Update 3.3.3
Author: Alpherior,
published 4 months ago,
[h3][i]Still busy with other life stuff for a couple days but found some time to push out an update that's been in the works for a while.[/i][/h3]
[h3][b]🆕 CONTENT[/b][/h3]
8 new cosmetics - now all 81 cosmetics are available to be obtained!
[img]https://clan.cloudflare.steamstatic.com/images//44933391/70f4a8666c4211faebc90fd067c2063508122e5a.png[/img]
Additionally...[list]
[*][b]Your cosmetic selections are now [u]saved to each turret[/u]![/b] (Note that this required that I remove your currently-equipped cosmetics first)
[*]The TURRETS menu no longer instantly returns you to SETUP when you select a turret. This will mean an extra click, but it'll be easier to select a turret and then compare it to others, or select it for setting cosmetics. (it'll take some time to get used to 😅)
[*]Time for you to dress up all of your turrets!
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[h3][b]⚖ BALANCE[/b][/h3][list]
[*][b](perk) Mushroom:[/b] Look, don't freak out - I think this is quite fair. I'm attaching "-25% Heat Max" to this for 3 reasons: (1) It's too safe of a pick currently considering the lack of downsides, (2) It's a must-pick in many people's builds even if they aren't particularily oriented around Mushroom, (3) [b]there's an upside to this - you'll be able to trigger it on demand more easily if you have less Heat Max[/b].
[*][b](perk) Ferrofluid:[/b] Previously, if you had Ferrofluid and 4 Shield, you would lose all of that Shield [i]and[/i] it wouldn't protect your Health when hit, so you'd also lose 4 Health. Now, the "lose all Shield when hit" behaviour occurs [i]after[/i] your Shields absorb damage.
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[h3][b]🔄 CHANGES[/b][/h3][list]
[*][b](turret) Jester:[/b] I have once again made Jester more Jestery. 🃏 [spoiler]Nothing that Jester does to your UI will be considered a bug.[/spoiler]
[*]The evolution menu (the one you see when you click on a weapon's name during a run while paused or in the SHOP) will be formatted differently if the weapon can't receive any more DNA letters on the mount that it's installed on.
[*]The GUIDE has been split across 8 pages now, and there's a bunch of new information in it. The "Variants" page will be enabled once turret & perk variants get released.
[*][b](turret) Fume:[/b] Its description now mentions that Offspring [i]don't damage you[/i] when you come into contact with them (mentioning this in an update note so people are aware).
[*]Turrets that require 10 victories in a specific mode now tell you how many victories you've achieved in that mode in the unlock conditions.
[*]The "benign!" mutation now explicitly states that it does nothing (I severely overestimated how many people understand this term).
[*][b](Turret Trial) Castle:[/b] Modifiers: Firerate -50% → Power-up Duration +100%.
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[h3][b]🔨 FIXES[/b][/h3][list]
[*](Hopefully) fixed a bug where the starter weapons on the WEAPONS menu would show a bunch of 999 (placeholder) values.
[*]The "Skip Shop" and "Auto Heal" buttons will now move out of the way when you're selecting an item to Banish.
[*]Before this update, the game only ever saved your progress when the application properly closed - this doesn't occur if, for example, you get a power outage while playing. The game will now save your data when you return to SETUP as well.
[*]Changing stat style (via changing "Show Stat Icon & Name" in SETTINGS) now affects your currently selected turret's description.
[*][b](perk) Turbine:[/b] Will no longer hurt you at the start of each wave when you skip the shop (via "Skip Shop" toggle or from when all slots are filled in Classic Mode).
[*][b](turret) Fume, (perk) Extinguisher:[/b] Now works as intended - eliminating microbes triggers harvesting, and so does absorbing offspring.
[*][b](mutation) Mucus Membrane:[/b] It would block the perk tooltip from showing for your 4th perk.
[*]The awards for having 3000 unspent Biomass and 10000 unspent Research used to only be checked while in the shop - this was a problem, since these checks wouldn't happen if you're skipping the shop. They'll now also occur at wave end.
[*]Perk descriptions wouldn't be adapted to your selected turret's heat type if your selected turret uses an alternative (like fuel or electricity) when you start the game.
[*][b](weapon) GGT Flak Cannon, GGGT Flak Howitzer, GGTT Moloflak:[/b] Their pellets weren't getting as much from Homing as they should have been (it's been doubled).
[*]When using a gamepad in Shmup Mode, the speed that you'd move your turret side-to-side with the analog sticks would sometimes be inconsistent, but it's consistent now.
[*][b](turret) Spyglass:[/b] Will no longer attempt to track microbes or power-ups that are out of bounds (too far to the left or right to be visible) in Shmup Mode.
[*][b](turret) Fume:[/b][spoiler] Fume's gas clouds can now damage all 8 of you-know-who's you-know-whats. P.S. I want you to consider right now how good Fume is against the big guy.[/spoiler]
[*]Fixed a uh... Research exploit 😬
[*]Fixed getting trolled by Heart Pattern (it would just keep increasing in price without ever letting you buy it).
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