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)
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
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)
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
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)
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%
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
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
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
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
meta-analysis - if you choose a junk tech you instead get a random tech and spawn 2 research
micro-extruder should have 50% less lag
new community level testChamber2! by Oranger on n-gon discord
(be sure to enable community levels in settings)
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
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
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
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
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%
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
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
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)
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
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
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
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
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)
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
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
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
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)
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
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