alpha 0.1.66 - new build, new map, new turret and more

[h1]Release alpha 0.1.66[/h1] Join us on [url=https://discord.gg/atAf9NBBgt]Discord[/url] and get access to beta testing. [img]{STEAM_CLAN_IMAGE}/43446563/fa266d216a207e1023c789c2bd857f9575e8ee8f.gif[/img] [h2]Major Changes[/h2] [list] [*] Add new map: Boot Camp - Extended This map introduces the bridge and refinery buildings and mechanics This was a major process as it established the workflow to create future maps [*] Add new turret type - Continuous Beam These turrets require a long charge up period when acquiring a new target They will also continue firing after losing a target, if they hit something new it will become their new target. So while it may take a long time for the turret to start firing, it can in theory fire continuously from that point on. [*] Endless Mode Changes: All units receive an increase to their base health of 5% per level, so by level 10 they have + 50% health etc [*] All enemies are now classified by 3 sizes: small, medium, and large When making your maze, enemy pathing is limited by their size Small enemies can get through 1 tower block width Medium enemies require at least 2 tower block widths Large enemies require at least 4 tower block widths This allows you to channel enemies by size into different paths in your maze [*] Add Reboot command for drones - after a short delay the drone will restart its logic for finding next jobs etc, this can help if drones get stuck or end up unable to reach something [*] Turrets can no longer shoot through walls - this was the original intended design as it forces maze design considerations [/list] [h2]Other[/h2] [list] [*] Rename map: Boot Camp to Boot Camp - The Basics [*] Rebuild map 01 using new level/terrain workflow [*] Fix Victory condition not firing [*] Several changes and fixes to audio system and audio FX [*] Fixes and cleanup for mission end and restart [*] Increase BOSS health [*] Decrease flame turret damage [*] BOSS units now only attack your rover [*] Fixes to repair drones and all drone spawn position to help with blocking the rover charge position [*] Rework the turret firing procedure to fix some broken scenarios [*] Buildings (bridges, refineries etc, not walls) are now their own object type to fix some broken scenarios when needing repairs [*] Enemies now only collide and move out of the way for enemies of the same size class [*] Fix some FX not despawning [*] Reduced the amount of harvestable vegetation as there are some issues causing delays with AI pathing [*] Added build object Refinery - place on geysers to collect energy [*] Added build object Bridge - allows you to cross chasms in terrain to reach new areas [*] Increase harvest amounts for vegetation [*] Change how harvest items affect enemy pathing - enemies now get more path options to match the new enemy size changes [*] Fix for enemies that may end up at invalid heights [*] Removed the looping bleed damage FX on enemies, it was visual only and not providing the intended effect [*] Add rescan navmesh button to DEV UI - if pathing seems messed up use this tool [*] Fix navmesh not updating when walls self destruct or get recycled [*] Fix objects no longer highlight or allow interaction when actively placing a new build item [*] Speed up harvesting of enemy debris [*] Reduce time between pulse laser firing soundFX (from 0.1 to 0.05) [*] Make help UI text smaller [*] Changes to the build grid - it how has cutouts indicating where you can or can't build [*] Changes to play area - enemies should now be restricted to pathing only within the play area (build grid) once they reach it from their spawn [*] Fix drones from trying to update navmesh on self destruct [*] Turn off Endless mode by default on mission select UI panel [/list]