It's been a little while since the last post I did here, so I'm going to try and make up for that with some JUICE.
In the latest patch (out now) we made the usual ton of fixes, tweaks and additions, but key to the game was the introduction of new enemy types, and a re-thinking of how items drop in the game.
Allow me to explain.
The biggest thing that stood out to us was the lack of variety in combat (and now we've fixed it, the objectives are undergoing an overhaul too, obviously!) and that was down to one simple reason - lack of variety in enemies and their behaviours. So by thinking through a cheap (code- and art-wise) solution to the problem we discovered that the best bet was in shifting the player's focus using already established systems.
To cut a long story short, we stopped Ammo, Cash and Health drops being random, and made them a feature of the game's moment-to-moment play. Before the patch, every enemy dropped 2 Gold Bars, while there was a percentage chance they'd also drop Ammo or Health.
The first change we made is so that now specific enemies are labelled as carrying Health or Ammo (spawned at the same rate a the old drop rate) and so as a player low on ammo, or on health, you'll actively redirect your attention to specific enemies. They can be any enemy of any type (except Hunters in Jungle) and so this makes the action slightly more interesting by adding a small layer of consideration to the gunplay at it's most basic level. Since adding this, I've also noticed that the mere fact we clearly label stuff adds to the arcade-esque feel, but also by exposing the fact that these drops are definitely going to happen it makes the whole experience seem a little more rich in features. Subtlety was never going to be our friend in Tango Fiesta, but I didn't expect such a tiny tweak to change stuff so effectively.
So the next change we made was to expand this system to Gold. Now every enemy drops 1 Gold Bar instead of two, and there is a new label for enemies who spawn 3 bars. This isn't such a fundamental addition that it changes up all the combat in the ways the Health and Ammo do, but it does add a little bit of distraction to greedy players, or players who think they're doing well - they'll take risks maybe they wouldn't have otherwise because there's a dude with more Gold in his pockets. Often you can leave enemies alone if you're low on health, but now you might even push your luck just for a fw more dollars :D
Finally along this 'labelling' line, we've added Champions (far Left, below).

^from Left to Right we have Champion, Health, Cash, Ammo-dropping bad guys
Basically, any enemy type (except Hunters in Jungle) can be marked as a Champion when they spawn. Champions are a sizeable percentage more healthy, faster, and more aggressive than the enemy type they are based on. They will fire at a faster rate, their bullets travel more quickly - but we stopped at making them do more damage per se. They're likely to, because of all of the other tweaks, but we want skilled players to feel uncheated and this way they're still totally beatable. You can still play by the same rules, you just need to play a little better against Champions. Finally, we made beating them rewarding with a drop of some Cash, Ammo and Health too.
So beyond these cheap and very effective methods of increasing combat interest (what happens if you need health badly, and a Champion Heavy Machinegunner is the only bad guy with a Health drop...?) we have also taken the time to add a brand new enemy type (the first of many) to the game.
His current name is Radio Guy, and he is a pain in the butt!

This guy doesn't directly attack you, but instead keeps his distance so that he can stop moving, crouch down and take the time to call in backup. He spawns 4 bad guys right next to him when he's finished his 'attack' and then backs away again. The new bad guys teleport in after a timer, so you can cut him off by killing him if you're good enough and of course either successfully doing so or failing to do so can turn the tide of an encounter quite dramatically.
The interesting thing is he can spawn any standard enemy type in - so that includes other Radio Guys. Also, if he is a Champion, then he's more likely to summon other Champions, which makes him incredibly dangerous and any time he spawns we see players taking him out with extreme prejudice. It's great to watch the gunfights ebb and flow so much now.
For the detail-obsessed, her's s rundown of all the latest fixes.
ADDED- Lots of particles!
Added new explosion effects for hunters, huts and grenades.
Added new effect for travelling through water and bushes
Added new particle effect for destroyed bushes in Jungle
Added weather effects for Jungle (Dust & Rain)
Added particle effects for picking up pickups (health/ammo/cash)
Added impact cloud effects for parachute/freefall, and Yatcha impact
Added environment hit particle effect
Added particle effects for Yatcha & Gordon death effects
Added particle effects for Revive Completion and Suicide.
- New enemy subsets, Support, Medic, Champion & Prospector
Only respective badges will drop relevant things.
Medic drops healthpacks
Support drops ammo
Prospector drops cash
- Champions have increased health, and a faster rate of fire.
- All unbadged enemies now only drop 1 bar of gold.
- Added prompt above player to say when they're reloading, for the duration of the reload
- Added weapon select between worlds (after bosses) in all game modes
- Added character and weapon selection into online play
- New ambient Music in the Jungle & Coastal Levels
- Game now displays status messages if there was an error joining an online lobby
UPDATED- Hunter death explosions now do damage
- Updated effects on explosions
- Updated weapon sound effects and tweaked volume settings
- Changed z-indexing of the water & bush skirts.
- Removed 'Invisible' lobby setting for online play.
- Updated Host Game UI to play all sounds on all UI interactions
- Made the header for the field clickable in Host setup
- Gamepad can now be used for all Host Game setup interactions (except entering a password)
FIXED- Fixed z-indexing of particle effect on ammo & health pickups
- Fixed gamepad issue on Windows where you are unable to sprint and fire at the same time (Requires input mapping Reset in Settings)
- Fixed bullets not pausing when the game was paused
- Fixed the UI disappearing for clients after the first level.
- Explosions no longer act like a vacuum when knocking back enemies
- Fixed burst weaponry not entering the 'need reload' state correctly
- Fixed UI not appearing for clients when level progression occurs
- Fixed bug with online hosting where you couldn't host a game if you set a password.
And now a treat for those of you who've been nice enough to read all the way to the bottom - a sneaky peek at some nasty-looking characters who'll be coming in one of our next updates!

I've shown these guys at my Develop talk, and also on twitter, but from Left to Right we have Snowflake, General Payne, The Shocker, Lockjaw and Dr Fahrenheit! They're going to be Boss characters in our next world, and we'll be launching them alongside new basic enemies as well as new weapons and hopefully a new player character too :D
We're planning on at least one more 'generic' enemy type who'll appear in any World, and with luck they'll really add another aspect to fighting the bad guys that will layer on top of these new systems in really interesting ways.