Version 5.1 - Patch Notes!
Blocks TD - v6.1 » Devlog
No new gameplay content, but that doesn't mean there aren't major changes!
New Stuff
- Added a statistics panel!
- View all-time stats for this account!
- Bosses are now compatible with Sandbox mode!
- To not spoil the fun of playing bosses normally, this is only unlocked once you've made it to round 20 in a boss mode.
- Bosses now have infinite tiers!
- After round 50, bosses appear every 20 rounds instead of 10, starting from round 60!
- This also means you can lose via overtime against currently "final tier" bosses, so be careful in those power challenges!
Misc Changes
- Power Challenge
- Power 16 Starting Cash increased $50 → $100
- Power 16 Boss Health reduced 100% → 40%
- Power 16 Silver requirement 600s → 900s
- Power 16 Gold requirement 450s → 650s
- Puzzle 4 Silver requirement $400 → $420
- Puzzle 4 Gold requirement $320 → $340
- Yeah I might have accidentally made an impossible challenge...
Game Mode Changes
- Planet Mode
- Games can now be saved again!
- After long debate, I've decided to allow planet games to be savable again! Especially in the more luck-based game modes like Tower Morph, being able to counteract bad luck, or just a misclick, can be a run saver.
- Another reason planet saves are coming back is because of hard maps. On hard maps (*cough* Intersection *cough*), the first 9 rounds are the hardest and wins can often take many repetitive attempts of doing a similar early game strategy over and over, which can be unfun and time-consuming.
Block Balance Changes
- Rounds
- Round 45 BlueSkulls replaced with GreenSkulls
- Rutrix Cube
- Tier 2 Explosion Cube HP increased 1,700 → 1,750
- Tier 3 Purple Cube HP increased 2,800 → 2,850
- Reducing discrepancies between each cube's power with some minor stat shifting.
Tower Balance Changes
- Cracking down on last update with more price shuffling between tier 1 and 2 upgrades.
- Basic
- 4xx Magical Shots bullet damage increased 2 → 3
- 5xx Psuedo-Conjurer bullet damage reduced 10 → 9
- xx1 cost increased $20 → $25
- xx3 Blast Cannon cost reduced $105 → $100
- Always fun to bring up the damage values of the neglected main attacks.
- Cannon
- 1xx cost reduced $25 → $20
- 2xx cost increased $45 → $55
- 3xx Clusters cost reduced $140 → $130
- 4xx Triple Chaos cost reduced $500 → $490
- x3x Array cost reduced $110 → $100
- xx1 cost increased $20 → $25
- xx2 cost increased $30 → $35
- xx4 Flash Bomb cost reduced $310 → $300
- Frags and the attack speed upgrades are way too cost efficient. Clusters, Array and Flash Bomb are getting price cuts to counteract these changes.
- Splitter
- 2xx cost increased $30 → $45
- 3xx Oven-Cooked cost reduced $120 → $110
- xx2 cost increased $15 → $20
- xx3 Nail Sprayer cost reduced $220 → $210
- 2xx is getting a large price increase to reflect the power it adds to the tower, with Oven-Cooked also being somewhat powerful as a starting tower, so it'll receive a much smaller price reduction.
- Flamethrower
- 1xx cost increased $65 → $75
- 310 Special Flames planet bonus increased +0 → +1 (6 → 7 total)
- 320 Special Flames planet bonus increased +0 → +2 (6 → 8 total)
- 410 Blockrangs planet bonus increased +0 → +2 (14 → 16 total)
- 420 Blockrangs planet bonus increased +0 → +4 (14 → 18 total)
- 510 Ultraviolet Rangs planet bonus increased +0 → +15 (90 → 105 total)
- 520 Ultraviolet Rangs planet bonus increased +0 → +30 (90 → 120 total)
- x1x cost increased $65 → $75
- x2x cost increased $75 → $85
- x3x Blue Fire cost reduced $350 → $300
- Top path has always preferred the bottom crosspath for extra attack speed, even during the 2 pierce rework. For now, this crosspath is receiving back some planet damage to help it in niche cases.
- Ship
- 210 fruit attack speed increased 0.896s → 0.8s
- 310 Military Boat fruit attack speed increased 0.448s → 0.4s
- 4xx Battleship missile elite bonus increased +10 → +16 (14 → 20 total)
- 4xx Battleship missile pierce reduced 10 → 6
- 4xx Battleship missile blast radius reduced 40 → 30
- 401 Battleship missile pierce reduced 15 → 9
- 520 Ace Carrier plane bullets are now burning!
- damage type Sharp → Fire
- applies a 1d, 0.15s burn effect for 4.5s
- x1x cost increased $80 → $90
- x2x cost reduced $70 → $60
- x3x Piracy bomb attack speed reduced 1s → 1.4s
- x3x Piracy bomb damage increased 1 → 2
- 240 Plagiarism fruit attack speed increased 0.448s → 0.4s
- x5x Bluebeard bomb damage remains at 10
- x5x Bluebeard frag damage increased 3 → 5
- xx1 cost increased $25 → $30
- xx4 Trade Empire attack speed reduced 0.55s → 1.1s
- 014 Trade Empire fruit attack speed reduced 0.65s → 1.25s
- Silver's Return fruit attack speed reduced 0.3s → 0.6s
- Silver's Return fruit damage increased 60 → 120
- Silver's Return bomb damage reduced 360 → 300
- Silver's Return frag damage increased 90 → 150
- Silver's Return is notorious for being extremely laggy, so while a long-term fix is being worked on, it'll receive short-term anti-lag changes. Fruit are in a similar state as Cannon's frags, even with an extra bug that made them attack slower than they should. Middle path is being reworked to become more focused on group damage. To further reduce lag, Trade Empire and Alliance Exchange will attack slower at base. And finally, top path is receiving more reworks to make it completely stand out from middle path.
- Hangar
- 1xx cost increased $40 → $45
- 3xx Advanced Biplane cost reduced $330 → $320
- xx2 cost increased $60 → $75
- xx3 Spike Drops cost reduced $130 → $115
- xx4 Mine Field cost reduced $320 → $305
- Hangar is getting even more price shifting because why not :P
- Acid Launcher
- Acid pools now always deploy within 50 range (affected by range modifiers)
- 220 acid bullets now stun non-elites for 0.1s
- 320 Bubbly Mixture acid bullet pierce reduced 2 → 1
- 320 Bubbly Mixture acid bullets now stun non-elites for 0.2s and single-skulls for 0.1s
- 320 Bubbly Mixture acid bullets now slow regeneration by 50% for 1s
- [bugfix] 4xx Degrowth Solution acid pool stun duration on multi-skulls reduced 0.3s → 0.2s
- 4xx Degrowth Solution acid pool damage reduced 2 → 1
- 420 Degrowth Solution acid bullet pierce reduced 3 → 1
- 420 Degrowth Solution acid bullets now vapourise non-elites, and stun single-skulls for 0.1s, and multi-skulls for 0.06667s
- 420 Degrowth Solution acid bullets now stop regeneration for 1s
- 402 Degrowth Solution acid pool damage reduced 4 → 2
- [bugfix] 5xx Chemothermal Fissure acid pool stun duration on multi-skulls reduced 0.6s → 0.4s
- 5xx Chemothermal Fissure acid pool damage reduced 10 → 5
- 520 Chemothermal Fissure acid bullets damage increased 4 → 5
- 520 Chemothermal Fissure acid bullets pierce reduced 4 → 1
- 520 Chemothermal Fissure acid bullets now vapourise non-elites, and stun single-skulls for 0.4s, and multi-skulls for 0.2667s
- 520 Chemothermal Fissure acid bullets now stop regeneration for 1.5s
- 502 Chemothermal Fissure acid pool damage reduced 20 → 10
- Reducing some variance with the acid pools, especially for the middle path - this should hopefully make acid strats more consistent and predictable. Top path is receiving a major overhaul, with the x20 crosspath adding extra supporting power, but losing some stun duration to a bug fix.
- Friskus
- 1xx cost increased $15 → $20
- 2xx cost increased $25 → $30
- x2x cost increased $15 → $25
- xx2 cost increased $40 → $50
- xx3 Shieldbreaker cost reduced $200 → $190
- xx4 Death Scythe cost reduced $550 → $530
- 3xx Targeted Discs costing less ($175 → $150) was actually an experimental buff that accidentally made it to the final balance changes of Version 5.0, but it's staying to counteract the price nerfs to top path. Friskus as a whole is an exceptional early game tower, having similar stats to an xx2 basic while being significantly cheaper, so most of its early upgrades have been hit.
- Light Keeper
- x1x cost increased $25 → $30
- x3x Lazar Power cost reduced $135 → $125
- Small price changes to make the recently buffed pierce upgrade a bit more expensive while hopefully making Lazar Power a bit more viable in the process.
- Airhorn
- Base pierce increased 4 → 5
- 3xx Disruptor Horn cost increased $140 → $165
- 4xx Sonic Boom cost increased $450 → $500
- 5xx Mach 12 pierce increased 8 → 10
- 520 Mach 12 pierce remains at 16
- x2x pierce remains at 8
- [bugfix] 120, 021 and 022 pierce correctly increased 4 → 8
- 130 Military Horn grenade pierce reduced 3 → 2
- x4x Commando grenade no longer bounces
- x4x Commando grenade attack speed reduced 1.6s → 2s
- x4x Commando grenade damage increased 6 → 9
- 041 Commando grenade damage increased 8 → 12
- these changes also affect x5x Admiral Vessel
- xx5 Ionisation passive now has an initial cooldown of 12.5s
- 015 Ionisation passive now has an initial cooldown of 10s
- Airhorn's base pierce is increasing, with the pierce upgrade remaining at 8 pierce due to being particularly strong later on. Top path has been brought up to be a very stackable and spammable tower, being able to permastall elites without much investment. Commando is also losing its bouncing and reliability in exchange for extra damage, as it currently fills the same role as top path Friskus as a "bouncy group damage" tower.
Bug Fixes
- Fixed DNA being able to duplicate DNA and Air Splitters
- Fixed xx5 Paragon of the Underworld being teeny tiny
- Fixed 012 and 022 Hangars shooting 2 bullet projectiles at once
Files
Blocks TD - v5.1.html Play in browser
Jul 20, 2024
Blocks TD - v6.1
Status | Released |
Author | pickandshot |
Genre | Strategy |
Tags | blocks, Tower Defense |
Languages | English |
More posts
- Version 6.1 - Patch Notes!2 days ago
- Version 6.0 - Patch Notes!78 days ago
- Version 5.2 - Patch Notes!Aug 20, 2024
- Version 5.0 - Patch Notes!Jun 19, 2024
- Version 4.3 - Patch Notes!May 20, 2024
- Version 4.2 and 4.2.1 - Patch Notes!Apr 25, 2024
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