More new things! This build has heavy focus on tuning and balancing improvements - overall the waves were feeling a bit too short, and ending just when you had a good defense web set up. We've extended the length of most missions, as well as added additional, even longer encounters. Icons have also been revamped - Mod icons in particular are still in progress, so rest assured that any ugly standouts will be replaced quite soon.
There are also a lot of optimizations packed into this one; if you were experiencing slowdowns, this build should fix those issues.
Keep an eye out for upcoming devlog going over planned upcoming features - we're really happy with how far this game has come, and can't wait to see how far it'll go!
Patch notes:
Massive balance and tuning changes
Multiple new encounters per map
Implemented loading screen with tips
Fix for slowdown on later levels/when large groups spawned
Sped up FP machine gun fire effect
Added pulse effect for overcharge when filled
Disabled chat text when action is in progress
Added new skies
Various lighting and color fixes
Reduced energy pool growth per assault rate
Crit point visualization fix
First pass at updated mod icons
Updated small creep explosion sfx
Replaced shield hit sfx
Removed 2nd assault into the pit conversation
Added hit effect specific to collision damage
Fix for high flying path in factory
Fix for explosive barrel blowing up other barrels
Dev mode additions: Added hotkey for damaging enemies. Added ability to cycle through skies. Changed help so it's togglable on ctrl.
And a zillion little fixes as usual.