ADDED
Pocket Flame, a new Rare weapon, free from your first run. Every 6 seconds a wave of fire rises from the bottom of the board and burns every bubble it reaches. Upgrades make it climb higher and fire faster - the whole board every 4 seconds at max level.
Red Pepper, a new Legendary usable with 2 charges. It sets every bubble alight, and one second later the flames explode.
Blood Shot, a new Legendary planner. Bloody Bubbles and Vampire Bubble hits grant 1% TOTAL critical rate instead of their flat bonus. Defeat The Vampire to earn it.
Boost Cocktail, a new Legendary planner. Booster Bubbles and Giant Booster Bubble hits grant 1% TOTAL XP instead of their flat bonus. Defeat The TV to earn it.
Booster Dies, a new Legendary keepable. A Giant Booster Bubble arrives at random intervals and every hit on it raises your XP gain by 10% for the rest of the run. It unlocks together with Vampire Dies.
Trigger Happy, a new Common keepable. At random intervals your click rate doubles for a few seconds.
Bubble Wand, a new Rare keepable. Every 10 seconds it blows 5 rare bubbles onto the board.
Candy Globe, a new Common usable. Each charge gives you a Mystery Globe.
A rarity filter on the Powers tab. It combines with the type tabs.
HELIX DISCOVERY: a buff tracker beside the joystick shows every running buff and its seconds.
FITTS PROTOCOL: molecule globes - bonus globes can spawn as doubles or triples that pay two or three times.
Submarine: a Bubble Machine in the lobby (coming soon).
CHANGED
The power bar now pays XP gain instead of coins. Once your power pool is empty, every full bar fires a comet into your XP GAIN card for +1%, and it keeps stacking all run.
Obvious Flat: every mystery globe now grants 0.5% TOTAL critical rate instead of a flat bonus.
Faceless is now a pumper: every 10 seconds with 2 or less Rare and Mythical bubbles it grants 10% TOTAL critical rate and TOTAL XP, and keeps what it gave.
Nitro Boost: bubbles spawn 444% faster during the pulse (was 200%).
Pearl Bubbles release 5 rare bubbles, all empowered until they pop.
Promotion is unlocked from the start.
Plasma Shot unlocks when a weapon reaches max level (15, was 12). If you already have it, you keep it.
An empowered Neutrino stays empowered until it leaves.
Black Hole has a new look on the board. Its pull is unchanged.
Electrotrail's trail is a smooth comet that no longer breaks in tight circles.
Every card that pays a share of a total now reads "TOTAL critical rate" / "TOTAL XP", picked out in white.
Submarine: the main monitor plays a little run of its own, the arcade cabinet shows all four games, the Customize Box lights chase, and the lobby screens pause with the game.
Project Poltergeist: Harmony carries 4 charges again.
HELIX DISCOVERY: Venom Arc rebuilt as a venom tendril that poisons everything it touches; bonus globes drop a little more often; the default marble is worth 50% more XP per boss defeated; The Sharp moves about 15% slower.
FITTS PROTOCOL: bubbles and bonus globes are 10% bigger, hit area included.
FIXED
The power bar no longer stops paying bonuses on very long, very high-XP runs.
The Ball: Crosshair Orbs and the Electrotrail now leave the board while your weapons are disabled, and come back when the Ball pops.
The Ball could land invisible while still attacking and taking hits. It now always fades in.
Bubbly Plus is no longer offered on The Ball (where it does nothing), and power packs no longer hand out a power that would fizzle on arrival.
The Neutrino's countdown no longer jumps or cuts short, and rewinding the clock no longer refills it.
Laser Pen no longer loses its hits when you open a power choice during its pickup intro.
Crosshair Orbs no longer stay invisible after The Fan returns your crosshair.
Aim Bloom, Bubblife and Cupcake now blink in the keepable grid while active.
A stat card could show "-NAN" at extreme XP values.
Unlocking the GOD MODE achievement on a new PC now gives back both Vampire Dies and Booster Dies.
