You guys just keep making a mockery of Endless Mode's difficulty, I swearโฆ I'm trying to END YOU. After wave 30, microbe stats will now scale by 5% each wave instead of 2%.
This means that highest wave records above 30 have been reset again, sorry ๐ฌ. I swear I won't do it again.
Not sure if I ever officially mentioned this, but when heading towards The Abyss for the first time, that rate is lessened - it was 1% instead of 2% before, now it'll be 1.666% instead of 5%. Not relevant to you if you've already learned your true purpose. Oh, and this is why you can't set wave records during this sequence.
[h3]โ BALANCE[/h3]
Projectiles with both Sticky + Bounce (which the Crane turret has innately) will be slightly harder for microbes to 'push'. It'll be more likely that they bring microbes to a halt now.
(perk) Backpack: In Shmup Mode, it'll face forward. (I don't plan on changing other perks based on mode-specific viability, this is a one-off thing - think of it as an easter egg). Also added auditory feedback when it triggers, and made the visual feedback more noticeable.
(perk) Bandage: Ignore hits for 3s โ 4s.
(perk) Saline: Changed to "Heat -25% each time you lose Health" (no longer have to be below half Health).
(microbe) CCGG Cramshell: Doubled the accuracy of its shotgun blast.
(mode) Shmup: I am once again increasing how fast you move vertically with turrets that have Movespeed.
[h3]๐ CHANGES[/h3]
Changed some Daily Dive stuff again, which (like last time) has ended up changing the current Daily Dive modifiers.
[h3]๐จ FIXES[/h3]
Microbes spiralling towards you no longer "jitter/vibrate".
(microbe) CCGG Cramshell: No longer does that weird thing where it just sits there inching towards you in a jerky fashion that's always been a bug tbh).
(mode) Abyss Mode: Thought I fixed it before, but now (for real this time) projectile submunitions will always be cleared when he starts entering view.
(perk) Bandage: wasn't adding Heat when triggered.
Update 5.1.1
[h3]I MAY have finally diagnosed the source of the performance problems - there is a quality option in SETTINGS that I want you to try if you've been suffering from low framerate. Let me know how much of a difference it makes for you if the game was chugging before. Depending on the response, I'll see what else I can do in terms of actual performance improvements, but I'm hopeful that this will make a big difference for many players.[/h3]
[h3]โ BALANCE[/h3]
(perk) Emerald: Shell + Stone + Emerald is nearly invincibleโฆ This perk was never intended to synergize THAT much with Shield perks (I didn't have Shield in mind at all when I came up with it, honestly). Emerald is changing to "70% chance to ignore hits while at or below 10 Health & 5 Shield".
(mode) Shmup Mode: Turrets with Movespeed now move vertically twice as fast as they used to.
(turret) Tank: Should feel better in Shmup Mode now.
[h3]๐ CHANGES[/h3]
Daily Dive: Made some changes (including expanding upon the list of potential "modifiers" with some potentially really crazy ones). This has resulted in today's Daily Dive modifiers changing.
The SETTINGS menu has been completely re-organized, and now features a "quality" option.
[h3]๐จ FIXES[/h3]
More fixes that close the gap in terms of how the game behaves at different framerates.
If the Daily Dive changed while you were playing it and you won the run, it would count as a daily win on the new Daily Dive.
(mode) Classic: (Hopefully) fixed the rare chance that an item would appear in the shop that you can't equip (because you've filled all slots of that type).
(turret) Helix, (mode) Brood: Helix was able to get extinction mutations in Brood Mode, which shouldn't be possible.
(turret) Helix: Projectiles no longer warp to mid-range when Sticky activates.
The GUIDE stated that Bounce adds 400% width to Hitscan weapons (this was recently changed to 500%).
It's no longer possible for your values representing Biomass gained & Biomass spent to decrease (a certain turret was capable of thisโฆ).
(turret) Jester: Item prices in the shop will no longer be red if purchasing an item increased your current total Biomass.
Update 5.1.0: Daily Dive
[h3]๐ DAILY DIVE[/h3]
After achieving victory in at least 3 different modes at Depth 5, you'll unlock Daily Dive, accessible from the main menu!
They are completely randomly generated - I make no guarantees that they'll even be completable. In that case they'll serve as a good laugh. (seriously, maybe it generates a run with 2 -50% Range modifiers ๐... ooor 3 +300% Homing modifiers ๐ฎ, it's possible!)
You'll get 1000 Research for completing a Daily Dive for the first time. I know, not a whole lot of use for Research currently, but hey, could still be fun - like Turret Trials, these can have modifiers that may let you experience a run you otherwise never could!
Even if you don't have the turret or perks in the Daily Dive unlocked, you can still play it! it can serve as a preview.
Daily Dives could end up being a great way to knock off certain unlocks, depending on what gets generated.
Oh, and the Daily Dive is the same for all players, and resets at 12:00AM EST.
[h3]โ BALANCE[/h3]
(perk) Saline: Heat -25% -+ -30%.
(perk) Turbine: Cooling Rate +60% โ +70%.
(perk) Chloroplast: Size scales from -30% to 70% โ -25% to 75%.
(turret) Helios: Size Charge Scaling 100% to 150% โ 75% to 150%.
[h3]๐จ FIXES[/h3]
A bunch more improvements & fixes to how the game behaves when at below 60 FPS.
(perk) Condenser: Starts as faded out, since it's not initially active.
(perk) Bulb: Wasn't fading in/out properly.
(perk) Radiator: Now fades in/out.
(perk) Amethyst: The description has been updated (its behaviour completely unchanged) to reflect the fact that it does not increase DPS. The time between bursts is such that DPS over many bursts is equal to not having Burst Fire.
(turret) Helix: Projectiles with Bounce would have their hitbox super offset (resulting in missing shots that should hit).
(mutation) Abyssian Hunters join the Fray: Abyssian Hunters are now kept inside the walls in Shmup Mode (just like microbes are).
(turret) Helios: Knockback on child projectiles (or "submunitions") wasn't scaling with Charge.
Completing a Turret Trial that you've already won would still award bonus Research, which wasn't intended.
Update 5.0.3
[h3]Lots of bugs have arisen due to a big change I made behind the scenes for players that can't run the game at full 60 FPS - the whole point was that these changes would ensure that the game feels the same regardless of framerate, but ironically this big change has produced the opposite effect.
I'm completely undoing that change and taking an entirely different & better approach that hopefully won't result in any new bugs popping up.
There's still a few things I need to check & change, but they're things that (if broken in this update) have been broken for players at low FPS basically since launch. I'll have more coverage of these things by 5.0.4.
Regardless, it's clear what the real problem is - the game obviously shouldn't be running as poorly as it does. I've said before that I want to address this and I've said I've tried to - aside from bug fixes, this is going to be my top priority again.[/h3]
[h3]โ BALANCE[/h3]
(perk) Briefcase: it's super confusing how it works, and there's no way I can properly fit an explanation in its description, so I'm changing it into something that I think could be cool maybe: Briefcase is now "Knockback +100%, Range -50%". (this change was actually in 5.0.3 but I didn't mention it in patch notes because I forgot to update the in-game description ๐ )
[h3]๐จ FIXES[/h3]
Various bugs relating to microbe eliminations attained while at sub-60 FPS have been fixed (more Biomass per elimination, eliminations counting as multiple eliminations, Targets for eliminating microbes incrementing faster than they should, etc.).
The Abyss would enter the visible area much faster than intended when below 60 FPS.
The Abyss' Health drain is now consistent across all framerates.
Multiple DEFEAT screens would appear if you died while at sub-60 FPS.
Some turrets like Chronos and Tower would exhibit twitchy behaviour.
Projectile Damage is now increased to compensate for when Firerate exceeds framerate (you probably didn't even notice, but if your framerate was, say, 30, and you were using AACC Hyperbeam, which has 60/s Firerate, you would have only been doing half the DPS!)
"DANGER ALERT" text would sometimes overlap with the Bonus Research popup when you're able to pursue The Abyss.
Various fade effects & spooky purple text popups will fade at the correct rate while below 60 FPS.
Update 5.0.2
[h3]Handled the low performance stuff I mentioned in last update! (no increase to framerate for players that are struggling, but the game will feel much better for them). Won't have to "undo" it this time ๐[/h3]
[h3]โ BALANCE[/h3]
(turret) Surge: Alright, it says it's back to 3.125/s Cooling Rate, but I did some stuff under the hood too - it's essentially what it was before.
[h3]๐ CHANGES[/h3]
(mode) Gameshow: The "reversed Knockback" Target now reverses Magnet's reversed Knockback, reversely.
Hovering over the game mode name in the top right during gameplay will show you its description. Also the microbe depth modifiers.
[h3]๐จ FIXES[/h3]
(perk) Cherry: The description now makes it clear that it's based on Critical Damage. not a Critical Hit (in other words, it's been compatible with Stamp and now the description agrees with that).
(turret) Surge: Made some adjustments so that Firerate has a minimal impact on how long you can fire for (higher Firerate weapons could fire longer, unintentionally).
(perk) Antifreeze: Fixed some scenarios where you couldn't fire again after reaching 0% Firerate with the perk.
You'll no longer immediately fire a shot when starting a run when using a controller (or on Steamdeck).