Anomalies now scale with deck tier:
resistance gains from anomalies go up by +10% per tier (to a max of 85%).
force fields replenish faster per tier.
stealthy enemies move faster after tier 1.
lethal: more damage, heavy: more hp, hunter: moves faster - per tier.
All enemies on tier 2 now get +10% resistance against all five elemental types & +20% for tier 3 (to a max of 85%).
Increased Elites hp scaling.
Added floating text to indicate 'Malfunction' status effects.
Updated armour tooltips.
Anomalies on enemy labels are now shown as icons.
Enemy labels now show an icon indicating boss status.
Fixed Lurkers moving/sliding when spotting player.
Elites now has a random special ability at tier 2 and an even stronger variation at tier 3:
Spawns 4 homing projectiles at 10/6 sec intervals.
Spawns pods that hatch basic enemy of similar class type for 150/250 value.
Spawns 3 saw bladed drones with 200/300 hp that act as shields and rotate around the elite until they detach and attack the player.
Elites no longer have an additional random anomaly at any tier level.
Nerfed skills, weapons, armour and upgrades to increase mid- and late game difficulty.
Fixed bug where enemy shields would respawn after death.
Fixed bug where creeps would attempt an evade after death.
Lab Table UI now always displays crafting options at the top of the list (easier to access reagent crafting without scrolling)
Added skill reroll info to character panel.
Fixed oow issue in the cargo lower decks.
Fixed pistol scatter bullets.