[h3][i]Handled the low performance stuff I mentioned in last update! (no increase to framerate for players that are struggling, but the game will feel much better for them). Won't have to "undo" it this time 😉[/i][/h3] [h3][b]⚖ BALANCE[/b][/h3][list] [*][b](turret) Surge:[/b] Alright, it says it's back to 3.125/s Cooling Rate, but I did some stuff under the hood too - it's essentially what it was before. [/list] [h3][b]🔄 CHANGES[/b][/h3][list] [*][b](mode) Gameshow:[/b] The "reversed Knockback" Target now reverses Magnet's reversed Knockback, reversely. [*]Hovering over the game mode name in the top right during gameplay will show you its description. Also the microbe depth modifiers. [/list] [h3][b]🔨 FIXES[/b][/h3][list] [*][b](perk) Cherry:[/b] The description now makes it clear that it's based on [i]Critical Damage[/i]. not a [i]Critical Hit[/i] (in other words, it's been compatible with Stamp and now the description agrees with that). [*][b](turret) Surge:[/b] Made some adjustments so that Firerate has a minimal impact on how long you can fire for (higher Firerate weapons could fire longer, unintentionally). [*][b](perk) Antifreeze:[/b] Fixed some scenarios where you couldn't fire again after reaching 0% Firerate with the perk. [*]You'll no longer immediately fire a shot when starting a run when using a controller (or on Steamdeck). [/list]