Genome Guardian 2 · build 22469654 · published
"Sensor" Mod: build 3% → 5% Heat to remove an Offspring within 30% Range. (it's less of a nerf than you think anyways, it was 3.5% before but said 3%)
"Electric" Core: electricity Max 30 → 50. I think this is a pretty safe change given that it doesn't really change how it works. (P.S. if you're really struggling with this Core: Muffler Mod.)
"Aperture" Guardian: colour changed (I want its previous colour for an unreleased Guardian).
"Pierce Predator" Achievement: now requires 3000 Pierce eliminations (all the others of this set are 3000, don't know why it was 1000 before...)
Gene Slot Warnings: deprioritized the ones for DNA colour incompatibility for cases where multiple warnings would get triggered (for example, you'll see "weapon already has pierce!" before "weapon lacks G DNA!" now). Adjusted priority of some others too.
Core Stat Text: you know how, if a Core doesn't use some Core-related stat, it just appears as "x"? Now you'll at least be able to see the text but it'll be faded + strikethrough'd.
Clarified in-game (like in GUIDE) that each Evasion bonus is a separate roll - they don't stack in any way.
"Biofuel" Core: its new unlock condition of maxing 6 Awards (as stated in-game) now actually triggers.
"Radiator" Mod: in many cases it was just not doing anything at all.
Proximity Eliminations: fixed stat-tracking in-game / for achievement (won't apply retroactively).
Endless Mutation Alert: was possible for 2 of the same Endless Mutation to be offered.
SETUP Dive Button Warnings: some were triggering when they weren't supposed to.
"Sprinkler" Bracket: unlock condition was being unusually finnicky / just not accepting certain weapons. (won't cause the unlock to trigger retroactively)
"ACCURACY ALREADY PINPOINT!" Gene Slot Warning: was triggering at times it shouldn't have been.
Giant Hitscan Shots: had weird hitboxes before that could hit stuff they aren't touching.
Life Counter: would move closer to center after Life consumed.
Typos / grammar.