Version 1.2.34.2
Updated November 17, 2025

* Fixed crash when changing VSync setting
* Fixed mouse aim self-activating and overriding other aim inputs when the zoom level is changing, on macOS
* Fixed crash when Daily Challenge modifier Chosen One assigns Bastion shield, and the mod Weaponized Shields is taken before Bastion deploys, such as when taken as part of Draft



Version 1.2.34.1
Updated October 27, 2025

* Made waves take longer to advance after all enemies are destroyed, if a Singularity is present. Made asteroids that are spawned due to the Singularity not extend the wave advance timeout timer
* Minor code cleanup
* Fixed Siege Weaponry sometimes showing duplicate self-damage popup numbers.
  - This does not change gameplay mechanics, this is only visual.



Version 1.2.34
Updated October 16, 2025

* Fixed Siege Weaponry self-damage with charging weapons granting more Adaptive Armor stacks than intended
* Fixed Dreadnought Mega Orb pushing all Leviathan segments and constructs that aren't touching the orb, if any single segment or construct is touching
* Fixed Nova Drift not appearing in the Windows taskbar if launched in true fullscreen mode or windowed mode
* Fixed Crucible Burning Hoop projectile not pushing the player nor constructs away
* Fixed up minor issues with Leviathan tail scaling
* Background draws properly during the ending sequence, once again



Version 1.2.33.1
Updated October 14, 2025

* Fixed the wave number popup message being erased by unrelated game events, such as collecting a reroll or gaining a level
* Fixed Loadout screen mouse interaction zones not scaling correctly with high resolutions
* Fixed powerups never despawning while waiting at the game over screen
* Made asteroids stop passively spawning once the game is over
* Made cargo trains spawn at most once after the game is over
* Fixed at least one cause of asteroids making high waves take longer than intended to advance
* Fixed Dweller Guards moving at high speed for a long time if Dweller is destroyed while turning
* Made Shredder Mines stop using slow spawning patterns once the wave speed multiplier gets fast enough
* Fixed various sounds being able to play too loud, due to a change in GameMaker engine
  - Previously clamped volume to "1", now doesn't
* Made Turret's Point Defense bonus apply to Galvanic Outburst
* Fixed visual effects from Galvanic Outburst with Shielded Constructs not scaling to the appropriate size for the originating construct
* Made Galvanic Outburst lightning thickness scale like Discharge does
* Galvanic Outburst lightning fans out any time it triggers, not only when there is a target
* Cleaned up some redundant and vestigial code
* Made several very slight optimizations, including improvements to Leviathan body handling
* Fixed Leviathan segments not resizing custom skins to the right size
* Fixed Leviathan segments not using the size modifiers from Daily Challenges "I'm The Boss, Now" nor "Compact"
* Fixed the player visibility glow being the wrong size if using an unusually small or large image file in a custom skin
* Fixed the custom skin setting not changing backward when it should, when pressing left-arrow or right-click
* Fixed the settings tab selection glow's width scaling incorrectly with resolution



Version 1.2.32
Updated September 25, 2025

* Made the shield cooldown indicator bar able to be seen while taking continual damage, by adding a contrasting color and by making self-damage only brighten the hull and shield bars instead of making them fully white
* Fixed errors and crashes caused by Shockwave shield or Maelstrom if the shield position was exactly equal to the affected instance position, which almost only ever happened when trapped by a Singularity
* Changed code to prevent some extremely unlikely and never-seen but theoretically possible cases that would result in infinite or invalid numbers
* Revised Minefield's chain reaction calculations to be consistent and better match the intuitive meaning of its description (this is a slight buff, but it's hard to estimate by how much, because it varies by situation)
  - Now, every Minefield mine involved in a chain reaction gets the same bonus, based on the total number of mines detonating, not just the ones near each separate mine
* Fixed the selection sound effect repeatedly playing rapidly when moving the mouse across options in the Loadout screen
* Fixed the Player invisibly screen-wrapping a few times when re-entering play after flying into a Singularity
* Fixed a case where Swords might not be visible after falling into a Singularity and pressing the "fire" key while the screen is blacked out. Generally improved behavior of Swords when the Player suddenly changes position, such as when Blinking or passing through a Singularity
* Fixed some shieldbreak effects not occurring if the player takes enough damage to break the shield the same instant that shield cooldown completes its recovery
* Fixed text extending outside the tooltip box in very specific circumstance
* Added a missing screen fade out when exiting back to the main menu from the loadout screen
* Made various code and texture cleanups and optimizations
* Fixed extremely minor memory leak when going from the Loadout screen back to the main menu



Version 1.2.31
Updated September 1, 2025

* Fixed several boss attacks where the damage was not being scaled by challenge modes
Before this update, these attacks dealt the same damage no matter which challenge modes were enabled. Now:
  - Compared to before, these attacks deal less with Nemesis disabled, more with Nemesis enabled, and slightly more additionally with each of Mayhem and Annihilation:
  - Station Omega beams, radial projectiles, and burn orbs
  - Compared to before, these attacks deal less damage with Nemesis disabled, the same as before with Nemesis enabled, and slightly more additionally with each of Mayhem and Annihilation:
  - Spitfire ball blast damage; Dreadnought lightning; collision with Scion orbs; Warbringer beams; Seraph Tesla Mine lightning
  - Compared to before, these attacks deal less damage with Nemesis disabled, slightly less damage with Nemesis enabled, the same as before with Mayhem, and slightly more with Annihilation:
  - Dreadnought feeder orbs, vulcan spread projectiles, missiles, mega-orb burn, and quad-cannons; Scion lance; Crucible drone projectiles; Seraph burn orbs; Glaucus dual projectiles
  - Burn damage dealt specifically by the heads of the Spitfire ball's energy serpents is the same as before at base, and now increased by challenge modes. Burn damage dealt by the energy serpent trails already was scaled and is unchanged from before
* Fixed the thrust penalty listed in the description of Charged Shot changing after taking Rancor or Charged Shields. This only affects the description, not gameplay
* Fixed the charge rate listed in the description of Loaded Mines changing after taking Charged Mines. This only affects the description, not gameplay
* Made the on-screen tutorial image for strafing show all directional keys fully bright, instead of the "back" key being dimmer, which gave the wrong impresion that back-strafing was not possible
* Updated English and Spanish text to refer to "groups" of four mods, rather than "pairs" of four mods. Other languages already had chosen to not use "pairs"
* Fixed the on-screen tutorial for deploying constructs showing the wrong shortcuts for the WASD control preset
* Fixed Shielded Constructs having larger shield effect radius with Architect, which they're not supposed to
* Fixed Subsumption being able to be produce drones faster than its cooldown, also fixing the case where you wouldn't have the full amount of hull and shields removed
* Wave 0, which is only reachable using debugging commands, no longer spawns Star Eater




Version 1.2.30
Updated August 22, 2025

* Fixed the player being able to move slightly faster than the maximum speed cap due to the negative friction from an excessive amount of Wild Mod: Slipstream
* Fixed the "hit flash" sometimes being layered underneath enemies instead of layered on top, after Dreadnought has been fought
* Fixed Star Eater not firing projectiles during its "flamethrower" attack if Star Eater has backed up all the way to the screen's edge
* Fixed Terminate sometimes not destroying Star Eater from damage dealt to the Star Eater head
* Fixed cases where projectiles would simply pass through enemy hard shields without colliding at all:
  - When multiple hard shields are overlapping
  - When a hard shield is applied to an enemy segment that locally has 0 health
  - After shooting the hard shield when the player has Terminate, and the hard shield was applied to an enemy whose health was below the threshold for Terminate
* Fixed enemy hard shields not showing visual hit effects from reflected enemy blasts or burn areas
* Fixed enemy hard shields incorrectly showing visual hit effects when intersecting an idle Sword or a player that cannot collide, such as with Super Mod: Apotheosis
* Fixed burst-fired "ghost" Swords flying away from Interceptors if you take an upgrade while they are swinging
* Fixed Swords not screenwrapping after teleporting across the screen edge via Blink, Void Slice, Phantom Strike, or Warp shield
* Made some code cleanups, deduplications, and minor optimizations



Version 1.2.29.2
Updated August 12, 2025

* Made right-clicking a setting decrease its value, as long as right mouse button is not bound to any of the menu control bindings
* Cleaned up internal code dealing with settings 
  * Please report any problems with navigating and changing settings
* The number of Thermal Lance lances emanating from a Loaded Mine produced by Retribution now use Retribution's mine effect bonus
* When using the "Disable Screen Flash" setting, Star Eater's defeat animation fades to dark red instead of white
* Fixed Strafe resetting weapon cooldown when under 0.5s; this now only happens if you have Strafing Strikes, as originally intended
* Fixed Swords being unable to swing until a strafe ends, if a Sword swing finished during a strafe
* Added more info to the debug wave log
* Made "Toggle Show Combat Log" not bound to a key by default
  * Default used to be backtick (`)
* Made various enemy projectiles dynamically produce fewer or no particle effects as needed, to maintain frame rate
* Fixed the Cosmic Egg so it doesn't reflect enemy projectiles, if it is hit rapidly while the player has Reflect Shield
* Fixed various enemy projectiles not dealing their blast damage to enemies, if reflected by Reflect Shield
* Fixed shield effect visuals for Halo and Siphon with Super Mod Sanctuary being visible in the score screen after the ending sequence, when they shouldn't
* Fixed Deadly Wake being momentarily visible after skipping the ending sequence
* Fixed Siege Weaponry self-damage sound playing during the ending sequence while pressing fire, when it shouldn't
* Fixed Blades not being removed when other constructs are removed at the start of the ending sequence
* Fixed Minelayer shield pulse positions not accounting for enemy size
* Optimized performance in situations where enemy attacks intersect with enemies
  * Testers: please pay attention to whether Reflect Shield still works right
* Optimized a few object collisions
* Fixed Space Whales removing the tails of other Space Whales when they despawn
  * Two Space Whales? What are the chances?
* Fixed a crash if changing skins while a "rainbow effect" exists, such as after deploying a construct
* Fixed locked challenge modes getting stuck enabled after deactivating Daily Challenge mode due to toggling a different game mode



Version 1.2.28
Updated July 11, 2025

* Reduced, if not completely fixed, cases where a Juggernaut enters play from somewhere else than where its warning symbol was located
  * This happened especially with the curated wave "Twin Hammer"
* Reduced, if not completely fixed, cases where Serpents can stay offscreen for long periods of time, especially Elite Serpents
  * Freshly-spawned Serpents head toward the center of the screen, instead of following their normal programming, until they come on screen
  * Revised how screen-wrapping gets enabled for Serpent segments, which should fix cases where portions of a Serpent appear to go missing, which results in what looks like a Serpent without its head sprite
* Serpents are now influenced to stay on screen only near the screen edges, rather than all the time
  * Interferes with their mobility less, especially helping Common Serpents
* Serpent wiggliness now slightly scales with enemy speed multiplier
  * Previously, it didn't scale at all, so they barely curved at high enemy speeds
* Fixed Boss Rush's first Cargo Train becoming fragmented if starting the run while the main menu zoom-in is still in progress
* Exempted wave 1 of Boss Rush - which is the initial Cargo Train - from screen zoom centering forces, because that just leads to a strange-looking bent Cargo Train
* Fixed a case where the "upgrade ready" pop-up could appear while in the upgrade menu
* Fixed a case where the "upgrade ready" pop-up could stay visible despite the "Ataraxia reminders" setting or reaching max mods for Daily Challenge: Purity
* Made the "upgrade ready" pop-up reappear immediately, if appropriate, after changing "Ataraxia reminders" setting to Normal during a run
* Made the "upgrade ready" pop-up vanish instantly after changing "Ataraxia reminders" setting to None during a run
* Made the "upgrade ready" pop-up appear (briefly) after taking an upgrade if you still have upgrade points left, when "Ataraxia reminders" is set to Once
* For Asian localized text, where you can have a line break "anywhere", we now don't line break if it would strand certain characters at the beginning/end/as the only character of a line. eg. We don't line wrap just a period to a new line, wrap the character before the period, too
* Made other minor refactors and optimizations



Version 1.2.27
Updated July 2, 2025

* Added rudimentary save file auto-backup on launch
  * We still have no idea why players' save files sometimes wind up blank or corrupted, losing their progress and scores;
  * On each launch, Nova Drift will duplicate its save.ini file to a different file name in the same folder, in the pattern of "save-##############-#.bak", only if no backup is found or the backup and current save are not identical (based on MD5 hash)
  * Up to 10 backup files will be kept, and after saving a new duplicate, the oldest backups will be deleted if needed, to bring the quantity down to 10 - that should be enough to find a working save, even if having launched Nova Drift a few times before noticing something went wrong
  * Backup saves will not be synced via Steam Cloud - after all, we're not even sure whether that could be the source of the file issues in the first place
* Attempted to fix one cause for players to be unable to get mouse control to activate
  * Allowed the mouse to be stationary for 2 frames before cancelling mouse detection, rather than happening instantly, to be compatible with systems where the mouse unavoidably has occasional frames where it doesn't move
* Made optimizations to improve the framerate in Loadout screen when Daily Challenge descriptions are visible
* Corrected various mod unlock messages to say the mods appear in the upgrade pool at level 7, not 8 (they were actually available at level 7)
* Fix: Quantum Decoherence and Maelstrom no longer count toward enabling the Mastery Super Mod, as they shouldn't have
* Cosmetic: We now clear particles when exiting "Learn" section
* Cleaned up some code



Version 1.2.26
Updated June 23, 2025

FIXES
* Fix various broken code whose purpose was to track when an Ally was the entity that fired something
  - Fixes Interceptors not swinging Swords when using Charged Shot
  - Potentially fixes other things that hadn't been noticed or reported yet?
* Fixed loadout fade out not affecting the "challenge modes greater risk greater rewards" and score/exp bonus text
* Fixed high score screen fade out not properly affecting the daily challenge local/global toggle button
* Fixed changelog fade out not affecting the scroll indicator bar
* Fixed main menu fade out not affecting the build number
* Fixed mod hex icon display being delayed when visiting non-Daily High Scores when signed into Steam
* Fixed Seraph and Scion warp burst visuals being rainbow when the player has Hyperboost
* Fixed pre-existing Blades producing excessive splinters if you change weapon



Version 1.2.25.1
Updated June 19, 2025

FIXES
* Fixed randomizing or clearing the daily challenge with debug mode not counting as cheating
* Fixed occasional high knockback from Crucible, Crucible Orbs, and Saucers when you collide with them the instant they spawn in
* Fixed excessive knockback from colliding with enemies in formation the moment they spawn
* Fixed "wacky zoom bug" (rare instances of the background lurching unexpectedly)
* Crucible now stops chasing the player if the player is dead
* Bulwarks now don't slide toward the bottom-right when shaking angrily
* Bulwark angry shakes have a hard cap to intensity, and also are capped to a multiple of the stored damage, so they fade back to nothing as they lose charge
* Internal: Optimized some Carrier code



Version 1.2.24
Updated June 17, 2025

FIXES
* Fixed Daily Challenge scores sometimes submitting to the next day's LOCAL scores, if the day ticked over during a run
* Fixed score list highlight graphic highlighting the wrong line when saving a new LOCAL Daily Challenge score, when scores clear
* Fixed Daily Challenge score getting submitted to an old leaderboard if the day advances before starting a run
* Super Nova Brothers added to the list of conditions where Architect does not auto-deploy swords
  - Stops Swords auto-deploying during Super Nova Brothers as Architect.  Press "fire" to deploy Swords manually
* Added Super Nova Brothers to the list of conditions used to set the value of variable "constructs"
  - Allows Architect to have the Self-Destruct icon visible when playing Super Nova Brothers, without any other regular constructs
* Fixed Super Ally not hue-cycling with Hyperboost (stuck red-tinted) if you don't also have regular Allies
* Fixed Strafing Strikes with charging weapons making cooldown longer, when it should be shorter



Version 1.2.23
Updated June 6, 2025

NEW FEATURES
Added Daily Challenge Mode! Compete globally on daily rotating challenges. New game modes are combined with modifiers to create varied experiences. 
* New Daily Challenge: Serpentine Drift
* New Daily Challenge: Boss Rush
* New Daily Challenge: 20 Point Draft
* New Daily Challenge: 45 Point Draft
* New Daily Challenge: Cosmic Egg
* New Daily Challenge: Purity
* New Daily Challenge: Turbo
* New Daily Challenge: Turbo Endless
* New Daily Challenge: Way Of The Sword
* New Daily Challenge: Super Nova Brothers
* New Daily Challenge Modifiers: Long Shot, Grace, Unbreakable, Unstoppable, Immovable, Heist, Hyperactive, Compact, Hurt Me Plenty, Ultra Violence, I'm The Boss Now, Chosen One, Wilder Metamorphosis, Pandemonium, Cage Match, Tougher Stuff, Rogue Harder, Vengeance, Slippery Fish, Frenzy, Wilderness, Cosmic Ballet, Celestial Shower

BALANCE CHANGES
* Increased Self Destruction base damage 100 -> 120
* Blade base damage 48 -> 50
* Blade base hull 60 -> 70

QUALITY OF LIFE FEATURES
* Added a Setting for increased Asteroid Brightness
* Improved Asteroid glow consistency

ENEMY CHANGES
* Made several adjustments to Scion, generally making it tougher but less suddenly lethal: Slowed down Scions' orbs when they rotate wide, Scion's turn speed now changes slightly based on whether or not its firing its laser. While its firing its laser, it turns 8% less quickly. Scion hull 25000 -> 27500
Similarly to how early game bosses scale up their hull for repeat encounters, mid-game bosses now do so slightly as well. Repeat Scion and Dweller encounters have 25% more hull. (For reference, repeat visits of early bosses have +100% more hull)
* Since Seraph becomes particularly lethal compared to other bosses at very high speeds, reduced the amount it gains speed from Annihilation mode being on. 
+25% -> +12.5% speed, which is consistent with several Nemesis bosses
* Adjusted Spitfire repeat scaling to be consistent with other bosses, +80% -> +100%. Repeat Station Omega encounters do the same
* Reduced the frequency at which Station Omega spawns Cherubs with Annihilation on
* Fixed Star Eater damage and speed modifiers from wave scaling either not functioning or partially functioning for certain attacks

FIXES
* Fixed various memory leaks after a run ends with: 
  * Font assets
  * Particles
  * Data structures
  * Custom skin sprites
* Fixed (at least one of the ways) Swords wielded by Allies delete enemies from existence
* Fixed Vanguards that screen-wrap twice during a lunge losing the ability to turn
* Fixed Celestial drone positions jumping abruptly when screen-wrapping under certain conditions
* Fixed asteroids being pushed in the wrong direction by enemy blasts
* Fixed a few cases where enemy blasts knock other things in the wrong direction
* Fixed Leviathan segments occasionally being deactivated off-screen
* Fixed various things not decrementing vulnerability properly
* Fixed some Saucer shots using the wrong particle effects
* Fixed Constructor Drones missing explosion clusters
* Fixed a few cases where enemies were the wrong color during the final boss battle (Black/normal color depends on who spawned them, not whether the final boss is present)
* Fixed Vortexes of extreme sizes not producing lightning
* Fixed cases where Vortex lightning color didn't match the Vortex that spawned it
* Fixed entire Serpents igniting instead of individual segments
* Fixed engine thrust flames fading out too quickly when the player ship was translucent due to Emergency Systems
* Restored the original size of the notification boxes (e.g. "Press Space to Upgrade")
* Fixed burst fire count increasing Vortex degeneration rate even if you have Barrage (which ignores burst fire count)
* Strafing Strikes rate of fire modifier for charging now applies to the cooldown after firing Vortex (this is a buff)
* Strafing Strikes ROF multiplier for charging weapons now shortens cooldown between shots at the charge weapon rate, vs. the automatic weapon rate (this is a nerf)
* Fixed some missing Vortex swirling visuals under certain circumstances
* Fixed Last Stand being called "Defiance" while locked
* Fixed Efficiency being able to bypass the 1 second shield cooldown minimum
* The pause screen now correctly shows 1 second at the fastest possible shield cooldown
* Research powerup duration bonus now properly applies to Armor Fragments
* Fixed: Infuse damage now gets divided by projectile count for Salvo
  * This was already happening in the special case for Barrage, but was not happening for Salvo otherwise
* Fixed one of Dreadnought's sprites being misaligned
* Fixed custom skin icon overlapping the text at some resolutions
* Fixed shielded construct count being off by one after buying an upgrade
* Fixed Asteroids producing excessive particles when hit by beam weapons
* Fixed it so that pausing the game also pauses particles
* Fixed Ally passive avoidance not scaling at all with upgrades
* Ceratotitan parts now scale as its general hull does, preventing vivisection
* Fixed Pulse shards not being randomly scattered when spread is 360 degrees, but should be
* Fixed Glaucus segment scaling looking stilted at certain sizes
* Fixed Leviathan's bonus crash damage from angular velocity saying +200% when it was really +100%. But, also fixed Leviathan not getting its crash damage bonus unless segments were spinning half as fast as the maximum
* Added safeguards to catch more crashes resulting from NaN values
* Improved the language of Purge and Deflagration to be more accurate
* Attempted to fix a crash caused by a star eater segment existing when its controller doesn't
* Fixed a long standing bug: Ignite damage modifier was being applied, but should not have been, to contact burns from: Firefly thrusters, Celestial Lance, Celestial Surge, Deadly Wake, and Lightning (any type - * Vortex/Discharge/Tempest Break/Galvanic Outburst) 
* Also, Deadly Wake was not getting its 300 contact burn improved by burn damage modifiers,
For reference, sources of ignite damage modifiers are Purification, Dying Star, and Viper body
* This is a situational massive nerf, so the following changes have been made:
  * +25% base damage to all lightning, Celestial Lance, and Celestial Surge,
  * Since Firefly's base damage is already extremely high, and it's incompatible with Viper, its base damage hasn't been changed
  * Correcting the missing damage modifier for Deadly Wake also makes this mostly a wash, so its base damage hasn't been changed
  * Fixed Celestial Surge shards getting a redundant burn multiplier
* Refactored and improved boss bar functions so they won't break in challenger edge cases
* Added improvements to debug mode to help us out
  * Add debug menu feature: spawn Curated Wave. Works like spawn enemy
  * Debug "u" key now works to fully heal/cool down Bastion shield
  * Debug "stress test" F8 key added functionality: shift+F8 prevents player death without enabling auto-play. If auto-play is on, it is disabled both by F8 and shift-F8 - no difference
  * Enemies are centered on every frame that the debug key "y" is held, not just a single time when "y" is pressed so you can pin enemies in the center by holding the key down instead of having to mash the key over and over
* Fixed pause screen best-case DPS calculation: shouldn't be multiplied by burst count
* Viper Venom Strike and Caustic Barrier particles stay shield-colored, not Antimatter Rounds-colored



Version 1.1.12
Updated January 22, 2025

USER INTERFACE IMPROVEMENTS
* Polished and reworked the Settings menus: Each category section is now a tabbed page
  - This lets us fit more options and makes the game easier to port
* Fonts now appear crisper and more readable, especially at non-native or small resolutions
* Replaced the old lock graphics with overlays so that locked content can be seen and moused over
* Made various other changes that improve the Steam Deck experience and make the game easier to port to smaller devices:
  - Ensured accurate glyphs are displayed when using Steam Deck
  - Controller glyphs are larger and easier to see at low resolutions
  - Tutorial visuals appear larger
  - High Score Entry shows a virtual keyboard on devices that support it
* Tutorial buttons now scale with the width of the message
* Dimmed the background behind non-gameplay UI screens to improve contrast

MAJOR CHANGES:
* Reworked unlock progression
  - Previously, unlocks were acquired based on your score after each run. However, the scores that players are able to achieve tend to vary wildly in Nova Drift. This led to rather inconsistent experiences where, for example, some players would get showered with unlocks after powerful runs while other players could see their progress slow to a crawl if they couldn't get high enough scores. Additionally, now that Endless mode is optional, it's important to consider unlock rate for players who may prefer not to enable it. So, the new unlock system is based on waves cleared in a run instead of score earned. This ties unlock progression more closely to playtime and allows players of all skill levels to get to max account level in a reasonable amount of playtime (while still rewarding those who perform well). Overall this should provide a more consistent meta-progression experience for players, and we have tried to tune it so that in most cases it will take about the same or less time to get to max level. Additionally, extra consideration was made for the early unlocks in the game. Previously it was not too hard to get 8+ unlocks on your very first run, but this rate would drop off very quickly. Again this was not a very consistent experience, but also it's important not to deny some of the early unlocks too long, so we've tried to tune this carefully.
  - Extra details about the new unlock system:
    - Every wave cleared gives 1 point
    - Boss waves (multiples of 20 up to 120) give additional points, especially Star Eater
    - Waves cleared after 120 (or 180 for Draft) give additional points
    - Each difficulty mod enabled (except Annihilation) grants a bonus to your unlock points earned (note this was already the case previously since difficulty mods give score bonuses)

MINOR CHANGES
* Achievements can now be earned in Assist Mode
* Rapid Reconstruction banishes Infuse
* Made it so that Leviathan's shielded body can also stop piercing projectiles, like its unshielded body can, if Reflect doesn't trigger
* Increased Spitfire's base hull by 13.6%. Decreased the multiplier to late-game Spitfire 2.0 -> 1.8, which makes it tougher in its boss fight and only barely tougher later on

BUG FIXES:
* Attempted to fix issues caused by Interceptor Swords after upgrading, resulting in Swords corrupting enemies (making them appear to vanish)
  * Interceptor now initializes Swords after completing all other initialization
  * Problems seem to have been caused by NaN object positions
* Attempted to fix a rare crash involving Hammerhead's burst warning object
* Attempted to fix a rare crash when transferring Star Eater damage to its controller
* Attempted to fix a rare corruption of positions from Singularities that can lead to NaN crashes
* Added a few measures to help prevent cases of corrupt values propgating and causing more trouble
* Fixed Shield continually cooling down with Hypermetabolism
* Priority Zero now scales based on the maximum hull of the enemy destroyed, not the maximum hull of the player
* Removed Shockwave pulses and Orbital orbs from destroyed drones that have Shielded Drones and Terminal Directive
* We now display an informative message when a custom skin sprite could not be loaded
* Refreshing player constructs also syncs Shield visuals (examples: Amp glow, Bastion glow, Helix controller, Shockwave controller)
* Cleaned up Salvo weapon state and display after the player switches to a different weapon
* Engineer Body construct assembly speed bonus now properly counts unassembled constructs
* Spectre decloaks when auto-deploying a Drone, Ally, or Turret
* Fixed a crash related to switching starfield backgrounds during gameplay under certain conditions
* Fixed the Leaf on the Wind multiplier potentially getting used before being set
* Fixed incorrect layout of banished mod hexes
* Prevented hull and shield bars from getting wider than the screen
* Fixed asymmetrical Homing Strike spreads
* Fixed a case where the player could earn "The Trolley Problem" achievement when they weren't truly dead
* Fixed Speerun mode with Draft: If you're on Endless mode, reaching wave 240 (which is possible with Draft) sets your Star Eater speedrun time correctly and displays as the end of run time
* Fixed the gamepad controls tutorial displaying the incorrect stick in some conditions
* Fixed Discharge not working with Shielded Swords
* Fixed Charged weapons being unable to release their charge after losing control to a black hole with Strafing Strikes
* Added a missing description for the "Window Size" setting, clarifying that it doesn't affect full screen resolution
* Fixed a problem that resulted in Serpent segments getting deactivated, then later showing up unexpectedly
* Fixed several cases of text, in Large Text mode, overlapping things or being off-screen
* Fixed Ally adding projectiles from Charged Shot when it shouldn't with Singular Strike
* Elite and Champion Host Drones are no longer valid targets for Cherub Hard Shield
* Constructor Drones are no longer valid targets for Cherub Hard Shield
* Restored multi-monitor support
  - Affects borderless fullscreen mode, not true fullscreen mode
* Fixed the baseline on the Simplified Chinese font being different than other fonts
* Fixed modifiers to direct projectile damage also applying to blast damage
  - Projectile explosions apply their own modifiers, so these were redundant
* Fixed the tutorial message not appearing to fade out. If Ataraxia Reminders is set to "Never", leaving the upgrade menu will fade out existing reminders, not just prevent new ones.
* Fixed a problem where, while fading to black when the game ends, the alpha wouldn't be properly reset
* Fixed Salvo doing no damage if the projectile was larger than the blast
  - Salvo now applies direct damage on hit
* Resolved borderless fullscreen issues involving Windows 11, especially with multiple monitors
* Fixed the Speedrun Mode timer not updating while upgrading
* Fixed non-value settings items getting greyed out incorrectly on Steam Deck
  - Settings that should have been greyed out were not
  - Settings that should not have been greyed out were
* Fixed Window Size setting being selectable on Steam Deck
* Fixed loading and saving settings that are disabled on Steam Deck
* Fixed Custom Skin sprite overlapping the score on the End Score screen
* Upgrade screen descriptions now use the standard-scaling small font to comply with Steam Deck text size requirements
* We now hide key indicators in construct UI when using gamepad controls



Version 1.0.131
Updated August 29, 2024

BALANCE CHANGES
* The Final boss' hull reduced by ~15%
* The Final boss' increased damage taken now starts 35 seconds into the fight instead of at the first crossing phase, ramps up twice as fast, and only loses up to 0.5 of it's multiplier at phase 2 instead of all it
  - This is a hidden mechanic that makes the boss take more damage the longer the fight drags on. It's designed to aid low DPS builds, but it wasn't doing enough work, previously

BUG FIXES
* Fixed a crash in End Score with a custom skin that omits body art
* With Endless Mode turned off, your final time will be your final boss kill time, not the time at which you accessed the end score menu
* With Endless Mode turned off and Speedrune Mode turned on, Speedrun stats won't be hidden during the final boss kill transition
* Fixed window positions not being saved
* Fixed window and cursor issues when switching from full-screen to windowed mode
  - Window position now gets restored to its original location in windowed mode
  - Fixed the mouse cursor snapping to the center of the window when it shouldn't
  - The software cursor no longer drifts when the window size was as tall as the screen
  - We now use GameMaker's built-in mouse pointer locking and mouse movement delta functions, which is less error prone



Version 1.0.9
Updated August 17, 2024

NEW FEATURES
* Added $15+ tier Kickstarter backers to the credits
* Made custom skin handling more robust
  - Skip blank lines, comment lines (starting with # or //), and lines without a body artwork column
  - Avoid runtime errors when body artwork is not found

BUG FIXES
* Added safeguards against square root or power functions returning bad values. If debug mode is on, and the safeguard is used, the game should create a pop up message detailing what happened. If you see this, please show us the message!
* Fixed excess Voids getting added to the mod pool when Wild Mods filled some of the upgrade slots
  - These excess Voids could show up in subsequent rolls even when enough mods were available
* Fixed very fast weapons triggering Assault's empowered shot screen flash
* Fixed Host drones being a valid target for Cherub shields
* Fixed the game ending sequence not cleaning up several data structures when destroyed
* Attempted to prevent a rare crash that could occur by skipping the ending at a certain moment
* Attempted to fix a rare crash within a singularity where enemy positions became corrupt
* Attempted to fix a few rare crashes with Swords



Version 1.0.6
Updated August 6, 2024

MAJOR NEW FEATURES
* Added a final boss(!). It will be encountered at wave 120, unless you start the game at this wave using Draft Mode. A stronger version of the boss will also be encountered at waves 240, and intervals of 240 after that
* Added the game ending sequence, which you will encounter if the Endless challenge mode is disabled
* Endless Mode can now be turned off, and unlocks when you first beat the game's final boss for the first time
* Added new boss and ending BGM: Alioth, Astrophagi, Alioth Redux, and Remnant
* Added the ability to override body and drone artwork with custom skins. Added 3 sets of custom skins. Players may also create and play with their own custom skins!
* Added German localization
* Implemented texture compression, significantly improving performance!

NEW FEATURES
* Added a new setting: Assist Mode
* Added a new setting: High-Visibility Mode
* Added a new setting: Ataraxia Reminders
* Added a new menu option to join the Discord
* Added intro sound effects to many medium-to-large enemies

PLAYER BALANCE CHANGES
* Assault body base thrust increased from 100 -> 110
* Research body gained a new power: Destroyed enemies have a small chance to drop power-ups
* Pulse's blasts now gain 50% of blast radius modifiers as damage
* Pulse now passively scales somewhat in radius as battlefield size increases (the same way shield effects do)
* Pulse Shards now passively gain some velocity as Pulse's radius increases so they can "keep up" with the Pulse better. This is mostly for aesthetic reasons but should make Pulse shards feel a bit better
* Swords now have hidden diminishing returns on their crash damage scaling after it exceeds +100% damage (realistically, this only affects Hullbreaker)
* Blades fired by the player now have a large damage reduction when they are fired that quickly decays (This is intended to help them punch through and survive fields of enemy projectiles)
* The shield radius and effect gained from Siphon is now multiplicative instead of additive, like other gear effects
* Rapid Reconstruction Base Hull bonus increased from 40 -> 50
* Rapid Reconstruction Plating bonus increased from 1 -> 2
* Deadly Wake burn damage increased from 120/s -> 300/s
* Deadly Wake duration increased from ~3s -> 5s
* Deadly Wake trails are slightly larger
* Snipe max damage bonus reduced from +120% -> +80% (the damage bonus per unit of distance travelled is also proportionally reduced)
* Reduced the effect of mobility reducing effects in the game:
  - Charged Shot, Vortex, Torrent, and Thermal Lance thrust penalty reduced from 30% -> 20%
  - Thermal Lance rotation penalty reduced from 50% -> 35%
  - Siege Weaponry thrust penalty reduced from 80% -> 60%
  - Rancor and Charged Shields now increase the mobility penalty of Charged Shot to 35% (50% if you have both)
  - Power Reserves mobility-reduction resistance reduced from 50% -> 40%
  - Assault body no longer grants-mobility reduction resistance
  - Overall, mobility reduction effects will be much easier to play with early on when you do not have resistance to them, and upgrading Power Reserves will leave you at roughly the same level that Power Reserves + Assault did previously
* Homing Strike now creates projectiles based on the main attack's projectile count
  - Accounts for the Engineer's increased Blade limit
  - Accounts extra projectiles from Charged Shot
  - Accounts for Sword spray from large enemy projectiles
* Mines can now fire Homing Strikes
* Mines now get the velocity benefit from Calibrate
* Allies now get the velocity benefit from Calibrate in addition to the spread reduction
* Ally Interceptors and Mines (with Loaded Mines) can now create Homing Strike Blades
* Architect with Blade, but also with either Loaded Mines or Interceptors, can now be offered Homing Strike and Firing Array
* Firing Array now applies size, blast, and damage modifiers halfway between center and edge to singular projectiles
  - It previously applied the edge modifiers, reducing the projectile size by 30%
* Homing Strike now applies the effects of Firing Array
* The amount of damage reduction that Armor Fragments from Reconstituion gain from the Defense Drone's damage taken now has diminishing returns, but always grants at least 15%
* Improved the balance of Armor Stacks
  - Armor Stacks are now spawned based on damage dealt after damage reductions instead of before
  - Adaptive Armor stack base duration increased from 2.0s -> 2.5s
  - Rebuke duration bonus reduced from 110% -> 80%
  - Adaptive Armor generates ~27% more stacks per point of damage
  - It was possible to gain very high damage reduction from Armor Stacks for too little cost by building into a lot of self-damage and self-damage resistance. This change should bring those outlying strategies more in line, and in exchange Armor Stacks have been buffed to make them better in general

* Slightly increased Charge Shot's charge rate, particularly it's initial ramp-up (does not affect Vortex or Thermal Lance)
* Skirmish works better with Overseer, Strafing Strikes, and Hidden Power:
  - Hides visual indicator when in weapon bonus mode and the weapon cannot fire
  - Triggering on-fire effects switches to crash bonus mode like firing a weapon
  - Swords use the shared skirmish state instead of their own private copy
* Mines now have a minimum rotation speed (it cannot be zero or near-zero). This is to make Thermal Lance + Loaded Mines feel better to use
* Flash Shielding shield malus reduced from 40% -> 25%
* Tempest Break shield malus increased from 10% -> 25%
* Warp Strike now reduces all targeting by 50%, instead of only after a projectile wraps
* Celestial Surge damage now scales much harder with its size (small surges will do less damage and large surges will do more)
* Celestial Surge now ignites enemies for 20% of the burn damage it deals (note that multiple ignites from the same source do not stack; a stronger Surge ignite will overwrite a weaker one)
* Celestial Surge's self damage increase was inaccurately reported as +25%, it was really +42%. It has been changed to +35%
* Charged Shields maximum Radius and Effect bonus reduced from 100% -> 80%
* Singular Strike no longer has a cap on the number of projectiles it can fuse
* Sanctuary has slightly higher acceleration and top speed
* Sanctuary now reads your velocity to try to predict where you will be in a short time, and move there. This makes Sanctuary track you better and be more responsive to your movements
* Saturation Fire now increases the thrust penalty of Siege Weaponry by +10% (But we decreased that penalty substantially, see above)
* Saturation Fire now increases the self-damage of Siege Weaponry by 25% instead of 15%
* Void Slice I-frames after blinking reduced from 0.5s to 0.33s (Note that this does not affect Void Slice during it's teleportation, it affects the grace period afterward)
* Dying Star self damage increased 11 -> 12/s
* Ataraxia is guaranteed to be offered as the next non-wild mod you roll if you meet its unlock condition (only works once; if you reroll it away, you have to find it again)
* Triggering strafe while you have a weapon cooldown of .5s or less will now remove the cooldown and Strafing Strikes will work normally
* Homing Strike Blades with Antimatter Rounds can now hit and degrade enemy projectiles
* Transmogrification now removes 1 reroll instead of all your rerolls
* Transmogrification now prevents you from spending rerolls (including banish w/ Research) during the 3 all-recursive rolls
* A Construct Specialist mod will only be offered if you have upgraded its corresponding construct, unless you have no such constructs in which case all 4 may be offered
* Galvanic Outburst Shield Effect Power bonus increased from 2% -> 5%
* Energized Shields provides 20% less Shield Effect Power per point of speed
* Improved Phantom Strike behavior with enemies in formations and with Glaucus
* Hyperboost rate of fire modifier appies to Interceptor integrated weaponry

ENEMY CHANGES
* Asteroids and Comets have greatly reduced damage when they first spawn and are near the edge of the screen. This is to prevent deaths from unlucky Comet/Asteroid spawns where the player has little to no time to react
* Added three new enemy entry sound effects for larger / faster enemies that entered silently:
  - Enemy entry medium: Tracer, Celestial, Vanguard
  - Enemy entry large: Spitfire, Hive, Crab Nest,
  - Enemy entry huge: Scion, Warbringer, Seraph, Bulwark, Juggernaut
* Scion's Lance deals ~25% less damage
* Glaucus' hull increased ~9%
* Warbringer's hull, Warbringer segments, and the damage dealt by destroying Warbringer segments, has been increased by ~3-4%
* Warbringer's centering impulse now depends on the camera zoom
  - Makes it stay near the center of the screen under most conditions, but this relaxes as zoom increases
* Warbringer's segments area damage resistance 40% -> 50%
* Elite Bolt-Throwers now fire 3 pairs of bolts instead of 4, and fire them more slowly
* Champion Bolt-Throwers fire their bolts slightly earlier
* Elite Juggernauts rotate slower, charge less frequently, and have a lower top speed while charging
* Champion Hives now take progressively longer to spawn Wardens as they stay alive, up to a point
* Reverted the wave speed scaling change that was made in the Glistering update
  - This change was originally introduced as a form of 'compensation' for adjusting Strafe and Blink. However, in hindsight it has become clear that this was not necessary. The Strafe/Blink changes were not as impactful as was originally feared, and scores from our top players have only gotten higher. So, in the interest of curbing game length, at least by a little, we're rolling back this wave scaling change

MINOR IMPROVEMENTS
* Comets now use a bigger, unique HUD warning
* The default control for WASD Blink is now "F"
* The in-game cursor now rotates to point away from the player ship
* Improved gamepad mouse emulation by using a radial deadzone
* Player Blink and Warp Shield now wrap around screen boundaries
* The game now validates the window position the save file and resets it to a safe position if off-screen
* Improved the readability and accuracy of the Pause display:
  - Better projectile counts
  - Shows burst fire and barrage count separate from projectile count
  - Accounts for Barrage velocity variance with Railgun damage
  - Weapon Blast Radius Modifier is now shown separately
  - Shows non-firing and firing values for Shield Regeneration and Shield Cooldown
  - Shows non-firing and firing values for Hull Regeneration
  - Rounded values to integers where displaying decimal values wasn't helpful
  - Shield damage reduction includes damage reduction from Tactical Link for Bastion shield
* Railgun now uses trail rendering to draw its sprite so it can bend along the flight path
* The "Serenity Now" achievement is easier to get in light of Ataraxia's previous changes
* Added "Toward the offender" to the Glossary, and more texts now use this term
* Improved menu navigation with keyboard and gamepad controls
* Enemy damage scaling from high waves no longer affects asteroids and comet damage
* The pause screen now shows base construct assembly speed and (in parentheses) the construct assembly speed with the Engineer assembly speed multiplier
* The pause screen now includes Construct Rate of Fire Modifier from Overclock and Burnout Reactors
* Made construct shield radii always remain larger than the constructs themselves and made them fit better at small sizes
* Lowered the volume of the player charge up sfxs so they don't drown out the other action so much
* Increased the volume of the background music
* Accessing debug mode now requires holding "SHIFT" in addition to pressing delete or F7, so that its harder to accidentally activate it and have your run marked as "cheating"
* The game tries to be smarter about gamepads:
  - Until you press a gamepad input anywhere, the game will not assume you're playing on gamepad. In this state, gamepad steering and also the gamepad cursor control will not work and gamepad tutorials will not appear. This hopefully fixes issues associated with gamemaker identifying things as gamepads that aren't, like steering wheels and pedals
  - Allowed gamepads other than the one in the "0" slot to be used. Anywhere that you can use the gamepad cursor, switching from one gamepad to another should work (just not in-game)
* The Banished Mods list draws smaller when more than 50 mods been banished
* If the player has at least 60 mods, the background of the pause menu is dimmed for readability in case text overlaps the mod list
* Improved or clarified the text of many upgrades

BUG FIXES
* Switching audio sources now functions and no longer results in muted sound
* Fixed the Blade limit with Barrage
* Extra Blade projectiles from the Engineer body now get applied to the projectile count so they contribute to Barrage burst length
* Blade homing behavior now works more like other player projectiles
  - Smarter targeting logic
  - Only changes target when the previous target becomes invalid
* Fixed Homing Strike seeking bonus not applying to Blade projectiles
* Fixed Railgun with Antimatter Rounds sometimes skipping over targets
* Unlocks screen now shows padlock icons for locked mod trees
* Prevented comets from inflicting damage on objects obstructed by a hard shield or mine shield
  - Fixes hard-shielded Bulwark barriers getting charged up by hits from comets
* Fixed comet shards so they emit from the point of impact instead of the current position of the comet
* Blade projectile no longer ricochets if broken by Architect while in contact with an object
* Fixed Phantom Strike targeting the Seraph after colliding with a Seraph Zone Drone
* Comet shards now do less damage to Bulwark barriers, just like comets do
* We now skip joystick-based mouse cursor movement when a controller is not connected to avoid odd device behavior
* Fixed a few potential crashes with Swords
* Fixed a rare crash with enemies using celestial lances
* Fixed the fullscreen controller object being created on Steam Deck
* Antimatter Rounds color takes precedence over Hypercharge color for Charged Shot and Vortex
* Fixed some light fringes on the mouse cursor sprites
* Fixed Constructor healing pulse showing the sprite for the wrong unit rarity
* Attached effects now update their positions last so they don't lag behind by a frame
* Fixed attachment offsets for some jet trails
* Fixed Vortex discharge positions
* Fixed the shield cooldown bar "going negative" due to purchasing mods
* Fixed sound effects getting stopped when they shouldn't if you die with Last Stand
* Fixed Shielded Constructs with Gemini Protocol and Burnout Reactors turning the health bar white as if redirecting damage to your hull
* Self-damage from Antimatter Rounds now uses actual projectiles fired so it takes Blade reserve into account
* Fixed one of the shield break flash effects drawing in the wrong place at certain zooms
* Fixed the position offset of the Hammerhead explosion shockwave
* Fixed the position offset of the Eclipse wave firing effect when missing a chassis piece
* The player now properly enters (or re-enters) from outside the lower left corner of the screen at higher zoom factors
* Bolt Thrower charge effect scales times and rates based on enemy speed
* Fixed a number of random directions being very-slightly-not-entirely-random
* Some effects fade out faster when their emitter has been destroyed
* Fixed some effects from Eclipses persisting when they shouldn't
* Fixed a crash with Mine Drones
* Fixed the Mine Drone gun lagging behind the Drone by a frame
* Infuse can no longer create zero damage bolts
* Fixed an issue where Bulwarks would drift toward the bottom corner of the screen
* Fixed changes to the Constrained Mouse Aim setting not applying during a game session
* Fixed Bastion stored energy not getting cleared if switching to a different shield type or taking Shielded Drones
* Fixed Leviathan push resistance not getting applied
* Fixed pause display not factoring Antimatter Rounds velocity bonus into Railgun damage
* Fixed Barrage + Singular Strike showing an incorrect total damage per second in the pause screen
* Pause screen weapon display now accounts for Barrage power modifier range
* Pause screen weapon display now rounds the seeking value to the nearest integer
* Voids added by Evolutionary Niche count towards "Savor The Void" achievement
* Fixed some visual issues with Shockwave shield
* Enemy projectiles reflected by Reflect Shield target enemies within the shield effect radius even if the shooter is outside the radius
* Rupture does not count as weapon damage so it no longer triggers Blitz boost, Saturation Fire hit, Terminate cull, Incendiary ignite, or Infuse discharge
* Removed inconsistencies and artifacts in mod and gear hex artwork
* Practice Mode's damage reduction now works properly
* Removed "Weapon" tag from Corrosion
* Drones with Terminal Directive now become unshielded when destroyed
* Fixed some cases of Antimatter Rounds triggering on projectiles that should be ineligible
* Fixed Sword gear using the Blade unlock (rank 21) instead of Sword unlock (rank 25)
* "Reset Gamepad Controls" option now clears custom gamepad controls
* Fixed inconsistency between defining custom controls and resetting controls to defaults
  - Resetting controls to defaults does not save them immediately
  - Backing out of the menu without saving restores controls to last saved values
* Continuous damage from an attached Dart projectile now applies enemy weakness modifiers
* Vertically centered the text in the Upgrade Menu "Banish Mod" button so it is positioned correctly with large text
* Fixed inconsistent results, using Strafe, when holding multiple direction keys at once
* Fixed Crucible Burning Hoop projectile pushing constructs that aren't touching the area
* Fixed damaging bursts from Counterpulse, Terminal Directive, Mine Explosion, Mine Bomblet, and Self Destruction counting towards Essence Sap, when they shouldn't (because they're construct damage)
* Fixed Sword damage state sprites for shield hits to cover the case of hull damage from Gemini Protocol or Discharge with Shielded Constructs
* Added missing borders to the Gear icons on the Pause and Game Over screens
* Pause screen now includes damage bonus from Propulsive Munitions in weapon damage
* Fixed the +15% base projectile blast radius modifier that wasn't being calculated for Singular Strike
* Carrier Swarm Constructs with Shielded Constructs mod will now properly "enrage" while the shield is down
* Fixed the pause screen showing the wrong value for projectile size modifier
* Fixed player construct projectiles not damaging Station Omega when the hit wall segment has zero or less health
* Emergency Systems now properly prevents self-damage from Antimatter Rounds, Siege Weaponry, and Vortex
* Architect better enforces the single construct limit, retaining the first construct found in this order of priority: Swords > Bastion > Ally > Turret > Blade > Mine > Drone
* Ricochet now cannot reduce projectile count below the number of guns
* Fixed the pause screen not accounting for projectile scatter when reporting the spread arc (affects Grenade, Flak, and Torrent)
* Fixed the "I Regret Everything" achievement so that it checks when you actually die while using Vortex
* The "Joust" achievement should more reliably unlock, now
* Fixed the upgrade menu closing after spending the last upgrade point on a mod that grants more points
  - It now checks whether to return to the upgrade menu after mods apply their effects
* Singular Strike sets effective projectiles to the number of guns instead of one
  - Fixes Loaded Mines, Salvo, Blade, and Outrage Module getting penalized 
* Fixed earleir adjustments to Salvo repeat fire time not also applying to Allies with Integrated Weaponry
* Unshielded drones (e.g. Terminal Directive) now don't contribute to shielded constructs count
* Fixed missing tutorial popup for Firefly body
* Tutorial pop-ups push existing instances up instead of overlapping them
* Fixed some issues with the Salvo counter disappearing when it shouldn't
* Fixed some cases of Purge instances initializing at the wrong size
* Fixed incorrect unlock condition for level-locked mods (Kinetic Boost, Stabilization, Candescence, Skirmish, Efficiency, and Adaptive Armor)
* Fixed being able to have more than the maximum number of Warpath Stacks if multiple enemies were killed on the same frame
* Fixed Warpath's bonuses becoming locked at their current value after picking Hidden Power instead of being removed
* Fixed Dart trails persisting if the projectile stuck too soon
* On Loaded Mines, Railgun muzzle effects are now centered, detached, and don't move
* Fixed Shredder Mines being unable to detonate, no matter how hard they tried, when being healed by a Cherub or Myrmidon
* Fixed player construct self-destruction with Burnout Reactors showing a hit damage indicator in addition to the burn damage indicator
* Highlighting a mod properly updates the flashing state of available mods
  - Fixes all mods flashing when Regression is highlighted after highlighting Winnow
* Fixed Vortex self-damage not showing damage indicators
* Fixed incorrect scaling of Self Destruction bursts
  - The multiplicative scaler value was being applied twice
* Prevented body spread multiplier from going negative at high body power multipliers
* Fixed the first wave of Draft getting skipped
* Fixed Sanctuary incorrectly reducing Shield Effect Power by 20%
* Fixed some vfx lagging a frame behind their targets
* Homing Strike projectiles now support fractional step offset like regular projectiles do
  - Mostly relevant with Salvo release (which fires continuously and quickly)
* Fixed tutorial notifications sometimes going missing when applying upgrades in a large batch
* Fixed tutorial notifications stacking on top of each other in some cases
* Fixed unset Vortex projectile tempest color and flash color with Hyperboost
* Fixed shield getting stuck below full if it takes enough damage during recovery
* Fixed Dart impact splash not being affected by blast damage multipliers
* Fixed Dying Drones with Terminal Directive incorrectly applying Corrosion on impact
* Fixed Challengers sometimes dropping no power-up if you have Quantum Decoherence
* Fixed Pulse getting Amp's bonus applied twice
* Fixed Hard Shields affecting enemy speed in some cases
* Fixed out-of-sync hex flashing when selecting both both Regression and Winnow
* Fixed Antimatter Rounds recoloring Firefly thrusters
* Fixed vanguards not properly adjusting their rotation speed during charge maneuvers
* Polish localization now uses the Roboto font for titles so it can have access to the characters it needs
* Fixed sprites that were drawn in the main menu causing several player shield texture sheets being loaded that didn't need to be
* Moved the purple and red celestial background object spawns further off-screen to prevent their "pop in"
* Fixed Carrier body jet trail positions
* Updated cooldown icons for Mines and Turret to match the current artworks
* Updated hexes that contain outdated turret or mine artwork
* Cargo trains now use the logic to follow eachother that other segmented objects use. Fixes them getting spread apart, too
* Fixed screenshotting with F12 not working on many menus
* Fixed several gamepad tutorials not showing up if you have a controller plugged in but have custom keyboard schemes: Blink, Strafe, and movement
* Fixed Vortex flash color being set when charged with Hyperboost, which created a crash
* Fixed a crash with projectile trails
* Fixed terminate not working on enemy segments
* Fixed the burst vfx for Antimatter-projectile collisions sometimes being larger than intended
* Fixed problems with overlapping text for large text mode in various languages
* Fixed wave delay timing not considering enemy doubling with pincer waves
* Last Stand now makes you release fire when you die, which fixes bugs with some charged weapons and maybe other things
* Prevented the creation of an "upgrade ready" pop-up if the upgrade menu already exists
* Prevented the follower code from overwriting enemy rotation, which was messing with Beamcasters in formation
* Fixed the "self-destruct construct" being unselectable for Architect on gamepad
* Fixed turn momentum inconsistently persisting when switching turn directions with key inputs
* Fixes sfx bugs with Halo and Siphon shields
* Fixed Beamcaster's beams not scaling with enemy speed, even though their firing time and beam charge time did
* The game will now clear inputs when confirming an upgrade or returning to the game from pause, so any bindings shared (like thrust or fire) don't also trigger when using those menu options
* Ceratotitan now won't summon adds if the player is dead
* Fixed Pulsars failing to dodge at high waves. Enemy dodge speed no longer scales with enemy speed
* Warden move speed easing is now much faster until it starts escaping
  - Fixes a bug with Wardens being "launched" if their leader is destroyed instantly
* Fixed Ceratotitan's projectile origin not being affected by enemy scale
* Prevented Strafe from being triggered more than once in a frame, using different inputs
  - Prevents two charges of Void Slice being used up at once
* Fixed Void Slice not displaying the correct reticle if you upgrade while you have 2 charges
* Fixed: Time spent in the settings menu delayed the next bgm track starting
* Fixed Bulwark counter projectiles and jet projectiles double-dipping enemy size modifiers
* Fixed Bulwark blast size not using enemy size modifiers
* Flak's projectile doubling now works with the +1 projectile from Barrage, as intended
* Fixed the end score screen displaying a "damage taken" score that can continue to change after you're a dead leviathan
* Fixed several crashes with the Swords weapon
* Fixed a crash after taking Shielded Constructs during a Death Blossom
* Fixed incorrect line wrapping of the description at the bottom of the Settings screen
* Fixed: Bastion now won't result in you getting Elegant Construction or Priority Zero in your mod pool if you also have Rapid Reconstruction
* Fixed Hullbreaker being able to treat Station Omega's walls like they've been penetrated if they've taken enough damage
* Fixed Saturation Fire's bonus damage applying to and accumulating from Loaded Mines. Saturation Fire stacking is now tracked separately for the player and for Allies
* Fixed the upgrade menu using alpha inconsistently
* Fixed mods that permanently remove other mods from the pool not adding them to the banished list
* Fixed Siphon being unable to damage enemy segments
* Fixed the player being able to survive having 100% hull reservation via arcane rituals
* Fixed some forms of global damage modifiers, and not others, from being multiplicative with each other
* Fixed Eclipse attacks breaking at very high wave speeds
* Fixed certain tutorials being able to persist after the game ended
* Fixed mouse over text not working on the pause menu if showing Super Mods
* Fixed Thermal Lance glow not properly being hidden and shown with Warp Shield teleport
* Prevented shields breaking if its already recovering after cooldown
* Fixed multiple boss titles and vulnerabilities potentially overlapping each other
* Fixed a visible streak when a Railgun projectile hit immediately after screen edge wrapping
* Made the high score system more robust, and less likely to lose data
* Fixed Settings descriptions not line breaking in large text mode in Traditional Chinese, Simplified Chinese, and Japanese
* Fixed Outrage Module and Phantom Strike not ignoring burst count with Hidden Power
* Fixed Salvo launched from Outrage Module with multiple guns firing too few projectiles
* Fixed the draw order and visibility on several menus, especially in situations with very high amounts of upgrades
* Optimized the game by turning off the depth buffer and stencil buffer, which we don't need
* Made texture optimizations
* Made several improvements on different localizations with large text mode enabled
* Fixed several cases where the player could take damage while invulnerable
* Fixed enemy segments not contributing to Amp count
* Fixed it so that Calibrate only resets when the weapon actually fires
  - It now uses the same "firing" check as the regeneration firing modifier and shield cooldown multiplier
* Fixed Tracer split shots being off-center
* Fixed a crash with Architect + Shielded Constructs in Draft mode
* Prevented a rare crash caused by the singularity pull potentially dividing by zero
