Cell Command Demo LIVE + Update 6.0.10
[h2]CELL COMMAND DEMO IS LIVE![/h2]check it out (trailer is done too)
[h3]taking a few weeks off from dev finally (been busy making Cell Command and I haven't had a day off since November 20 2024), but was able to get some Genome Guardian update stuff done. Still have other stuff planned.[/h3]
[h3]ːguardianturretː TURRET TRIAL MODIFIERS[/h3]
[h3]🔄 CHANGES[/h3]
[h3]🔨 FIXES[/h3]
[h3]taking a few weeks off from dev finally (been busy making Cell Command and I haven't had a day off since November 20 2024), but was able to get some Genome Guardian update stuff done. Still have other stuff planned.[/h3]
[h3]ːguardianturretː TURRET TRIAL MODIFIERS[/h3]
- Bearclaw: Range +50% → +100%
- Viper: Health Max -50% → Power-up Duration +100%
[h3]🔄 CHANGES[/h3]
- Each Abyss health checkpoint now clears all currently-active projectiles.
- During the intro, it's now impossible to be confused by the need to open a slot first before adding a DNA letter to it.
- Many references to "Health +[value]" have been changed to "heal [value] Health" since new players kept confusing it with Health Max.
[h3]🔨 FIXES[/h3]
- (perk) Antifreeze: No longer prevents the Fume turret from firing when it's ran out of Gas.
- An intro shop tip would show "" instead of the Heat icon.
- Various hitscan projectile hitboxes weren't as long as they appeared (so their hitboxes were lengthened).
- The "feeling sick?" intro popup would sometimes linger on-screen after exiting a run.
- Daily Dive could set your depth in a mode to 5 outside of Daily Dive even if you haven't unlocked that depth yet.
- Correct a couple outdated SETUP tips.