[h3][b]⚖ BALANCE[/b][/h3][list] [*][b](perk) Antrifreeze:[/b] Firerate while overheated -50% → -60%. (look, this perk was designed super early in the game's development before it had so many broken setups) [*][b](turret) Commander:[/b] Homing +200% → +400%, Firerate -50% → -45%, Speed -50% → Speed -45% (the fix that prevented Speed from influencing Homing strength inadvertently nerfed Commander, and people really struggle with Commander regardless). [*][b](turret) Diesel:[/b] Even if you subvert its limited Fuel struggles, it still doesn't offer a whole lot, so I'm adding a trait: "+40% Damage while below 50% Fuel". This should add an extra layer to Diesel's gameplay experience while decentivizing builds that always keep you at high Fuel. [*][b](weapon) CCCC Ion Laser:[/b] I'm going to double down on its excess base Range by increasing it from 150% → 175%. [*][b](weapon) AAGG Heatwave Repeater:[/b] I wasn't keen on how similar this weapon feels to flamethrowers, so I'm changing it to fill the niche of "rapidfire wave weapon":[list] [*]Accuracy 67.5° → Accuracy 33.75°. [*]DPS 68/s (+Burn) → 65/s (+Burn). [*]Damage 5.7 → 8.2. [*]Knockback 23 → 33. [*]Firerate 12/s → 8/s. [*]less squiggly.[/list][/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*][b](turret) Jester:[/b] Just... play a Jester run with music enabled. [*]The "Heat Circle Shadow" (activated via SETTINGS → Accessibility) is more opaque now (which increases visibility). [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*][b](turret) Fume, Helios:[/b] Using a setup that has 0 Gas/Charge Max would cause strange, buggy things to occur. [*][b](turret) Demon:[/b] Its Burn ability would sometimes add 0 Burn Damage to enemies. [*]I've [i]finally[/i] fixed the bug where microbes would essentially rotate on the y-axis, which makes them appear thinner (or dissappear entirely). This primarily affected microbes with both A & G DNA. [/list]