fixed multiplayer game stability, rare desync events shouldn't happen anymore fixed bugs in campaign economics: bonuses for full castle upgrades and mines now working correctly
fixed multiplayer game stability, rare desync events shouldn't happen anymore
fixed bugs in campaign economics: bonuses for full castle upgrades and mines now working correctly
The main fix: performance has been improved. Aesthetics: New selection effects: rings for mines and the main base, and rune circles for units. An animated construction grid and updated placement markers, with visual feedback for valid and invalid positions. Reworked territory vis
The main fix: performance has been improved.
Aesthetics:
New selection effects: rings for mines and the main base, and rune circles for units.
An animated construction grid and updated placement markers, with visual feedback for valid and invalid positions.
Reworked territory visuals with smooth outlines, animated shading and flowing highlights.
Refreshed lighting, sky, terrain, trees, glass and particle effects.
Fixed mine panels and unit upgrade/sell controls appearing behind selection effects.
This game used to ba a popular Starcraft 2 mod, and now it's a separate game. It shines in a full glory when you play multiplayer, but if you'd like to relax at evening and beat some waves of monsters, 20 challenging singleplayer campaign levels are available for you to test your
This game used to ba a popular Starcraft 2 mod, and now it's a separate game. It shines in a full glory when you play multiplayer, but if you'd like to relax at evening and beat some waves of monsters, 20 challenging singleplayer campaign levels are available for you to test your economic and strategic talents.
1. This game has 150 unut types, each has a unique ability. I don't think many Tower Defense games have so many enemies. 2. Unique economy/resource system, that unites exploration, resource management, includes spell casting and upgrades. It might look just a little bit sophistic
1. This game has 150 unut types, each has a unique ability. I don't think many Tower Defense games have so many enemies.
2. Unique economy/resource system, that unites exploration, resource management, includes spell casting and upgrades. It might look just a little bit sophisticated, but it's as simple as it could be. And it creates space for many strategies, which make the game highly replayable.
3. Autobattler Tower Defense is not a very popular genre, and would be nice to have more people try it
4. Multiplayer is quite fun. Addictive I would say. But in a good way, because after each battle you say "wow, this was cool, let's play again".
5. Overall the game is interesting and noin-trivial. It might have some imperfectnesses, like some think UI could be better. But it's being created by one developer, and that's quite impressive for being a result of solo development.
Improved UI in the global map window Multiplayer game speed has been increased Singleplayer upgrades prices have been changed Singleplayer levels balance have been slightly changed (earlier levels got easier) Prices of building mines have been decreased Frabbit gold price has bee
Improved UI in the global map window
Multiplayer game speed has been increased
Singleplayer upgrades prices have been changed
Singleplayer levels balance have been slightly changed (earlier levels got easier)
Prices of building mines have been decreased
Frabbit gold price has been decreased: 32 -> 28
Some in-level spells got slightly cheaper
Low level castle upgrades got cheaper
Mine prices in gold grow slower with every mine built Same for upgrades, higher upgrades got cheaper than they were Castle poison now damages higher hp monsters much more Castle poison upgrades got slightly more expensive Researcheable units' gold prices has been reduced by about
Mine prices in gold grow slower with every mine built
Same for upgrades, higher upgrades got cheaper than they were
Castle poison now damages higher hp monsters much more
Castle poison upgrades got slightly more expensive
Researcheable units' gold prices has been reduced by about 10%
Permanent gold income gained by sending units have been increased slightly
Spider orange send metal price has been reduced 5 -> 4
Researching new units in the campaign got cheaper
Spell cards in the campaign's cards shop got cheaper
Castle upgrades UI is remade
1v1 map size has been shrinked, amount of resources and rocks have been reduced
Various bug fixes
Singleplayer and multiplayer waves spawn closer to player's army (so, the battle starts sooner) Game speed range in options changed -> Default game speed changed 1.0 -> 1.25 Bug fix: camera movement speed not anymore affected by game speed Singplayer campaign levels 5 and 6
Singleplayer and multiplayer waves spawn closer to player's army (so, the battle starts sooner)
Game speed range in options changed [0.8 - 1.2] -> [1.0 - 1.5]
Default game speed changed 1.0 -> 1.25
Bug fix: camera movement speed not anymore affected by game speed
Singplayer campaign levels 5 and 6 has been made slightly easier (more wave end gold rewards)
Troll upgrade price reduced: 79 -> 78
Freeze spell buffed: it freezes bosses for 3 -> 4 sec, other units for 10 -> 11 sec
Leaks in multiplayer and first level of the campaign are slightly less punishable
Bug fix: hp bars doesn't anymore cast shadows
Global map mine upgrade gold cost decreased: 10 -> 9
Upgrade related mine radius bonus has been increased by 6% (easier to reach distant resources by upgrading mines)
1v1 arena has been made smaller
Weak arms spell slows down attack rate even more: -33% -> -40%
Poison spell works stronger on units with higher hp (lategame poison is now more practical)
Visual indicators added to rocks when aiming drill beam
In single player campaign the number of initial spell/artifact slots has beein increased: 1->2
Spells got cheaper in the campaign's spell shop between levels
...and some other minor bug fixes and little technical improvements
There were a plethora of little things fixed. But the most important change is replacement of Unity physics with my own custom physics. This brings two important benefits: 1. There won't be any risk of breaking determinism due to Unity physics. So, network game will be more stabl
There were a plethora of little things fixed.
But the most important change is replacement of Unity physics with my own custom physics.
This brings two important benefits:
1. There won't be any risk of breaking determinism due to Unity physics. So, network game will be more stable, with much less cases of desynchronization.
2. Now I can create a system that will make sure the game doesn't end in case of network related desynchronization, but would rather quietly pick up synchronized state from a few moments later, and fast forward to the current state maintaining synchronization this time. This will remove any desync case except when a player had completely disconnected. This system will be added with the next patch.
This patch also includes a few small balance patches. For example, "freeze" and "weak arms" spells have become stronger.