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Level Layout Rework, Enemy Spawn Changes, AI Performance Optimization

Added color grading to the default visual style.

Improved lighting appearance.

Improved enemy spawn balance. I also reworked spawning completely so that the game is much more fair to starting runs. Before the game started with half of the enemies spawning and the other half after a certain threshold. Now the game starts with one enemy type and slowly scales to add one type at a time as you progress.

Improved health and energy bar appearance.

Nests can no longer be killed without being active.

Started AI optimization. The changes with this patch were huge for reducing CPU load in the editor. I will have to test more in the game to see the value. AI is a lot less reactive right now as well as other issues I'll have to sort out over time but the optimization needs to be done. Right now I've got the game running really well outside of building the dungeon and AI. Considering this game is based on fighting large groups of enemies I need to get the AI working in a much more optimized state. Currently the AI is what is eatting up the most performance.

After killing a boss you no longer return to the HUB. This means that the dungeon is one long run with no breaks in gameplay. I had intended for the HUB to be a break in combat while also giving players the ability to tweak the run. Currently I don't have enough content to tweak and most people tend to just leave visual styles on the one that they enjoy. Every video that I've seen showed confused players when they were returned to the HUB. Later I will give you the option to return at will but for now you get one chance.