Better, Stronger, Scarier Enemies

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]