Update 3.3.0: Arsenal Filters & Evolution Menu
Author: Alpherior,
published 4 months ago,
[img]https://clan.cloudflare.steamstatic.com/images//44933391/8b6acff64c42aa4a10cfe40c1ff8fb8ca6b5df3e.png[/img]
[h3][i]I'm aware of a critical bug preventing players from add a mod to a slot that you clearly should be able to (which can lead to a softlock during Classic Mode). I haven't been able to solve this yet, so I figured I'd get this update out there in the meantime. Fixing this is my current top priority though!
After I handle that, I have even more cool QoL stuff coming your way too![/i][/h3]
[h3][b]NEW STUFF:[/b][/h3]
[img]https://clan.cloudflare.steamstatic.com/images//44933391/0b537c4d8460e5afa640a292037b1569e2dc7503.png[/img][list]
[*][b]ARSENAL:[/b] There are now [b]filter buttons[/b] that let you toggle what weapons are shown in the Arsenal. The "1/2/3/4" buttons toggle weapons based on tier (DNA letter count, and the others should be self-explanatory. You can reset your filters with the grey button on the right.
[*][b]Click on a mounted weapon's name during a run[/b] (while the game is paused or the wave isn't actively occurring, so it's clickable while in the shop) to bring up a new evolution menu, which is essentially an abridged ARSENAL menu that shows you exactly which weapons it could potentially evolve into if you add more DNA letters. You can also use those ARSENAL filters on this menu! [b](NOTE: I needed to rush this update out to fix some critical bugs, so I didn't have time to add proper in-game explanation of this mechanic - that will be present in the next update. Honestly don't be surprised if there's bugs with this currently.)[/b]
[*]When you have a weapon DNA letter selected in the shop and hover it over a weapon with a slot, the weapon's name will temporarily change to indicate what the weapon would become if you add that DNA letter.
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[h3][b]BALANCE:[/b][/h3]
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[*][b](turret) Tower:[/b] Heat Max 10 → 25, Cooling Rate 10 → 25, and eliminating microbes now causes cooling to occur 1s sooner (so if there was 1.5s before it would trigger and you eliminated a microbe, it would then be 0.5s).
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[h3][b]CHANGES:[/b][/h3]
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[*]The "MOD WILL DO NOTHING" warning now mentions that you [i]can[/i] still click to add the mod anyways (you always could - there's just a short delay, depending on certain conditions such as Beginner Tips still being enabled).
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[h3][b]FIXES:[/b][/h3]
[list]
[*]"NEW!" could appear twice above Mirror in the PERKS menu.
[*]The count of perks unlocked on the CHECKLIST was using the value for turrets unlocked instead!
[*][b](perk) Poison:[/b] It would stop reducing your Health once you reached half Health, letting you have indefinite double Firerate (which was not intended).
[*]Being defeated via running out of Health while in the shop (which seems to be a Jester-exclusive occurrence) will no longer cause the gameplay UI to linger after returning to SETUP (you'd have to restart your game for it to function properly again when this occurred).
[*][b](turret) Maw:[/b] Can now trigger power-ups by consuming them.
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