Genome Guardian 2 · build 23295750 · published
"Accelerator" Mod: buff decays over 1s → 2s (which makes it stronger).
"BROOD" Mode: Mutations/Chips/Studies relating to Exalted/Enraged Microbes now won't appear.
"Boombox" Guardian: did a number of tweaks to make the difference between low and high decibels more pronounced/noticeable.
"Goliath" Hull: renamed to "Hercules" (I think it fits better).
Studies:
COLLECT # Exalted Microbe eliminations: now rarer and requires fewer eliminations (4/8/12 → 3/6/9).
minor tweaks to chances for each to occur.
minor tweaks to some values they can have (ex. Damage one is -25/50/75% → -30/50/70% now).
it's now slightly less likely for all 3 studies to grant the same resource.
SETUP Dive Button Warnings: added a bunch more, including but not limited to:
using Health Max or Shield Max Mods on "Baphomet" Hull.
"Plow" Mod + "Fusion" Core.
"Plow" Mod + "Metronome" Mod.
"Pincer" Mod + "Quantum" Core.
"Quantum" Core:
"Damage +75% to shots fired at 0% Heat" Chip: this normally isn't reflected in hover stats since it's conditional, but it's always true on this Core so it'll be reflected with it.
"Damage +60% while Heat Above 50%" Chip: game claimed it had "NO EFFECT" but it did - it shouldn't though, because I deem "Heat Above" checks to be invalid for this Core.
"Pincer" Mod: now considered always inactive on this Core.
MAWS by Ang
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