13 new animated monsters in the waves: Zanne the club-swinging orc, a Mushroom King, dragons, demons, ninjas, yetis and more, each walking, attacking, flinching and dying with its own animations.
Smoother with many monsters about: monsters off screen aren't animated, and with more than 10 around each one updates its pose every other frame. Players are looked up less often.
2.0.1
Quieter log: each kind of monster is announced once per run instead of every time one spawns.
2.0.0
All new monsters. The old models are replaced with Quaternius' "Ultimate Monsters" (CC0): fully rigged models with real animations. They idle, walk or run at the pace they're really moving, attack when you're in reach, flinch when hit, and fall over when they die (the body stays a moment, then sinks away).
Zanne is now a big green orc with a spiked club; little orcs jump out when she falls.
New: Yeti, Demon, Dragon, Ninja, Squidle, Tribal, and a rare giant, the Mushroom King.
Renamed: Gazer is now Cactoro, Wisp is now Wraith (new config sections). Boomshroom, Prickles and Buzz keep their names with new models.
1.1.1
Fixed a crash when a monster spawned.
The monsters are drawn with a plain lit shader from the game. The game's enemy shader animates its own models from baked data and would scramble ours.
1.1.0
Five new monsters from Quaternius' "Cute Animated Monsters" (CC0): Boomshroom (bounces up and explodes), Gazer (spits from a distance), Wisp (fast, fragile ghost), Prickles (slow, tough cactus) and Buzz (a flying bee). Each has its own settings section.
Each monster moves its own way: hopping (Zanne, Boomshroom), waddling (Gazer, Prickles) or hovering (Wisp, Buzz).
The debug key (F2) brings the next kind of monster each press.
Zanne's small ones have their own settings section, [ZanneSmall].
The enemies the monsters are built on keep animating while hidden, so attacks timed by their animation still happen.
1.0.0
First release: Zanne, the big green slime.
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