V0.17.0

**Patch Notes** **◆** ****V0.17.0****

**This build focus toning down player-hostile mechanic and easing the difficulty curve for new players.**

## Minor Changes

* Added 3 invincibility frames following being hit by a projectile or explosion. This could have a larger impact on balance than I realize, so please share your findings
* As this makes enemies with very fast fire rates miss more than intended, increased the damage slightly of certain such enemies
* Doubled the texture atlas size, should improve performance. Possible side effects on old machines, or OSX?
* Added health bar flashing for low hull
* Reduced the frequency that the Minelayer shield's damaging pulse can trigger
* Warp Strike is nolonger offered with weapons that possess it innately
* Reworked the Regenerative Shields description to be clearer
* Improved various description syntax
* Updated the Learn menu with more tips

## Balance Changes

* Turrets have been made more intelligent, nolonger firing at nothing
* Turrets now use an ammo count instead of a timer to decide when to reload (they have 64 rounds)
* Integrated Weaponry AI has been made more reliable and less wasteful, especially when used with Burst Fire
* Omni Shield now grants "hardened-subsystems": If your shield is in cooldown, taking additional damage does not incur a full cooldown reset
* Omni Shield grants less base shield durability to compensate 60 -> 40
* Overseer now only prevents non-weapon constructs from being used. The speed penalty still applies to Blade
* The Research body has been given power up and reroll buffs
* The Research body's exp bonus 15% -> 20%
* The Battery body now combines a much smaller flat rate of fire penalty and a -10% penalty rate of fire (nolonger totally hosing all fast firing weapons)
* The Battery body now adds +25% to projectile size
* The Stealth body self-damage resistance 20% -> 25%
* The Hullbreaker body has had its crash reduction nerf rolled back 60% -> 65% crash damage reduction
* The Charged Shot bonus lasts slightly longer (Salvo & Burst Fire rejoice)
* Charged Shot can now enhance charge-innate weapons, increasing the speed of both their charge rate and costs
* For weapons with innate multiple projectiles, Charged Shot now adds additional projectiles scaling with rate of fire and projectile count
* Siege Weaponry allows a slightly faster ceiling for rate of fire
* Essence Sap has been reworked to allow 10 stacks, and only caps the recovery value after the sum of the total stacks. Values have been made more generous
* Vortex nolonger penalizes degeneration for the number of Vortexes that exist on screen, and instead for your Vortex projectile count
* Various targeting mods have had their targeting values slightly decreased
* Split Shot has had its damage reduced 18 -> 16, and has been given slight size degradation over time, effectively limiting its range at small sizes
* Corrosion has had its burn damage reduced ~20% (This was causing one of the highest DPS in the game on top of being great crowd control)
* Corrosion weapon damage penalty -20% -> -15%
* Temporal Shield durability 70 -> 65
* Temporal Shield Cooldown 7s -> 8s
* Slightly reduced the damage of early enemy damage over time: Spitfire, Station Omega, Champion Serpent

## Bug Fixes

* Fixed a problem with Integrated Weaponry failing when used with Burst Fire
* Fixed a bug involving Siege Weaponry and Burst Fire not applying spool up on all three shots
* Fixed a bug where Adrenal Module and Dying Star always considered the shield down for Bastion and Rapid Reconstruction