Update 3.3.3
Author: Alpherior,
published 4 months ago,
[h3][b]🆕CONTENT[/b][/h3][list]
[*][b]Music:[/b] 2 new tracks from my friend "Dr. Face Doctor": [i]Revenge of the Synth[/i] (wave 1-10) & [i]Break and Return[/i] (menu).
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[h3][b]âš– BALANCE[/b][/h3][list]
[*]Let's face it, [b]Sticky[/b] is insanely strong. Sticky will now last 4s instead of 5s, and the mod that increases Sticky Duration will follow suit. This will also mean that AATT Homing Mine Launcher and ACTT Anti-Air Torpedo weapons last roughly 80% as long as they used to.
[*][b](weapon) AAG Flamethrower, AACG Frostthrower, AAAG Plasmathrower:[/b] I noticed an error in how I was calculating their DPS. Their DPS, respectively, is now: 41/s→39/s, 46/s→45/s, 52/s→48/s.
[*][b](microbe) ACC Warpistol, ACCC Telepanzer:[/b] These two make the "microbes charge straight towards you" mutation significantly more difficult, so I've decided upon a way to balance them that I think is justified: Their Microbe Speed will get reduced by 87.5% once they're within 50% Range of your turret. I think this makes sense considering they're supposed to be [i]warping in[/i] first, [i]then[/i] (if they can) they start actually moving normally.
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[h3][b]🔄 CHANGES[/b][/h3][list]
[*]There's now a text bubble that appears in the SHOP telling you to try clicking on a weapon's name.
[*]The menu that appears when you click on a weapon name will return you to PAUSE if you opened it while paused.
[*]The background colour of that evolution menu has been changed so it's more clear that it's not just the ARSENAL menu.
[*]One of the ways I dynamically handle performance is by removing the oldest active projectiles based on your current framerate - this is often unsatisfying to players and I certainly wish I didn't have to do this, but I'm working with what I know. The change I'm making is that now it deletes every [i]other[/i] oldest projectile, which will feel a lot better when it occurs. I can tell it's better because it took a very long time while testing this to even be able to notice it was working (for the build I was using at least).
[*]The evolution menu (the one you see when you click on a weapon's name during a run while paused or in the SHOP) will be formatted differently if the weapon can't receive any more DNA letters on the mount that it's installed on.
[*]The GUIDE has been split across 8 pages now, and there's a bunch of new information in it. The "Variants" page will be enabled once turret & perk variants get released.
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[h3][b]🔨 FIXES[/b][/h3][list]
[*][b](I [i]think[/i] this is solved - at least, I found one way to reproduce it)[/b] The bug that would sometimes prevent you from adding a fully-compatible mod to an open slot has been fixed.
[*]Hovering over the name of the [i]first[/i] weapon during a run now shows the stats, just like hovering over other mounted weapon's names.
[*]The old shop item icon fade style was still being used on shop items that were disabled because you've filled all slots of that item type (this is when shop item buttons have a faded [i]red[/i] colour).
[*][b]Hitscan Weapons:[/b] Remember when I increased the Range of all Hitscan weapons? Yeaaah… Their hitboxes [i]never actually got longer to coincide with that[/i]. Fixed.
[*]The before→after values for Biomass when selecting a slot to place an item into would sometimes be inaccurate (they would occasionally reflect the cost of opening that slot instead, even though the slot is already open and you're not trying to open the slot).
[*]Before this update, the game only ever saved your progress when the application properly closed - this doesn't occur if, for example, you get a power outage while playing. The game will now save your data when you return to SETUP as well.
[*]Changing stat style (via changing "Show Stat Icon & Name" in SETTINGS) now affects your currently selected turret's description.
[*]The lock buttons are now hidden while you have a shop item selected and are selecting a slot to place it in.
[*][b](mutation) Mucus Membrane:[/b] It would block the perk tooltip from showing for your 4th perk.
[*]The awards for having 3000 unspent Biomass and 10000 unspent Research used to only be checked while in the shop - this was a problem, since these checks wouldn't happen if you're skipping the shop. They'll now also occur at wave end.
[*][b](weapon) GGT Flak Cannon, GGGT Flak Howitzer, GGTT Moloflak:[/b] Their pellets weren't getting as much from Homing as they should have been (it's been doubled).
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