Changes made in revision 7975:




Camp Ingenii is surrounded by dense forest that provides ample natural cover. You will likely need it as the defense is rather mediocre. It mainly consists of two ice turrets, which are located in small clearings on the edge of the camp. They are quite usable, but the exposed location rarely allows you to stay there for long.
When you have to retreat into the forest, you will find a dialysis unit deep in the thicket. It is activated by entering and remains active for 30 seconds after leaving.





A small gorge runs through Camp Mortis. The terrain consists of both open spaces and dense forest, which enables different tactical approaches.
That is reflected in the defense. On the eastern edge there is a Frost Shock unit that fires every three seconds when you stay in it. If the situation becomes too dicey, you can say goodbye via a conveniently placed jump pad and end the party with a bang.
Then it's best to head for a hill at the west end. There you will find two overlapping thermal turrets and a teleporter, surrounded by thick undergrowth. This spot can be defended perfectly! Remember that the teleporter can be used offensively as it kills any enemy within range. However, if throwers approach, I definitely recommend retreating. There's just not enough room on the hill to dodge their attacks.

There's now an option that makes the game show poison puddles in purple. You can find it in the Game section of the options menu. Thank you to drcaustic on IndieDB for suggesting this feature!
Poison puddles darken over time to provide a visual representation for the poison getting weaker. I've tweaked the algorithm that does that to ensure that poison puddles never look like blood puddles.

I've added a visual effect to the avatar when a dialysis unit is active. It looks similar to the nanocure effect since they're somewhat related. I felt an additional indicator for dialysis was necessary when I made the unit at Ingenii last longer than your stay.
