[h3][i]Currently focused on cleaning things up, fixing bugs and overall making sure the game is stable before I do any big content updates. On that note...[/i][/h3] [h3][b]βš– BALANCE[/b][/h3][list] [*]The following weapons are having their Damage adjusted based on their base Homing strength:[list] [*][b](weapon) AATT Homing Mine Launcher: [/b] 67 β†’ 56. [*][b](weapon) ACTT Anti-Air Torpedo:[/b] 62 β†’ 59. [*][b](weapon) CGTT Bubble Burster:[/b] 72/s β†’ 66/s.[/list] [*][b](perk) Ferrofluid, Tooth:[/b] I'm going to make it so that Ferrofluid's Shield removal [i]doesn't[/i] override Tooth and see how it goes. Will change back if everyone decides it's just busted, but as it stands there's not much use for Tooth otherwise. [*]Homing now properly scales with Shmup Mode (it was extra strong but shouldn't have been). [*][b](turret) Helios:[/b] Burst-Fire weapons now scale Cooling Delay accordingly (so that weapons with Burst Fire aren't just straight-up superior to other weapons). [/list] [h3][b]πŸ”„ CHANGES[/b][/h3][list] [*][b]Homing behaviour has been significantly improved![/b] No longer will you witness Homing projectiles curve [i]away[/i] from a target they were headed straight towards - Homing now prioritizes targets based on angle to the projectile, instead of simply which target is closest to it. The old behaviour lead to situations where Homing projectiles would try to curve around to hit something behind them instead of something in the direction they're travelling solely because that enemy behind them is technically closer. [*][b](turret) Viper:[/b] Cosmetics like tires, wings, etc. will now always face the direction that Viper is pointing (it just looks more "correct" this way). [*]Added informational popups for:[list] [*]Activating a power-up for the first time (which shows you what they look like). [*]Informing you that you can replace mods once all slots are full during Endless (goes away after you replace a mod). [*]Starting a wave with 0 Heat Max (only shows once). [*]Starting a wave with 0 Health Max (only shows once) (perks like Shell and turrets like Crane still work though). [*]Informing you where you can find the cosmetics menu (on the RESEARCH menu). [*]Informing you where you can find the cosmetics menu (on the TURRETS menu). [*]Informing you that you can change cursor, crosshair, barrel light and heat style in SETTINGS (on the RESEARCH menu).[/list] [*]Unlock pop-ups will be a bit more noticeable for (and only for) new players. [*]The "MOD WILL DO NOTHING (click after 3s to add it anyways)" popup will say (and be) 1.5s in Classic Mode since you may be [i]forced[/i] on occasion to do something like this in that mode. [*][b](turret) Inferno:[/b] The Burn DPS on weapon hover-over stats now accurately reflects Inferno's doubled Burn DPS. (note that this value still won't reflect any sort of [i]conditional[/i] Burn DPS increase). [*]I've stated some noteworthy perk override scenarios in some perk descriptions (ex. it's now stated in Tooth's description that it overrides Ferrofluid and Stone). [*]Health Max +/- Turret Mods and Mutations now state clearly that they're based on the Health Max of your turret when you started the run (it [i]needs[/i] to be this way, even if it feels yucky sometimes - it means that, if you start a run with 4 Health Max, then use Amaryllis to grow to 100 Health Max, picking up a "Health Max +50%" Turret Mod will only bring your Health Max to 102). [/list] [h3][b]πŸ”¨ FIXES[/b][/h3][list] [*]The first button on the MUTATION ALERT screen was extra dark for no reason… [*][b]Endless:[/b] Some Endless Mutation effects wouldn't take effect until you went into the shop (and thus could be subverted entirely if you simply kept skipping shop). [*][b](turret) Maw:[/b] If you've been experiencing issues in Shmup Mode with the Magnet perk, I [i]think[/i] they're resolved now. [*][b](weapon) CGTT Bubble Burster:[/b] Previously, the seeking Area bubbles would change target after hitting an enemy, but now they'll be willing to focus on the same target. [*]Homing now scales with Speed much more consistently - what I intended for from the start was for Speed reduction to not help Homing weapons, and for Speed increases to not hurt them; This is what has now been achieved.[/list]