Super Mod: Singular Strike has been reworked. New rules: Your weapon behaves as though your projectile count is 1. Your projectile count beyond 1 is fused into your single projectile, strengthening it. Up to 25 projectiles can be fused. +15% damage, size, and blast radius. Each projectile fused adds an additional 50% of its damage to your projectile. Each projectile fused further increases the size and blast radius of your projectile, with diminishing returns. +.1-second rate of fire delay
Warp Shield has been reworked, and given updated visuals. The warp destination no longer automatically rotates around you, and is instead forward facing. It has gained a new power: If your shield protects you when it breaks, you will be intangible for .75s while teleporting. In this state, you may steer the position of the destination point around your shield radius
Salvo has been reworked. Salvo now stockpiles 4 missiles per .5 second interval. Modifiers to projectile count affect the number of missiles stockpiled per interval while modifiers to rate of fire affect the interval duration. It still has diminishing returns as the stockpile becomes larger. Salvo is considered a 4-base-projectile weapon
As a result of the above changes, Salvo begins weaker, but scales much more powerfully from many weapon mods. Also, Salvo always fires 1 missile and ignores burst fire. However, for the purposes of barrage, it still behaves as it previously did
Salvo seeking begins to decay after being in existence for too long (this is only noticeable with really, really slow projectiles)
Salvo-Loaded Mines now calculate their projectile count based on a stockpile of one second
Vortex has been reworked, with the goal of making it easier to use at low levels, and less out of control when pushed to the maximum. Vortex charges faster at small sizes, and has a lower base cost of self-damage. However, to compensate, the self-damage costs scale more exponentially with the size of the vortex. You may need to release your Vortex sooner at very high sizes!
Vortex scaling has been made generally more sensible and consistent under the hood. Singular Strike now applies its size bonus during the charge rather than on release
Vortex has been given new visuals that are less blinding and occlusive. Also, the Vortex is held slightly farther away from the player so you are less likely to collide with your target
18 -> 12 base projectile count for Flak. Flak has gained a new power: Doubles added projectiles gained from upgrades. Slightly reduced Flak spread and projectile size
Made Grenade's cluster count less prolific at high size modifiers. Shouldn't affect much at low values
Blade used to deal "area" damage if it was in contact with a target. Blade now does this all the time, making it more reliable and generally more destructive, especially at larger sizes. Its area hitbox has been made more accurate
Blades have a new hidden ability: They now take -50% less total damage from all sources (except self-damage)
1.75s -> 1.5s Blade assembly time
Blades no longer trigger so much player self-damage from mods that scale with your rate of fire
Overseer will now only add additional blades from base construct count and added constructs, not from projectile mods
180 -> 220 base damage for Pulse
Pulse projectiles now work with all projectile mods!
50% -> 35% Pulse base damage for Pulse shards
Thermal Lance base beam damage has been increased by 15%
Cloak rate for Spectre is now 1% faster per your level
+200% -> +250% cloak max stealth bonus
Shockwave shield small pulses have a 22% longer delay between pulses. Shockwave shield now only releases its large shockwave on shield reset if the shield has broken
Orbital Shield now gains less magnitude based on how much magnitude it already has, resulting in a soft cap on size and damage. To compensate, the base magnitude gain from damage has been increased ~21%. (Orbital was reaching potentially screen-sized sizes, shutting down enemies completely)
Firefly thruster size now also scales with sources of "total" thrust, such as Amp and Ataraxia
25% -> 15% Firefly self-damage resistance
25% -> 15% Firefly crash damage resistance (Firefly was already the whole package with no drawbacks on top of being capable of massive area burn damage)
Body power multipliers now affect Battery projectile size modifier
600% -> 400% for Leviathan max crash damage bonus
Banishing any Wild Mod using the Research body gear now costs 2 rerolls, however Research now gains its defensive buff for spending rerolls by banishing, not for the amount of mods banished. (Research has become a staple of truly busted Wild Metamorphosis builds to the point of becoming practically mandatory in the highest scoring builds. Something had to be done)
Overseer has been reworked. It now provides +1 to advanced constructs instead of doubling them. It still doubles basic and standard construct assembly limits. Overseer's assembly speed buff has been increased 1% to 2% to match its thrust malus. (Overseer's explosive power when combined with Engineer was negatively impacting game balance. Without making this change, advanced constructs would need to be made weaker, which negatively impacts all other ship bodies). As a result of this change, some constructs have been adjusted to help compensate for the loss of power to Engineer via Overseer:
30 -> 25 second assembly time for Allies
35 -> 30 second assembly time for Turrets
125 -> 150 hull for Turrets
25 -> 30 damage for Drones
.04% -> .05% assembly speed per your level for Elegant Construction
-30% -> -40% drone rate of fire for Rocket Drones
+25% -> +60% damage for Rocket Drones
+30% -> +40% drone hull for Reinforced Drones
Weapon movement and turn rate modifiers now apply to Interceptor Ally
Interceptor Allies will not fire a number of Blade Drones exceeding your Blade assembly limit
Barrage will now only scale additional projectiles for Blades from projectile modifiers, not construct assembly limit modifiers
Splinter Shot projectile count has been made less prolific at very high size values
Super Mod: Tempest Break now requires Deadly Wake and Flash Shielding instead of Streamline and Flash Shielding. (Shieldbreaker builds couldn't afford to be this fragile)
+8 -> +10 base damage for Super Mod: Barrage, which now grants base damage instead of flat damage
25% -> 30% maximum hull or shields converted for Conversion
Siege Weaponry now works with Charged Shot, Thermal Lance, and Vortex. This applies self-damage continuously while charging, and the rate of fire multiplier from Siege-Weaponry applies to the charge rate
Siege Weaponry + Charged Shot now boosts Salvo stockpile rate while charging
Siege Weaponry + Interceptor Ally now applies construct fire rate multiplier
Weapon total thrust while firing malus are now multiplicative with each other. Base maluses of this type have been adjusted: Thermal Lance, Torrent, and Vortex -35% -> -30%
-90% -> -80% total thrust while firing for Siege Weaponry. Siege Weaponry's ramping self damage has been made less severe
Charged Shot minimum bonus value is now +0%, instead of +15%
-80% -> -90% for Calibrate max spread reduction
Splinter shot velocity now has a floor. This helps things like Blade bursts stay relevant when the projectile is at the apex of boomeranging
Rare Wild Mod: Twin Strike spread reduction is now a "total" modifier to your spread
-15% -> -10% for rare Wild Mod: Twin Strike total spread modifier
-5% -> -7% for rare Wild Mod: Twin Strike cooldown and recovery
+10% -> +7% weapon damage and projectile size for Heavy Caliber
-10% -> -7% weapon velocity for Heavy Caliber
Wild Mod: Maelstrom scaling has been adjusted similarly to how Orbital Shield was
Wild Mod: Scorching Wake fireballs now offset more the more you have, causing them to be less clumped-up
Wild Mod: Solar Heart has been made more impactful. It's bonuses have been doubled and it's malus has been more than doubled
+50% -> +40% global damage for Hidden Power (This massive bonus was from an older time, where there were fewer ways to deal "secondary damage")
Firing Array has been reworked. New Rules: +15% total projectile damage and blast radius for your central projectile. Other projectiles also receive adjustments to projectile damage and blast radius, incrementally decreasing to 0% for your outermost projectiles. +30% total projectile size for your central projectile. Your other projectiles also receive adjustments to projectile size, incrementally decreasing to -30% for your outermost projectiles
Gemini Protocol now works for shielded constructs
Rare Wild Mod: Obsession has been reworked. It now only applies the malus for recursive mods added by Obsession, not for your total Wild Mods owned. As a result, the malus has been increased from 1 % to 3% of your total hull and shields
Wild Mod: Spontaneous Generation no longer self-destructs Architect's constructs.
+3% -> +2% maximum hull and shields for Wild Mod: Rampage
Hull threshold triggers have been reworked. This affects Retribution and Outrage Module. They now trigger based on the original damage dealt, and not the damage taken. Since this is more damage, the trigger threshold has been increased from 10% to 15% of your maximum hull (This change was primarily made so that "Minebreaker" builds could work again, now that Retribution has limitations)
Armor stack quantity gained by taking damage has been reduced by 37.5%. To compensate, Rebuke damage has been increased 60%. (Adaptive Armor was insane value for one point, and pretty much a mandate for any very high scoring build. It still provides a lot of defense when needed, but it's now more in line with other defensive mods)
Self damage "hits" no longer always give at least one armor stack, but Self-damage now generates armor stacks at a more favorable rate. 50% -> 75% efficiency
35 -> 40 base hull from Rapid Reconstruction
+80% -> +100% regeneration from Rapid Reconstruction
25 -> 100 damage for Blink (This change was primarily made so that the Super Mod: Displacement deals more relevant damage
Super Mod: Burnout Reactors + Gemini Protocol now behaves as you'd expect
Each type of damage resistance is now additive with other sources of the same type instead of either additive or multiplicative. Fixed several inconsistencies with how damage resistance is calculated
Stacking burn damage from enemy orbs, especially from Seraph, takes longer to ramp up to its full damage, starting from 0. This effect has been applied to enemy deadly wakes, as well. My hope is that these are less of a hard counter to Leviathan as a result, as well as making Seraph and Spitfire less of an "insta-kill" at very high waves
Regeneration and shield cooldown no longer occurs if the player is invulnerable (except during Emergency Systems)
Made knockback from the player less extreme at high values
Brazilian Portuguese, Japanese, and Polish languages are now supported.
Over the last few months, we've been working on the exciting tech needed for Enemies 2.0, which includes enemy behaviors and formations. While the tech is finished, we haven't had the time to implement it yet. This will be a big design challenge, and any change to enemies this large is certain to incur a lot of rebalance needs. Additionally, it'd be nice to have new enemies and bosses ready to take full advantage of the tech. For these reasons, this will be included in a later update. That said, there are plenty of improvements in this update that are ready for you!
-Rainbow cycling improves everything, right? Added about a dozen new instances of rainbow cycling for the BOOST power up and improved existing effects.
Explanation: Vortex is most fun when it has a high risk vs reward element. Recent changes to its scaling allowed it to become monstrous without ever really putting you at much risk, due to increased levels of crowd control and charge rate. This reduction in damage will require that you spend longer charging and taking damage to reach those huge damage numbers from huge vortexes. As for the mine changes, Architect was on another level, with Vortex Mines being substantially better than any other kind of mine (or maybe even any other Architect choice). This was because of both mine hull being disposable, unlike the hull of the player or allies, as well as some explosive scaling with Architect's mine effect. Combined, these changes affect Vortex considerably, and Thermal Lance mines only a little.