Update 5.3.2
Author: Alpherior,
published 2 months ago,
[h3][b]🔄 CHANGES[/b][/h3][list]
[*]The code that determines what a "miss" is has been significantly improved - now, misses aren't determined on a per-projectile basis, but rather, [b]a shot only counts as a miss if NONE of the projectiles produced by that shot hit a microbe (per weapon)[/b].[list][*]This means that firing ːgdnaː Shotgun and hitting a microbe with just 1 of 6 pellets will be considered 0 misses, not 5.
[*]The Tweezers and Binoculars perks below have been rebalanced due to this change.
[*]There may be some bugs with this change, but from what I've tested, it appears to be working as intended.[/list][*]The powerup text (ex. "TRIPLE FIRERATE!") now kinda 'rumbles' a bit while active.
[/list]
[h3][b]⚖ BALANCE[/b][/h3][list]
[*][b](turret) Helios:[/b][list]
[*]Charge Size scaling 100%-150% → 80%-160%.
[*]Charge Speed scaling 100%-150% → 80%-160%.[/list][*][b](perk) Extinguisher:[/b] Cooling Rate -70% → -75% (you and I both know this perk is still going to be amazing).
[*][b](turret mod) +50% Size to weapons with ːgdnaː DNA:[/b] Added +50% Knockback.
[*][b](turret) Psyker:[/b] Projectiles orbit a bit closer, and comes with 2 Shield now.
[*][b](perk) Tweezers:[/b] Accuracy +80% → +75%, -1 Health chance on miss 5% → 10%.
[*][b](perk) Binoculars:[/b] Heat on miss +10% → +15%.
[/list]
[h3][b]🔨 FIXES[/b][/h3][list]
[*]Purple splats and other effects that "grow" before fading out should now properly scale with higher framerates.
[*][b](perk) Clover:[/b] The green flash effect this produces will no longer remove the green tint during the "wave ending!" sequence (last 5s of each wave).
[*]Homing during Doubletime was half strength, or increased strength during the Avarice/Chrono turret's slowed timescale.
[*][b](perk) Mushroom:[/b] Starting a wave with 0% Heat Max will display it as transparent.
[*][b](perk) Rime:[/b] Starting a wave with 0% Heat Max will display it as opaque.
[*][b](turret) Helios:[/b] Using 0% Charge Max build will no longer cause you to lose HP when taking Targets in Gameshow Mode.
[*][b](perk) Chloroplast:[/b] It wasn't affecting Size properly on the Fume & Helios turrets.
[*]The popup informing you that you can use filters on the ARSENAL menu wasn't triggering sometimes.
[*]If you haven't completed a run yet, the music-changing button on the PAUSE menu wouldn't update the music artist/name display.
[*][b](perk) Poison:[/b] Updated description so that it perfectly matches the perk's function.
[*][b](turret) Psyker:[/b] Overheating was causing projectiles to only fly out to the right.
[*][b](turret) Psyker:[/b] Projectiles weren't quite orbiting in a perfect circle before.
[*][b](weapon) ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot:[/b] This weapon has been spawning 3 times as any explosions as it was supposed to. Yes, it's supposed to spawn 3 explosions for each split projectile, but each of [i]those[/i] explosions occurred 3 times. Also, the second "x3" on the Damage value is orange now, since it refers to the explosions.
[*][b](weapon) ːcdnaːːgdnaːːgdnaːːtdnaː Splitter Spitter:[/b] This should display "x3x3" on the Damage number.
[*][b](turret) Avarice:[/b] Microbes won't shake while burning when time is stopped.
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