Hey all, It's finally here, our first big update timed for our first discounted sale for Engineered to Purpose. Thank you for your patience - we hope you enjoy the changes that we're rolling out for the game. Here's a full breakdown of all of the changes: [b]Targeting Type Revamp[/b] [img]https://clan.cloudflare.steamstatic.com/images//43151476/b384c65f0046df114f7355e229530c1d4dc98168.png[/img] -Targeting type is set on tower placement rather than changed in real-time -World 2 balance has been updated to account for this change [b]Minelayer[/b] [img]https://clan.cloudflare.steamstatic.com/images//43151476/d8d54063c2627ba54d63701ba699d9a0be4d7346.gif[/img] -New weapon component added to the game that fires mines that explode when enemies are within range [b]Saturation replaces Heuristics[/b] [img]https://clan.cloudflare.steamstatic.com/images//43151476/59a5c9ddd05a4b37026fd05485b0c0ca9151ae37.gif[/img] -Saturation modifier added to Blaster towers, giving them a charge of percentage-based damage every few seconds -Heuristics modifiers on existing towers will be replaced with Power modifiers [b]Tower Charge visuals[/b] [img]https://clan.cloudflare.steamstatic.com/images//43151476/0b1b9ba696233e04929350c94ee89ab92011c31d.gif[/img] -Added clearer visualization for charging mechanics on towers when you select them [img]https://clan.cloudflare.steamstatic.com/images//43151476/e9727b8b36c35911bad8a0cd20ff258e55ec0efe.gif[/img] -Added special visual logic for laser ramp and saturation [b]SFX Pass[/b] -Added new SFX for various UI elements and in-game interactions [b]Bug Fixes[/b] -Fixed issues with updating towers -Adjusted visuals for critical damage hit -Fixed issues with convertor passive not triggering save -Cursor can no longer leave the screen -Can switch monitor that the game shows up on in settings now -Fixed issues with the Accelerator convertor -Some performance optimization Thanks again everyone, cheers! Engineered to Purpose Team