Update 4.2.0: Before→After Stats
[h3]🆕 BEFORE→AFTER STATS[/h3]
When hovering over a slot to add a DNA Letter, Weapon Mod or Turret Mod, you'll now see BEFORE→AFTER STATS!

You won't get to see the new stats of an undiscovered weapon though, but still: The experience of picking & adding mods should feel much better with this feature. This feature is especially helpful considering it's not always obvious how Weapon Mods that affect Damage / Firerate will influence your DPS. Oh, and this is super helpful during Endless too, to see stats before→after replacing a mod.

Note that, this feature isn't perfect - for instance, you won't see how weapon stats will change if you've got that "+50% Size to weapons with G DNA" turret mod selected - the turret mod before→after really only shows heat-related changes. No plans to expand upon this later, but I might.
[h3]🔄 CHANGES[/h3]
[h3]🔨 FIXES[/h3]
When hovering over a slot to add a DNA Letter, Weapon Mod or Turret Mod, you'll now see BEFORE→AFTER STATS!

You won't get to see the new stats of an undiscovered weapon though, but still: The experience of picking & adding mods should feel much better with this feature. This feature is especially helpful considering it's not always obvious how Weapon Mods that affect Damage / Firerate will influence your DPS. Oh, and this is super helpful during Endless too, to see stats before→after replacing a mod.

Note that, this feature isn't perfect - for instance, you won't see how weapon stats will change if you've got that "+50% Size to weapons with G DNA" turret mod selected - the turret mod before→after really only shows heat-related changes. No plans to expand upon this later, but I might.
[h3]🔄 CHANGES[/h3]
- Weapon mods would immediately get sorted by colour when you add one to a row, but I'm removing this because it just doesn't serve any purpose. DNA Letters need to display in order though, of course.
- There's now a hint before you set out to find your true purpose that states the kind of build you'll need before you proceed.
[h3]🔨 FIXES[/h3]
- (award) 10000 Unspent Research: will now trigger more reliably.
- Things that check if a projectile "missed" will now work properly on projectiles with Bounce.
- Fixed a rare scenario where you wouldn't get the unlocks associated with finishing the story (if this happens to you, restart the game and you'll get them).
- Large projectiles with both Proximity and Sticky would stick to the sides (or never move at all) when you fired them in Shmup Mode.
- (perk) Briefcase: there wasn't a bug with the perk, but rather, everyone was experiencing the effects of this perk regardless of whether it was equipped (and this has been going on for a while now and nobody noticed 😅).
- Speed reduction on explosive weapons was affecting the Knockback value displayed when hovering over the weapon during gameplay (note that it never actually changed the Knockback value itself).
- The Arsenal's weapon stats were being affected by having the Inferno turret selected.
- I may have fixed a bug where music/sound would still play when muted under some circumstances (this bug was seemingly specific to Windows 11 users).
- The button for adding the Pierce weapon mod to a weapon that already has Pierce would sometimes be green, when it was supposed to be red (like how it works for Burn).
- In general there's less "flickeryness" when hovering over DNA Letters and mod slots.
- Sometimes sound (and music) would cut out temporarily if too many sounds played in a short amount of time (looking at you, CCGT Rail Splitshot) - this is handled now, and in a very elegant manner that you'll never notice.
- (I thought I fixed this in a previous patch, sorry!) Power-ups will no longer count as "hitting" you if they touch you or reach the bottom of the screen in Shmup Mode.