[h3][b]ENDLESS[/b][/h3][list] [*]You guys just keep making a mockery of Endless Mode's difficulty, I swear… I'm [i]trying[/i] to [i][b]END YOU[/b][/i]. After wave 30, microbe stats will now scale by 5% each wave instead of 2%. [*]This means that highest wave records above 30 have been reset again, sorry 😬. I swear I won't do it again. [*][spoiler]Not sure if I ever officially mentioned this, but when heading towards The Abyss for the first time, that rate is lessened - it was 1% instead of 2% before, now it'll be 1.666% instead of 5%. Not relevant to you if you've already learned your true purpose. Oh, and this is why you can't set wave records during this sequence.[/spoiler] [/list] [h3][b]⚖ BALANCE[/b][/h3][list] [*]Projectiles with both Sticky + Bounce (which the Crane turret has innately) will be [i]slightly[/i] harder for microbes to 'push'. It'll be more likely that they bring microbes to a halt now. [*][b](perk) Backpack:[/b] In Shmup Mode, it'll face [i]forward[/i]. (I don't plan on changing other perks based on mode-specific viability, this is a one-off thing - think of it as an easter egg). Also added auditory feedback when it triggers, and made the visual feedback more noticeable. [*][b](perk) Bandage:[/b] Ignore hits for 3s → 4s. [*][b](perk) Saline:[/b] Changed to "Heat -25% each time you lose Health" (no longer have to be below half Health). [*][b](microbe) CCGG Cramshell:[/b] Doubled the accuracy of its shotgun blast. [*][b](mode) Shmup:[/b] I am once again increasing how fast you move vertically with turrets that have Movespeed. [/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*]Changed some Daily Dive stuff again, which (like last time) has ended up changing the current Daily Dive modifiers. [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*]Microbes spiralling towards you no longer "jitter/vibrate". [*][b](microbe) CCGG Cramshell:[/b] No longer does that weird thing where it just sits there inching towards you in a jerky fashion that's always been a bug tbh). [*][spoiler][b](mode) Abyss Mode:[/b] Thought I fixed it before, but now (for real this time) projectile submunitions will always be cleared when he starts entering view.[/spoiler] [*][b](perk) Bandage:[/b] wasn't adding Heat when triggered. [/list]