New [list] [*] New tier of procedural generation chunks. [i]This is laying the groundwork for the smaller randomized chunks I think the maps were lacking to improve variability at a smaller scale. You will see some of these in Foothills this update, but expect more integration of them throughout the game over time[/i] [*] New boss attack [*] New(ish) enemy type: Fallen Knight [i]High difficulty waves have a small chance to get spicy[/i] [/list] Updates [list] [*] Overall color palette updates [*] Various vfx updates [*] You can now view loadouts in the end mission screen [*] Various hud and menu visual updates [*] Changes to various large and medium Foothills map tiles [*] Bosses now count toward danger limit, reducing the amount of other enemies that can spawn while a boss is alive. [i]This should help in those instances when the boss spawns during a wave[/i] [*] Hide HUD input is now mappable in the controls settings [*] You can now set for dashing while moving forward to jump instead in movement settings [/list] Fixes [list] [*] Fixed not being able to turn Energize off when having less than 1 seconds worth of energy left [*] Fixed source of power just disappearing instead of exploding sometimes [/list] Demo [list] [*] Updated to match [/list]