Developer Comments:
I was going to balance scenarios this week, but as I was testing the intensity calculation I found multiple towers that didn't feel like they were living up to their full potential, so I decided to add/rework a bunch of functionality there. I want towers to synergize well with each other and I want them all to have a potential use in the late game where raw power becomes more important. It seemed like the "water-lightning-frost" combo was by far the best combo, but I want other tower combos to be really strong too. So hopefully now there are lots more other combos to try and that work really well.
Balancing the scenarios is still really important to me. But I think I might need one more week of testing the new towers before I feel comfortable balancing the scenarios. I don't want to spend time balancing the scenarios if I will just need to rebalance them again if I change any towers.
Changelog:
New features:
* intensity now increase exp gain (+1% per)
* added a "show health popups" option to the settings menu (toggles numbers that appear on enemies when their health changes)
* wind deals bonus damage to suppressed targets
* reworked baseline fire ability: deals bonus damage to suppressed (used to deal bonus damage per point of regen)
* lightning towers overkill ability can now pass on repeatedly until no enemies in range or not enough damage
* absorbers deal bonus damage to burning targets (increases with withering grasp skill)
* earth towers ignore 50% of enemy armor if revealed
* reworked light tower revealed skill (10% chance for enemies to take 50% bonus damage from any attack)
* light revealed skill is now baseline
* light towers ignore 50% of enemy armor if revealed
* light tower damage per speed is now capped at 100% bonus damage
* dark towers have a chance to instantly destroy a revealed enemy
Polish:
* adjusted bulk click modifiers to be bigger (shift=5, ctrl=25, alt=100)
* adjusted intensity calculations (should be much more accurate now)
* archmage+ speed step size is now 0.2% (was 0.4%), max is x3 (was x5)
* acceleration modifier now caps at 8 (was 10)
Balance:
* reduced enemy spawn count per wave scaling
* reduced enemy essence per wave scaling
* increased enemy damage scaling per wave (endless only)
* reduced enemy spawn rate scaling per wave (endless only)
* increased essence given over time from enemies spawning
* reduced the exp multiplier from challenges
* restlessness now reduces the delay between waves even more
* reduced wind tower bonus to burning to 0.5 (was 1)
* increased fire tower base burn duration to 16 (was 14)
* reduced fire tower number of wet stacks removed to 8 (was 10)
* reduced lightning tower base damage to 24 (was 29)
* lightning towers no longer deal bonus damage to chilled targets
* absorber no longer removes regeneration from enemies
* absorber essence leech ability no longer increases with tower damage
* reduced absorbers base essence boost to 200% (was 300%)
* reduced absorber attack speed to 0.6 (was 0.7)
* reduced absorber bonus to suppressed to 4 (used to be a bonus if the enemy had regeneration)
Bug fixes:
* intensity now considers modifiers
* extra waves are no longer added beyond the current challenge levels base amount
* lucid dream no longer uses vision quest time between waves
* archmage+ speed increase no longer also increases spawn rate
* suppressed debuff no longer applies to enemies without regeneration
* wind didn't do bonus damage to burning targets
