[h3][i]I'm going to try figuring out a better solution to this problem, but (for reasons that I don't have time to explain because I'd be here for half an hour and I'd rather spend that time on fixing the problem), if you have low FPS and one of your weapons is 200+ Speed, those changes I made recently that ensured that your Cooling Rate (among other things) are what they should be, won't be active.[/i][/h3] [h3][b]⚖ BALANCE[/b][/h3][list] [*][b](perk) Antifreeze:[/b] Now functions differently: "can shoot while overheated, [b]Firerate -20% every 1s while overheated (resets upon cooling)[/b]". While I'm sure this will dissappoint some, rest assured knowing that Antifreeze still has amazing potential with this new functionality. [*][b](turret) Diesel:[/b] Removed the "while above 0% Fuel" requirement that I recently added. [*][b](turret) Surge:[/b] Eeeh screw it, I'll let it have 3.75/s Recharge Rate (instead of 3.125/s). [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*][b](mode) Gameshow:[/b] The "Reversed Knockback" Target's effects would never go away, eheheh… [*][b](mode) Gameshow:[/b] A non-moving, duplicate turret could appear when choosing an Endless Mutation. [*][b](mode) Gameshow:[/b] Targets would sometimes continuously slide/fade off to the side while on the DEFEAT screen. [*][b](mode) Gameshow:[/b] The cursor wouldn't change to a crosshair if you have Skip Shop enabled and the shop gets skipped after the TARGETS menu appears. [*][b](mode) Gameshow:[/b] Failing Score quota check with the Defibrillator perk equipped would just kinda softlock the game. [*][b](mode) Gameshow:[/b] "PASS!" could appear next to your Score before the first Score quota check if you had 0 Score by that wave. [*][b](mode) Classic:[/b] After entering Endless, locked items wouldn't actually get locked, and they'd get rerolled. [*][b](perk) Condenser:[/b] Will now fade in/out to signify when it's active. [*][b](perk) Turbine:[/b] Wasn't reducing Health when you hit 0% Heat, since last update I think. [*]The popup "you have 0 Heat Max" and "you have 0 Health Max" wouldn't show until wave 2 (was supposed to show immediately). [*]Hovering over slotted, inactive weapon mods would only show the stats of the first slotted weapon mod. [*]Firing while overheated (possible via the Antifreeze perk) would increment your # of total overheats each time (which would skew values in RECORDS and mess with certain Targets). [*]High Weapon Speed (like 500+) would cause many strange things to occur, such as faster [spoiler]Movespeed[/spoiler], Cooling Rate, animations, and other oddities. [*][b](turret) Saturn:[/b] Fixed some homing wonkiness. [/list]