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Enemy Spawn Killers, New Rooms

I added three new rooms to floor 2 making it much, much less repetitive.

I added a new air launcher to the longer corridors on the second floor as well to speed up navigating those huge paths.

I nerfed the rusher and exploder enemy classes so they cannot attack for a full second after you are able to see them. I'm probably going to increase it to two or three seconds later. Getting spawned on and insta-gibbed in early rooms is the worst.

I replaced one of the oldest models in the game today as well. The coin model was from the game's prototype. I cannot express how many times I've heard my daughter say, "I really don't like those coins." Doing this gave me the bright idea to replace the $ sign with an icon of the coin on both the player HUD and the random shops.

I had the cost values on the shops set to facing the player earlier. Something broke, I think it's something with the engine. I'll try to have that sorted out in the next day or so.

I also got a lot of work in on the new boss that I keep mentioning. I think it'll be in rotation within the next few days. I would have it finished but I really need to prioritize finishing the game's levels. If I can knock out a bunch of rooms for floor 2 tomorrow like today then I should be able to start concepting the third floor very soon. After that I might start looking into the difficulty scaling and enemy spawns because it gets insane around floor 2.

Oh and I think I did way too much with the volumetric fog. It's insane with health orbs and upgrades right now. It wasn't like that in the editor I swear but when I was testing the build before upload I realized that it was crazy. I'll sort it out tomorrow.