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GunQuest Major Update Version 0.0.9.0

Hey all! Restless Gamedev here, bringing in a new update for GunQuest! There's a lot to cover, so let me start with a quick overview of the new features!

Enemies
There are several new enemy types including, slugs, frogs, and a special enemy only found in the ruins...

The new enemies incorporate new movement types and attack patterns which will add new opportunities to try out new strategies to defeat them!

Additionally, the new enemy health bars help in gauging how much damage your character is outputting, and how much health the enemies have left!

Player
There is a new character swapping system which is quickly turning into my favorite part of the update. It won't be easy, but there is a certain character in the ruined village who is willing to join your adventure, for a price.

Once the inclusion of new characters becomes more common practice, there will be a devlog specifically on the creation and implementation of them, however, since this is the first, I am leaving it up to the players to decide on how the character should be played.

Levels
There is a new subset of levels availible in the ruined village, which include new breakable objects to interact with. Additionally, there is an end fight which is sure to be... haunting :)

There are a few changes to the levels in GunQuest, mainly in design. The original forest levels seemed to be rather spread out and open, which is fine in other games, but for the fast paced action of GunQuest, didn't seem to match properly. Therefore, the levels have been modified to fit the new design philosophy and will continue to change and improve.

Overall Changes
There is no particular order, since the update was so massive, some elements may have been omitted. If you catch something I left out, please let me know in the GunQuest Discord!

-Fixed melee bug that disabled firing after a few minutes of gameplay
-Fixed old woman character portrait not showing up in certain dialogues
-Corrected ladder code which improperly offset ladder locations upon loading the level
-Increased level creation speed by organizing level building components
-Enemy animations now freeze upon being damaged
-Added in a ceiling tile wall object
-Added animated healthbar to enemies
-New game font!
-Fixed chest drop rates
-Removed deprecated functions
-Optimized larger level performance
-Fixed state bug in toad boss fight
-Fixed numerous spelling errors
-Changed layout for grasslands/overworld stages in general
-Revamped multiple level designs, encouraging speed in combat rather than stagnant battles
-Added Seraphina The Healer to the Tavern
-Added slug enemies
-Added depth dweller
-Added bushes
-Added medallion
-Added Karuna as a playable character
-Added new shop to the ruins area
-Fixed toad boss teleportation glitch
-Added new areas in ruins
-Added Engan the Frontier Warden to the Ruins
-Added character dependent dialogue options

As always, thank you for your continued patience and support. Development has been difficult as of late, given time constraints and outside factors. However, I am dedicated to improving this game, because I love the limitless potential the world, story and characters bring to the table. More than that though, the support I've received from the player base has been awesome, and continues to drive me to improve on the game every opportunity I get. More to come soon.

Thank you all.