New Enemies
The primary content of this update are the 3 new enemies it introduces, 2 of which have fully new and unique mechanics adding additional challenge to the game.
Poisonous Monster
A new flying alien that passes through enemies and explodes on death, leaving behind a poisonous cloud. The initial explosion deals damage to nearby enemies but the poison will not affect them. You can pass through the poison clouds but be warned, a poison warning indicator will fill up quickly, dealing damage if you don't escape in time!

Ship Charger
A small enemy ship that pulls back and launches itself to attack. While charging, it can pass through other enemies. Watch out for it's red visual indicator and audio cue to know when to get out of the way!

Blue Multi Slime
This larger, tankier slime combines to death effects of the red and green slimes, resulting in a dangerous burst of 8 lasers fired in all directions when killed. Keep your distance and always make sure you have an escape plan!

Changes
This update features a lot of smaller changes across the whole game, the biggest being when all equipped modules are fully upgraded or the equipped ship has no module slots, the first offered upgrade when leveling up is guaranteed to be a turret upgrade and the last upgrade is guaranteed to be a utility upgrade. This should provide more consistency and control over builds for ships in the late game and make the Corvette ship less random.
- Added "spin to win" text to slot machine panels when it opens
- Made it so slot machine cycle animation can be skipped for each slot
- Made turret big shot bigger and turret amplifier size increase smaller
- Added equipped perk icon to end game stats in ship panel
- Changed emblem shape for module targeting type icons to better differentiate them from the offensive/defensive emblem icons
- Added new module type icons for explosive/deployable/melee/projectile/beam type modules in the level up screen
- Changed hover info text for module icon types in level up screen
- If all modules are completely upgraded or your ship has no modules, the first upgrade in level up screen is guaranteed to be a turret upgrade & the last is guaranteed to be a utility upgrade
- Made changes to enemy spawn groups, adding in the 3 new enemies
- Changed big green alien sprite colour
- Changed spider parent sprite colour
- Changed explosive damage perk icon to match the new explosive module type icon
- Changed slot machine magnet payout to spawn a magnet instead of instantly activate magnet effect
- Added poison monster sprite credits to the game credits
Fixes
- Fixed hp pickup not being pulled into the ship
- Fixed Armour Impact Redirection not increasing ship size
- Fixed game pause issue when pausing while starting module screen for Drekar and Devastator is open
- Fixed camera position issue when starting module screen for Drekar and Devastator is open
- Fixed controller navigation for perk select screen
- Fixed coins that are currently spawning from a source not getting destroyed when returning to the menu
- Fixed hover info for hybrid offensive/defensive modules where the defensive info would appear behind the targeting icon
- Fixed player size stretching bug with upgrades
