V0.34.31

**Patch Notes** **◆** ****V0.34.31****

*New alternate bosses, updated old bosses, achievements, glossary, and mod overhauls.*

## New Features and Reworks

* Added the two remaining alternate bosses that may be encountered instead of standard bosses if the  Challenge Mode is enabled:
* A new alternate boss:  (wave 40)
* A new alternate boss:  (wave 60)
* (Wave 20) has been visually updated and given a few new attacks
* (Wave 60) has been visually updated and given more hull
* (Wave 80) has been visually updated and had a few mechanical alterations, making it easier in some ways and harder in other ways. The intention is to make it less of a cakewalk for AOE builds and less of a "ping-pong disaster" for newbies. The battle is now zoomed out by 1.4x, the boss is much larger, slower, has area-damage resistance, and destroying parts deals more damage to it
* Two new boss BGM tracks have been added
* Added 21 new achievements
* Added a Glossary option to the Main Menu, explaining many mechanics

## Ally & Guardian Improvements

* 30 -> 50  base damage
* 1 -> 3  base projectiles and increased projectile divergence
* Greatly increased  projectile range
* Improved  firing and projectile vfx
* 's  power-ups can be collected from farther away
* 's  mod gained a new power that helps it absorb self-damage for you and your standard and advanced constructs
* 's  no longer benefits Guardian's construct healing, but the Guardians base construct healing is now 25% stronger
* 's  mod has been removed from the game and replaced with a new mod: , that helps it absorb enemy damage for your standard and advanced constructs. On death, this mod will also allow it to spawn a number of power-ups, based on how much hull and damage it absorbed, that boost your constructs
* Mobile player constructs avoid the front of a dangerous composite enemy when targeting one of its parts. This fixes Ally, Pursuit Drone, and Swarm constructs sitting in front of a  instead of moving behind it
* Made s manage their  damage better; they should maintain relatively high hull in general and get more conservative if their hp drops

## Mod Balance

* 22 -> 24  base damage
* splash damage 40% -> 50% of shot damage
* Adjustments to  have been made to make it easier to use self-charged and less over-the-top when abused with :
* base damage +11%
* base self-damage -10%
* Adjusted  decay formulae: Reduced the linear decay component and introduced a percentile decay component (with a maximum) for large Vortexes
* no longer affects the decay of Vortex like other added projectiles do
* Adjusted - interaction, which massively favored Vortex over other charged weapons
* Lightning origin from  now aligns better with the white part of the core
* Reduced the brightness of the screen flash from charging up
* Removed the brighter screen flash from releasing a
* 's hidden enemy damage resistance 60% -> 75%
* Reworked 's size scaling: Introduced diminishing returns on Orbital size scaling to prevent very large orbs. Significantly increased size scaling at lower sizes. Reduced Orbital decay, especially at small sizes. For orbs after shield break, added a slight decay proportional to orb size. Overall, Orbital should be much stronger "out of the box" and with low-moderate investment, but shouldn't get so out of control when fully invested into
* Slightly reduced 's base orbit radius
* Added cleaner, higher res artwork for  orbs
* draws trails for constructs now, too
* has been upgraded to be a better fit for weapons that hit often. It now has a new rule: "While you fire your weapon consecutively, your \* projectiles that hit deal +.04% total damage per hit, up to +50% against the current target. This bonus resets when you stop firing"
* Wild Mod:  rules have been changed to prevent exploits: "Grandeur will not appear again in the random mod pool for your next 2 upgrades" is now "Wild mods that grant levels will not appear in the random mod pool for your next 2 upgrades"
* crash damage now scales with 's construct damage bonus
* wave discharge base damage 2000 -> 2400
* Removed flat rate of fire delay from  and replaced it with -15% rate of fire
* 's +20% projectile size -> +15% projectile size
* base damage 35 -> 40
* Removed flat rate of fire delay from  and replaced it with -15% rate of fire
* base damage has been increased ~8.7%
* "shards" can now
* now works with  for
* and  now count as firing for  cloaking
* targeting has been improved

## Refinements

* Bosses now display their names at the start of combat
* "Cursed waves" (Encounters at wave multiples of 100 of 2x powerful enemies / bosses) can now contain some alternate bosses as one of the two spawned enemies, including , , and
* The game will now preserve the window position instead of always centering it
* Made some improvements to the Steam Deck GUI experience
* Rank and max rank is displayed on the **Unlocks** menu
* now has VFX
* Replaced the "deploy bastion" GUI element with 's self-destruct button, which can be accessed with any construct
* On gaining a level, more level-scaling effects are refreshed in real-time, without upgrading: , , , , , and
* Standardized the hull scaling on wave 20 and 40 bosses when encountered in the wild: +100% hull
* s, s, and s are now slightly more rare
* Made many changes and clarifications to the game text
* Increased the time alloted to defeat several enemies
* Boss encounters that warn the player about their vulnerabilities now only do so once per game
* followers break off slightly less quickly

## Bug Fixes

* now affects  sub-munitions(!)
* Fixed a few cases where stockpiling  could stall-out for players or allies
* Fixed bugs related to : Fixed player damage taken contributing to  and Orbital magnitude if you have . Fixed cases where all construct damage taken was benefitting Orbital Shield, even if it was construct hull damage (like from )
* Fixed  not using  properly with
* Prevented enemy "entry speed" from applying if the enemy was ever a follower. This fixes issues where enemies at high waves who break off very quickly from their leaders get launched forward
* Switching from borderless full screen to windowed mode now sets the window size properly
* Removed knockback from  missiles, since the explosion already has it
* Corrected  ROF display so it shows how it actually works: Salvo can fire as long as you have stock. 0.5 interval = 2/s
* Reduced the exponent on player knockback so that its less crazy at very high values. Fixed excessive knockback from  and  projectiles
* Fixed leveling up (not to be confused with upgrading) resetting the  charge rate, resulting in an unintended boost to Vortex size
* Fixed modifiers to body powers not affecting  segment count
* Fixed  hull not getting the base stat bonus from Wild Mod:
* Fixed a major issue with collision knockback resulting from "mirrored" sprites (Affected  and s most notably)
* Fixed self-damage resistance not applying with some instances of 's split damage portions
* Fixed  projectile count sometimes being inconsistent between gameplay and pause screen
* Fixed some cases where hard shields interfered with 's threat assessment
* Fixed cases where hard-shielded enemies were still vulnerable to certain burn effects
* Fixed lateral strafe affecting  projectile sizes
* Fixed  not working on a controller
* Fixed a case where  could dodge before intended
* Fixed cases where rate of fire could be wrong with  or
* 's increase to missile damage has been removed, but never worked in the first place. Instead, s deal more base damage
* Fixed  with  having a projectile count too low by 1
* Fixed  Stockpile having a projectile count too low by 1
* Fixed  not banishing , , and
* Tesla Mine now collides with  player body segments
* Firing with  now applies recoil with
* Prevented  overwriting  rotation rate modifiers from , , and
* Fixed a case of  bonuses applying to non-mine  and
* Fixed the  mod allowing bosses earlier than intended (was as low as 70 for , now 100 for annihilation)
* Fixed a case where 's self-destruct didn't work with
* Levels gained from  now update  breakpoints
* Prevented  drones re-centering when the player teleported
* now sets the banished specialist sprite properly
* Fixed the comet collision with  not applying enemy damage scaling
* Enemy damage scaling now applies to player constructs and blades
* Fixed cases where the player's transparency was not reset when switching off of  Body Gear
* shields now generate collision effects when hit by a player  shield
* self-damage from  now applies self-damage and shield-damage resistances, and boosts , , and stored energy
* Adjusted 's size buffer to make distances and hard shields work better with its strange sprite dimensions
* Fixed the wrap buffer on several asteroid types
* Fixed fiddly conditions for several old achievements
* Railgun  and  projectiles color cycle properly during Hyperboost
* Fixed  and  projectiles resetting the  distance damage bonus
* self-damage now applies after shooting like  self-damage, which fixes an edge case with  and  with
* Fixed  shield lagging behind its owner if external movement was applied
* offset distance now gets scaled by construct effect multiplier
* Fixed  +  +  applying hull damage not-at-all. It now applies to the constructs
* Fixed constructs taking damage from  resulting in flashing the player's hull bar
* s, s, s, s, s, and s previously had no way of reducing their move speed back to their default if they were somehow accelerated. Now they do
* s no longer try to charge when they are followers, nor does their grace period decrement before they break off from formation
* 's "cast hard shield" projectile is now affected by the  Shield and  effect
* Fixed targets near the center of a Singularity overshooting and vibrating around
* Fixed the burning trail of a ed  projectile not damaging enemies
* ed areas of effect now don't damage the player (like  trails)
* Added a 5-frame cooldown to , and  now takes 10 frames to activate. This was done to prevent certain exploits
* Fixed  segments having strange hull values. Jaws and tentacles should be as tough as they used to be, now
* On gamepad, fixed the inability to toggle construct selection to  even if you have
* Refactored a lot of code and optimized some systems