Better, Stronger, Scarier Enemies

Junebug vs. Evil

Junebug vs. Evil is a chaotic, survival-horde game that takes inspiration from retro horror movies. Battle your way through waves of evil using anything you can find, from assault rifles to homemade firebombs. The terrors that lurk in these Appalachian woods grow stronger each night, but so do you!

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]