Update 3.0.1
Author: Alpherior,
published 5 months ago,
[h3][i]A bunch of changes & fixes following the BANISHED UPDATE.[/i][/h3]
[h3][b]BALANCE:[/b][/h3]
[list]
[*][b](perk) Bandage:[/b] Now works while you have Shield again, but has a 6s cooldown (so you'll be invulnerable for 3s, then you have to wait 3s before it can activate again).
[/list]
[h3][b]CHANGES:[/b][/h3]
[list]
[*][b]It's generally easier to get started in a run now. Many turrets are balanced well [i]after[/i] they get past the early-game but struggled really hard just to get past the first 1 or 2 waves. Let's face it: The hardest part of a run [i]shouldn't be[/i] the start.[/b]
[*]Slots are more visible now (especially empty weapon slots).
[*]Click the buttons on the microbes menu for something cool 😮
[/list]
[h3][b]FIXES:[/b][/h3]
[list]
[*][b](turret) Chrono:[/b] The unlock conditions were stated incorrectly.
[*]Banishing all 4 weapons could result in [i]none[/i] of them being banished anymore - the only scenario where this is [i]intended[/i] to occur is during Classic Mode when you've filled all weapon mod and turret mod slots but not all weapon slots.
[*][b](perk) Capacitor:[/b] Was making projectiles look weird/reversed when used on projectiles that grow in size as they travel (ex. CCGG Supersonic Wave).
[*][b](perk) Bulb:[/b] It was supposed to be able to unlock with a Depth 5 Swap victory, and now it can.
[*]The heat circle was (once again) occasionally not scaling with the turret properly.
[/list]