Version 0.23

## Version 0.23.0　[2019/09/15]

New Features

* Wild Metamorphosis has been added to the game! It can be enabled from the Loadout menu. At least temporarily, this Challenge Mode is not gated behind any unlocks
* 11 (soon to be 12) common Wild Mods have been added to the game!
* 12 rare Wild Mods have been added to the game!
* The Research ship has a new ability. It now gains 1% total Hull Strength and Shield Durability for every banished mod (through any means)
* Shield Gear is now selected before Body Gear

Quality of Life Changes

* Hidden Power now refunds your Weapon Gear upgrade point, if you spent one
* Rapid Reconstruction now refunds your Shield Gear upgrade point, if you spent one
* If you have multiple upgrade points available, and you don't have Ataraxia, the upgrade menu will stay open. You can still decline the upgrade with the Escape Key
* Improved the visuals and transitions for upgrading

Balance Changes

* Shields, apart from Bastion, have had their base cooldown reduced by .5 seconds
* Shields with cooldown are now more resistant to having their cooldown reduced by damage
* Vortex has been made more consistant with other weapons, especially in the case of Loaded Mines
* Vortex base damage has been reduced ~10%
* 90 -> 85 hull strength for the Research Body and -10% -> -15% Shield Durability
* Essence Sap max hull rate recovered 6% -> 5%
* Antimatter Rounds base and scaling self-damage has been reduced slightly
* +30% -> 25% Singular Strike bonus
* Apex Machinery malus for construct assembly time +100% -> +70% (this is a buff). Bonuses to constructs 25% -> 30%
* The enemy boss, the Seraph, has had the damage on its orbs and Tesla mine reduced

Bug Fixes

* Fixed some issues with head-on collision checking, especially as it relates to Hullbreaker penetration
* Allies no longer erroneously fire Homing Strike Blades

New Features

* Wild Metamorphosis has been added to the game! It can be enabled from the Loadout menu. At least temporarily, this Challenge Mode is not gated behind any unlocks
* 11 (soon to be 12) common Wild Mods have been added to the game!
* 12 rare Wild Mods have been added to the game!
* The Research ship has a new ability. It now gains 1% total Hull Strength and Shield Durability for every banished mod (through any means)
* Shield Gear is now selected before Body Gear

Quality of Life Changes

* Hidden Power now refunds your Weapon Gear upgrade point, if you spent one
* Rapid Reconstruction now refunds your Shield Gear upgrade point, if you spent one
* If you have multiple upgrade points available, and you don't have Ataraxia, the upgrade menu will stay open. You can still decline the upgrade with the Escape Key
* Improved the visuals and transitions for upgrading

Balance Changes

* Shields, apart from Bastion, have had their base cooldown reduced by .5 seconds
* Shields with cooldown are now more resistant to having their cooldown reduced by damage
* Vortex has been made more consistant with other weapons, especially in the case of Loaded Mines
* Vortex base damage has been reduced ~10%
* 90 -> 85 hull strength for the Research Body and -10% -> -15% Shield Durability
* Essence Sap max hull rate recovered 6% -> 5%
* Antimatter Rounds base and scaling self-damage has been reduced slightly
* +30% -> 25% Singular Strike bonus
* Apex Machinery malus for construct assembly time +100% -> +70% (this is a buff). Bonuses to constructs 25% -> 30%
* The enemy boss, the Seraph, has had the damage on its orbs and Tesla mine reduced

Bug Fixes

* Fixed some issues with head-on collision checking, especially as it relates to Hullbreaker penetration
* Allies no longer erroneously fire Homing Strike Blades

## Version 0.23.1　[2019/09/16]

With the previous build being... uh, certainly Wild, I've focused on fixing the biggest issues first. With the Obsession mod tamed, hopefully we can begin examining balance more objectively.

* Obsession no longer affects itself
* Removed the upgrade chaining introduced in the last patch for the time being. It was causing a mess of problems
* Research's banish buff now works properly
* Galvanic Outburst now deals damage
* Fixed a problem with empty level 4 mod slots after declining Gear
* Revelation now has a mouse over
* The Chaotic Ambition description now displays its bonus reroll, which is now +1, down from +2
* Defiance, Heavy Caliber, Rampage, and Twin Strike have had their values adjusted
* Discord Orbs are now a little less all over the place
* Self damage resistance is now capped at 75%, but is still multiplicative with shield or hull resistance

## Version 0.23.2　[2019/09/17]

* Wild Metamorphosis now plays the remixed version of the 6 standard bgm tracks! This may change to be a mix with the other tracks, and may not play in this order. To be determined
* Fixed a bug with Research's stat gain power for Banishing
* Fixed a bug where constructs would be duplicated the number of times a recursive mod was gained - the loadout is now refreshed once for recursive mods. Please keep an eye out for any new problems with recursion
* Fixed an exploit where THE VOID allowed a free reroll (Its now treated like declining an upgrade)
* Rerolls from boxes and bosses are reduced in Wild Metamorphosis mode
* Fixed Constructors rolling as double champions(!)
* Capped player speed at 80 pixels per second. (Any more than this and the game mechanics start to break down)
* Ship Recoil now occurs after projectiles have been created, preventing it from affecting their vector and velocity in that moment
* Made Salvo's acceleration properly affected by all velocity modifiers
* Heavy Caliber now has a minor malus to rate of fire

## Version 0.23.3　[2019/09/18]

* Added a new common recursive Wild Mod: Energized Shields. This brings us up to the intended 12 common and 12 rare Wild Mods
* Death Blossom now works with Bastion
* Barrage no longer interrupts Death Blossom
* The crash damage resistance from Phantom Strike now works
* Fixed a bug where Bravado was affecting Aegis rate instead of the intended Stealth Cloak rate
* Capped shield cooldown at 1 second (Though this shouldn't be reasonably achievable)
* Fixed a bug with too much flat hull damage reduction from Defiance not applying at all
* Added Heavy Caliber text back in the game
* Adjusted the values of a few recursive Wild Mods (Double Tap, Rampage)
* Improved some words
* Capped minimum fire rate at -90%
* Celestial Drone orbits now orient along their leader's facing
* Rampage now offers more magnitism
* More appropriate Wild Mod unlocks for hidden power / last stand / mastery

* hotfixed just now with the rate of fire cap affecting Energized Shields

## Version 0.23.4　[2019/09/19]

* Obsession has been made non-recursive
* Halo wasn't seeing much use; 90 -> 100 shield durability
* Discord now has 2 base orbs

## Version 0.23.5　[2019/09/24]

This patch introduces quite a few game-changing adjustments to the Blade weapon. I realize this may lead to some very overpowered scenarios. Its early access-- we'll get there.
As of this update, the game is "feature locked" until Wild Metamorphosis releases. Only bug fixes and balance changes will be made

Blade Changes

* Blade has been reworked. Blade can now be utilized by other constructs, Burst Fire, Siege Weaponry, Saturation Fire, and Barrage
* A Burst-Fired blade is deployed one at a time instead of in a spread
* Blade's stats have been changed. As a result, Blades created by the player are effectively the same power they previously were, and 25% weaker and 15% smaller when deployed by constructs. Blades deployed by constructs also do not fire submunitions
* Blades have a rate of fire of 1/s for the purposes of all calculations. When deployed by the player, this is effectively bypassed to 5/s at the cost of using assembly and construct limits, as usual
* Blades attempt to return to their launcher. If it doesn't exist, they take 60 hull damage /s
* Architect stat bonuses and limitations only apply to Blades it directly created (Blades created by an interceptor won't be beefy with Architect, but the interceptor will)

Gear and Mod Changes

* Helix Shield spawns 3 orbs at a time instead of 2 (Pending: rework this Shield, and allow burn damage such as this and Discharge to stack)
* Splinter now works with Pulse Shards
* Loaded Mines now uses a different formula for calculating how many projectiles it should create. It works similarly to Death Blossom. Projectile count scaling and a projectile floor results in roughly the same power level for heavy weapons, and a stronger result for high projectile count or high rate of fire weapons
* Loaded Mines now varies the speed of projectiles with most weapons
* Loaded Mines with Vortex now creates a larger stationary central Vortex

Other Balance Changes

* Player and drone projectiles don't collide with dead objects anymore. This makes a difference with weapons such as Flak which fire many projectiles at once
* Wild Mods roll a common mod if the rare mod pool is depleted, instead of adding a normal mod. This was most noticable with Transmogrification (There are only a few rare recursive Wild Mods)
* Obsession's malus has been changed. It now applies a 1.25% total penalty to hull and shields for each Wild Mod you own. Let me know if you think this could become recursive again
* Max player speed 80 -> 75
* Capped screen shake from dealing crash damage
* Reduced the velocity of Railgun's muzzle shard

Bug Fixes

* Fixed a redundancy in Obsession, which was causing it to be able to clone constructs again
* Fixed a bug where non-player created Vortexes weren't applying their size modifier
* Fixed an error when trying to read an unknown object name
* Made a refactoring pass. Eliminated as many temporary instance variables as possible
* Improved cases where variables should be local in places they weren't
* Fixed a bug resulting in trail artefacts streaking across the screen
* Screen flash color borders extended to prevent showing during screen shake
* Fixed a crash with Discord Orbs wrapping while you're dead
* Outrage Module now behaves like Phantom Strike -- your full burst is fired

## Version 0.23.6　[2019/09/24]

* Burst fire count now contributes to Vortex's degeneration rate, as projectiles already do
* Fixed a bug with Station Omega walls and the new firing logic
* Fixed more cases of uninitialized trails causing crashes
* Bravado's body bonuses do more consistantly what you'd expect them to do (A 50% bonus to something becomes 57.5%)
* Additionally fixed the above case for Architect
* Blades (and any future constructs) not deployed by you cannot be shielded or employ shield effects from Shielded Constructs. Please keep an eye out for Blade bugs
* Adjusted text to represent the above changes
* Slipstream global damage 10% -> 7%
* Slipstream friction -20 -> -15%
* Rampage hull and shields +4% -> +3%
* Rampage loses its self damage resistance
* Rampage thrust value reduced
* Rampage counts as "moving"
* Fixed Learn menu typos
* If Phantom Strike's target dies while you're intangible, you no longer teleport into the corner of the screen
* Fixed Blade formatting

## Version 0.23.7　[2019/09/25]

* Compiled and added the patch notes to the game
* Adjusted Scorching Wake speed scaling and capped it
* +25% -> 30% weapon damage for Propulsive Munitions
* Propulsive Munitions now adds +10% weapon projectile size
* Twin Strike cooldown and recovery malus -7% -> -5%
* Fixed some interactions with Architect and Blade
* Fixed default Blade behavior so it properly overrides the rate of fire when used by the player
* Fixed an infinite loop with Outrage Module

## Version 0.23.8　[2019/09/27]

* Added a new splash screen to welcome players to Wild Metamorphosis
* Wild Mods, and their rarities, are now displayed in the Unlocks menu
* Propulsive Munitions is now a total modifier and no longer works on mines. Propulsion has been made more propulsive. Propulsion now propels allies. Adjusted the mod values
* Propulsive Munitions now affects more visual effects including: Charged Shot, Antimatter Mines, Blade, Railgun, and more
* Further reduced the power of non-player deployed blades. Added velocity to the reduced stats
* Turned off the auto-drones setting in the case that a player is using the Architect body, and probably doesn't want auto-self destruction
* All 4 iterations of Specialist have been given a unique buff for that construct type
* The generic Drone Damage buff now affects Counter Pulse damage
* Minor formatting and text changes

## Version 0.23.9　[2019/10/02]

* Outrage Module should now work properly. We'll see if this can be made to aim at the offender in a future update
* Overseer no longer allows construct weapons to be used by the player, now that all weapons can be employed by constructs
* Concentrated Blast blast damage +30% -> +35%
* Omnishield no longer blocks Conversion from being selected, as some players are wanting this combo for specific builds
* Apotheosis prerequisites have been changed from Emergency Systems + Strafe -> Kinetic Boost + Strafe
* Non-player generated Blades now have -33.33% hull -> -50% hull
* Flak base damage per projectile 40 -> 45
* Reworked Barrier. It now reduces any hit damage taken to shields greater than 25 to 25
* 15% -> 10% hull threshhold for triggering Retribution and Outrage Module, but now calculates after player reductions
* Tempest Break now additionally prevents cooldown from being interrupted while shields are down. Go shield-break!
* +10% Halo aura radius
* 7 -> 6/s Halo self damage from dealing burns
* Adjusted some enemy hull values. Notably, Eclipse Shields and Cores are less tough, and Spitfire and Scion are tougher
* Seraph Orb degeneration rate now ramps up
* Eclipse Shield retaliations now cannot trigger more than once every 2 frames, up from once every frame

## Version 0.23.10　[2019/10/03]

* Blades have been given a minor visual overhaul. Architect Blades now sport a unique graphic, and Blades spawned from non-player sources do, too. All three visual variants spawn the correct number of trails based on the blade arms, now properly aligned
* Fixed Blades deployed from mines not scaling to their intended size
* Fixed nebulae not forming if you're in an upgrade menu

## Version 0.23.11　[2019/10/04]

Can I move this to stable, now?

* Fixed blades not degenerating with Splinter from the recent beta change
* Fixed an undeclared variable with Blades
* Blade splinters now decelerate and degenerate faster
* Blade splinters reduce velocity consistently with Splinter Shot behavior, but still have a floor of 10 pixels /s (Since blades approach zero speed on their return arc)