Version 0.3.1

* Rate of fire: 1000
* Base range: 6500
* Damage percentage: 0.45
* Headshot percentage: 1.1
* Recoil YMod: 0.3
* Recoil XMod: 0.01
* Magazine: 40
* FireType: Automatic

* Rate of fire: 700
* Base range: 6500
* Damage percentage: 0.7
* Headshot percentage: 1.25
* Recoil YMod: 0.25
* Recoil XMod: 0.02
* Magazine: 25
* FireType: Automatic

> *Submachine Guns have been implemented to act as the mid-game option for weapons.*
>
>

## Balance Changes:

### Attack Speed buffs

* Attack speed now scales 10% better with weapons.
* Attack speed now reduces recoil on weapons.

Old Formula:

Weapon Recoil \* (ConsecutiveShots/2)

New Formula:

Weapon Recoil \* (ConsecutiveShots/2) \* ((300 - (AttackSpeed \* 0.75)) \* 100), with a minimum of 0.01x

> *Attack speed felt like an underwhelming stat. Even if the player bought it, they would have to deal with the increased recoil from the weapon firing more frequently. These attack speed changes are a step in the right direction towards relevancy.*
>
>

### Minion Changes

* Minion spawn changed from 5 to 6.
* Minion damage changed from 10 to 5.

> *Nothing is more frustrating than taking a risk, going to your opponent's side of the map, getting a pick -- just to have all the minions die and have backdoor protection kick in.*
> *These changes should increase the up time of minions. With the damage being reduced as well, this should incentivize players to get out on the map during defense.*
>
>

### Mercenary Changes:

#### Champion

Armor decreased from 5 to 8.

> *Mercenaries felt underwhelming in the mid and late game. In this sprint, we didn't focus too much on Mercenary balance, so be on the lookout for more changes in the future.*
>
>

### Respawn formula changed:

Old formula:

Round Number \* 2 + Net Worth / 200

New formula:

1 + Round Number \* 2 + Net Worth / 300

Respawning is now capped at 65 seconds.

> *In short, dying is not fun. DeadHex is a fast game, and to be slowed down by long respawn timers -- it discourages players from taking risks and interacting with their opponents. These changes look to encourage players to take more risks, while minimizing two towers dying from dying in the mid-late game.*
>
>

### Death bounty changed:

Old formula:

Bounty = 100 + ((Round Number \* 0.1) \* Difference in Gold))

New formula:

Bounty = 100 + ((Round Number \* 0.06) \* Difference in Gold))

> *Death bounties were a little too swingy. They have been adjusted to be a little more forgiving.*
>
>

### Weapon Changes:

#### Hand Cannon

* Damage percentage decreased from 1.0 to 0.9.
* Headshot percentage decreased from 2.0 to 1.8

> *The Hand Cannon was a little too strong for how much it cost, especially in the hand of skilled players. We'll be keeping an eye out on this weapon as more items get introduced into the game.*
>
>

#### Military Pistol

* Rate of Fire increased from 300 to 350.

> *Small buff to make the Military Pistol more attractive as an early game weapon.*
>
>

#### Assault Rifle

* Cost increased from 1000 to 2500.

> *Weapons being 1000 gold were just a placeholder. As more weapons come in, these mid/late game weapons will have their costs adjusted.*
>
>

## Bug fixes

* Fixed a bug where the players' steam names would be blank after the game started.
* Fixed a bug where the mercenaries send list wasn't accurate depicting the outgoing sends.
* Fixed a bug where upgrade cost wasn't updated accurately.