[h3][b]🆕 BEFORE→AFTER STATS[/b][/h3] [b]When hovering over a slot to add a DNA Letter, Weapon Mod or Turret Mod, you'll now see BEFORE→AFTER STATS![/b] [img]https://clan.cloudflare.steamstatic.com/images//44933391/f423227bf170fe4d799c3d42ec75835933eb85a8.gif[/img] You won't get to see the new stats of an undiscovered weapon though, but still: The experience of picking & adding mods should feel much better with this feature. This feature is especially helpful considering it's not always obvious how Weapon Mods that affect Damage / Firerate will influence your DPS. Oh, and this is super helpful during Endless too, to see stats before→after [b]replacing[/b] a mod. [img]https://clan.cloudflare.steamstatic.com/images//44933391/3ca72833c1429c51dea651fe2f47b05fc9b710e6.gif[/img] Note that, this feature [i]isn't perfect[/i] - for instance, you won't see how weapon stats will change if you've got that "+50% Size to weapons with G DNA" turret mod selected - the turret mod before→after really only shows heat-related changes. No plans to expand upon this later, but I might. [h3][b]🆕 CONTENT[/b][/h3][list] [*][b]New Menu Music:[/b] "Synthesism" by 4NoteClover, from our very own [url=https://discord.gg/mJZy2Hwnhj]Discord[/url]! (might wanna listen closely to this one 😉) [/list] [h3][b]⚖ BALANCE[/b][/h3][list] [*][b](weapon) CCCC Ion Laser:[/b] I'm going to double down on its excess base Range by increasing it from 150% → 175%. [*][b](weapon) AAGG Heatwave Repeater:[/b] I wasn't keen on how similar this weapon feels to flamethrowers, so I'm changing it to fill the niche of "rapidfire wave weapon":[list] [*]Accuracy 67.5° → Accuracy 33.75°. [*]DPS 68/s (+Burn) → 65/s (+Burn). [*]Damage 5.7 → 8.2. [*]Knockback 23 → 33. [*]Firerate 12/s → 8/s. [*]less squiggly.[/list] [*][b](turret) Diesel:[/b] Even if you subvert its limited Fuel struggles, it still doesn't offer a whole lot, so I'm adding a trait: "+40% Damage while below 50% Fuel". This should add an extra layer to Diesel's gameplay experience while decentivizing builds that always keep you at high Fuel. [*]It's now slightly more likely for a weapon mod to be white (compatible with any weapon). [*][b](weapons)[/b] Various weapons with "A" in them have had their Accuracy improved (I'm removing A's minor "Accuracy reduction" quality):[list] [*][b]AA Assault Rifle: [/b] Accuracy 25.3° → 22.5°. [*][b]AC Scout Rifle: [/b] Accuracy 12.7° → 11.3°. [*][b]AAA Light Machinegun: [/b] Accuracy 28.5° → 22.5°. [*][b]AAC Burst Rifle: [/b] Accuracy 14.2° → 11.3°. [*][b]AAT Micromissile Repeater: [/b] Accuracy 25.3° → 22.5°. [*][b]ACG Bouncey Ball: [/b] Accuracy 25.3° → 22.5°. [*][b]ACT Anti-Air Cannon: [/b] Accuracy 16.9° → 11.3°. [*][b]AAAA Minigun: [/b] Accuracy 32° → 22.5°. [*][b]AAAC Burst Machinegun: [/b] Accuracy 16° → 11.3°. [*][b]AAAT Micromissile Machinegun: [/b] Accuracy 28.5° → 22.5°. [*][b]AAGT Heatseeker Swarm: [/b] Accuracy 50.6° → 45°. [*][b]AACT Burst Anti-Air Missile: [/b] Accuracy 15.6° → 11.3°. [*][b]AATT Homing Mine Launcher: [/b] Accuracy 25.3° → 22.5°. [*][b]ACGT Four Horsemen: [/b] Accuracy 16.9° → 22.5° (yes, this one lost Accuracy). [*][b]ACTT Anti-Air Torpedo: [/b] Accuracy 16.9° → 12.3°.[/list][/list] [h3][b]⏩ PERFORMANCE[/b][/h3][list] [*]Much less of a performance hit from Area weapons when Damage Numbers is on in SETTINGS. [*]Various minor performance tweaks… And I enabled some multithreading setting in Unity, hard to tell what difference it'll make. [/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*]The "Heat Circle Shadow" (activated via SETTINGS → Accessibility) is more opaque now (which increases visibility). [*]The "DNA Letter On Items" setting will no longer append the DNA Letter to the name of weapons in the shop (their letter is literally their icon so it's impossible to miss :P). [*]Area damage numbers are a bit smaller than others now. [*]Damage numbers in general are easier to make out. [*]Weapon mods would immediately get sorted by colour when you add one to a row, but I'm removing this because it just doesn't serve any purpose. [i]DNA Letters[/i] need to display in order though, of course. [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*]The "Range +100% to weapons with Bounce" turret mod now also affects Hitscan weapons with Bounce. [*]Burn damage would be much lower if things like flak pellets hit a microbe instead of the main projectile. [*][b](weapon) AAG Flamethrower:[/b] This weapon was never supposed to have any Knockback (the other two flamethrowers that evolve from it don't either). [*][b](weapon) AAGT Stardust Mortar:[/b] The Flak icon wasn't appearing when you hovered over this weapon during a run. [*]The GUIDE text/images are no longer blurry! [*][b](perk) Briefcase:[/b] there wasn't a bug with the perk, but rather, [i]everyone[/i] was experiencing the effects of this perk regardless of whether it was equipped (and this has been going on for a while now and nobody noticed 😅). [*]Speed reduction on explosive weapons was affecting the Knockback value displayed when hovering over the weapon during gameplay (note that it never actually changed the Knockback value itself). [*]I [i]may[/i] have fixed a bug where music/sound would still play when muted under some circumstances (this bug was seemingly specific to Windows 11 users). [*]The button for adding the Pierce weapon mod to a weapon that already has Pierce would sometimes be green, when it was supposed to be red (like how it works for Burn). [*]In general there's less "flickeryness" when hovering over DNA Letters and mod slots. [*]Sometimes sound (and music) would cut out temporarily if too many sounds played in a short amount of time (looking at you, CCGT Rail Splitshot) - this is handled now, and in a very elegant manner that you'll never notice. [*]A recent update caused the message that appears near the top of the screen during a wave to sometimes not show (for instance, "wave ending!" stopped appearing). [*]Speaking of which, text will inform you that a mutation is imminent when one will occur after the current wave (this is hidden until you've gotten past wave 15 on your save). [*]Turret stats for your selected turret would be incorrect (they'd be what you'd have if you had no Intro Research) when viewing its stats in the TURRET menu. [/list]