Files
n-gon-improved/img/strange loop.webp
landgreen 4e6acdd5d0 animated level load
animated new level load graphics for reactor and final level
autoZoom code rewritten to work with pause better using the ephemera system
  this might cause bugs, I already found a few
intro level renamed initial
extra ammo power ups on why difficulty for final and reactor levels
removed falling off the map damage on levels that still had falling off damage

mob: stinger - has speed that adjusts as it flaps it's wings and a short range laser
tech: strange loop - +9% damage, removing it gives null hypothesis and strange attractor
tech: martingale - +11% damage, removing this has a 50% chance to not remove and to double it's damage

paradigm shift removes 6 health when it ejects a tech, but now has a 85->97% chance to work
ammo, heal, research tech spawn extra power ups after each time you take them
tungsten carbide skin has a hexagon look and  +222->300 max health
Bayesian statistics spawn 3->6 research
ansatz spawns 2->3 research if you have no research
Ψ(t) collapse 16->21 research
futures exchange 4.3->4.7% duplication
replication 9->10 duplication
stimulated emission 17->19% duplication
anthropic principle spawn 5->16 heals when you die
supply chain: no long gives JUNK instead triples the frequency of finding applied science
electronegativity 0.22->0.26% damage per energy
non-renewables 88->97% damage
anticorrelation 100->111% damage
decorrelation 70->77% defense
parasitism 83->93% damage
torpor 66->74% defense

bug fix:
  recycling works with mass-energy (although it doesn't do much)
  ternary wasn't working in many situations, but it should now
  fixed bubble fusion exploit that triggers on mobs in factory endlessly
  bot fabrication was making 1 extra bot and giving negative research sometimes
2024-01-21 12:57:11 -08:00

47 KiB
384x256px

/admin/n-gon-improved/raw/commit/52046ca88be4606d9f9ee672ce8154f26e0dc276/img/strange%20loop.webp