This update is pretty major and one that I've been working on for the last several months. I don't want to spoil too much in the notes. I'll probably be working on boss fights next as a buddy-update to this one.
New enemies may be created in the future!
Coop is still being worked on, don't worry! There's a lot to do with that...
[img]{STEAM_CLAN_IMAGE}/40809991/891e0e15cda2d951ea764a1cea1e37c28667dc98.png[/img]
Zombies:
[list]
[*] Camper zombie
[*] Punk zombie
[*] Cultist zombie
[*] Toxic zombie
[*] Beehive zombie
[/list]
Special Enemies:
[list]
[*] Ghoul: reworked
[*] Warlock: replacing the skeleton musketeers
[*] Slimegeist: new ghost-themed special enemy!
[/list]
New Challenge Waves:
[list]
[*] Changed the name on a few and updated descriptions seen when wave starts
[*] New: bee-themed challenge wave
[*] New: totem-themed challenge wave
[*] New: unholy-themed challenge wave
[*] New: poison-themed challenge wave
[*] New challenge wave music!
[/list]
Cool things:
[list]
[*] New wave recap and scrap bonus
[*] Military zombies can now drop medkits
[*] Medkits now have a button shortcut (more on this later...)
[*] More special enemies spawn every 10 levels
[*] New ghost totem! Spawns ghosts
[*] New poison totem! Shoots toxic blobs around them
[*] Added titles and health bars for enemies (visible once damaged)
[/list]
Fixes:
[list]
[*] Overall optimization
[*] Balancing
[*] Updated enemy ai
[*] Fixed challenge waves not scaling health
[*] Changed fog to only activate during the ghost challenge wave
[*] Updated boil color on exploding zombie
[*] Added pallets to tire stack decoration objects for better visibility
[/list]