1. Genome Guardian
  2. News

Genome Guardian News

Update 3.1.1

[h3]BALANCE:[/h3]
  • (perk) Coolant: Cooling Delay +50% → +100%.
  • (perk) Tweezers: Accuracy +60% → +75%. (Tweezers may still change later).
  • (perk) Reactor: It reduces Health by 2 after each wave, but now it won't be able to reduce Health to 0.


[h3]CHANGES:[/h3]
  • The completion % in CHECKLIST will now always be based on the planned final # of turrets, perks and modes (so that the goalposts don't keep moving with each content addition, and so that "Completion 100%" genuinely means that).
  • You can dismiss unlock pop-ups much more quickly on the main menu (ex. if you got like 20 "TURRET TRIAL READY" pop-ups when you started the game up).
  • (perk) Autoclave: Now fades out when you're not at 0% Heat.


[h3]FIXES:[/h3]
  • (perk) Capacitor, Leaf: Projectiles that already have high Speed would sometimes phase through microbes without hitting them.

NEW (MUCH BETTER) TRAILER

Genome Guardian's trailer has been updated to better reflect the game's variety and content additions since release!

CHECK IT OUT:
[previewyoutube][/previewyoutube]

Update 3.1.0: Turret Trials

[h3]NEW FEATURE: Turret Trials[/h3]
I've devised a fun & interesting challenge run for each turret that you can play to win (when it's implemented) a turret variant (some of which will be so unique that they're essentially a brand new turret)! Each turret trial also has modifiers that make it completely unique & unachievable via normal gameplay.


You'll unlock the Turret Trials button after achieving victory in at least 2 modes at Depth 5, and you need to have each piece of the Turret Trial unlocked to be able to attempt it. Note that some Turret Trials require turrets & perks that aren't released yet, so you'll have to wait before attempting those.


I can't say for sure when turret variants will be introduced, but rest assured, when they are implemented, you'll instantly unlock them based on what Turret Trials you've completed. Also note that "Daily Dive" is a completely separate feature that's still coming later.

[h3]NEW FEATURE: Auto Heal[/h3]
When the "Skip Shop" toggle is visible, you can now also toggle "Auto Heal" to automatically spend Biomass on heals when you skip the shop. This toggle only appears when "Skip Shop" is enabled, and gets toggled off when "Skip Shop" is disabled.


[h3]BALANCE:[/h3]
  • (turret) Tank: Changed its # of weapon & weapon mod slots. >implying you have Tank unlocked or even know how to unlock it


[h3]CHANGES:[/h3]
  • Hovering over the Perks button in the SETUP menu shows each perk's name.
  • (perk) Antifreeze: The overheat popup will no longer show while this perk is equipped (note that it also doesn't show when Beginner Tips is toggled off in SETTINGS).


[h3]FIXES:[/h3]
  • Things that increase Damage dealt to shots fired at 0% Heat now work properly.
  • (perk) Furnace: Description now accurately reflects how much Health it causes you to lose when you overheat (-2 Health).
  • (perk) Capacitor, Taser: They were only applying to 1 of your projectiles when you fire.
  • (turret) Helios, Riptide: Some weapons didn't have 360 Accuracy on these turrets.
  • (turret) Helios: Was possible to deal like 10k Burning damage per second because I was setting every weapon's Firerate to 60 so that they could always fire with Helios' charging mechanic (I handle this better now in the code).
  • The heal button in SHOP would sometimes be enabled even when at full Health.
  • (perk) Glue: Wasn't working in Shmup Mode.
  • (perk) Bloodbag: Would sometimes mess up the formatting of the Health bar.

Update 3.0.4

NOTE: If starting the game just showed a blank menu background with nothing on it, that is now FIXED!


[h3]BALANCE:[/h3]
  • (perk) Alpha: Instead of instakilling you when used on turrets that already have low Health Max, it will round your HP up to 1 (unless it's a Shield-only build).
  • (turret) Demon: Now also comes with a 10% chance to inflict Burn with each shot.
  • (enemy) CTT Barreola: Firerate +33%, Offspring Health +100%.
  • (enemy) CTTT Astereola: Firerate +33%, Offspring Health +100%.
  • (enemy) CCTT Craystructor: Offspring Health +200%.
  • (enemy) CGTT Freightslimer: Offspring Speed +100%, Offspring Health +100%.


[h3]CHANGES:[/h3]
  • You now see a count of how many times you've used each turret & the highest wave you've achieved with it on the TURRETS menu (NOTE: I've only just started tracking highest wave per turret as of this update).
  • Hovering over perk icons during gameplay shows their name.
  • Damage numbers are now slightly, randomly offset so that it's easier to tell how many damage numbers are appearing (it would often look like only one appeared when it could be like, 10 overlayed on top of each other).
  • Collision detection now occurs slightly more frequently (extra for Maw) - there will be fewer cases of, for example, a microbe being so fast that it moves through you.
  • Microbe & projectile movement is slightly smoother (you probably won't notice, but they were essentially capped to moving 50 times per second, but now they can move 60 times per second, which is once per frame since the game is locked to 60 FPS).


[h3]FIXES:[/h3]
  • The last update made it impossible to push microbes out of the visible area with Knockback in Shmup Mode!
  • Generally buggy behaviour when using Saturn or Psyker with weapons that have Bounce.
  • (perk) Taser & Capacitor: Now applies affects child projectiles (ex. explosions/areas), and now starts ready when wave starts.
  • (turret) Helios: Would sometimes not apply the Damage/Speed bonus from Charge.

Update 3.0.3

[h3]Here's a big heap of changes - namely, balancing for a handful of weapons, improvements to Sticky, and a whole lot of bug fixes.[/h3]

[h3]BALANCE:[/h3]
Hitscan weapons could use a little help - they all have x0.75 Damage applied to them because they have Pierce, but Pierce is significantly more effective on wider shots, so this damage reduction will be reduced somewhat for thin Hitscan shots, and increased for wide projectiles with Pierce (including the non-Hitscan ones). Additionally, a property of "CCC" is now +12.5% Range, and "CCCC" has +25% Range. 100% Range represents the edge of the visible area, but this means that you can apply Range reductions to these weapons with less consequence now.
  • (weapon) CCC Laser: Damage 50 → 54, Range 113% → 125%.
  • (weapon) CCCC Ion Laser: Damage 80 → 87, Range 125% → 150%.
  • (weapon) ACCC Laser Repeater: Damage 28 → 30, Range 113% → 125%.
  • (weapon) CCCG Laser Shotgun: Damage 14 → 15, Range 113% → 125%.
  • (weapon) CCCT Tracking Laser: Damage 50 → 46, Range 113% → 125%.
  • (weapon) ACCG Broadbeam: Damage 2.9 → 2.7.
  • (weapon) AACC Hyperbeam: Damage 1.4 → 1.5.
  • (weapon) Flamethrower: Damage 5.6 → 5.2.
  • (weapon) Frostthrower: Damage 6.3 → 5.8.
  • (weapon) Plasmathrower: Damage 7.1 → 6.5.
  • (weapon) ACC Beam: Damage 2.1 → 2.3.

The weapon below has roughly x5 Range instead of Sticky - the x5 was because Sticky normally lasts 5s so I figured this would be "fair", but it turned ACTT into WAY too much of a monster in some scenarios. I'll let it have x2.5 Range though, which will still be pretty amazing, trust me.
  • (weapon) ACTT Anti-Air Torpedo: Range 400% → 219%


[h3]CHANGES:[/h3]
  • The Sticky mod is now applied to the "childmost" projectile (for example, Sticky on CGGT Splitter Spitter now applies Sticky to the smallest projectiles instead of the ones that are fired directly from the barrel). This will make Sticky behave more like how you'd expect, and will make it more useful for a number of weapons.
  • (perk) Bulb: Is now "-40% Heat Increase from firing while at or below 50% Heat & +400% Heat Increase from firing otherwise".
  • You will now see "NEW!" beside tips you haven't seen (for at least 5s) before (although I've only started tracking which tips you've seen as of this update).


[h3]FIXES:[/h3]
  • Weird things used to occur if you locked a free item, then picked a different free item to equip.
  • Size changes to AGTT weren't abiding by the rule that Size modifiers on explosions and areas affect them half as much.
  • (perk) Hammer: If Hammer could activate but your weapon(s) weren't ready to be fired yet, holding fire would just rapidly drain Shield (but not anymore).
  • (perk) Emerald: It was working regardless of your Health 😅
  • (perk) Capacitor: It would trigger & starts its cooldown even if you couldn't fire a weapon yet.
  • (perk) Taser: Same as above.
  • (weapon) AAGT Heatseeker Swarm: I… regret to inform you… that the DPS was actually twice what it should have been (it was just being calculated wrong). Look: It's still a really great weapon, now it's just actually balanced.
  • Some projectiles were fading out sooner than they actually dissappeared (namely Flak projectiles).
  • (weapon) CCGT: The split projectiles themselves now also deal damage, not just the explosions they produce (without this change, it looks like a bug that they aren't dealing damage when the split projectile hits a microbe).
  • (perk) Defibrillator: I figured out how to make it work while in the shop, so I've removed the "during a wave" stipulation.
  • When you have the "insane" mutation, microbes no longer leave the visible area once they enter it (unless it's Shmup Mode and they reach the bottom).
  • (turret) Boomerang: Projectiles no longer get destroyed when leaving the visible area in Shmup Mode (this is already how it works in the other modes for Boomerang).
  • (perk) Blossom: Now affects projectile "squiggliness" (as it always should have). This means it'll properly affect weapons like AAG Flamethrower.