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HDog Ace Access Build 0.7400 (X-Ray)

- Added 10 new enemy types
- Added 10 new enemy attachments
- Added 5 new zone variants (+props/floors)
- Reworked the way enemy spawns work, with stronger emphasize on enemy rarity
- Tier III fighters can spawn earlier now
- Added custom projectile behavior for zone that don't have a solid floor
- New Enemy Mechanic: Cruise Missiles; like homing missiles, but explode on miss in lager explosions
- New Enemy Mechanic: Photon-based Weapons; Enemy lasers and photon shots will ignore your shield and always deal heart damage. Evade them at all cost!
- New Enemy Mechanic: Snipers; Engage at longe range with heavily telegraphed attacks
- New Enemy Mechanic: Air-Mines; just like your mines!
- New Enemy Mechanic: Dangerous Death; Some of the new enemies explode on death or spawn projectiles
- New Enemy Mechanic: Melee; one late game enemy will switch to melee attacks of you get to close
- Changed the way carrier boss fighter launch frequency decreases when components are taken out
- Destroying carrier engines now also decreases carrier launch frequency
- Destroying any carrier components now makes it respond by launching its current batch of fighters immediately
- Carrier drops less SRM now
- Rapier, Hammer and Maw deal more damage now
- Hammer and Maw attacks have larger hitboxes now
- Shield Heart and Glass Configuration now increase the overall chance of hearts drops as wave-end rewards
- Flak Ammo now reduces more weapons to single initial shots with 360° detonations
- Attempted to make G-Link Ammo shot events less taxing
- Fixed Drone Flock enemy conversion not working correctly  
- Fixed Gun Drive not ejecting casings when jumping
- Fixed a bug where creating husks would severely decrease wave point pool, preventing new enemies from spawning
- Fixed Containment Shutdown not affecting strafe engine fire color
- Fixed a problem with carrier commanders not randomizing their "launching fighters" chatter correctly
- Destroying a carrier engine with death shot now makes the remaining engines immune to death shot
- Fixed Fragmentation Cannon gaining bounce when having Nano-Edge Ammo equipped
- Decreased Fragmentation Cannon shot speed and increased shot slowdown
- Lowered shot lifetime one some fast firing/fast shot weapons
- Most shotguns have less overall reach now
- Mouse cursor no longer disappears behind clouds
- Player bombs have less shot lifetime now (prevents your from juggling them with G-Link Ammo for too long)
- Fixed a problem preventing player from picking up Quality Ammo
- Fixed too large hitbox on player micro grenades
- Added notification for flawlessly completing a wave
- EMPed fighters are now less capable of saving themselves from dropping
- Made the way air-mine gravity works more economic
- If player flak shots deal acum damage, their submunition will now inherit that property, but only gain a very small acum dmg multiplier
- Attempted to make G-Link ammo and Homing Ammo events less taxing
- Eradicator Cannon has less recoil and more knockback now
- Tier III fighters are more accurate now
- N-Mines deployed as retaliation for player defcon drop faster now
- DMZ Field now also affect enemy flak danger marks
- Full hearts can no longer be picked up when you are down by only a half heart (prevents health being wasted by intermission auto-pickup)
- Fixed a bug that can cause carrier engine death chatter to appear when the boss itself dies
- Enemies that do not immateriality die from prop/floor collisions now also can't loose their last bit of health from those collisions (requiring you to finish them off)
- Shard Shield spawns more shots and causes more hitlag on activation now; also scales stronger with shield ups
- Shard Shield damage scales more with player shield regeneration now
- Shard Shield shot piercing now scales with player shield regeneration
- Fixed Grav-Grid Anchor spawning with more max power than its's starting charge
- J-Mines no longer have gravity affecting them
- Fixed player mines triggering in situation when stationary/slow moving enemies aren't close enough to be affected yet  
- Enemy homing missiles and heavy rockets have slightly larger areas of affect now
- Enemy Auto Turret shots have less lifetime now
- Enemy auto turrets have larger targeting range and higher damage now, but their shots don't live as long
- Hostile husks deal less collision damage now
- New enemy shots, global enemy shot rebalance - Auto: 4, Heavy Kinetic: 5, Railgun: 9, Small Mines: 6, Large Mines: 9, N-Mines: 12, Medium Rocket: 6, Photon/Laser: Shield piercing (always heart damage)
- Many small fixes
- Some performance fixes