Patch Notes v0.4.2

More bug fixes and tweaks, including some long-needed improvements to minion pathfinding. Big thank you to everyone who sent feedback through the in-game tool! I also wanted to specifically call out to the person who asked about accessibility features; unfortunately that was beyond the scope of these small pre-thanksgiving-break fixes, but I will be looking at ways to make the game more usable for you soon. Thanks again to everyone for playing, and hope to see you all on the [url=https://discord.gg/AdDwuMCwWf]Discord![/url] I'll be sharing WIP content as well as gathering your feedback on ways to improve the game and on what kind of content you'd like to see in the future. Fixes: [list] [*] Removed the target requirement for Shadow's Convergent Assault to avoid situations where generated cards can clog the player's hand. (It still requires allied summons to have any effect, though.) [*] Fixed a bug where cards copied by Mimic's Emulate were not being consumed after use. [*] Added a visual delay to attract VFX to better synchronize with card effects. [*] Fixed a bug where summoned allies would confuse enemies and allies for pathfinding purposes. [*] Fixed a bug where summoned allies would path unintuitively when facing multiple enemies. [*] Made healing full-health allies a less appealing option for the enemy AI. [*] Tweaked the Warchief's AI to summon totems more frequently. [*] Fixed incorrect VFX for Zephyr's Sudden Gust. [*] Changed enemy buff visuals to align vertically (for real this time). [*] Synchronized the visuals of Totem pulses with their effects. [*] Fixed a bug where the indicator for 'enemy will take turn' would stay on after the enemy took its turn. [/list]