[h3]Features / Improvements[/h3] [list] [*] Adjusted the wave groups in Missions 23, 24 and 25 to make the difficulty curve at the later levels more linear. The difficulty was increasing too much starting from Mission 23 previously [*] Added Trap Cost Reduction skills in Sniper's skilltree. Removed Skills: Command Center HP (Tree A, Tier 2), Add Melee Damage (Tree B, Tier 2), Increase Critical Chance 25% (Tree C, Tier 2) [*] Reduced the Trap Cost reduction skill of Engineer (Tree C, Tier 3) from 10% -> 5% [*] Increased the Laser Turret's Damage output and Fire Rate. Adjusted Laser Turret's upgrades: Changed rate-of-fire upgrade on Level 3 to Penetration. Increased Damage in the Damage upgrades [*] Adjusted the Pyro Cleaver's Level 1 Radius Upgrade: Increased radius from 10 -> 16 [*] Adjusted the Pyro Cleaver's Level 3 Upgrade: Armor Bypass Chance increased from 30% -> 50% [*] Adjusted Nightstalker's stats and movement speed: Normal resist reduced from 70% -> 60%, HP 560 -> 460, Armor 520 -> 420, movement speed slowed 15% [/list] [h3]Bug Fixes[/h3] [list] [*] Fixed the Engineer's Trap Fire Rate skill - The skill's effect was accidentally slowing the fire rate down instead of increasing [*] Fixed some wall hitboxes in Mission 24 to prevent turrets from shooting through walls [*] A small fix to the logic for turrets on checking whether shooting is blocked by e.g. a wall [*] Minor adjustments to turrets' attack range calculations. This change adds some range on e.g. melee / AoE turrets on one side - the range calculation was asymmetrical previously. (Please note that the attack range visualization feature is still in progress - it is coming as soon as possible) [*] Fixed an issue where the trap upgrade interface was not always centered on the screen [*] Fixed lighting shaders and hit effects on MacOS build [/list] [h3]Known Issues[/h3] [list] [*] The Engineer Trap Fire Rate skill issue seems to be still affecting Floor Traps. This will be fixed in the next update. [/list]