Update 3.1.0: Turret Trials
Author: Alpherior,
published 4 months ago,
[h3][b]NEW FEATURE:[/b] Turret Trials[/h3]
I've devised a fun & interesting challenge run for each turret that you can play to win (when it's implemented) a [b]turret variant[/b] (some of which will be so unique that they're essentially a brand new turret)! Each turret trial also has [b]modifiers that make it completely unique & unachievable via normal gameplay[/b].
[img]https://clan.cloudflare.steamstatic.com/images//44933391/fedb1c819cd34e344218ec9646f80245d12b8880.png[/img]
You'll unlock the Turret Trials button after achieving victory in at least 2 modes at Depth 5, and you need to have each piece of the Turret Trial unlocked to be able to attempt it. Note that some Turret Trials require turrets & perks that aren't released yet, so you'll have to wait before attempting those.
[img]https://clan.cloudflare.steamstatic.com/images//44933391/e06f58efe455b75e6481e60c68de23ca8bd21da0.png[/img]
I can't say for sure [i]when[/i] turret variants will be introduced, but rest assured, when they [i]are[/i] implemented, you'll instantly unlock them based on what Turret Trials you've completed. Also note that "Daily Dive" is a completely separate feature that's still coming later.
[h3][b]NEW FEATURE:[/b] Auto Heal[/h3]
When the "Skip Shop" toggle is visible, you can now also toggle "Auto Heal" to automatically spend Biomass on heals when you skip the shop. This toggle only appears when "Skip Shop" is enabled, and gets toggled off when "Skip Shop" is disabled.
[h3][b]BALANCE:[/b][/h3]
[list]
[*][b](turret) Tank:[/b] Changed its # of weapon & weapon mod slots. [spoiler]>implying you have Tank unlocked or even know how to unlock it[/spoiler]
[/list]
[h3][b]CHANGES:[/b][/h3]
[list]
[*]Hovering over the Perks button in the SETUP menu shows each perk's name.
[*][b](perk) Antifreeze:[/b] The overheat popup will no longer show while this perk is equipped (note that it also doesn't show when Beginner Tips is toggled off in SETTINGS).
[/list]
[h3][b]FIXES:[/b][/h3]
[list]
[*]Things that increase Damage dealt to shots fired at 0% Heat now work properly.
[*][b](perk) Furnace:[/b] Description now accurately reflects how much Health it causes you to lose when you overheat (-2 Health).
[*][b](perk) Capacitor, Taser:[/b] They were only applying to 1 of your projectiles when you fire.
[*][b](turret) Helios, Riptide:[/b] Some weapons didn't have 360 Accuracy on these turrets.
[*][b](turret) Helios:[/b] Was possible to deal like 10k Burning damage per second because I was setting every weapon's Firerate to 60 so that they could always fire with Helios' charging mechanic (I handle this better now in the code).
[*]The heal button in SHOP would sometimes be enabled even when at full Health.
[*][b](perk) Glue:[/b] Wasn't working in Shmup Mode.
[*][b](perk) Bloodbag:[/b] Would sometimes mess up the formatting of the Health bar.
[/list]