[h3][i]Main reason for this update is fixing a problem where power-ups would spawn in the shop & menus, and the rate would increase with each run - still a whole lot of other stuff in this one though![/i][/h3] [h3][b]BALANCE:[/b][/h3] [list] [*][b](turret) Boombox:[/b] Slight buffs to earlygame performance (I won't reveal [i]how[/i] but it'll struggle less in the beginning). [*][b](turret) Riptide:[/b] improved mechanics & visual effects that should make it both easier to work with and more fun to use. [*][b](perk) Emerald:[/b] chance to ignore hits at/below 10 Health +50% β†’ +70%. [*][b](perk) Leaf:[/b] Speed +25% β†’ +50%. [*][b](weapon) CCGT Rail Splitshot:[/b] Accuracy of the pre-split projectile is now pinpoint like CGT Splitzooka. [/list] [h3][b]CHANGES:[/b][/h3] [list] [*][b](perk) Burner:[/b] renamed back to [i]Burner[/i]. [*]nicer Hitscan weapon effects. [*]Added an effect for when you eliminate a microbe with Knockback. [*]Adjusted some more unlock conditions (like before, if you've already unlocked something, this won't affect you). [*][b](turret) Boombox:[/b] Barrel Light will now adjust to current Accuracy (which is influenced by current decibels). [*]Nicer projectile effects (they fade out & shrink just before they expire now). [*]There's now little circles beside each of your weapons, which indicates when it can fire again (more helpful for really low Firerate weapons). [*]Hovering over an item's [i]price[/i] in the shop won't count as hovering over the [i]button[/i] now (it felt weird being able to click the button by clicking [i]below[/i] it). [/list] [h3][b]FIXES:[/b][/h3] [list] [*]Power-ups were spawning while in the shop / in menus for some reason πŸ˜› [*][b](turret) Boomerang:[/b] Boomerang is supposed to allow each instance of a projectile to hit microbes twice, but some projectiles were still only able to hit once. [*][b](perk) Piston:[/b] This perk was applying Critical Damage as increased Knockback incorrectly - it would [i]compound[/i] with each Critical Hit… [*]Large enough projectiles were dissappearing the moment they were fired in Shmup Mode. [*]Clicking the green + button to add an item to a slot [i]while the game is paused[/i] could softlock the game - this can't happen anymore. [/list]