V0.26.12

**Patch Notes** **◆** ****V0.26.12****

## Major Changes: Turret

* has been given its own mod tree and removed from its original
* has been given new visuals, sfx, and effects
* Added 3 mods to the  tree: , , and
* The turret T2 mods scale with your level, so the turret has quite a high power ceiling. Its new incarnation is designed to be stronger with less up-time, making it a construct you want to deploy tactically. To that end, its assembly time has been made longer
* Created a new mod to replace Turret in its old tree:
* s can now be pushed around a little by the player

## Major Changes: Allies

* Allies and their evolutionary trees have been retooled to give them earlier utility, more meaningful mods, more individual identity, and better interaction with construct super mods
* The  tree has been altered: The Ally mod, , has been removed from the game and  has taken its place. Evasion was previously found in the  Tree
* The  Tree has been reworked. Integrated Weaponry, previously a T3 mod, is now included in the T1 mod, Interceptor. Interceptor has also been reworked
* has been removed from the game. The Ranger functionality is now innate to Interceptors. , , and especially  have closer ideal ranges, modified by either your blast radius or velocity, depending
* has been added to the game to replace where  previously was
* has been added to the game to replace where  previously was
* has been added to the game to replace where  previously was
* The  tree has been reworked. , previously a T3 mod, is now included in the T1 mod, . Guardian has also been reworked
* has been reworked
* has been reworked
* has been added to the game to replace where  previously was. Note: Medi-Charges produced by the guardian count as power-ups for the purpose of the  gear's ability
* Allies and their evolutions now have their own projectiles and firing patterns
* has been reworked. It no longer adds additional assembly and instead offers specialized benefits
* has been reworked. It no longer adds additional assembly and instead offers specialized benefits
* Behavior scripts for all allies have been polished

## Balance Changes

* now calculates after 's bonuses, as you'd expect
* Adjusted  powers 45% -> 50% construct stats, except hull. Construct hull is now 45% -> 30%
* hull 90 -> 100
* damage blast radius and projectile size -15% -> -10%
* : 1.5% -> 1% hull stored as essence. Essence now recovers hull at a rate of 10% of your maximum hull /s and can store a maximum of 5% of your maximum hull
* 130 -> 120 maximum shields
* now stores energy at 75% the rate it previously did
* innate regen formula is now less explosive at very high durability
* deals much less damage in light of its recent ability to stack damage
* Armor Stacks once again always give at least 1 stack for "hit" damage
* Armor Stacks grant 50% stacks for self-damage
* Burning damage when used with Corrosion now generates 3 -> 2 corrosive stacks /s
* is now considered an "ignite", not burn, and thus does not work with  or
* Damage scaling from Masochism and from advancing waves is now the final damage scaling event. Previously, it preceded , making Barrier (and shields by extension) feel mandatory at high waves
* now reduces damage from  and  self-damage
* 50% -> 60% of your regeneration
* 's damage reduction is now additive (this is a buff) (to be clear this doesn't mean it stacks with multiple sources of Tactical Link, it means it interacts additively with other sources of damage reduction)
* damage has been returned to its pre-nerf values: ~+10%
* 7% -> 10%  buffs
* time to reach full power 90s -> 60s
* base damage 45 -> 48
* innate blast damage 50% -> 30% of base damage
* now penetrates targets destroyed
* is now a burn and an ignite for 120 damage /s instead of only an ignite for 240 damage /s
* Ignites now always last 3s base duration unless otherwise stated. As a result, removed some text describing ignite duration. Some ignite damage has been adjusted to compensate
* burning damage is now considered an ignite
* now ignites enemies in the same way that Celestial Lance does
* , being burn damage, now applies corrosion stacks over time as per the recent change
* 's self-damage while burning enemies now applies armor stacks

## Enemy and Wave Changes

* s spikes no longer fire in random directions. They now align with the spikes in the artwork. This also means that they never shoot more projectiles than are displayed
* s now flash when they're going to explode soon. They also project the direction of the spikes they will shoot with an effect
* projectiles now degenerate, but not enough to destroy them before they leave the screen unless you have Temporal Shield
* projectiles now have trails
* s now declump from one another
* s do very slightly more damage
* s now enter the screen more quickly but quickly slow to an overall slower movement speed
* A pair of Champion s participating in a "Bomb Fiesta" was a bad time. Now, bomb frequency is lesser with more Champion Celestials on screen
* Removed the potential Elite Enemy mode Champion  spawn from wave 35. A spiral of s can spawn in its place
* Added a new Elite Enemy mode spawn to wave 45: It will create either a Champion , an Elite , or a huge asteroid field + s
* The Elite Enemy mode spawn at wave 65 which spawns an Elite  now also spawns a pair of s with it
* Improved a weirdly non-threatening  wave
* s grant a little more time to defeat them
* 18 -> 12 damage for enemy  "Torrent" projectiles
* Increased wave speed scaling
* Reduced enemy damage scaling

## Minor Changes

* Turbo Tortoise has been changed from 3.0s to 3.5s since 's assembly time has been increased and this was no longer possible
* Added combat log support for
* The combat log now displays construct shield damage resistance with  on all hits
* Named the construct key bindings in customization by construct
* text clarified to show how it interacts with both burns and ignites (it works with both, but benefits differently)
* Clarified various other strings

## Fixes and Optimizations

* Refactored, organized, and optimized the gigantic script which updates the player when you upgrade
* updating your stats no longer messes with anything other than the stats it affects
* When you leave the upgrade menu, your stats are no longer refreshed unless you've actually purchased something within the "chain" of upgrades
* Banishing with the  body now immediately updates your defenses, not just when you buy an upgrade
* As a result of the above notes, several exploits, bugs, and hiccups are corrected:  scales properly with ,  no longer deletes or creates anything unintended,  problems are resolved, the order of operations problems are addressed (e.g.  was calculating max hull wrong), and more
* was skirting enemy damage scaling from advancing waves for the hull portion of the damage
* was skirting enemy damage scaling from advancing waves entirely
* with  Shield was also double dipping defenses for the shield portion of the damage
* no longer burns up faster than intended with multiple shielded-Bastion-constructs
* Many cases of ignites erroneously working with the  mod have been corrected. Only "direct contact" burn damage is meant to work with Essence Sap or
* In cases where degenerations ticked once every 4 seconds, the proper number of corrosive stacks from burning are now granted
* Fixed a mistake where enemy explosives damage would be set to 15% of the damage you did when you shot them
* now takes enemy damage modifiers and scaling into consideration for whether or not it is able to split the damage
* The achievement for Turbo Tortoise now requires you to actually be using Bastion
* The pause menu now properly reports the damage of projectile explosives
* s now degenerate as intended
* Fixed a few enemies missing jet streams either on spawn or wrapping
* Added a failsafe so that Armor Stacks cannot become lower than 0
* Refactored the settings menu so its cleaner and easier to maintain. In a future update, this menu and controls customizations will be overhauled