Update 0.3: Special Tiles

Hi Everyone,
After my vacation, here's update 0.3. This is a smaller update, mainly focused on improving the Special Tiles and adjusting some balance issues.
Expect the next update to be a bigger one, addressing some of the feedback I've been receiving. I'm also working on a longer post explaining the vision for the game and what you can expect in the future.

In 0.3 special tiles just got a lot stronger:
- Special Tiles can now be placed on an Energy Pod
- Cooldown reduced to 1 turn, so you can create them every other turn now
- Fire them again to remove the tile (useful for Traps or if the Swarm captures a tile)
- Health tile pushes the Mech's health over the max (as long as you stay on it)

Besides Special Tiles, a bunch of balance changes:
- Flamethrower now as a 2-tile area of effect in front
- Debuff resistant Mechs/Swarm no longer resist damage over time (burn, acid). Protector expansion and Immune body still protect against it.
- Claw energy cost raised to 1
- Gatling gun and Minigun damage reduced by 1

And a bunch of Swarm monsters were adjusted as well, a lot of this changes came from community feedback:
- Bullhead damage reduced from 14 to 10 (in low challenge levels)
- Disruptor steals only 3 energy instead of 5 (in low challenge levels)
- Toad's health increased from 20 to 30
- Carapace buff lowered from 4 to 3 armor (in low challenge levels)
- Carapace buff no longer applies to bosses multiple times
I hope you enjoy these changes, and as usual be sure to send any feedback my way, either in the Forums or in the official Discord.
/Sergio