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  3. Update 5.1.4

Update 5.1.4

[h3]⚖ BALANCE[/h3]
  • (weapon) GGGG Wakequake: 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). Now the second highest DPS tier-4 weapon (which is pretty darn good).
  • (weapon) AACT Burst Anti-Air Missile: 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, each missile produces 3 explosions in a row. I think it's on-theme with the whole '3-burst' aspect of it.
  • (weapon) AGGG Wavespread Repeater: Actually just made a typo when setting its Damage. Fixing it brings its DPS from 148/s → 144/s.
  • (turret) Crane, (perk) Shell: 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 above 0 Health Max and Health hits 0, you will be destroyed.
  • (perk) Tweezers: Accuracy +75% → +80%.
  • (weapon mod) Size +200%, Speed -70%: $30 → $35.
  • (weapon mod) Range +100%, Damage -25%: $30 → $25.
  • (weapon mod) Damage +90%, Range -60%: $35 → $30.
  • (weapon mod) Homing +100%, Firerate -20%: $30 → $35.
  • (weapon mod) Damage +90%, Firerate -30%: $25 → $30.
  • (weapon mod) Firerate +90%, Damage -30%: $25 → $30.
  • (weapon mod) Speed +200%: $15 → $10.
  • (weapon mod) Projectiles +100%, Accuracy -100%: $35 → $40.
  • (weapon mod) Projectiles +100%, Range -35%: $35 → $40.
  • (weapon mod) Burn: $35 → $40.
  • (weapon mod) Sticky: $25 → $30.
  • (turret mod) Heat -10% per elimination, Heat Max -20%: $35 → $40.
  • (turret mod) Firerate +50% for 1s on elimination: $35 → $40.
  • (turret mod) Power-up Duration +100%: $15 → $10.


[h3]🔄 CHANGES[/h3]
  • 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. Thus, I'm now granting 2 Banishes per mode first cleared at Depth 5 instead of just 1! That'll mean you'll have 8 Banishes to use after banishing 4 weapon letters - in other words, you'll actually be able to engage with the system in the way that I originally intended.
  • The Biomass price for opening slots now doubles with each subsequent slot opened in a row instead of simply increasing by 5. 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".
  • (mode) Extract: Reduced microbe stat scaling when trying to approach The Abyss.


[h3]🔨 FIXES[/h3]
  • The recently-added shield visual would display underneath some turrets.
  • Arsenal Accuracy stats for Hitscan weapons would be incorrect if you had Saturn selected.
  • (mode) Gameshow: 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.
  • (mode) Shmup: (Hopefully) fixed a rare bug that would cause 1 extinct microbe to appear at some point during a wave.
  • UI elements will no longer dissappear while the game is out of focus (if you were experiencing that).
  • (turret) Tower: Fixed instances of hitting a marked microbe and it not being eliminated. This includes cases where this was a genuine bug and 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 while inside of a projectile - the collision can't occur again until it leaves it...)