Changelog for Build 990

Players can now attack while being knocked back, and reduced the duration/amount of radial blur that occurs when damaged. The tutorial's also been slightly reworded to reflect this change.
The S.O.B.'s minigun no longer deals knockback. The knockback value was negligible before anyways, so I figured why have it at all.
Added an on-screen countdown to indicate how much time the player has before the S.O.B. Purifier appears so you know exactly how long you have left in this world.
Added new warning messages that appear as the Purifier's arrival approaches, in case the blinking red countdown was a bit unclear. (Also reworded some of the tutorials so that they pretty much tell you to Get Out once the Purifier Gets In.)
Added an indicator on the minimap that displays the position of the S.O.B. Purifier.
The S.O.B. Purifier has also granted you 30 more seconds to mess around before he comes to ruin your day.
Reworded the CHIMPS loading screen hint.
NG+ now properly carries house upgrades from previous NG+ house upgrades (for instance, if you're rolling over to your third playthrough, your upgrades from your first playthrough will now carry over properly)
Fixed a major bug where buffs were being applied improperly, causing some hangovers, such as Heady Undeady to be prematurely filtered out and rendered useless (Thanks king bore haha!)
Added instagib to the Turret race so that it no longer ragdolls and no longer can be looted.
Fixed projectile-based explosions not properly setting the source weapon when calculating their explosion radius, causing the Pew Boom to be useless if fired from a gun that is no longer equipped. (Another thanks to king bore haha!)
Mod manager now caches off loaded asset bundles rather than loading and unloading them for each loaded asset. This should drastically reduce loadtimes for modded assets.