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Update 4.1.0: Hitscan & Bounce

[h3]GET THE 🧬 Genome Guardian × Antipaint 🎨 BUNDLE! (you can get Antipaint for 20% OFF even if you already own Genome Guardian)[/h3]

[h3]So: I really tried, but (due to how Hitscan is implemented), it really is impossible for them to bounce… HOWEVER… This update officially gives you a reason to add Bounce to lasers!

It will change how the laser looks & increase its BASE width by 400%.

Think of it this way: A CCC Laser has a Size (width) of 10. Add Bounce and it's effectively Size 50. Add a +200% Size mod to THAT and NOW it's 150. That's 50% wider than ACCG Broadbeam.

Which, speaking of… Broadbeam is going to have Bounce innately, and its current width/sprite will be considered its Bounce version. This is only fair, considering it can evolve from ACG Bouncey Ball - it makes sense that it would already have Bounce.
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[h3]âš– BALANCE[/h3]
  • (weapon) AACG Frostthrower: This, too, should have always had Bounce innately (since it also can evolve from ACG Bouncey Ball). It This will mean DPS 45/s → 42/s and Range 75% → 94%.
  • (weapon) Wavequake: It's incredibly powerful. If you know how I balance weapons, however, I strictly adhere to a DPS formula - there's not many ways I can change the weapon that wouldn't make me feel obligated to propogate that change to a bunch of others, but, I'm willing to multiply its DPS by x0.9375 solely based on the fact that it has innate 360° Accuracy. Any other weapon has to rely on outside sources of Accuracy reduction to achieve that if you desire 360° coverage, so it's definitely an advantage this weapon has. Thus, DPS 171 → 160.
  • (turret) Colossus: Damage +30% → +40%, Firerate -30% → -40%, Size +30% → +40%, Speed -30% → -40%.
  • (turret) Fortress: Firerate -30% → -25%.
  • Endless: I've tweaked some Endless Mutations to be more punishing.
  • (turret) Maw: Eating microbes that burst into a bunch of Offspring when eliminated will no longer let those Offspring appear.


[h3]🔄 CHANGES[/h3]
  • As explained above, Hitscan + Bounce are now compatible (as in, it at least does something now)!


[h3]🔨 FIXES[/h3]
  • Some players that had a save from long ago (early to mid May) couldn't reach the main menu - this is FINALLY FIXED NOW… Kind of. I think if you haven't encountered this yet, but are the person I'm describing, you'll be safe - otherwise, I think your save would be corrupted 😔 just ask me for help and I'll tell you what to do if that's the case for you.
  • When you make microbes with particular DNA extinct, sometimes 1 microbe with that DNA would still spawn on the next wave.
  • Hovering over CHECKLIST icons while the game is paused (mid-run) would sometimes not show their description if a large microbe was underneath it.
  • In Classic Mode, if you had all slots full and then picked a mutation, there was a chance that it would show you the SHOP instead of skipping past it, which could softlock your run.
  • If a weapon had greater than 6.7/s Firerate and had Burst Fire, additional Firerate increases wouldn't increase DPS and would result in less Heat build-up, but this has been fixed - Burst Fire now behaves like you'd expect regardless of Firerate… kind of - it visually won't look different at Firerates above 6.7/s, but (just like I do when a weapon's Firerate exceeds 60/s) the DPS is now accounted for.
  • Microbes that stick to your turret would grow or shrink in size if they get damaged and if your turret had non-default turret scale.