[h3][i]A bunch of changes & fixes following the BANISHED UPDATE.[/i][/h3] [h3][b]BALANCE:[/b][/h3] [list] [*][b](perk) Bandage:[/b] Now works while you have Shield again, but has a 6s cooldown (so you'll be invulnerable for 3s, then you have to wait 3s before it can activate again). [/list] [h3][b]CHANGES:[/b][/h3] [list] [*][b]It's generally easier to get started in a run now. Many turrets are balanced well [i]after[/i] they get past the early-game but struggled really hard just to get past the first 1 or 2 waves. Let's face it: The hardest part of a run [i]shouldn't be[/i] the start.[/b] [*]Slots are more visible now (especially empty weapon slots). [*]Click the buttons on the microbes menu for something cool 😮 [/list] [h3][b]FIXES:[/b][/h3] [list] [*][b](turret) Chrono:[/b] The unlock conditions were stated incorrectly. [*]Banishing all 4 weapons could result in [i]none[/i] of them being banished anymore - the only scenario where this is [i]intended[/i] to occur is during Classic Mode when you've filled all weapon mod and turret mod slots but not all weapon slots. [*][b](perk) Capacitor:[/b] Was making projectiles look weird/reversed when used on projectiles that grow in size as they travel (ex. CCGG Supersonic Wave). [*][b](perk) Bulb:[/b] It was supposed to be able to unlock with a Depth 5 Swap victory, and now it can. [*]The heat circle was (once again) occasionally not scaling with the turret properly. [/list]