V0.27.12

**Patch Notes** **◆** ****V0.27.12****

*Please note that the new gear in this update is available to all players, regardless of account level, despite their relative complexity. The new super mods are available as soon as the first super mod is unlocked.*

We'd like people to immediately begin testing them, but it won't remain this way. The next major update will likely comprehensively overhaul which upgrades are unlocked when.

## New Features

* Weapon gear,  has been added to the game!
* Shield gear,  has been added to the game!
* Body gear,  has arrived!
* The  tree has been reworked and mines have been adjusted
* has been replaced by a new mod:
* and  have switched places
* Two new BGM tracks have been added to the game: Superlumen (and its Wild Metamorphosis remix, Superlumen (Warped)), and Infinitum
* Large or dangerous enemies are now announced with a HUD warning, similar to what comets use. This feature will be further iterated on in the future as enemies 2.0 progresses
* Allies that can fire your weapon can now utilize innately charging weapons ( and )
* that can fire your weapon can now utilize innately charging weapons ( and ) while deployed

## Mechanical Changes

* uses new, more sensible logic to calculate its damage and charge rate
* charge rate now additionally scales with weapon blast radius mods
* now reduces the malus from turn rate penalties (presently only  while firing)
* now works differently. Instead of the increased charge level gained being permanent, it now falls off over time. The charge level gained is ~5x greater than before
* now has a 0.5-second internal cooldown
* now have a shorter fuse, which no longer resets when you upgrade
* check their proximity detonation more often
* now detonates all constructs if there are more than one when you switch to it
* s not produced by the player no longer screen-wrap
* +  now combos as you'd expect
* Mayhem and Danger Zone have been adjusted, along with small aspects of the difficulty curve. The first 20 waves grant additional, but decrementing, bonus time per wave instead of only the first 10 waves. Danger Zone now affects wave speed by a factor of 0.65 again, down from 0.70. As a result, Mayhem is fast and more hardcore again, but the very early waves are a little less overwhelming

## Balance Adjustments

* in Predator formation move 33.33% faster than they previously did
* +70% -> +80% regeneration rate on
* +30 -> +35 base hull on
* +15% -> +10% hull damage resistance on
* does considerably less damage
* 's blast attack now has far less knockback
* Shield's effect has been made ~11% stronger

## Bug Fixes and Optimizations

* Fixed a case where  +  actually creates lethal damage with shields up by splitting a damage value less than 0 and then increasing it to 1
* Made many major improvements to game terminology and text descriptions
* Streamlined the player upgrade script and removed a lot of redundancies
* s now use "dynamic trails" which is far more performant, especially in extreme cases
* takes Hypermetabolism-reserved shield and hull into account
* Fixed a crash with
* +  now properly soft-triggers shield cooldown
* Having no weapon now prevents any mobility-reducing effects from your weaponry
* Fixed a problem where  would be counted at the wrong moment
* shield now properly slows  enemy dashes
* Fixed many instances of things apply  but shouldn't. Player constructs, their abilities, and even some enemies self-inflicting
* Fixed some cases where  would last forever
* Fixed a mistake with how mine projectiles /  mines are calculated. You should see a smooth progression of projectiles, thermal lances, or pulses as your rate of fire and mine effect increases