[h3][b]⚖ BALANCE[/b][/h3][list] [*][b](weapon) GGGG Wakequake:[/b] I think (after much discussion with expert players) that Wavequake's innate 360 Accuracy is genuinely a huge advantage, so I'm increasing the amount that that trait of the weapon decreases its stats. Thus: Damage 13.4 → 12.5 (DPS 160/s → 150/s). Still the highest DPS among tier-4 weapons. [*][b](weapon) AACT Burst Anti-Air Missile:[/b] I've felt this weapon was lacking for quite some time - I've given it a new trait that should help immensely, based on a suggestion in the Discord: Now, [b]each missile produces 3 explosions in a row[/b]. I think it's on-theme with the whole '3-burst' aspect of it. [*][b](weapon) AGGG Wavespread Repeater:[/b] Actually just made a typo when setting its Damage. Fixing it brings its DPS from 148/s → 144/s. [*][b](turret) Crane, (perk) Shell:[/b] If you have 0 Health Max at the start of a run or any time during a run, you won't be destroyed by having -100% (or lower) Health Max. If, however, you used turret mods or something else to go [i]above[/i] 0 Health Max and Health hits 0, you [i]will[/i] be destroyed. [*][b](perk) Tweezers:[/b] Accuracy +75% → +80%. [*][b](weapon mod) Size +200%, Speed -70%:[/b] $30 → $35. [*][b](weapon mod) Range +100%, Damage -25%:[/b] $30 → $25. [*][b](weapon mod) Damage +90%, Range -60%:[/b] $35 → $30. [*][b](weapon mod) Homing +100%, Firerate -20%:[/b] $30 → $35. [*][b](weapon mod) Damage +90%, Firerate -30%:[/b] $25 → $30. [*][b](weapon mod) Firerate +90%, Damage -30%:[/b] $25 → $30. [*][b](weapon mod) Speed +200%:[/b] $15 → $10. [*][b](weapon mod) Projectiles +100%, Accuracy -100%:[/b] $35 → $40. [*][b](weapon mod) Projectiles +100%, Range -35%:[/b] $35 → $40. [*][b](weapon mod) Burn:[/b] $35 → $40. [*][b](weapon mod) Sticky:[/b] $25 → $30. [*][b](turret mod) Heat -10% per elimination, Heat Max -20%:[/b] $35 → $40. [*][b](turret mod) Firerate +50% for 1s on elimination:[/b] $35 → $40. [*][b](turret mod) Power-up Duration +100%:[/b] $15 → $10. [/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*][b]Let's face it: It's always optimal to banish all 4 weapons once you've filled all weapon slots. This means that, even after clearing all 6 currently live modes at Depth 5, you're left with only 2 Banishes to use on weapon or turret mods. This kind of defeats the purpose of the system, it's not just supposed to be a means of removing weapons. [u]Thus, I'm now granting 2 Banishes per mode first cleared at Depth 5 instead of just 1![/u] That'll mean you'll have 8 Banishes to use [i]after[/i] banishing 4 weapon letters - in other words, you'll actually be able to engage with the system in the way that I originally intended.[/b] [*][b]The Biomass price for opening slots now doubles with each subsequent slot opened in a row instead of simply increasing by 5.[/b] This is primarily to address how quickly turrets with few weapon mounts (like Focus, which only has 1) can attain a completed build (before this update, it would take a lot longer to have all slots filled on, say, Guardian, than on Focus, if you're not playing Classic Mode). [*]The "you have 0% Heat Max" and "you have 0% Health Max" popups will no longer only be shown once - they'll appear each time they're triggered. [*]The shield visual on the turret is now slightly less pronounced, because its opacity scales between 1-16 Shield now instead of 1-10 Shield. [*]When about to add the "Bounce, Range +50%" weapon mod to a weapon that already has Bounce, the warning that appears in top left will say "MOD WILL ONLY ADD RANGE" instead of "MOD WILL DO NOTHING". [*][spoiler][b](mode) Extract:[/b] Reduced microbe stat scaling when trying to approach The Abyss.[/spoiler] [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*]The recently-added shield visual would display underneath some turrets. [*]Arsenal Accuracy stats for Hitscan weapons would be incorrect if you had Saturn selected. [*][b](mode) Gameshow:[/b] Having Skip Shop enabled and 3 Targets with more than 1 wave remaining at the time of achieving victory would completely skip the victory screen. [*](Hopefully) fixed a rare bug that would cause your total runs in a mode to increment by more than 1 per run. [*][b](mode) Shmup:[/b] (Hopefully) fixed a rare bug that would cause 1 extinct microbe to appear at some point during a wave. Let me know if [*]UI elements will no longer dissappear while the game is out of focus (if you were experiencing that). [*][b](turret) Tower:[/b] Fixed instances of hitting a marked microbe and it not being eliminated. This includes cases where this was a genuine bug [i]and[/i] allows for eliminating a marked microbe with a projectile that already hit the microbe before it became marked. (the only time that a marked microbe won't be eliminated when it seemingly should is if it gets marked [i]while inside of a projectile[/i] - the collision can't occur again until it leaves it...) [/list]