V0.33.27

**Patch Notes** **◆** ****V0.33.27****

*Draft Mode, new alternate bosses, new powers, and a ton of balance changes. Encounter new huge bosses on your journey or jump right into late game with the new Draft Mode, pre-constructing a 35 upgrade build. We've also continued to refine the difficulty curve based on your feedback.*

***What's new:***

**◈** New **Game Mode:**
**◈** Three new **alternate bosses** can be encountered with **Challenge Mode:**  enabled
**◈**  overhaul and a comprehensive  rework
**◈** **Ultra-Rare Wild Mods:**  and  have been added to the game
**◈** **Super Mods:** , , and  have been added to the game.  has been reborn!
**◈** A huge amount of buffs & balance changes
**◈** New **power ups**
**◈** New **background music**
**◈** **Spanish** localization
**◈** **Steam Deck** is now fully supported!

## New Features & Upgrades

* Game Mode: Draft has been added to the game! Jump into end-game (wave 120) with 35 upgrade points to spend. If Draft mode is enabled, it will use separate leaderboards for "Draft" and "Wild Metamorphosis Draft"
* Added three of the five alternate bosses that may be encountered instead of standard bosses if the NEMESIS Challenge Mode is enabled:
**◈** A new alternate boss:  (wave 20)
**◈** A new alternate boss:  (wave 80)
**◈** A new alternate boss:  (wave 100)
* Added new BGM & SFX for all new boss fights
* Ultra-Rare Wild Mod:  has been added to the game Ultra-Rare Wild Mod:  has been added to the game New Super Mod:  has been added to the game New Super Mod:  has been added to the game New Super Mod:  has been added to the game
* Added a new power-up to the game: Armor Fragment
* Steam Deck is now fully supported!
* You can now enable "Large Text" from the settings menu. This also compacts the upgrade layout, which is also useful for very low resolutions or window sizes. With Steam Deck, this will be enabled by default
* Spanish localization has been added

## Drone Reworks

* The three Drone mod trees have been reworked with all new mods:  and , replacing  and
* can now access  and  mod trees immediately after choosing Drones
* Reworked the  mod tree with new mods:  and
* now have natively larger blasts (to compensate for the loss of )
* now comes packaged with Assault Drones
* has been reworked, allowing your drones to fire high damage piercing beams
* Reworked the  mod tree with all new mods:  and
* now comes packaged with Defense Drones
* Improved  cosmetic firing effects

## Mine Rework & Balance

* have been reworked to provide a low-investment, alternate option to :
**◈**  now assemble twice as fast, 4s -> 2s ( now return this assembly time to the original value, and so is unchanged)
**◈**  now spawn 6-9 bomblet explosions moments after detonation. Each bomblet deals 50% of the mine base damage
**◈**  base damage 350 -> 250
* has a new rule: Your mines cause a chain reaction when they detonate, increasing total mine damage and total mine effect by 5% for each mine detonated
* now removes the bomblet mine effect
* deployed by  now have +30% mine damage and mine effect

## Construct Quality Of Life

* Like ,  can now access their specialization trees,  and , from the first Ally mod instead of from the  mod
* All player constructs avoid firing at a  Shield
* All roaming player constructs now regard the business-end of a  as a bad place to be
* won't fire a shield retaliation at a player construct, only the player
* will not charge at player constructs (These changes also prevent Decoy s from being actively harmful in such cases)
* now requires only the  mod, not the  mod

## Super Mod: Ataraxia Rework

* now has threshold powers in addition to its original effect:
**◈** +5% global damage and 1% total maximum hull, maximum shields, and thrust per unspent upgrade point
**◈** While you have 5 or more unspent upgrade points, +30% body gear powers
**◈** While you have 10 or more unspent upgrade points, all Ataraxia bonuses are increased by 50%
**◈** While you have 20 or more unspent upgrade points, you continually have Hyperboost
* no longer increases the distance of orb and power-up attraction (Instead, now  does this)

## Gameplay Changes

* now uses raycasting to make its hit position pixel-perfect. This allows for accurate strikes on enemy weak points and also removes the possibility of a very fast projectile "skipping" its target
* +15% damage, size, and blast modifiers are now multiplicative with the fusion modifiers
* Cargo Boxes can now additionally drop Armor Fragments and Medi-Charges
* Hyperboost Powerup total regeneration multiplier +100% -> +33.33% (which is consistent with its increases to fire rate and thrust)
* Added support for scaling every enemy in the game by size, speed, and damage. This tech is used by Wild Mod:  and will be used in curated waves and other encounters, such as uber bosses, in future updates
* Mods you have banished are now displayed, tiny-like, on the right side of the upgrade screen
* Experience orbs and power-ups are now very resistant to singularities. Rejoice!
* The EXP curve has been very slightly adjusted at very high levels, lowering the soft cap a bit closer to 50. This has no tangible effect on the vast majority of runs
* Mitigated several cases where player knockback could become unintentionally severe
* The pause menu now displays more data: **Friction %, Recovery %, Body Gear Powers %, Upgrades #, Rerolls #, Wild Mods Owned #, Constant Self-Damage Taken**
The above percentile displays are only displayed if the value is not 100%
* Added score verification. This should combat users manipulating or spoofing score submission to the Steam leaderboards
* BGM originals and remixes now play in both standard and Wild Metamorphosis modes (what differs is which are played first)

## Player Balance Changes

* base damage 85 -> 90  base velocity 12 -> 13  sprite size increased  minimum cluster blast size increased  cluster travel range increased
* no longer has a -10% rate of fire malus  now has +10% shields 's chance to spawn Elite or Champion Swarm Constructs now scales with modifiers to body powers
* shield effect power +15% -> +10%  shield effect radius +15% -> +25%
* mine effect +50% -> +30%
* 's rules have been rewritten to be more clear and to encourage active play rather than non-engagement:
**◈**  now instantly decloaks when you deploy a construct or use an active mobility power
**◈** Increased the speed  can travel without beginning to decloak 6 -> 10 pixels per second
**◈** Slowed the rate at which  loses cloak while firing or moving too fast 20 frames -> 40 frames (this is a buff)
**◈** Increased 's cloak rate bonus 1% -> 2.5% per level
**◈** The above bonus now also applies to 's cloaked total weapon damage bonus
**◈**  now does what it says: Decloaking is based actually on true speed and not contingent on thrusting
* burn damage 180 -> 240  ignite damage 120 -> 180
* base shields 70 -> 75  base radius 280 -> 310
* base shields 115 -> 120  base radius 450 -> 500  enemy weapon damage boost + 900% -> +1100%
* ed  shots can now propagate their reflected properties to the Tracer shots spawned from a Tracer Orb, as well as the ensuing explosion
* , when used with , no longer shortens the weapon cooldown after releasing your weapon (as it's already doing very hard work to charge rate)
* Reworked  mechanics. Charged Shot's power curve now looks more like an "S curve" (based on a logistic curve) compared to its previous steep, exponentially-decaying curve. As a result, you need to charge a bit longer to have large gains, but it can also reach a higher charge much faster as compensation. In short, it's less front-loaded.
This change was made because playing with Charged Shot optimally involved only charging briefly before each shot, and often still ending up with more damage than non-charged firing modes because of how front-loaded its power curve was. We want Charged Shot to feel really powerful, but to be such that you have to actually commit to an attack, which was the original intention of the mod.
* 's (insignificant) base shield recovery rate is slightly lower 3.6 hull / s -> 3 hull /s 's maximum-shield-scaling shield recovery rate has been increased by ~20%
* base size is now a little larger, and it's scaling from ROF a little lower , and all other lightning attacks now apply damage per bolt chain instead of per bolt segment, making their damage much more consistent and removing the problem of increased shield radius sometimes resulting in lower damage  scaling changed to be more weapon agnostic after the lightning damage changes (slow weapons deal similar dps compared to fast weapons)
* no longer has a malus to mine damage  malus to mine effect -25% -> -15%
* base damage 50 -> 100 Increased  base and scaling blast radius Greatly increased  hull-scaling damage
* base damage 200 -> 250
* missiles have increased area of effect  rate of fire and rotation scaling 3% -> 4% per your level
* hull scaling 3% -> 4% per your level
* can now degenerate  bombs, resulting in less or no cluster explosions when they burst
* shield radius +20% -> +25%
* shield radius +40% -> +50%
* cascading damage modifier +15% -> +20%
* now handles twinned projectiles ( and )
* now releases s every number of shots equal to its effective projectiles
* base damage has been increased by 50%  attacks degenerate less quickly
* now works as long as the enemy hull is >= 95% and it hasn't been triggered yet
* now grants +5 to base hull and base shields before conversion
* Slightly reduced 's targeting Reduced the targeting constant on
* Common Wild Mod:  regeneration +45% -> +60%
* Wild Mod:  is now common instead of rare
* Ultra-Rare Wild Mod:  now uses a simpler formula, and additionally gains less magnitude from taking damage and falls off more quickly (Maelstrom, when abused, was extremely dominant almost removing projectiles as an obstacle entirely)
* Super Mod:  death results in -75% -> -60% maximum hull and shields Super Mod:  now increases the distance of orb and power-up attraction
* Super Mod:  damage modifier -50% - 0% -> -40% - +10%
* Super Mod:  no longer has a malus to projectile velocity or size Super Mod:  instead reduces targeting on projectiles by 50% after they have screen wrapped
* now add projectiles based on charge level with , , or , just like the player does
* Improved the way  interacts with

## Enemy Balance Changes

* base hull 500 -> 450  base hull 5500 -> 5000  base hull 20000 -> 22500
* Slightly reduced  high-end spawn quantity Slightly reduced  high-end spawn quantity Slightly reduced  high-end spawn quantity Reduced  high end-quantity
* Changed the logic of repeating waves to make them less punishing (especially for ):
**◈** Repeating waves no longer scale up as hard as enemy quantity does
**◈**  waves repeat in smaller values
**◈** Repeating waves no longer unintentionally use the same delay formula as "cascading" waves. More enemies spawned makes the repeated wave delay longer, not faster
* Very early bosses,  and , now have +50% base hull when encountered later in the game
* Bosses now don't dynamically spawn until 30 waves after they've been defeated, up from 20
* Adds spawned by enemies grant slightly less experience orbs each time they spawn (many players did not like "farming" enemies to be incentivized)
* Hard Shields now protect more things that they visually appear to protect
* and  bomb explosions scatter bursts more evenly within their area
* spawn types that result in very high quantities or being surrounded now cannot appear until after wave 30
* The curated wave, "Don't Talk To Me Or My Son Ever Again", now actually scales the power and size of the involved parties
* s now do a better job of staying on-screen while not charging

## Bug Fixes

* Reduced excessive knockback from some collisions
* Fixed several explosion hitboxes that should have been circles but were squares (including  explosions)
* Revised many inaccurate tags
* Revised a lot of inaccurate or misleading upgrade descriptions
* construct size multiplier applies to  construct
* now works properly with  release
* The Scale of the  now adjusts dynamically with rate of fire
* Doubled the maximum length of enemy beams so that the ends aren't visible
* High scores now include base64-encoded names to allow double-quotes and other characters
* projectile now shows damage floaters for accumulated self-damage
* shield now shows damage and healing floaters
* Shield damage and healing floaters now shown for shield recovery
* Swarm self-damage from  now applies  shield split if shielded
* Tried to add a fail-safe for a rare bug where  stops firing
* Player Swarm Construct attacks no longer unintentionally contribute to
* Singularities should now no longer interrupt boss waves
* Fixed a case where  release wouldn't result in a muzzle flash with
* Fixed anomalous (but hilarious) acceleration of a dying  player (it could cause a crash)
* Fixed  not always discharging on launch as it should
* Fixed a way  accumulation could break or become unable to fire
* Fixed several rare crashes resulting from unset variables
* Fixed a visual hairline seam with  between body segments
* Fixed a glow artifact with the  boss
* Fixed comets silently "deleting" hard shields
* Fixed  shield and  body adding  to the mod pool at the wrong account level
* Fixed the possibility of an infinite loop while toggling constructs with a gamepad
* Fixed  gravity resulting in enemy "jittering"
* Fixed projectile velocity from  not contributing to  damage
* Fixed cases where enemy blasts always pushed objects to the right (0 degrees)
* Fixed inaccurate pause screen readout for  projectiles in edge cases
* Fixed  projectile deadly wake emission rate being immune to  slowdown
* Fixed cases where  would stop firing  when it shouldn't
* Fixed incorrect handling of  self-damage by  Ally
* Fixed issues where destroying the head of a Cargo Train or  would prevent the rest from being created
* Fixed a rare(?) error where the player target was somehow invalid
* Fixed the position offset of the 's projectile explosion shockwave
* Fixed some things, like the high score screen and logos, so they fade out properly
* Fixed non-  with  from increasing the gun count above one
* Fixed some minor cosmetic issues with various shielded constructs
* Fixed  not doing what it said it was doing. Was: +66.67%. Said it was: +40%. It is now +50% as a compromise
* Fixed  Bombs not exploding on contact with a
* Fixed some cases of sound loops not properly ending
* Fixed a crash relating to blast collisions occasionally getting called from a no-longer-valid object
* Fixed enemy weak-point bonus applying to EVERY damage type, not just projectiles and crash damage, as intended
* Fixed  shield not applying to a collision with  and not caring about knockback resistance
* Fixed the weird hitbox on
* Fixed the POP that can be heard sometimes at the start of a boss track when music is muted
* Fixed weird behavior when using two separate fire buttons
We now handle "pressed" and "released" using the previous fire state
* Fixed some cases where  self-damage was being applied incorrectly:
**◈** Innately charging weapons ( and ) no longer apply it on firing a projectile
**◈**  with  applies it continuously while firing
* Fixed some edge cases with Ally Integrated Weapon:
**◈** Handled  size properly with
**◈** No longer try to fire until the weapon is ready to fire
* Twinned weapons (, ) now create two projectiles instead of having the projectiles split themselves after a step:
**◈** Fixes cases where projectiles could hit before splitting (such as when the player overlaps the target with )
**◈**  scatters projectiles more evenly (since the splintered projectiles aren't splitting themselves)
* Fixed some issues with dual-projectile  Strike:
**◈** Made the projectiles fully independent so that they can be reflected separately
**◈** Orbit speed is now affected by  Shield slowdown
* Fixed  extra projectiles and  spread not updating during burst fire

## Optimizations & Cosmetic

* now uses a less visually occlusive sprite
* Refactored a ton of code!