-13 18:32:20 -07:00
landgreen
0019143124 metastability
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
2021-05-10 06:20:19 -07:00
landgreen
455f41540a non-unitary
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
2021-05-06 05:50:50 -07:00
landgreen
93bdb5e8c3 more wave beam adjustments 2021-05-05 05:47:54 -07:00
landgreen
def6076558 wavelets
harm immunity effects now apply to explosion self damage
tech: CPT grenades no longer harm you

tech: least action - wavelets are slower and do more damage
tech: amplitude - wavelets are taller and do more damage
tech: wavelength - wavelets are longer and do more damage
2021-05-03 04:35:49 -07:00
landgreen
bfa1fe808c nonRefundable
some bot related tech is no longer nonRefundable
nonRefundable tech is now hidden in experiment mode
2021-04-29 06:07:29 -07:00
landgreen
e619a2d57b pulse charge
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
2021-04-27 05:10:36 -07:00
landgreen
c7c025244e foam charges
apomixis spawns 8 bosses (up from 4)

foam gun now charges up until you release the fire button
2021-04-23 20:45:26 -07:00
landgreen
29dee3536f triple point
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
2021-04-21 19:57:53 -07:00
landgreen
b50e2ba9ce needles, and diffraction
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
2021-04-20 06:36:22 -07:00
landgreen
43568616fd throwing blocks are buffed
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
2021-04-19 19:45:57 -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
45fb86189b drone repair
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
2021-04-02 10:53:44 -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
3ab42884ca relay switch
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
2021-03-26 05:54:28 -07:00
landgreen
38e38578e6 backward induction
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
2021-03-22 05:30:29 -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