A playtester on level 27 told me the ladder wasn't getting harder fast enough, and they were right: enemy health stayed flat from level 1 to 29 while the star tree kept making your towers stronger, so the twenties were easier than the teens. This update fixes that, rebalances five towers, and fixes four bugs.
Towers
- The Siege Cannon's shells now explode, hitting every enemy within 1.5 cells, as its card has always said. Until now they only hit one enemy, which made the upgrade weaker than the tower it replaced.
- Lightning hits for 15 / 21 / 29 (was 18 / 25 / 35). It was the best tower against everything, crowds included, which isn't its job.
- The Glacier slows by 45% (was 55%). One Glacier was doubling the strength of a late maze.
- Poison's dose is 20 over 4 seconds (was 15), its upgrades fire 1.0 and 1.6 times a second (were 0.9 and 1.25), and the Plague's dose is 70 (was 46). Both upgrades used to be worse than building a second Poison.
- The Trebuchet fires 0.45 times a second (was 0.32).
- Damage bonuses from the star tree, tower pairs and relics now raise poison and burn damage too, not just the hit.
Levels
- Enemy health now starts climbing at level 11 instead of level 30: 115% at level 20, 125% at 27, 130% at 30, then a point a level (140% at 40, 150% at 50).
- The first two rounds of every level stay at normal enemy health, so you have time to build your maze before the tougher waves arrive.
- Levels 1 to 10 haven't changed. In the demo, levels 11 and 12 are 1% and 3% tougher.
Multiplayer
- Fixed: if you upgraded a tower twice quickly and the game refused the first upgrade, your screen could show the tower a level higher than it really was, with the wrong upgrade price.
Demo
- Fixed: Steam launch options could open levels past 12 in the demo.
