Commit Graph

631 Commits

Author SHA1 Message Date
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
e3ef0f00e3 flip-flop
tech: flip-flip - does nothing, except toggle on collisions
tech: NOR gate - when flip-flip is ON take 0 harm from collisions
tech: NAND gate - when flip-flip is ON do 55.5% damage
tech: transistor - when flip-flop is ON regen 22 energy/s, when OFF drain 3.1 energy /s
tech: shift registers - set flip-flop to ON with a new level
2021-02-28 08:03:47 -08:00
landgreen
542815478e NOR NAND
possible bug fixes for the crouch lock bug

tech: NAND gate -  at the start of a level set flip-flop to "on"
tech: NOR gate - do 50% more damage when the flip-flop is in the "off" state
2021-02-27 12:47:16 -08:00
landgreen
5c466b4e09 shieldingBoss
shieldingBoss - doesn't attack, but shields all mobs every 2.5s

reworked how tetherBoss's constraint work
  please, let me know if the tether boss is buggy on any of the levels
  the chance for tether boss was removed from level: detours

tech: flip-flop - collisions do 25% more harm, but you become immune to harm for the next collision
2021-02-26 05:10:25 -08:00
landgreen
01b1286764 anthropic
mob orbitals can now be destroyed, but it takes a very large amount of damage

laser-bot upgrade: gives 75% damage, range, and energy efficiency  (was 400% damage, but they ran out of energy too fast)
boom-bots are now smart about not hurting the player with explosions while doing the most damage

tech: strong anthropic principle - after anthropic principle prevents your death do 137.03599 extra damage for the rest of the level
2021-02-24 04:57:52 -08:00
landgreen
6fdbc0ea7e m.switchworlds() 2021-02-21 06:14:11 -08:00
landgreen
10b5616460 upgrades
many worlds renamed to ansatz
new tech many-worlds: at the start of each new level switch realities

removed tech: electroactive polymers - convert bots to the same type on weapon swap
all bot upgrades convert current bots to the upgraded type
  only one bot upgrade allowed
2021-02-20 16:37:32 -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
5aa7233bc8 quantum foam
all mobs that move through walls and blocks now have a transparent fill
player and power ups float in hazards

tech: apomixis - after reaching 100% duplication spawn 4 level bosses
tech: quantum foam - +153% foam damage, fire 0.35s into the future
bullets are bigger, and  easier to see
2021-02-12 06:02:34 -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
dc94bf871d replication
tech change: commodities exchange 6 -> 8 power ups on cancel
tech change: MIRV - doesn't reduce the missile size as much, has a better missile spread, and a very short fire delay

tech: replication - gain 8% duplication, but add in 10 junk tech to the pool
added several new junk tech (18 possible junk tech now)
2021-02-07 06:20:58 -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
20a36f44c3 dynamo 2021-01-29 06:09:22 -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
829cf134ef ceramic needles
iridium-192: now has a wider explosions range and no knock back
nail gun: irradiated nails do about 33% more damage over 2 seconds
nail gun rivet fire rate is 10% slower
nail gun: needles do 10% less damage, but they fire 10% faster
needle tech: ceramic needles - needles pierce shields
2021-01-25 04:01:55 -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
261977b774 nail gun rework
damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)

tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
  removed Galilean group

removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)

nail gun:
  needle gun: accurate, piercing mobs, fire 3 at a time
  rivet gun: accurate, ballistic arc, doesn't use much ammo
    tech: bigger rivets (9x stack)
  all nails
    radioactive 2s tick (about 70% damage increase)
      0.5s full tick
      4s longer tick
    critical hits -> explosion (from flechettes)
2021-01-16 08:30:27 -08:00
landgreen
8bcda6ebf6 Higgs
tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
  removed Galilean group

damage immunity graphic is more obvious
2021-01-12 10:39:47 -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
a573f42366 diffuse beam optimizations 2021-01-10 09:58:19 -08:00
landgreen
ef8ae42591 wide laser
tech: antiscience - 100% damage, but lose 11 health when you pick up a tech
tech: laser widebeam + output coupler can now stack up to 9x (was 1x)
  but it not longer works with tech: slow light propagation
2021-01-10 05:19:13 -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
736f1d12e7 bug 2021-01-04 18:33:59 -08:00
landgreen
9a97371893 laser push
tech: relativistic momentum - laser beams push mobs away
2021-01-04 18:32:56 -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
ecb41e1a19 bug fix on final boss kill 2021-01-01 17:25:12 -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
2c30382093 foam fractionation
foam dissipates a bit faster, has less ammo, and does 60% more damage per second
tech: foam fractionation - foam is 100% bigger when you are below 200 ammo

difficulty now increases linearly, even after beating the final boss
2020-12-31 09:49:07 -08:00
landgreen
491b979d4c laser-mines
tech: laser-mines - a floating triangle spins around with lasers coming from it's points
2020-12-30 19:35:41 -08:00
landgreen
9f019b9988 missile rework
fixed some math on laser tech: diffraction grating and slow light propagation
  they were giving too much damage

flechettes are slightly improved in: ammo, damage, fire rate

tech - MIRV can now stack up to 9 bonus missiles
removed tech - recursive missiles
tech: cruise missile - 50% larger size, but travels 50% slower
tech: missileBot - requires gun: missiles
2020-12-29 18:56:16 -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
4e74b8ac30 extruder balance
extruder: leftovers still exist when field isn't active
  range and damage are all slightly decreased
  energy drain is greatly increased
2020-12-14 04:14:50 -08:00
landgreen
92c5670369 extruder
wave beam damage works better vs. high mass mobs
  also more damage and ammo

mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy

mod: Bose Einstein condensate - freeze mobs inside your field
  pilot wave, negative mass field, time dilation field

difficulty - after you clear the finalBoss, difficulty increase per level is now lower
  but, when the finalBoss dies difficulty immediately increases greatly

  difficulty used to work like this:
  (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
  (+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
  (+4 per level) 44,48,52,56 ...

  difficulty works like this now:
  (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
  (+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
  (+3 per level) 43,46,49,52 ...

  difficulty mode scales these numbers
  easy: x1,  normal: x2,  hard: x4,  why: x6

  each time difficulty increases:
    game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
    b.dmgScale *= 0.93; // your damage goes down
    game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
    if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
    if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
    if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
2020-12-13 14:41:07 -08:00
landgreen
b6cf21dee9 nano bots
catabolism - 2% (was 2.3%) of max health removed
many worlds - spawns 2 rerolls (was 1)
pilot wave field- now has access to several mods that normally require other fields
  this plus the fragmenting block mod are a big buff for late game pilot wave
  let me know if it is too strong

mod nano-scale: bot prototypes - upgrade a bot type and build 2 of that bot
mod nano-scale: bot manufacturing - build 3 random bots
  these mods don't show up in custom
2020-12-11 04:22:30 -08:00