[h3][i]Here's a big heap of changes - namely, balancing for a handful of weapons, improvements to Sticky, and a whole lot of bug fixes.[/i][/h3] [h3][b]BALANCE:[/b][/h3] Hitscan weapons could use a little help - they all have x0.75 Damage applied to them because they have Pierce, but Pierce is significantly more effective on wider shots, so this damage reduction will be reduced somewhat for thin Hitscan shots, and increased for wide projectiles with Pierce (including the non-Hitscan ones). Additionally, a property of "CCC" is now +12.5% Range, and "CCCC" has +25% Range. 100% Range represents the edge of the visible area, but this means that you can apply Range reductions to these weapons with less consequence now. [list][*][b](weapon) CCC Laser:[/b] Damage 50 → 54, Range 113% → 125%. [*][b](weapon) CCCC Ion Laser:[/b] Damage 80 → 87, Range 125% → 150%. [*][b](weapon) ACCC Laser Repeater:[/b] Damage 28 → 30, Range 113% → 125%. [*][b](weapon) CCCG Laser Shotgun:[/b] Damage 14 → 15, Range 113% → 125%. [*][b](weapon) CCCT Tracking Laser:[/b] Damage 50 → 46, Range 113% → 125%. [*][b](weapon) ACCG Broadbeam:[/b] Damage 2.9 → 2.7. [*][b](weapon) AACC Hyperbeam:[/b] Damage 1.4 → 1.5. [*][b](weapon) Flamethrower:[/b] Damage 5.6 → 5.2. [*][b](weapon) Frostthrower:[/b] Damage 6.3 → 5.8. [*][b](weapon) Plasmathrower:[/b] Damage 7.1 → 6.5. [*][b](weapon) ACC Beam:[/b] Damage 2.1 → 2.3.[/list] The weapon below has roughly x5 Range [i]instead of[/i] Sticky - the x5 was because Sticky normally lasts 5s so I figured this would be "fair", but it turned ACTT into WAY too much of a monster in some scenarios. I'll let it have x2.5 Range though, which will still be pretty amazing, trust me. [list][*][b](weapon) ACTT Anti-Air Torpedo:[/b] Range 400% → 219%[/list] [h3][b]CHANGES:[/b][/h3] [list] [*]The Sticky mod is now applied to the "childmost" projectile (for example, Sticky on CGGT Splitter Spitter now applies Sticky to the smallest projectiles instead of the ones that are fired directly from the barrel). This will make Sticky behave more like how you'd expect, and will make it more useful for a number of weapons. [*][b](perk) Bulb:[/b] Is now [i]"-40% Heat Increase from firing while at or below 50% Heat & +400% Heat Increase from firing otherwise"[/i]. [*]You will now see "NEW!" beside tips you haven't seen (for at least 5s) before (although I've only started tracking which tips you've seen as of this update). [/list] [h3][b]FIXES:[/b][/h3] [list] [*]Weird things used to occur if you locked a free item, then picked a different free item to equip. [*]Size changes to AGTT weren't abiding by the rule that Size modifiers on explosions and areas affect them half as much. [*][b](perk) Hammer:[/b] If Hammer could activate but your weapon(s) weren't ready to be fired yet, holding fire would just rapidly drain Shield (but not anymore). [*][b](perk) Emerald:[/b] It was working [i]regardless[/i] of your Health 😅 [*][b](perk) Capacitor:[/b] It would trigger & starts its cooldown even if you couldn't fire a weapon yet. [*][b](perk) Taser:[/b] Same as above. [*][b](weapon) AAGT Heatseeker Swarm:[/b] I… regret to inform you… that the DPS was actually [i]twice[/i] what it should have been (it was just being calculated wrong). Look: It's still a really great weapon, now it's just [i]actually balanced[/i]. [*]Some projectiles were fading out sooner than they [i]actually dissappeared[/i] (namely Flak projectiles). [*][b](weapon) CCGT:[/b] The split projectiles themselves now also deal damage, not just the explosions they produce (without this change, it looks like a bug that they aren't dealing damage when the split projectile hits a microbe). [*][b](perk) Defibrillator:[/b] I figured out how to make it work while in the shop, so I've removed the "during a wave" stipulation. [*]When you have the "insane" mutation, microbes no longer leave the visible area once they enter it (unless it's Shmup Mode and they reach the bottom). [*][b](turret) Boomerang:[/b] Projectiles no longer get destroyed when leaving the visible area in Shmup Mode (this is already how it works in the other modes for Boomerang). [*][b](perk) Blossom:[/b] Now affects projectile "squiggliness" (as it always should have). This means it'll properly affect weapons like AAG Flamethrower. [/list]