[h3][i]Currently in the middle of making big decisions regarding what my focus should be for the next major updates - gears are likely shifting towards that being centered around [b]Gameshow Mode[/b] - this 6th mode will feature brand new mechanics that reward you based on [b]how[/b] you play, and which [b]Targets[/b] you select.[/i][/h3] [img]https://clan.cloudflare.steamstatic.com/images//44933391/c5ce86ac24a451967bc4946676c3a8ff70db0437.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//44933391/d00cf75b2784a9b3afbd8636ec099c180a49870b.png[/img] No idea when it'll be out, but when it is, it'll be pretty sick. For now though, just some little things. [h3][b]⚖ BALANCE[/b][/h3][list] [*][b](turret) Jester:[/b] Jester is now a mess. [h3][b]🔨 FIXES[/b][/h3][list] [*][b](weapon) AAG Flamethrower:[/b] This weapon was never supposed to have any Knockback (the other two flamethrowers that evolve from it don't either). [*]The victory star for the Stapler perk on CHECKLIST wasn't showing. [*][b](weapon) AAGT Stardust Mortar:[/b] The Flak icon wasn't appearing when you hovered over this weapon during a run. [*]The GUIDE text/images are no longer blurry! [*]Lovecraftian horrors would completely destroy [i]everything everywhere[/i] if you had Chitin + Scalpel + Bloodbag + Shell equipped on a turret with 40 or less Health Max, triggered Scalpel in a run, then survived a hit. [*][b](perk) Bloodbag:[/b] You'll now see how much Health you have if you start the run without Health (which is allowed with [i]some[/i] perks, like Shell) and then gain Health during a wave.[/list]