[h3][b]⚖ BALANCE[/b][/h3][list] [*]Proximity is an incredibly potent weapon trait - changing the trait's Damage multiplier, which has resulted in these changes:[list][*][b](weapon) ːadnaːːcdnaːːtdnaː Anti-Air Cannon:[/b] Damage 33 → 31 (DPS 75 → 70). [*][b](weapon) ːadnaːːadnaːːcdnaːːtdnaː Burst Anti-Air Missile:[/b] Damage 25 → 23 (DPS 75 → 70). [*][b](weapon) ːadnaːːcdnaːːcdnaːːtdnaː Anti-Air Gatling:[/b] Damage 12 → 11 (DPS 90 → 83). [*][b](weapon) ːadnaːːcdnaːːtdnaːːtdnaː Anti-Air Torpedo:[/b] Damage 39 → 37 (DPS 59 → 55).[/list][*]I've adjusted the Damage formula such that larger [b]base[/b] Explosion/Area radius incurs a greater Damage penalty:[list][*]This doesn't mean that using perks/mods/etc. to increase Size will reduce their Damage. [*]Most explosive weapons are barely affected by this change - it's primarily targeted towards weapons like Nuke, which often just feels like a tier above most (all?) other weapons. [*]Would take a long time to list all the changes but essentially the majority of explosive weapons only received a 2% DPS decrease while some big-explosion ones received a 6-8% DPS decrease. [*]Also noticed Moloflak's Damage wasn't being calculated right so I fixed that too.[/list][*][b](weapon) ːadnaːːtdnaːːtdnaː Mine Launcher:[/b] Sticky Duration 4s → 8s, Damage 37 → 31 (DPS 73 → 63). [*][b](weapon) ːadnaːːtdnaːːtdnaːːtdnaː Mega Mine Launcher:[/b] Sticky Duration 4s → 8s, Damage 59 → 51 (DPS 81 → 69). [*][b](weapon) ːcdnaːːcdnaːːcdnaːːtdnaː Tracking Laser:[/b] Firerate 1/s → 0.75/s, Damage 46 → 62 (DPS unchanged). [*][b](turret mod) Damage +100% to shots fired while at 0% Heat:[/b] Damage +100% → +80%. [*][b](turret mod) Damage +50% to projectiles with Pierce per microbe hit:[/b] ːbiomassː35 → ːbiomassː30. [/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*][b](weapon) ːadnaːːgdnaːːtdnaːːtdnaː Bubble Blaster:[/b] Slight change to sprite. [*][b](weapon) ːcdnaːːgdnaːːtdnaːːtdnaː Bubble Burster:[/b] Slight change to sprite. [*][b](weapon) ːcdnaːːtdnaːːtdnaːːtdnaː Mega Torpedo:[/b] Renamed to "Jumbo Torpedo". [*]Some more subtle tweaks to how information is presented to the player during the intro phase. [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*][b](turret) Jester:[/b] There was a rare chance that a certain Jester behaviour would softlock a Classic run. [*](Hopefully) fixed the bug where you'd see an unlock pop-up for something you've already unlocked. [/list]