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  3. Update 6.0.2

Update 6.0.2

[h3]⚖ BALANCE[/h3]
  • Proximity is an incredibly potent weapon trait - changing the trait's Damage multiplier, which has resulted in these changes:
    • (weapon) ːadnaːːcdnaːːtdnaː Anti-Air Cannon: Damage 33 → 31 (DPS 75 → 70).
    • (weapon) ːadnaːːadnaːːcdnaːːtdnaː Burst Anti-Air Missile: Damage 25 → 23 (DPS 75 → 70).
    • (weapon) ːadnaːːcdnaːːcdnaːːtdnaː Anti-Air Gatling: Damage 12 → 11 (DPS 90 → 83).
    • (weapon) ːadnaːːcdnaːːtdnaːːtdnaː Anti-Air Torpedo: Damage 39 → 37 (DPS 59 → 55).
  • I've adjusted the Damage formula such that larger base Explosion/Area radius incurs a greater Damage penalty:
    • 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.
  • (weapon) ːadnaːːtdnaːːtdnaː Mine Launcher: Sticky Duration 4s → 8s, Damage 37 → 31 (DPS 73 → 63).
  • (weapon) ːadnaːːtdnaːːtdnaːːtdnaː Mega Mine Launcher: Sticky Duration 4s → 8s, Damage 59 → 51 (DPS 81 → 69).
  • (weapon) ːcdnaːːcdnaːːcdnaːːtdnaː Tracking Laser: Firerate 1/s → 0.75/s, Damage 46 → 62 (DPS unchanged).
  • (turret mod) Damage +100% to shots fired while at 0% Heat: Damage +100% → +80%.
  • (turret mod) Damage +50% to projectiles with Pierce per microbe hit: ːbiomassː35 → ːbiomassː30.


[h3]🔄 CHANGES[/h3]
  • (weapon) ːadnaːːgdnaːːtdnaːːtdnaː Bubble Blaster: Slight change to sprite.
  • (weapon) ːcdnaːːgdnaːːtdnaːːtdnaː Bubble Burster: Slight change to sprite.
  • (weapon) ːcdnaːːtdnaːːtdnaːːtdnaː Mega Torpedo: Renamed to "Jumbo Torpedo".
  • (turret) Jester: Added the Jester turret to the game.
  • (perk) Bulb: Made unlock conditions easier.
  • It's now a bit more likely for a weapon mod to be white instead of a specific colour. (10% → 12.5% chance)
  • Some more subtle tweaks to how information is presented to the player during the intro phase.
  • Added a one-time reminder about Doubletime.


[h3]🔨 FIXES[/h3]
  • (turret) Jester: There was a rare chance that a certain Jester behaviour would softlock a Classic run.
  • (turret) Psyker: If you unlocked it by completing a run with the Viper turret, it would still say "UNLOCK CONDITIONS UNKNOWN" as its unlock condition in CHECKLIST.
  • (Hopefully) fixed the bug where you'd see an unlock pop-up for something you've already unlocked.
  • There was a rare chance for an Abyssian Hunter to spawn while The Abyss was entering view.