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Unit Movement Update

We've realized the game feels sluggish and pacing is poor in higher waves. So, with this update, we will be spawning groups of infantries, versus a singular unit at times. Infantry will spawn significantly faster in higher waves, and as the game progresses, they will become faster. Units now will go around each other, versus clipping through one another, this also means that there is no longer a possibility for 2+ infantry being hidden within each other. Tanks, and armored vehicles (jeep, half-track...) will now spawn as a separate mini-wave of sorts. At the start of a wave infantry, and vehicles (if within the current wave), will spawn side-by-side. As vehicles require a few seconds between each other to spawn to prevent collisions it really slows down the game. If this isn't enough, we will further implement measures to combat these issues, such as an additional spawn point for vehicles. This will change how higher waves are played, as of before a single high-powered unit can take on a whole wave due to the spawning system flaws. With this being said, units like the flamethrower and grenadier will be very useful due to their crowd-control abilities. To even further the pace of later waves, we're adding a 3rd option for fast-forwarding to allow even faster gameplay.

- Enemies have significantly better pathfinding, they will stick to the middle of the path, versus cutting corners
- Enemy infantry move around each other, versus clipping through one another (vehicles still go through infantry due to path size limitations)
- Armored vehicles spawn independently of infantry significantly reducing wave time
- Enemy infantry spawn in groups now at higher waves, spawn rates are as follows:

Wave 1-11: 1 Unit +0% move speed.
Wave 12-17 2 Units +5% move speed.
Wave 18-23 3 Units +10% move speed.
Wave 24+ 4 Units +15% move speed.
With more units planned at higher waves (still needs significant balancing for this, although a max spawn of 12 units is planned)

These values are all subject to change and may be different in the following updates.

Maps:
- Desert 1 has been visually reworked, to fit the style of the later maps
- Redid lighting for Forest 4, it is not as gloomy and has proper lighting. The map is still foggy as intended for a graveyard.
- Slight changes to the tutorial to mention new features

Gameplay:
- Added a 3x speed option, for faster gameplay
- Added the ability to continue a map in endless after victory
- Removed infantry projectiles for performance increase
- Selecting a unit will keep their stats on screen versus previously having to continuously hover over the unit

Balancing:
- Lowered American Juggernaut from 2000 to 1100 health (to match the German variant)
- Buffed US and German Assault towers base damage from 1.5 to 2
- Capped endless unit spawns to 10 separate enemy types, as too many units spawn per wave to progress to the next wave in a reasonable time

New UI Features:
- Integrated discord link within the main menu, feel free to join and give us some suggestions or report bugs/crashes
- Complete shop redesign, allowing to freely look at a unit
- Relocated pause and fast-forward buttons to the bottom right of the screen
- 3x speed is cycled from the fast forward button, as in pressing the button/hotkey goes from 1x, 2x, 3x, and repeats
- Icons for time, waves, and points visible at the top right of the in-game HUD
- Unit ranks have an icon
- Added a breakdown of unit stats added per level and from buffs while hovering over a units damage/attack speed/range/armor pen
- Removed level from Unit Hovers
- Changed the shape of notifications on the HUD
- Made wave skip notification text clear on what it does and made buttons more obvious

Bug fixes:
- Fixed windspeed on certain foliage assets, the ground won’t look like it's moving anymore on specific maps
- Fixed flamethrower not attacking properly
- Fixed damage dealt being displayed improperly, it was previously adding base damage to damage dealt, inflating the number
- Fixed the displayed unit damage being rounded down displaying less damage than they actually are capable of
- Fixed tower not updating total damage dealt on spawn
- Fixed flamethrower always displaying 0 damage
- Fixed grenadier always displaying 0 damage
- Fixed sharpshooter not following troops' volume slider
- Fixed version number improperly showing in the menu
- Fixed unit hotkeys/rotation not using enhanced input, they are now correctly key bindable
- Fixed camera zoom not using enhanced input, it is now correctly key bindable
- Fixed unit cost displaying the incorrect color, now when enough money they will display as green, otherwise red if insufficient funds
- Fixed fast forward icon disappearing after disabling fast forward
- Fixed unit loadout bug with the axis faction, the unit will now be readded when being deselected
- Fixed armor symbol being very far away upon hovering over enemy
- Fixed enemy health bar being updated when not actively hovering, this should increase performance
- Fixed Pak 40 gunner clipped through terrain
- Fixed M18 GMC missing its tank crew
- Fixed tank crews not looping idle animation
- Fixed waves of enemies spawning in the tutorial, if trying to play the tutorial after playing any campaign map during the same session
- Fixed an issue where all key binds would break when opening the options menu during the game
- Fixed an issue where key binds may not apply after setting them
- Fixed an issue where key binds don't appear in the options menu

Current issues being looked into:
- Keybinds not saving after exiting game
- Units hesitating to fire when freshly spawned
- Performance of many tank explosions
- Performance of flamethrower burning many enemies
- Unit collision with tank turrets after being ammo racked
- Wave animation triggering twice on wave 1