V0.35.30

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**Notas de versión** **◆** ****V0.35.30****

*Os presentamos un nuevo equipo de arma: las espadas, y un nuevo supermod: grieta en el vacío. En esta actualización y en la siguiente, intentaremos refinar la progresión del jugador antes de enfrentarnos a la parte final del juego: su cierre y lanzamiento oficial.*

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Archivo:Nova Drift - VORPAL Update
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* Added Weapon Gear: Swords to the game, allowing you to wield a pair of monomolecular double-edged swords that can slice through targets, scale with construct, weapon, and crash modifiers, and can cleave through enemy projectiles
* Super Mod: Displacement has been reworked. It is now: Super Mod: Void Slice. Void Slice makes you Blink to your Strafe destination, cutting through targets in your path. Void slice deals damage based on a flat amount added to a percentage of the enemy's remaining hull
* Super Mod: Antimatter Rounds has been reworked. It now causes projectiles to degenerate or destroy each other on impact. Antimatter Rounds now gives weapons uniquely colored VFX. Additionally, the stat bonuses now benefit constructs at a lesser percentage
* Ally and its mod tree have been updated. Ally now fires "explosive rounds" as its base weapon, which have a cone-shaped blast radius
* Evasion has been removed. Half of the passive attack avoidance from Evasion was moved to Ally base stats and half was moved to Outmaneuver
* Echo Strike has returned to the game and replaces Evasion, adding an additional, larger circular blast radius to Ally explosive rounds
* Outmaneuver has gained a new buff: After dodging, your interceptor's explosive rounds gain +700% rate of fire for .25 seconds
* The Blast Radius tree has been reworked. Blast Radius, High Explosive, and Concentrated Blast now affect all blasts
* Preexisting blast radius modifiers have been divided into new categories: Weapon blast radius, weapon projectile blast radius, and (global) blast radius
* Many mods now scale with the tree's global blast modifiers: Discord, Force Armor, Last Stand, Mines (base explosion and clusters), Rebuke, Force Armor, Blink, Void Slice, Purge, War Machine (missiles), Bastion (blast wave), Counterpulse, Shockwave (shield reset shockwave), Reflexive Shields, Warp (warp blasts), Volatile Shields, Self Destruction, Ally (explosive rounds and Echo Strike)

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* Allowed separate key bindings for Strafe and Blink. The default binding for Blink is now "F". Strafe is still "Shift"
* Added SFX for the player taking burn damage, which layers 3 sfx at volumes determined by how long the player has been affected by burn damage, and how many sources they've been affected by
* Increased the volume of the self damage warning SFX from Siege Weaponry (Which is also louder proportional to how much hull you're missing)
* If the player can't fire (via Overseer), constructs will trigger enemies being the target of the enemy hull bar display with their attacks. Previously, only non-construct attacks would set enemies as the target of the enemy hull bar display for clarity
* Added some new "kaleidoscope" vfx for certain enemy portals, Station Omega's death, Seraph's death, Ataraxia stacking, and Last Stand's rebirth
* Added a new setting: Disable Kaleidoscope Effects. Reorganized the Settings menu to make room for this
* Added a new setting: Hide Cursor, which is enabled by default on Steam Deck. Steam Deck now automatically turns off and greys out most other mouse related settings

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* Se han mejorado ciertas mecánicas de explosión con poco poder actualmente en el juego:
	+ Orbs of Discord deal ~+25% average damage and have twice the damage ceiling
	+ Bastion wave base blast damage +25%
	+ Reflexive Shields damage +25%, but scales its size far less severely (especially its width)
* Made some compensatory balance changes due to the new global blast changes:
	+ Counterpulse base radius -25%
	+ Warp base damage 600 -> 750, hitting once on both entry and exit, not up to twice on each, and its base radius -21.4% (Warp was overpowered in general)
	+ Minefield mine stats -30% -> -20%, and chain reaction modifier +5% -> 4% per chain reaction
	+ Volatile Shields base damage and base radius -16.66%
	+ Turret base damage 40 -> 35
* Hidden Power no longer removes the blast radius tree from the mod pool
* Strafe has been adjusted to feel more fluid: It now spreads its acceleration over a short interval while strongly redirecting your motion in the direction you strafed
* Strafe cooldown 1 -> 1.5 seconds (We realized that strafe was becoming near-mandatory for any hyperscoring build, and that Blink had trouble competing with its power level. To compensate for this, enemy speed scaling has been significantly reduced, which benefits all builds)
* Using Stabilization during Strafe's acceleration period will weaken Strafe. This is to help control Strafe with Stabilization
* Blink cooldown 2 -> 1.5 seconds
* The base crash damage for all bodies is now 200, up from 100 (And this is now explained in the Glossary)
* Bodies that have increased crash damage now do so with a percentage modifier, instead of a hidden number, so that damage can scale with Sword's mechanic. This effects the following bodies in different ways:
	+ Carrier now has +250% crash damage instead of 350 base crash damage. This will help it be a decent choice for Sword wielding. Additionally, it also got knockback resistance, like Battery has
	+ Battery now has +50% crash damage instead of 400 base crash damage. To help sell the difference in crash output between Carrier and Battery, Carrier has been made slightly larger and Battery has been made smaller
	+ To compensate for the doubling in base crash damage, Leviathan's maximum increase to segment crash damage has been halved. This should be a general buff to crashing with Leviathan at slower rotation, the same value at the maximum rotation
* Hullbreaker's scaling from speed has been adjusted for the new base crash damage. It has also been made less explosive at high values, but higher at low to middling values
* Hullbreaker rate of fire -30% -> -25%
* Hullbreaker shields -30% -> -25%
* Se ha mejorado al Transporte:
	+ Carrier Swarm will heal and try to attack while farther away from its target
	+ Carrier Swarm base speed 5 -> 6
	+ Carrier base hull 110 -> 115
	+ Carrier shield bonus 10% -> 15%
	+ Improved acceleration of Carrier Swarm and Assault Drones
* Constructs that passively avoid attacks now do so with unexploded enemy explosives
* Vital Bond buff 60% -> 70% of player regeneration (As a result of the above changes, Carrier can stabilize "Burnout Reactors" for its Swarm without Wild Mods or Super Mods)
* Mejoras de acumulación de blindaje:
	+ Armor Stacks deal 40% more base damage with Rebuke
	+ Rebuke now applies 2.5% vulnerability per stack
	+ Channeling regeneration multiplier .04% per stack -> 1% per stack
	+ Experiment: Armor Stack base quantity .125 -> .1375. (Was .2 before the nerf Feb 2021 )
* Spectre now scales less crazily with levels:
	+ Spectre's buff to cloaked rate and cloak damage per level 2.5% per level -> 1% per level
	+ Spectre's base cloak damage 250% -> 300%
* Interceptor Ally no longer waits to fire Salvo until it accumulates a salvo count of 10 or more. (This was needed for the original Salvo accumulation and firing behavior but is no longer relevant. Charged Shot (especially with Siege Weaponry) can fill that "accumulate salvo count" niche)
* Ally's base projectile (now called explosive rounds) no longer creates two explosions, one of which was too small to matter much
* Interceptor Allies can now use Calibrate
* Firing Array now works with Barrage, applying bonus towards the middle of the stream of projectiles
* Removed some Siege Weaponry bias and inaccuracy
* Weapon constructs (Blade and Swords) now have 2 plating
* Weapon constructs (Blade and Swords) weren't getting the innate blast damage resistance that other constructs were. Now they get it, in addition to their 75% resistance to all damage (This, along with Construct native blast resistance, is now explained in the Constructs glossary entry and in a new entry for "Weapon Constructs")
* Ataraxia's second threshold effect has been changed:
	+ Was: While you have 10 or more unspent upgrade points, all Ataraxia bonuses are increased by 50%.
	+ Is: While you have 10 or more unspent upgrade points, +15% recovery and shield cooldown. (While the extreme scaling of body powers is interesting, in practice it ends up being a degenerate amount of damage scaling in specific cases such as Spectre and Architect)
* Strafing Strikes dual cannon aspect now affects non-construct weaponry
* Changed the way Antimatter Rounds calculates self-damage, especially for Salvo
* Lowered Antimatter Rounds base self-damage, making it more usable with fast-firing weapons. Homing Strike no longer counts as an added projectile for the purpose of Antimatter's self-damage
* Juggernaut maximum hull +20% -> +25%
* Death Blossom ruling has been changed to trigger the weapon to fire for weapons that innately create no projectiles
* Adjusted and clarified a few things regarding Mines and mine effect:
	+ Mine effect has always impacted mine radius, but this wasn't made clear by the text descriptions. The Architect description has changed, now representing only an increase to mine effect for Architect (which already increases radius)
	+ Architect no longer doubled dips mine radius. (However, note that combining High Explosive and Architect results in the same mine blast radius that Architect previously had)
	+ Updated the Glossary to clarify "Mine Effect"
	+ Mine cluster range and radii are now properly affected by mine effect and global blast radius modifiers, not just Architect's modifiers
	+ Minefield's total modifier to mine effect now affects mine stock blast and clusters as it should, not just Loaded Mines
* Void Slice and Strafing Strikes now mutually exclusive, since you can't "Strafe" with Void Slice
* Twinned weapons (Blaster, Torrent) now use consistent Barrage modifiers for each group of sub-projectiles
* Blade (and Swords) no longer take extra damage from enemy damage scaling
* Phantom Strike and Outrage Module with Spectre now always decloak the player
* Rupture now counts toward progress for enabling Hidden Power as a mod choice

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* Enemy speed scaling from advancing in later waves has been significantly reduced (See Strafe changes above)
* Adjusted Glaucus variable area resistances along its body parts to be generally higher
* Enemies are now less stupid in the face of a cloaked Spectre with no targets:
	+ Scatter Drones, Swarmlings, and Beamcasters with no targets are now able to "blind fire" a few seconds after spawning
	+ Juggernauts with no targets are now able to "radial fire" a few seconds after spawning
* Made adjustments to Tracers:
	+ Tracer shields have a quarter-second shorter duration
	+ Tracer shots now degenerate completely after a while
	+ Tracer shot burning wake now scales with the current projectile size of the projectile that spawned it
	+ Instead of firing at any range when they can't find a target, Tracers instead use the new "blind firing" logic
	+ Blind-fired Tracer shots degenerate quickly and linearly
	+ Aesthetic: Tracer shots wrap at a larger distance, helping to "hide" the trail cut-off
* Added two new curated waves: "Crab Nest" and "Crab Vic"

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* Dreadnought vulnerability flash is now less strobey
* Clarified or simplified many upgrade descriptions
* In light of the global blast changes, clarified which modifiers specifically affect the player weapon. Such mods always have "weapon" in their description
* Language for "projectile spread" is now "weapon spread", displayed as "spread" in short descriptions
* Language for "projectile targeting" is now "weapon targeting", displayed as "targeting" in short descriptions
* Upgrades that scale with blast modifiers now use the word "blast" somewhere in their descriptions
* The game now uses a less bright screen flash for teal / green effects
* The pause menu now shows new stats including your construct size modifier and damage modifier
* The game can now detect the difference between Steam Deck and Steam Deck in desktop mode, allowing more Settings in desktop mode
* Updated localization, and improved or clarified the text of dozens of upgrades

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* Phantom Strike and Outrage Module with Overseer now properly count as firing
* Made sure Outrage Module and Retribution always trigger from the player ship. This fixes an error when Outrage Module triggers with Blade, Bastion shield, and Gemini Protocol on a body with multiple guns (Battery or Courser)
* Fixed self-damage from Discharge not being applied evenly to Shielded Construct hull with Gemini Protocol
* Fixed Salvo pausing briefly after gaining a level
* Fixed some Drone issues with Fleet Commander: Amp Shield damage bonus doesn't get "baked into" shot damage on promotion. Fleet Commander power multipliers don't get reset on gaining a level
* Improved performance and visuals of the glossary
* Fixed visible streaks when a player construct with Orbital Shield wraps around
* Railgun trails better match the actual size of their projectile
* Fixed an error when checking if the firing construct is shielded
* Fixed a bug where the radius of Volatile Shields was smaller when triggered from a Bastion
* Fixed Propulsive Munitions giving the wrong modifier value for projectile size
* Fixed siege multiplier not getting reset properly in some cases
* Basic construct Blades (e.g. from Homing Strike) now don't get shields
* Volatile shields vfx now scales with the same modifiers its blast does
* Fixed an issue with Amp affecting Integrated Weaponry Vortex improperly
* Fixed Dreadnought being able to make cannon sfx with no cannons
* Fixed a popping sound the first time singularities appeared
* Se ha corregido un error por el que se generaba un sonido explosivo en los efectos de sonido de carga corta de los enemigos.
* Fixed Last Stand not counting toward unlocking Hidden Power
* Fixed Barrage triggered by Phantom Strike or Outrage Module continuing to fire with Overseer in some circumstances when the trigger was held
* Battalion Drone beams now don't damage enemy segments covered by a hard shield
* Fixed Achievement issues: "The Hard Way", "Tis But A Scratch", "Ya Basic", "Don't Play Dice With The Universe", or "Still Alive" achievements now can't be awarded after player death. "It Was At That Moment He Knew" is no longer achievable with Rapid Reconstruction
* Fixed Dweller Guards being unable to slow down after being sling-shot by an insta-gibbed Dweller (Weeeee!)
* Collision with Scion orbs no longer produces hit or sfx feedback if you're invulnerable
* Infuse now handles barrage properly, dividing the bonus among your projectiles
* Fixed inconsistent Ally burst counts
* Fixed Dweller not counting as a boss if the wave advances past 60 while still inside its asteroid
* Fixed enemy charge up getting loud and crackly by allowing the sfx to "interrupt" each other
* Fixed Blades generated by Ricochet not getting shields with Shielded Constructs
* Fixed Swarm constructs being exempt from enemy damage scaling
* Se han retocado varias etiquetas de mods para que sean más precisas.
* Lots of internal bug fixes, optimizations, and minor visual polish

es:V0.35.30