Another small update with tweaks to damage output and armor information, with an overall intent of making both wins and achievements attainable for a larger portion of the player base. Changes are focused primarily in levels 2/3 which are currently the largest hurdles for a number of players.
Additional adjustments may be made based upon continued feedback.
v1.0.9 Changelog
- Level 2: Starting energy increased from 130->145.
- Level 3: Starting energy increased from 175->195.
- Level 8: The first wave will now be delayed by an extra second.
- Balance: Arrow and Poison towers now do slightly more damage to the creatures they are weakest against (heavy/medium armor units).
- Balance: Cannon and Explosive towers now do slightly more damage to the creatures they are weakest against (unarmored, light armor, medium armor).
- Balance: Laser towers now do slightly more damage to medium armor.
- Manual: Updated to include new damage modifiers.
- UI: The number of lives bosses take in each level is now listed in bold when they are selected.
- UI: The “leak details” in the Victory/Defeat screen now mentions the unit’s armor type.
- UI: Previously only the volunteers in Level 1 indicated what tower they were most vulnerable to when selected. This has been extended through the first 3 levels. For example, instead of simply mentioning “Heavy armor”, it will say “Heavy armor (vulnerable to Cannon Towers)”.
- UI: One of the tips in Level 12 was removed, as it implied that a very specific strategy might be required, which is not the case.
- Fix: One of the bosses in Level 15 did not cost the correct amount of lives. Another did, but didn’t indicate it. Both have been fixed.
Send your feedback to [email protected] or create a thread in the discussion forum. If possible, please include a screenshot of your tower build with any emails, as these make it easier to pinpoint and address areas of difficulty.
Thanks!