Octopus Arm now has proper detection for empty pool spawns and responsive to player moving around (spawn in nearby empty water pools). Release Build 11848.
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std::erase_if(unoccupiedArmLocs,[maxDist=ConfigPixels("Arm Max Move Distance From Player")](constvf2d&armLoc){returnutil::distance(game->GetPlayer()->GetPos(),armLoc)>maxDist;});
Start with a list of all positions, if something matches up remove from list. Remaining items are unoccupied.
Chapter 5 wont have a bonus boss instead there will be the endless arena. During the campaign there will be a 5 or 10 waves easy introduction after chapter 5 is cleared the endless mode unlocks.
You get placed in an arena that changes every 5 waves visually and spawns random monsters that stack up a buff every wave.
Instead of the area buffs i switched to giving highest exp and locking extra lore behind first time wave completions.
Adding new class animations
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Player.txt contains animation names the player has to have loaded.