tech: aerostat - +88% damage off the ground, but -22% damage on the ground
negative mass field required
tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
and some new images
cloaking field has a new graphic for sneak attack on the cross hairs
new community map yingYang by Richard0820
bug fixes
tech: elasticity - skin, does "crouch landings" a tiny bit more
jump and move faster, +15% defense
(replaces squirrel cage rotor)
tech: diaphragm - skin, defense cycles between -33% and +100%
requires aperture
tungsten carbide 150->200 maximum health
but now does "crouch landings" a more
Zectron damage 80->100% and it does a bit less harm to player
flip-flop, relay switch are no longer skins
pause brings up the most recent in game console message
in game console no longer fades out it just instantly goes on and off
bug fixes
new level: lock
it's a work in progress
I'm looking for feedback:
anything confusing?
combat too hard/easy?
it will probably feel hard because you don't know the map yet
images are now hidden by default for new players
time dilation 18->15 energy/s
bug fixes:
extended CSS media rules and power up selection code to entanglement
tech: RPG - gains the rocket jumping effects from electric armor
eternalism no longer makes tech options have 50% opacity when choosing
some new images for cloaking tech
and some images were made brighter
bug fixes
safari media rules css fixed
tech: repeater - shotgun gets another shot, and a longer fire delay
shotgun cross hairs show when fire is on cooldown
keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory
Nerfed blinkBoss health and speed
sneaker mobs are immune to harm for one cycles after vanishing
experiment button new style
new images for energy, bots
bug fixes
tech: cordyceps - sporangium infect mobs, making them fight for you as zombies
tech: blast ball - mines fire super balls
tech: extended magazine - sentry fires 50% more shots
sentry works with foam, nails, or super balls
dark patterns - stacks to 9
38->15% damage, 53->15% JUNK
electronegativity - stacks to 9
0.12->0.1% damage per energy
bug fixes
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
and it will not even try to download an image above 500KB
and it will try a different random image if it's first attempt is too big
(gotta protect our friends with slow internet)
finalBoss
mine mode comes in waves
orbiters mode comes in waves, and they spawn at a radius that intersects the player
several on new level tech effects now also run on each new final Boss phase
gun stuff, many worlds, negative entropy heal spawns
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
added images to tech, field, gun cards (enable this in settings)
in progress - not all images are generated yet
images are generated by me using midJourney plus significant post processing
random research power ups are 20% more common per level
global difficulty balance: player takes a bit less damage
mutualism: 0.5->1 borrowed health for 250->300% more spore damage
harpoon can still fire when out of energy, but slower
harpoon fire cooldown no longer triggers when the harpoon returns
it's just a flat 2/3 of a second after you Fire
improved fire rate now allows you to fire many harpoons at once until you run out of energy
default harpoon rope is a bit longer
several bug fixes and undocumented changes I forgot to list
harpoon
default fire rate is 10% higher
default harpoon range 15% higher
railgun
tech: Bitter electromagnet - 33% slower charge time for railgun, 100% more density and damage
area effect damage is increased 20%, scales with bitter electromagnet and total charge
charging longer increases harpoon velocity/damage by up to 30%
contributions to charge time are more uniform between:
crouching, fire rate, Bitter electromagnet, and capacitor bank
auto aims no longer disabled on crouch
emergence 2->1 extra choice, and +8% damage, and no added JUNK anymore
cache 16->15x ammo
many-worlds 1->0 research to enter an alternate reality on each new level
finalBoss
health decays a bit faster
spawns 6 mobs at each health threshold
spawns from the different modes are reduced
boss laser damage is 25% reduced
hoppers spawn from the slime tunnel
JUNKtech: random - gives random +damage
bug fixes
finalBoss has a bit less health
laser lens has a glow effect
slow light has 11->7 unique beams
slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy
JUNK tech: placebo - +777% damage +777% defense
bug fixes
finalBoss has a new phase: "boulders"
each phase has been rebalanced
boss health is a bit higher
mob mines are white now
pilot wave gets +1 choice for gun,field,tech
bug fixes:
finalBoss rework
(this is pretty raw, so expect a bug and balance patch soon)
finalBoss goes invulnerable a few times as it loses health
finalBoss damage reduction is higher
finalBoss damage reduction slowly decays as you do any damage to the boss
damage reduction resets to normal with each new invulnerability phase
after each invulnerability phase it randomly adds 1 more attack mode
lasers, black hole, mines, hoppers, seekers, mobs, orbiters, oscillation
mobs die below 0.05 -> 0.01 health
might cause bugs, but testing this out
guns and field power ups show 3 -> 2 options
bug fixes:
mass-energy is compatible with more tech
defense works with mass-energy, but is exponentially reduced (~10%)
damage taken scales with difficulty based heal reduction
1.3x dmg level 5 hard, 2x dmg level 13 why
ergodicity: 91->66% damage, no heals -> 1/2 size heals
negative feedback 0.5% -> 1% damage per missing health
negative entropy spawn heals for 33% missing health not 33 flat missing health
this means it caps at 3 health per level
tech - iceIX freeze effect lasts 2 seconds longer, spawn 10 coupling
perfect diamagnetism, standing wave
research is less common
path integral comes with 5% JUNK
there are fewer starting power ups on why difficulty
bug fixes:
fixed the text overflow issue on small screens
decoherence: if you get a tech that is banished it stops being banished
you can now have negative research
matter wave renamed wave
tech: frequency - wave has unlimited ammo, but -50% wave firerate
tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
effect cooldown grows +5s with each chained resonance
uncertainty principle works with phonon wave
phase velocity works with all other wave tech, 40->35% damage
boundstate reduces wave range by 25->15%
non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage
a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
it grew mass and damage at an exponential rate before
now it's closer to the +30% damage description
new level biohazard by INOOBBOI AND THESHWARMA
enable community maps in settings
some coupling tech spawns power ups instead of directly giving coupling
fine-structure constant gives 60 coupling power ups, lose 0.5 coupling after mob collision
tech: decoupling: when ON: +5.00 coupling OFF: spawn a WIMP
(probably adds coupling drift bugs)
JUNK tech - boost - spawn a large number of boost power ups
several bug fixes
mob - flutter is no longer treated as a boss
some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets
rivets, fleas, worms, iceIX
tech: band gap - boosts give more damage but it lasts for 1 less second
WIMPs are 10% faster
controlled explosion renamed shaped charge
bug fixes
construction mode works better with my buttons
to unlock run this and press T to enter testing mode
simulation.enableConstructMode() //used to build maps in testing mode
removed -experiment- tech because it's function was reproduced by "tech - tinker"
coupling
crystallography renamed quintessence
wormhole -> energy after eating blocks
penrose process is removed
perfect diamagnatism and standing wave -> ice IX after blocking
tech triple point removed
plasma torch -> +damage
killing one of the first 3->4 snake body mobs makes snake bosses vulnerable
shooterBoss shoots 3-6 smaller bullets
bug fixes
tech: crystallography - convert all your research into 0.25 coupling per research
tech: residual dipolar coupling - cancelling field gun or tech gives +0.5 coupling
tech: fine-structure constant - +6 coupling, eject this tech if you take damage
coupling for cloaking field now gives +33% ambush damage
tech: ambush removed
coupling for time dilation now gives +25% longer time dilation effect
about +2 seconds
coupling tech isn't well balanced yet, so give me feedback
non-unitary operator renamed to Hilbert space
bug fixes
tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field
releasing this early for feedback about balance and bugs
removed tech Pauli exclusion
now the perfect diamagnatism coupling effect
snakeBoss tails are closer together
some bosses have a higher vision memory and response time
phonon gets 10% less ammo and 10% less damage
meta-analysis gives 2 research per use
energy drain rework
in many situations drain no longer scales with regen
this might have some bad side effects, let me know
bug fixes
made several tech effects not an arrow function
timeSkip graphical glitches might be improved
new setting: level ban list
bug fix: removed a command to preventDefault on space key, this might break something else
new boss added to level - Temple
snake tails have a lower mass and whip around a bit
auto targeting no longer works for stealth mobs
snipers, sneakers, ghosters
snipers fire more often at high difficulty, but bullets move slower at all difficulties
hoppers have move gravity, so it feels like they are hopping a bit faster
makes 100% more bullets
grows and shrinks smoothly near start and end of phase
does 20% more damage to player
historyBoss has a "fun" graphical effect
acetone peroxide has 50 -> 40% less explosion defense
bug fix: timeSkip graphic glitch
there is a chance to cause other bugs with timeSkip effects
elephant's toothpaste: mines make foam
sentry fires about 40% faster
but each shot slightly reduces the total duration
(duration = 17s - 1/10 s per shot)
foam can move through blocks a bit faster
laser reflection damage is increased
about 15% -> 8% damage loss per reflection
beetleBoss pushes player away and spawns baby flutter mobs
fire rate affects block throwing charge rate
snakeBoss is now dragonFlyBoss
snakeSpitBoss till exists, don't worry
flutter and beetle mobs changes
Noether violation has 50% less forward recoil for shotgun
tech: ricochet - nails bounce off mobs and hit other mobs with extra damage per ricochet
tech: dye laser - 20% efficiency and 20% damage
laser diode renamed infrared diode
40 -> 50% efficiency but you can't see the laser beam
laser-bots acquire new targets much faster
iridescence 88 -> 100% damage, a tiny bit harder to hit center of mobs
stacks up to 3 -> 9
dynamic equilibrium scales damage with defense
goes up to 9x stacks
neutronium 25 -> 20% slower movement
revolutionBoss laser swords are much slower and shorter
but they do more damage
field tech: patch - after cloaking recover 75% of last health lost using that much energy
taking damage now forces decloaking
field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss
foam has less velocity after a mob it's stuck to dies
snakeBoss becomes vulnerable if you remove any of the first 3 body segments
body segments have more health
bug fix: quantum eraser now removes mobs in a more random order
it used to have a too low chance to remove bosses
cloaking +damage occurs for 2 seconds after decloaking
need to cloak for 4 seconds to get the full 2 seconds of +damage
ambush 666% -> 555% damage
boson composite drains 25% more energy when you move through mobs
nail gun gets 20% more ammo
harpoons now properly do damage on the frame before they retract
smelting removes 10% more ammo to get another harpoon for railgun
grenade fireworks explosive petals are 25% closer together
finalBoss pushes away things between every phase
it's much smaller in black hole phase and very hard to hit
timeBoss, shooterBoss, orbitalBoss, laserTargetingBoss have "orbital armor"
orbitals have less health and move a bit slower
orbitalBoss is slower and has more health
blinkBoss does much less collision damage
laserTargetingBoss does 2.5x damage but it's laser is only on 1/2 the time
URL builds share what mode molecular assembler is on
tech: fleas - replace spores with little hoppers
frame-dragging - time dilation field stops time when you aren't moving or firing, +33% defense
the odds of finding this tech is low because I find it kinda annoying, but maybe you will like it
molecular assembler field energy meter is yellow
wormhole is lavender
perfect diamagnetism is blue
time dilation is green blue
pilot wave is black
new room in labs: hopBossMom
harpoon now auto targets by default, but disabled when crouched
pulse + neocognitron auto targeting also disabled when crouched
bug fixes
tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again
JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech
bug fixes
tech: quantum eraser - for each mob left alive after you exit a level
kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy
incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
all bosses spawn fewer numbers
spawning all 4 bosses spawns much fewer numbers
bug fixes
loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
shape-memory alloy now also increases 100% heal power ups when "ON"
smelting makes multiple harpoons that fire in a quick succession
instead of at different angles
costs 2 less ammo
harpoon tech filament gives +20% longer rope per ammo
ground state: 66->50% less passive energy generation
grenadier mobs have a much longer delay before they explode on death
level based lasers now damage mobs
but don't trick mobs into touching the laser, it's rude
bug fixes
rewrite of the tech,gun,field selection code
odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
lets you choose from every option on next tech
emergence is stackable
+2 power up choices per stack
tech: integrated circuit - if ON +7 power up choices if OFF -1
update matter.js engine 0.17.1 -> 0.18.0
shouldn't change anything
big fixes
nail gun tech: stress concentration - if a mob has below 50% durability after taking damage
from needles or rivets near the center of it's body it dies
caliber 16->25% nail, needle, rivet size/damage
combined tech: flagella - spores move +50% faster
spores follow you if they can't find a target
shock wave stun also applies to sporangium
no longer reduces explosion size
JUNK tech: reincarnation - kill all mobs and spawn new ones
(also spawn a few extra mobs for fun)
updated pause menu and fields descriptions to new wording style
bug fixes
tech: freezer burn - if a mob is frozen while below 33% health, it dies
tech: flash freeze - if a mob is above 66% health it's health is set to 66%
snakeBoss 1st tail mob is larger and farther from boss
parthenogenesis your duplication effects extend to duplicate mobs and bosses
WIMPs do 33% less harm (because they are hard to deal with on reactor)
MACHO 66->60% defense
axion 75%-> 100% of defense added to damage
full tech wording rewrite (I probably made a few typos)
increase damage by 10% -> +10% damage
20% fire delay reduction -> +20% fire rate
taking harm -> losing health
50% harm reduction -> +50% defense
new defense text effect
extra long minus sign - -> –
bug fixes
laser energy drain and damage now scale with fire delay effects
no change for pulse since it already has a fire delay
explosion harm to player no longer scales with explosion radius
explosion damage will treat all explosions the same as a basic grenade explosion
large radius explosions are much safer
acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions
CPT only triggers from damage above 1% per game cycle
so no trigger from slime hazards or black holes or mob auras
level: reactor has a horizontal flipped mode
regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken
JUNK tech: return - go back to the intro level, but keep your tech
bug fixes
boss orbitals and mineBoss mines are destroyed when you deflect them with your field
drones, spores and other bullets that target mobs, will not target invulnerable mobs
timeSKipBoss is a bit slower with a bit less time skipping
fixed color to better match level background colors
JUNK tech: path integral - your next tech choice has almost all possible choices
bug fixes
tech: propagator - 67% damage, lose 1/2 second of time when a mob dies
timeSkipBoss is back, maybe it will not cause bugs this time
immune to harm unless player is inside horizon
player loses time when inside horizon
snake bosses are immune to harm until your remove their tail
mob shields are 30% stronger
time dilation: retrocausality automatically grabs power ups
eternalism 50->40% damage
paradigm shift 10->16% chance to get a research when ejecting tech
reaction inhibitor 11->13% mob health reduction
recycling 1->0.5% health for 5 seconds
up to 2.5% per mob kill at normal max health
bug fixes
new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
reactor level has big doors
nonrefundable tech show up in the pause menu
time dilation field - move, jump, and fire 25% faster
JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
ideal gas law - lose all your current foam ammo; foam gun gets 1200% more ammo from ammo power ups
pressure vessel - has 25% more charges produced as you hold
slashBoss is a bit slower and has a bit longer between slashes
reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number
just a tiny nerf though
bug fixes
plasma ball damage radius is 2x bigger
map collisions radius is unchanged
it no longer pops after hitting mobs
energy drain is 50% higher
JUNK tech: rule 30
generalist cycles guns with final boss phases
time dilation field rework
2x energy regen, but pausing time now uses much more energy
you are immune to harm while time is paused
but this stops energy regen
tech timelike is removed
eternalism gives 50% damage instead of ammo
also disables the pause button, and other pause effects
tech: polyurethane foam - super balls turn into foam after hitting a mob
supertemporal renamed autocannon
now gives +1 ball, and has a shorter delay between balls
harpoon and grapple no longer lose ammo when you run out of energy
they just trigger a 2 second fire CD
slashBoss doesn't slash as often at higher difficulty levels
field descriptions rewritten
bug fixes
tech: eternalism - tech,gun,field gives an ammo but, time doesn't pause while choosing
I might change the ammo to something else, not sure, maybe just damage
JUNK tech: panpsychism - awaken blocks, blocks can drop power ups
cache gives 14->16x ammo
1st ionization energy gives 8->10% max energy on heal
powerUpBossBaby immunity phase is a bit shorter
bug fixes
you can scroll through the tech and gun menus while selecting power ups
added another classic n-gon option in settings
tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll
stabber mobs now stab 15% shorter distance, but they can stab more often
weak interaction gives 5->10 max energy per unused power up
bug fixes
new fan level temple by Scar1337 is now add to community maps!
you have to try it out!
standing wave buffs
standing wave deflecting, is more efficient for multiple blocks in a very short time (< 1s)
spherical harmonics no longer deactivates on contact with shielded mobs
expansion increases block efficiency by 25->40%
negative mass field
neutronium: move 33->25% slower
reactor
you can skip the fight, by not pressing the button and exiting
sprayBoss spray mode is now triggered by health loss, it fires a bit slower
power ups now spawn high up, but some fall off the edges
bonus Bosses can now spawn on reactor
bug fixes