NEW WEEKLY CHALLENGE MODE:
At last the seeded weekly gauntlet is here! Every Sunday a shared run will be generated for all players. Where which your starting loadout, enemy waves, and weapon spawns are predetermined for every player. Additionally, upgrades work a little differently, giving you only 3 options at a time and permanently removing unselected upgrades from the upgrade pool. The weekly run is more difficult than usual, thus requiring you to have unlocked every weapon in the game before you're allowed to participate. As I build out the weekly mode's wave generation it will become more unique than the regular mode. GLHF
HEALTH DROP CHANGE:
Health pickups will now become more rare over time by progressively removing each enemy's ability to drop health kits. Here is how it works:
-After wave 15 health trucks no longer spawn.
-After wave 20 Airships stop dropping health.
-After 25, Obliterators.
-After 30, Cylinders.
MISC:
-Added a resolution scale setting. The game doesn't really look great on lower scales but it will absolutely run better on old GPUs.
-Plasma rifle deals more damage but fires slower. (kinetic: 10 -> 35 | Shield: 80- > 90)
-Plasminigun's heat-based damage increase improved. Consumes more ammo.
-Fixed ammo related bugs.
-Fixed a bug that stopped rounds from progressing if there was an issue with selecting an upgrade.
-Waves will no longer progress if there's still a miniwave going on.
-Fixed laser weapons dealing 0 damage.
-Neutrino cannon consumes 300 more ammo per shot.
-Gunship health reduced.
-Gunship takes tons of damage from bombs.
-Shlugoids will now slowly die out if they're the only kind of enemy alive.
-Microwave beams cant destroy dropships before they land anymore SORRY :)
-Tungsten Obliterator upgrade now applies properly to dragon's Rage.
-Tungsten Obliterator's blow-through more pronounced.