Bosses
- Bosses arrive a bit later so you have time to get ready
- The boss arena stays active until the boss is defeated and the map moves on
- Boss map nodes now complete when you claim the prize, even after reloading
- The boss prize screen now starts one second after you win
- The boss timer is now hidden
- Verdant Nightmare is now saved for the final boss phase
- Removed the "FINAL COURSE" tag from the boss map node
- New story scenes play after the early bosses and show the next character to rescue
Cards & Menus
- Smoother card picking: hover eases in, and the chosen card glides to the centre, then flies into your hand
- Fixed a card "pop" when clicking during the pick animation
- The reroll button no longer goes dark when you can't afford it
- Inventory: unlock buttons and inactive guns are easier to read, and gun locks turn green when you can afford them
- The skip button in story scenes now works reliably
Gameplay & Balance
- Gun damage is evened out: weaker guns like the Carrot Gatling hit harder, and no gun is overpowered
- Enemies get a little tougher as your loadout grows
- Elites can no longer be one-shot (it always takes 3+ hits)
- Fruit/seed pickup reach is doubled
- Enemies turn to face you before aiming lanes and beams
- Beam towers stay locked on to their targets
- Fast enemy projectiles no longer pass through things
Visuals
- Fixed shadow glitches on the floor
