General balance Trailers 3-4 pure gameplay playthroughs showcasing different builds 1 normal 30-40s trailer Misc Squire's Lv.3 effect NG+1-10 (difficulty ramps up faster and goes higher than normal at the end, the player also gains more gold per round, and on NG+1 and NG+5 the maximum number of units is increased by 1 (10->11->12) NG+10 end screen New music Credits Level X/25 text Engine improvements for after SNKRX release on_hit: on_collision_enter/exit are automatically called and automatically call on_hit/on_leave for each object This enables the definition of on_hit on each object and the question of where the logic should stay is solved/dodged Spurred by Wall needing to have its own on_hit function to do something when the player hits it, without having to change player code for all Walls, Defining on_hit on the Wall creation call for that specific Wall, and thus that specific Wall will have this behavior while other walls won't https://i.imgur.com/asPdpnQ.png ? Not sure if I should go all the way with event systems like this or only have it work for specific cases, need to think about it more Rewrite DPS list - needs every damage event to be logged with source, destination and damage values being detached from intermediary objects (areas, projectiles, etc)