As the release of the demo approaches I've been working on QoL features like key rebinding and have been gradually refining the early game. [b]Procedurally Generated Maps (Experimental)[/b] [list] [*] Currently Survival Mode chooses from a pool of manually created maps. The aim has been for them to be procedurally generated with only the campaign containing manually made maps. So far procedural generation is creating decent maps ~50% of the time so I've added it as an option in survival mode. Only available for lush maps and no native alien spawns for now [/list] [b]Key Rebinding[/b] [list] [*] You can now set most of the current key bindings to whatever you wish. I want to continue to improve key bindings especially in unit and building creation to accommodate players more familiar with using the keyboard in RTSs [/list] [b]Buildings[/b] [list] [*] Laser Tower - Will now gradually spin up and gain attack speed the longer it is firing. Damage and power per shot usage has been reduced marginally to compensate for this [*] Solar Panel - Will now gain 1 base power for each adjacent solar panel. Max 2 [*] Deep Mine - Reduced production rate [/list] [b]Units[/b] [list] [*] Trooper - Increased range 1->1.3 [/list] [b]GUI[/b] [list] [*] The GUI has been compressed a bit and the central panel will no longer appear if nothing is selected. This was based on feedback that the GUI was taking up too much screen space [*] Health and experience is now displayed for all units selected [*] Merged thumper and housing menus [/list] [b]Visual[/b] [list] [*] Bloom has been toned down and scales more with zoom [*] Some terrain tiles and building graphics improved [*] Shots now have a chance to ricochet if significantly blocked by armour. Visual only [/list] [b]Bug fixes[/b] [list] [*] Fixed the game getting stuck if saving or loading fails [*] Scrolling is now more consistent when at the edge of the map [*] Scientist's random research unlock no longer breaks the GUI [*] Units reacting to being attacked no longer allows them to attack flying units regardless of attack type [*] Player's units will now repath if their original route becomes blocked [*] You can no longer build on top of walls when they're under construction [*] Research point discounts now correctly applied and displayed [*] Main menu FPS is now locked [*] Recruitment % sliders should now be hidden when recruitment ends [*] Lots of other minor bugs [/list]