Or "THE URACIL UPDATE". Maybe I should have called it that.
Indeed, Daily Dive has returned better than ever, and as of this update, you can now finally stop bugging me about "U". Of course, if neither of those things particularily interest you, there's also a bunch of new Guardians, Parts and Mods for ya.
Everything below has unlock conditions listed in-game in the CHECKLIST but if you already meet their requirements, you'll instantly unlock them upon opening the game!
People really enjoyed Daily Dive in GG1, but they also all had a lot of the same complaints - primarily that there's little incentive to do them, and that they're often "unwinnable" (literally - ex. the turret & perk combo would instantly kill you). I've addressed each of those to make for a much-improved experience.
each Daily Dive feature 3 modifiers (many of which are exclusive to Daily Dive)
they're always Depth 5, but completing them for the first time grants an Enzyme (which lets you unlock anything you pick in the CHECKLIST)
the builds it generates are carefully constructed to prevent "impossible dives" (unlike in GG1 lul), but still expect a decent challenge!
you can play them even if you don't have the featured parts
Unlocked after achieving victory at Depth 5 in any mode (not stated in-game)
🚨 if you play the first-available Daily Dive (for day 240/365) you'll notice the Barrel makes one of the Mods completely useless - future Daily Dives won't have situations like this (and this Daily Dive is still very doable). Not sure if there's any more "make useless" combos but if people find em' I'll fix em'.
Yes, I really did it...
well, kinda.
I've made it clear that the 70 weapon roster won't expand, but: You're gonna start seeing rare white U DNAs in the SHOP. They aren't like the other DNA letters... They fit into DNA slots, but add 1 Gene slot!
Suppose you're using the default Motherboard - 4 DNA slots, 3 Gene slots. U DNA makes all of these possible:
AAAA Minigun + 3 Gene slots
AAA Light Machinegun + 4 Gene slots
AA Assault Rifle + 5 Gene slots
A Submachine Gun + 6 Gene slots
...and yes, like you see in the pic, this means that you can have a weapon with 9 Gene Slots via the "F-0CU5" Motherboard.
oh and YES I KNOW URACIL IS TECHNICALLY RNA, just... look let's just move on.
Studies are offered every wave if less than 3 are active, are shorter with reduced rewards, and don't reduce Health upon failure
Microbes don't drop Biomass
Yeah, kinda like GG1's "GAMESHOW" Mode, with much less baggage. The only way you're getting Biomass is through Studies, which are shorter than usual so they're less of a commitment / easier to complete.
(depends on equipped Gadget, see explanation below)
Mark moves every 5s or if Marked Microbe is eliminated
take 2 Damage upon eliminating other Microbes
What happens when you eliminate a Marked Microbe depends on what Gadget you have equipped! Here's 4 examples (but all 12 Gadgets work):
"Repair" Gadget: Health +1
"Channel" Gadget: Shield +2
"Coldsnap" Gadget: fully Freeze Microbes within 30% Range of the Marked Microbe
"Singularity" Gadget: teleport the next Marked Microbe to your crosshair
"X" rewards precision and punishes those "360 AOE spam" builds that I know you love so much, because you'll take Damage if you eliminate a Microbe that isn't Marked.
time only passes when firing
can only move while time is stopped
can't gain Armour / Shield / Health
You'll realize how strong this is once you use it yourself - oh, and you can still cool while time is stopped, so like, you can shoot some dudes, stop firing, move somewhere else while your Core cools to zero, then start wailing on them again!
...However, to offset its immense power, you have to play carefully, because any Damage you take is permanent.
"Uhhh what?"
It makes sense after you've gotten to grips with U DNA (I explained above how Uracil adds Gene slots).
Suppose you've got a "Sticky" Gene on one weapon - then all 3 weapons will have Sticky.
"what if a Gene is green, will it affect weapons that lack G DNA?" - no need to worry about that, because with this Motherboard, all Genes come pre-bleached!
(NOTE: the unlock condition for this is tied to the final unreleased Mode; you'll need to use an Enzyme in the CHECKLIST to get it before 1.0.0. That probably sounds like an odd decision but, well uh, well it is.)
trigger Gadget upon overheating (up to 3 times per wave)
can't manually activate Gadget
This one's two-fold: It's great if you always forget to activate your Gadget, and, it's an easy way to get more Gadget uses. Still, may take some time getting used to, since you gotta overheat (or whatever your current Core says) to use it.
shop Heal button heals +1 more after each use (can't increase during Endless)
I often discourage players from using the Heal button unless absolutely necessary / before they've maxed out their build, but this Mod rewards you for it. First use heals 4, then 5, then 6, 7, 8, 9, etc. But, like it says, it won't keep increasing if you use the Heal button during Endless. It'll still retain the previous increases though.
the big one
TAKE DOWN THE ABYSS
Depth ???
the final Mode
new Guardians
new Parts
new Mods
"Jester" Guardian: there's been a report that the very rare YouTube videos appearing would "spam" opening windows - guaranteed that they can't "spam" open now.
You know those sites like Patreon or that Buy Me A Coffee one? That's what reviews are to a game.
Whether it's 30 paragraphs or 1 letter, they all directly influence Genome Guardian 2's success & exposure.