Mostly UI work, but a decent sized patch. Skipped to 0.2.0 because of the gameplay change with removing target priority. After experimenting with this a bit, I think I may bring back target priority but in a "If the prioritized target type is not found, target anything else" kind of way. Overall, the old way would make more sense if I allowed player programmed customization of the units.
- Several UI improvements
- Bosses now drop chests that you have to attack to retrieve
- Gold perk removed, in favor of always receiving that bonus gold for the boss kill
- Fixed a longstanding bug that would not immediately show it's effects, but would eventually cause a crash
- Sniper rifle now displays damage and hit effects in the proper location
- Fixed GoldGenerator not giving the proper amount of gold from levels
- Reduced deadlyinventor's saw speed by 25%
- Slight nerf to burst pistol's recoil and range
- Added gunmod icon
- Added hag cauldron model
- Nerf to t2 weapons across the board
- Fixed jungle style mags not displays stats in tooltip
- Fixed missle boss missles causing weird issues
- icbms now spawn slightly closer, so they appear on the map with the enemy wave
- Fixed bug with card models becoming misaligned
- Corpse dealer nerf gold per kill 3 > 1
- corpse dealer buff increase aim speed 2 > 2.5
- Removed target priorities. All units now target anything but still only within their allocated zones
- Slight buff to enemy hp scaling
- Enemies also now gain a bonus armor after every bossfight
- Nerfed poisebreaker boomerang slow duration 3.5 > 2.15
- Slight crusader shield bash range increase
- Curse weaver bound agony trigger rate buffed from 1.55 > .9
- Nerfed constructor castle heal per wave from 15% to 5%
- Fixed bug with missle boss not dropping boss chest
- Fixed bug with perk potentially choosing nobody
- Lowered requirement for demolitionist synergy from 3 > 2
