[h3][b]⚖ BALANCE[/b][/h3][list] [*][b](turret) Boombox:[/b] Projectile scale dynamically changes with music, but will now only have half as much of an effect on explosions and areas. [*]The especially rare weapon mods are significantly less rare now. [*][b](weapon mod) Damage +40%, Speed -50%:[/b] Speed -50% → Speed -60%. [*][b](weapon mod) Size +100%, Speed -30%:[/b] Speed -30% → Speed -70%. [*][b](weapon mod) Size +150%, Firerate -15%:[/b] Size +150% → +200%, Firerate -15% → -25%, $20 → $30. [*][b](weapon mod) Size +200%, Speed -70%:[/b] Size +200% → +150%, Speed -70% → Range -30%, $40 → $25. [*][b](weapon mod) Firerate +30%:[/b] Added Speed +50%. [*][b](weapon mod) Damage +30%:[/b] Added Knockback +30%. [*][b](weapon mod) Critical Chance +30%:[/b] Added Speed -30%. [/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*]Various Weapon Mod icons have changed based on the above balance changes. [*]Gonna do something crazy here… Instead of having 2 Banishes per mode cleared at Depth 5… I'll let you have [b]3[/b]. This means that, if you've cleared all of the current modes at Depth 5 at least once, you'll have [b]18 Banishes[/b] at your disposal. I think this is fair, because[list] [*]Weapon & Turret Mod colour still need to be compatible anyways. [*]Even if you used all your Banishes on Weapon Mods, 58% of them will still be unbanished. [*]It takes time to actually [i]get[/i] all these Banishes.[/list][*]The # of the current daily dive is shown in the menu title (this provides a clear way to refer to daily dives). [*]Added a few more Daily Dive modifiers. [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*][b](turret) Dragoon:[/b] Fixed explosives ricochetting towards a microbe, then dissappearing right before hitting and not exploding. This is arguably a [i]balance[/i] change too, because this is essentially me saying that ricochet doesn't work the same way a Pierce or Bounce (Explosives that have pierced or bounced at least once don't explode on expiry). [*][b](turret) Tower, (perk) Stamp:[/b][list][*]Marks & Stamps would be abnormally large relative to the microbe they're attached to if you had a mutation that increased Microbe Size. These indicator also have a minimum size now, so they won't be impossible to see on tiny microbes. [*]Fixed multiple of each existing at the same time. [*]Microbes simply touching the edges of the visible area won't cause the mark or stamp to move.[/list][*][spoiler]The Abyss' rotation speed was ignoring the current timescale, which is relevant to turrets like Avarice and Chrono.[/spoiler] [/list]