[h3][b][url=https://store.steampowered.com/bundle/43340/_Genome_Guardian_x_Antipaint/]GET THE 🧬 Genome Guardian × Antipaint 🎨 BUNDLE![/url][/b] (you can get Antipaint for 20% OFF even if you already own Genome Guardian)[/h3] [h3][i]So: I really tried, but (due to how Hitscan is implemented), it really is impossible for them to bounce… [b]HOWEVER…[/b] This update officially gives you a reason to add Bounce to lasers! It will [b]change how the laser looks & increase its BASE width by 400%.[/b] Think of it this way: A CCC Laser has a Size (width) of 10. Add Bounce and it's effectively Size 50. Add a +200% Size mod to THAT and NOW it's 150. That's 50% wider than ACCG Broadbeam. Which, speaking of… Broadbeam is going to have Bounce [i]innately[/i], and its current width/sprite will be considered its Bounce version. This is only fair, considering it can evolve from ACG Bouncey Ball - it makes sense that it would already have Bounce.[/i][/h3] [h3][b]⚖ BALANCE[/b][/h3][list] [*][b](weapon) AACG Frostthrower:[/b] This, too, should have always had Bounce innately (since it also can evolve from ACG Bouncey Ball). It This will mean DPS 45/s → 42/s and Range 75% → 94%.[*][b](weapon) Wavequake:[/b] It's incredibly powerful. If you know how I balance weapons, however, I strictly adhere to a DPS formula - there's not many ways I can change the weapon that wouldn't make me feel obligated to propogate that change to a bunch of others, [i]but[/i], I'm willing to multiply its DPS by x0.9375 solely based on the fact that it has innate 360° Accuracy. Any other weapon has to rely on outside sources of Accuracy reduction to achieve that if you desire 360° coverage, so it's definitely an advantage this weapon has. Thus, DPS 171 → 160. [*][b](turret) Colossus:[/b] Damage +30% → +40%, Firerate -30% → -40%, Size +30% → +40%, Speed -30% → -40%. [*][b](turret) Fortress:[/b] Firerate -30% → -25%. [*][b]Endless:[/b] I've tweaked some Endless Mutations to be more punishing. [*][b](turret) Maw:[/b] Eating microbes that burst into a bunch of Offspring when eliminated will no longer let those Offspring appear. [/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*]As explained above, Hitscan + Bounce are now compatible (as in, it at least does [i]something[/i] now)! [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*][b]Some players that had a save from long ago (early to mid May) couldn't reach the main menu - this is FINALLY FIXED NOW… Kind of. I think if you [i]haven't encountered this yet, but are the person I'm describing[/i], you'll be safe - otherwise, I think your save would be corrupted 😔 just ask me for help and I'll tell you what to do if that's the case for you.[/b] [*]When you make microbes with particular DNA extinct, sometimes 1 microbe with that DNA would still spawn on the next wave. [*]Hovering over CHECKLIST icons while the game is paused (mid-run) would sometimes not show their description if a large microbe was underneath it. [*]In Classic Mode, if you had all slots full and then picked a mutation, there was a chance that it would show you the SHOP instead of skipping past it, which could softlock your run. [*]If a weapon had greater than 6.7/s Firerate and had Burst Fire, additional Firerate increases wouldn't increase DPS and would result in less Heat build-up, but this has been fixed - Burst Fire now behaves like you'd expect regardless of Firerate… kind of - it visually won't look different at Firerates above 6.7/s, but (just like I do when a weapon's Firerate exceeds 60/s) the DPS is now accounted for. [*]Microbes that stick to your turret would grow or shrink in size if they get damaged and if your turret had non-default turret scale. [/list]