
World Map!
The Spires of Morosith now span across three new environments! Defend the Kingdom’s Forests, the Floating Islands, and the Deadroot from the Grainwraith invasions.
A block out version of the world map is now useable. The goal with this map is to help visualize the progression you’re making through the game.
The Survival Game Mode missions are on optional paths.

Critters!
Some maps will have groups of critter roaming around. They’re mostly harmless. They’ll block the construction of new buildings, but can be scared away by building nearby.

Portals!
The Grainwraiths have established some portal networks to warp from point to point. They’re dangerous, but maybe the portals can be used to your benefit.

Deadroot & Heartwood
In the third biome of the game, the trees are rotten and unusable Deadroot. However there are a few Heartwood trees that stand tall. The Heartwood have many more wood resources to start with (30) and regenerate over time. They cannot be completely harvested.
These missions require constant decision making. Spend your gatherer’s time to clear the Deadroot granting more building space, or send them to harvest resources from the Heartwood.
Difficulty Adjustments.
Shifted the Enemy Health scaling from pre-Wave increases, to increase over time.
For example, an enemy’s health would increase by 10% each wave, but now the enemies will gain 10% HP every minute.
The current enemy health scaling factor is available when hovering the Wave display in game.
Forests now have 4 Wood instead of 2. The trade off here is that you’ll have slightly more wood early game, but need to be more strategic with maze building as the map space wont open up as quickly.
The benefits of the Blacksmith and Shrine have been reduced slightly, and brought inline with one another. Blacksmith will provide additional resources, while the Shrine will help your gatherers harvest faster, allowing you to open the map more quickly.
There are a lot of new maps, and this difficulty adjustment is large. I need all the feedback I can get on the pre-existing Forest maps as well as the new Floating Islands and Deadroot maps!
Bug Fixes & Adjustments
Gatherers should no longer stick to one another when trying to deposit or harvest wood.
Towers and Buildings should always affect the path.
No more invisible Towers and Buildings.
Trojan Grainwraiths have had their spawners power reduced by a large amount of Challenge Rating.
Grainwraiths base health pools increased, especially the specials, and fewer are spawned each wave.
Reduced Bannermen Grainwraith healing frequency and amount of health recovered.
Buildings can now be sold. Selling Blacksmiths will remove levels from gatherers, selling Shrines will NOT restart the Spirit timers, no cheesing!
A number of previously existing maps have had their layouts altered, resource nodes moved around.
Gatherer Harvesting queues will properly update while the game is paused, allowing you to plan their harvesting route at your leisure.
Building Towers will no longer count the Gatherers as Actors, allowing you to box them in. This is good, i swear!
Remove Blueprints button moved out of the way of the Buildings buttons.
Thralls have had their movement speed increased by almost 100%. They were too slow, not too exciting of a wave.
Gatherers no longer go ‘Idle’ when the game is over, and will resume their previous action if you decide to continue in Endless mode.
Tower and Building unlock pop-ups now correctly resize to fully display the descriptions.
Flame Tower Damage increased by ~30%. Trying to bring this tower in line with the output provided by the Gem Towers and Void Towers.
A Gold-per-Minute text has been added to the Wood Bank tooltip. This could help benchmark economy performance. (Hover over how much wood you have to view it)
Fixed an issue where you could hover over UI elements and see tooltips for 3d World elements.
Added a simple training mission, accessible by a button in the top-left of the World Map.
Finally, Thank you!
Receiving player feedback, ideas, tales of success and defeat is one of my favorite parts of the game development journey. Thanks again for spending your time and energy in the Spires of Morosith playtest!
