[img]https://clan.cloudflare.steamstatic.com/images//44933391/cd392802eab33ba7dfdba959f0d4d9ca650d255a.png[/img] [h3][b]🆕 GAMESHOW MODE[/b][/h3] Get ready for the ultimate test of your abilities and decision-making! This new mode has a bit of a learning curve, but there's in-game explanations of the mechanics when you first start playing it. [img]https://clan.cloudflare.steamstatic.com/images//44933391/048bcb7c38c0a32f6442a49194828af0e6128e86.png[/img] [b]You'll need 40 perks unlocked to unlock Gameshow Mode[/b] - it's intended for experienced players that already know the ropes, which is why it's not a super early unlock like Shmup Mode. I know some players aren't super keen on starting a new mode at Surface Depth, but [i]this time[/i], I think you'll appreciate it a fair bit. [img]https://clan.cloudflare.steamstatic.com/images//44933391/3a468c4e03413b28c423ba157e0d105ab1c82e57.png[/img] [b]There may still be bugs[/b] - I did lots of testing myself, but hey, it's the first time it's going public. Also note that balance is [i]not final[/i] (before you ask for certain Targets to be buffed/nerfed, know that there there's an advanced formula for determining their Score/Biomass rewards, and that while they're influenced by the type of Target, they can still vary wildly for the exact same Target). [h3][b]🆕 CONTENT[/b][/h3] As always, the addition of a new mode means 2 new perks and 1 new turret to unlock:[list] [*][b](perk) Tarantula:[/b] Achieve victory in Gameshow Mode at Depth 1. [i](the [b]Jester[/b] Turret Trial can actually be done now that this perk is in the game!)[/i] [*][b](turret) Helix:[/b] Achieve victory in Gameshow Mode at Depth 3. [*][b](perk) Condenser:[/b] Achieve victory in Gameshow Mode at Depth 5.[/list]Super excited to finally unleash [b]Helix[/b] - you'll have to unlock it to see its full description and set of unique traits (one of which will make those extinction-related Awards significantly easier to obtain), but here's a little taste: [img]https://clan.cloudflare.steamstatic.com/images//44933391/6cf3236bbf6aaa00ae68d7158acc56529b5b34a8.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44933391/fc126fb2af47ed422673c0cfb4357d7ebd07d11c.gif[/img] [img]https://clan.cloudflare.steamstatic.com/images//44933391/7bdcb553fa30b6f8e9b36a756530cdd7e5c324ac.gif[/img] [h3][b]🔄 CHANGES[/b][/h3][list] [*][b](turret) Tank:[/b][list] [*][spoiler]Instead of needing to stop to shoot and cool, now it's [b]"stop to shoot, move to cool"[/b]. This feels a lot better.[/spoiler] [*]Firerate -50% → -60%. [*]Size +60%. [*]Speed +60%. [*]Cooling Delay 1s → 0.5s. [*]Cooling Rate 25/s → 12.5/s.[/list] [*][b](turret) Surge:[/b] I'm reverting the Recharge Rate buff (so it's going from 3.75/s → 3/s), BUT I'm adding "Damage +30% to shots fired at 100% Electricity". [*][b](turret) Diesel:[/b] Buddy, you gotta learn how to use this [i]without[/i] Antifreeze. Its low-Fuel Damage bonus now only applies [b]above 0%[/b] & below 50% Fuel, but I'm upping it to +50% instead of +40%. [*][b](turret) Saturn:[/b] If a projectile has Homing + Bounce, after it Bounces, it will have regular Homing behaviour (since projectiles with Bounce stop orbiting after they hit something). [*][b](perk) Stamp:[/b] Changed description to clarify that hits on Stamped microbes don't count as Critical Hits. [*]Added a bunch of new TIPS to the SETUP menu. [*][b](mode) Brood:[/b] A tad easier now. [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*][b](perk) Backpack:[/b] No longer triggers Mirror, Pacemaker, Mixer, etc. [*][b](turret) Avarice:[/b] Last update pretty much broke it entirely - fixed! [*]Abyssian Hunters are no longer immune to Knockback (they were never supposed to be). [*][b](perk) Bloodbag:[/b] It was letting players use the heal button multiple times (which was never intended). [*][spoiler]projectiles would sometimes not disappear when The Abyss is entering the area.[/spoiler] [*][b](perk) Ruler, Protractor:[/b] Now affects Burn Damage. [*][b](turret) Boomerang:[/b] Bounce wasn't honouring Boomerang's Pierce, and now it does. Due to how Boomerang works, however, Bounce works somewhat differently - essentially all it does is prevent projectiles from leaving the visible area, so what'll happen is, projectiles you fire at the edge will sit there for a while until falling back to you. [*][b](turret) Surge:[/b] Weapons with 60/s Firerate wouldn't drain Electricity in some scenarios. [*]Music visualizer effects are supposed to be disabled while in the shop, but pressing the "Onward!" button after victory wouldn't stop those effects. [/list]