In this update I've reworked the skill point cost of the random draw to prevent overuse, and altered the games difficulty to change how long a good run can last from about 30 waves to over 100. I had a coding issue come up that delayed the release of this update by several weeks.
Patch notes:
- high score is no longer gained by collecting xp crystals, it is now gained when an enemy is killed.
- xp crystals from asteroids and meteoroids no longer count towards reserve xp and have a visual identifier.
- xp goals now increase linearly rather than exponentially.
- high score and xp gained is no longer equal to enemy hp. It is now based on current wave and enemy type.
- asteroids and meteoroids now have more hp.
- random draw cost increased from 1 to 3.
- random draw/special draw costs now increase each use and reset every wave.
- added a visual marker for a weapons min/max range when mouse hovers over its weapon icon/press Q.
- enemies now gain strength at a decreasing rate each wave.
- added 120 seconds to wave timer, and a wave skip button that allows you to skip waves after 30 seconds. skipping waves adds a xp buff for the next wave.
- attacks will no longer fire if there are no targets within range, and now require attack sources to be within a certain range of the player.
- when hovering mouse over weapon icons/press "Q" weapon range data will be displayed, showing the weapons current target, distance to target and min/max range via visual markers.
- Increased player size
- doubled map size
- added zoom feature [mouse wheel]
