V0.30.5

**Patch Notes** **◆** ****V0.30.5****

*Over the last few months, we've been working on the exciting tech needed for Enemies 2.0, which includes enemy behaviors and formations. While the tech is finished, we haven't had the time to implement it yet. This will be a big design challenge, and any change to enemies this large is certain to incur a lot of rebalance needs. Additionally, it'd be nice to have new enemies and bosses ready to take full advantage of the tech. For these reasons, this will be included in a later update. That said, there are plenty of improvements in this update that are ready for you:*

## Major Features

* Added localization for Brazilian Portuguese, Japanese, and Polish!
* Certain advanced enemies can now enter the battlefield via a spooky portal
* Certain enemies now enter the battlefield via emerging from the background (The intention with these two new entrances is to reduce the instances where deaths occur by being blitzed off-screen)
* Overhauled  enemies, making them more visually interesting and intimidating. Additionally, variety has been added to their attack patterns, especially for champion Celestials. All  rarities' "celestial fireball" attacks will alternate between two patterns, and champion "bomb fiestas" are no longer full-screen random and are instead selected from 4 different bomb patterns. The intention with this overhaul is not necessarily to make Celestials easier, but to give you time to react to their appearance, easily recognize them as a dangerous foe, and prioritize accordingly.
* If you have ,  and/or , Allies with Integrated Weaponry will use them
* The BGM track "Fire in Zero Gravity", found in non-Wild playthroughs, has been replaced by a new BGM track, "Nograv"

## Minor Features

* You can now rebind the "Banish" ability, gained from the  body gear
* Enemy entry speed no longer scales with wave speed or temporal effects, preventing enemies from blitzing you at incredible speeds at high waves, while also maintaining intended enemy positions
* Improved radial and spiral spawns to better match the shape of your screen

## Improvements & Balance

* was enabling players to reach level 100, and so has been nerfed and rebalanced. Most notably, Grandeur now has a small malus to rotation speed
* The bulk of 's thrust power now scales with modifiers to thrust, added to a very slight base value
* Improve , , and Swarm edge behavior. They now wrap at the edges of the screen like the player does
* shield orbs now screen wrap per-orb
* Allies with the Interceptor mod no longer love to spend time off-screen
* Construct formations properly handle per-construct wrapping
* Constructs above the limit will now be destroyed after changing body gear
* Newly-added drones now slot into position neatly
* Projectiles reflected by  Shield now propagate their allegiance to "child" projectiles
* 's hidden ability to resist sitting in burn damage over time (up to an additional -50% total) now ramps up more quickly
* now deals ~15% less base damage to the player
* malus and randomization now applies to , in addition to giving the added projectiles

## Cosmetic Changes

* Added about a dozen new instances of rainbow cycling for the BOOST power up
* Made various visual improvements to rainbow cycling effects

## Fixes & Under the Hood

* Fixed 's hitbox rotating, making the weapon more accurate while sniping
* Similarly fixed the hitboxes for  s and  blasts
* Fixed  granting zero spread for its duration
* Fixed  shield getting too many orbs orbs when it reset before the previous orbs expired
* Non-player-launched  projectiles now don't accumulate  orb size
* Swarm constructs no longer try to defend while the player is not in control or is invulnerable, also preventing off-screen "snapping"
* shield code has been standardized, making it far less of a special, volatile snowflake
* Created a better, more modular standard for enemies, to be utilized with the upcoming behaviors and new enemies moving forward
* Projectiles reflected by  shield now have a speed cap, based on their hitbox size, that prevents them from "skipping" their target
* Made further changes to help prevent  by being "yeeted" by  shields
* Fixed a bug where  Shield protecting Blades would assemble even if the assembly limit was reached
* Fixed a bug where  was dealing more damage to the player than intended
* +  now records self-damage while charging