The first update of the remaster is here! A bunch of new and returning content has been added, so there should be a lot more to do now!
New Content
1 new Advanced map: Tomb Raiser
Enemies will rise like the dead in this scary Advanced* map!
* This map is currently Advanced, but due to its difficulty, may be moved up to Expert in later versions.
Difficulty-based enemy speed modifiers
Currently only applies in Easy (-10% speed) and Hard/Extreme (+10% speed).
Map Progression System
Maps will now give you Map Keys upon first completing any gamemode.
Note that auto-completions of lower difficulties from any of the standard modes won't grant the map key.
This map key can be used to unlock a map of equal or 1 higher difficulty, as well as all special modes on the map.
Note that all Beginner maps are automatically unlocked.
Silver Map Border
A new map border for completing the basic 4 gamemodes.
Completing the special modes will replace this with the Gold Border, like it did before.
Pre-Round Comments
To add a little more life to the game mid-run.
Game Hints and Warnings
Upon your first time seeing a variety of enemies and certain gameplay features, a pop-up will appear letting you know a bit about it.
Game Over Tips
A new small bit of text giving a potentially helpful tip on how to deal with certain enemies or modifiers.
New Visual Option
Changes the tower ability bar around the tower to be like the original bar.
Tutorial
Learn the basics of the game while also getting a bit of a headstart in levels and tower ranks!
Can be skipped, and you'll still get the headstart rewards if you do skip it.
Note: If a save already has progress in it, then the tutorial is automatically skipped.
Tower Menu
This menu will show all of the upgrades and abilities for the towers you have unlocked.
Say goodbye to the temporary tower rank display.
Additionally, you can see their progress through the ranks as well as any rewards unlocked.
This is where you'll be choosing your heroes from now on.
Missing Rewards Present
If you're missing any rewards normally given by level ups, this is how you can get them without needing to level up again.
This will primarily only matter whenever an update drops that adds level up rewards.
Returning Content
4 returning towers: Drill Sniper, Oceanic Ship, Power Charger, and Cash Producer
1 returning hero: Aerial Blaster
2 returning maps:
Twist n' Turn
A lot more twisty and turny, and all boulders were cleared!
Grid
Now built much more like an actual grid!
Map path pointers return and are better than ever!
Bug Fixes
Fixed a bug where enemies couldn't be targeted if they were at the very start of the enemy path.
Fixed a bug regarding enemy IDs if damaged by an attack that deals more than 1 damage.
Fixed a bug with tower-targeting attacks regarding towers with buff immunities.
Fixed a bug where tower-targeting attacks could target flying subtowers.
Fixed a bug that allowed multiple 2/2/3 and 2/2/4 Crossbow abilities to be activated all at once.
Fixed a bug where your best round on a difficulty could be reset or lowered.
General Changes
Reworked the hero upgrade menu
An actual hero leveling bar now shows, making the hero's level and xp far clearer and cleaner.
A second hero XP purchase option was added that allows you to invest straight towards maximum level.
You no longer need exactly the amount of cash required in order to invest towards the next hero level.
Hero XP costs now change based on the difficulty's cost modifier.
The Tower Unlock Menu will change to a Hero Unlock Menu every 10th player level.
Ability Bar adjusted
Ability icon is now at the center of the bar at all times, instead of at the center of the fill.
The fill now starts fully towards the left of the bar instead of slightly outwards.
Projectiles now despawn after traveling far enough off-screen.
Homing projectiles can travel slightly further to give them a chance to home back on-screen.
Loads of optimization to various parts of the game.
If you want a quick visual on how much more optimized the game is, try out a max ability stacked 2/2/4 Crossbow ability at 10x game speed!
Tower targeting options are now sorted, preventing inconsistent tower targeting order, mainly seen with 2/4/x Oceanic Ship.
Tower buff displays are also sorted, preventing inconsistent buff display order, mainly seen with Crossbows.
Added a new anti-stall mechanic
3 minutes after the final enemy of a round spawns, all slow/stun/knockback effects get weaker over time
This caps after 2 more minutes, where all those effects are nullified
Save slots now include a "time played" tracker and "last played" date underneath the stone count.
Specific Changes
Game Modes
Sandbox, Half Cash, Last Stand, Ramped Up
Now requires the Map Key to play.
Crossbow
Upgrade icons for Sharper Arrows (1/x/x), Even Sharper Arrows (2/x/x), and Charged Shot (3/x/x) updated.
Oceanic Ship
Attack planes will now turn back on-screen if they go off-screen while in Chase flight mode.
(4/x/x) Take Down Machine's passive take down attack no longer drains Brewing Station buffs
Magic Orb
(x/x/4) Nature Shifter's ice aura now has a more opaque outline around it
(x/x/4) Nature Shifter's ice aura no longer drains Brewing Station buffs
Brewing Station
(x/2/x) Anti-Boss Acid potion debuff now lasts twice as long on bosses
This allows the debuff to get 5 hits if paired with Longer Effects (x/x/1)
Octogon Shooter
Sharper Spikes (1/x/x)
Price reduced from $300 to $250
Heated Spikes (2/x/x)
Price increased from $500 to $750
Quicker Engine (x/1/x)
Price increased from $175 to $200
Super Engine (x/2/x)
Price reduced from $350 to $300
Small Sight Boost (x/x/1)
Range increased from 120 to 125
Spike Storm ability (2/2/2)
Duration reduced from 4s to 3s
Attack cooldown increased from 0.0333s to 0.0375s
Drill Sniper
Stronger Weapons (1/x/x)
Damage reduced from 6 to 4
Price reduced from $1000 to $750
Advanced Weapons (2/x/x)
No longer inflicts stun
Damage reduced from 10 to 7
Price reduced from $3000 to $1250
Hollowed Lens (x/1/x)
Grants "Hollow Priority" targeting
Price reduced from $275 to $225
Explosive Core (x/2/x)
Explosion pierce capped at 5
Price reduced from $900 to $750
Faster Reload (x/x/1)
Attack cooldown increased from 1.3s to 1.35s
Price reduced from $400 to $350
New Reload Tactic (x/x/2)
Renamed to "Even Faster Reload"
Attack cooldown increased from 0.9s to 0.945s
Price reduced from $800 to $400
Supply Drop ability (2/2/2)
Crate cash value reduced from $600 to $500
Cooldown increased from 30s to 60s
Initial cooldown % increased from 25% to 50%
Power Charger
Base (0/0/0)
Pierce increased from 2 to 3
Price increased from $610 to $625
Reworked charge mechanic
Charge gain, cap, and loss is significantly lower
Charge gain is now 20 per attack, plus 10 per base damage dealt
Charge cap is greatly lowered down to 1000
Charge loss is now linear instead of exponential, takes about 9 seconds to lose max charge
Delay before charge loss is doubled
Charge no longer influences pierce, instead grants +1% attack speed per 20 charge
Due to this rework, all the below will be descriptions of new upgrades
Faster Charge (1/x/x)
Charge gain per attack +10 (20 -> 30)
Uncharged Boost (2/x/x)
Base attack cooldown -20% (0.5s -> 0.4s)
Piercing Orbs (x/1/x)
Pierce +3 (3 -> 6)
Burning Orbs (x/2/x)
Damage +1 (1 -> 2)
Now damages Metal enemies
Increased Capacity (x/x/1)
Charge cap +1000 (1000 -> 2000)
Reduced Decay (x/x/2)
Charge loss delay +0.5s (2s -> 2.5s)
Charge loss base rate -10 (20 -> 10)
Charge loss increasing rate -5/s (+20/s -> +15/s)
Overcharge ability (2/2/2)
Increased damage, pierce, and attack speed for 10s
Charge is capped while active
Prevents natural charge loss for another 5s afterwards
40s cooldown
Cash Producer
Base (0/0/0)
Hitbox size increased from 27 -> 30
Price increased from $800 to $1000
More Cash (1/x/x)
Renamed to "More Coins"
Coins per round reduced from 8 to 6
Even More Cash (2/x/x)
Renamed to "Even More Coins"
Coins per round reduced from 16 to 8
Increased Value (x/1/x)
Moved to x/2/x, x/1/x is now "Sturdy Coins"
Now applies to end of round cash bonuses
Price increased from $1500 to $2500
Golden Lives (x/2/x)
Completely removed
Round Collection (x/x/1)
Moved to x/x/2, x/x/1 is now "Auto-Collect"
Bonus Cash (x/x/2)
Moved to x/x/3
Renamed to "Cash Spawner"
Small Loan ability (2/2/2)
Debt per ability increased from $2500 to $5000
Initial cooldown % increased from 25% to 50%
Aerial Blaster
Due to Aerial Blaster being reworked from the ground up, these will just be general changes instead of going through level by level
Name changed to "Aerolyte, the Aerial Elite"
Arrow and missile quantity don't change until LVL21
Missile attack no longer has its own attack range
Movement speed, Plasma Shot duration, and The Air Force duration no longer increase with every level
Plasma Shot now only applies to the arrow attack
The Air Force is now the new LVL10 ability, and renamed to Air Force
Toxicity is now its own attack, starting at LVL11
Super Turret renamed to Deploy Turret
Alpha Roadmap - Update v0.3
Here are the current plans for Version 0.3:
New Content
Map Display Settings
Adjust the order maps are displayed based on a few settings, such as release version, medal count, etc
Also lets you hide fully completed or locked maps
Animations
Will apply to a few projectiles and menus
Tower Rank 5
Required to unlock Tower Skins
Don't worry, any excess XP gained by towers after hitting Rank 4 will be saved and used towards Rank 5 once this update drops
Returning Content
4 returning towers: Cannon, Machine Gun, Aquatic Gem, and Aura Booster
1 returning hero: Electro-Shock
3 returning maps: Long Walk, Loop, and Airborne
8 returning tower skins: Bow (Crossbow), Dorito Blaster (Octogon Shooter), Mecha-Sniper (Drill Sniper), Water Guns (Oceanic Ship), Magic Wall (Magic Orb), Incubator (Power Charger), Gold Mine (Cash Producer), and Cauldron (Brewing Station)
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