Update 5.3.5
Author: Alpherior,
published 2 months ago,
[h3][b]🔄 CHANGES[/b][/h3][list]
[*]The heat circle jumps out at you more when you overheat.
[*]Some turrets now have a recoil multiplier attached to them (for example, turrets with orbiting projectiles don't experience recoil, Deadeye only experiences half as much recoil, and Breach experiences a bit more recoil).
[*]There is now a "Recoil" toggle in SETTINGS (separate from the "Screenshake" toggle).
[*]The "New Weapon Pop-ups" setting won't be visible in SETTINGS if you've already discovered all weapons.
[*]Turrets on the TURRETS menu now spin slowly (just thought it looked nice).
[*]The WEAPONS menu (where you select your starting weapon) shows your currently-selected weapon with a green-tinted button (just like how the TURRETS menu indicates your currently-selected turret).
[*]Buttons for selected perks in the PERKS menu are also green-tinted (not on the bar at the bottom, but for the 96 buttons at the top). It's fairly subtle though - if I make it a brighter green, it becomes less clear that the button is disabled, so yeah.
[*]Some more visual effect tweaks.
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[h3][b]🔨 FIXES[/b][/h3][list]
[*][b](the most important fix)[/b] Occasionally, waves wouldn't actually end - they'd just get stuck showing that there's 1 second remaining (this was related to new muzzle flash code).
[*]The muzzle flash effect now always renders [i]above[/i] the turret & turret cosmetics.
[*]Disabling "Beginner Tips" while the "overheat!" popup was visible would cause the popup to linger forever.
[*]Equipping a shop item that affects Heat Max will no longer cause the Heat Circle to display a brief cooling animation.
[*]Equipping a shop item would sometimes cause the turret to rotate.
[*][b](turret) Jester:[/b] Its intense, glitchy shake effects could sometimes result in vital UI elements simply not appearing in the shop (ex. not being able to see weapon mounts in Classic Mode, which could lead to a softlock).
[*]Ending a run during an Abyss-related cutscene would result in you being unable to fire in subsequent runs.
[*]There were still some cases where things like areas and flak projectiles could spawn / exist during cutscenes.
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