Version 6.3 - Patch Notes!


Nothing too major this update, just some spicier balancing and bug fixes :)

New Stuff

  • Random rounds completely revamped
    • Now creates waves from predetermined "sets" of blocks, instead of generating waves completely from scratch
    • This affects both random mode and lategame rounds, resulting in much more natural wave spawning. Compared to the previous iteration of random rounds they'll ramp up faster and be longer so that money isn't as disproportionately sparse.
  • More performance improvements

Boss Specific Changes

  • Misc
    • Lategame (post-round 60) boss scaling reduced x25/tier → x10/tier
  • Rutrix Cube
    • Tier 3 HP reduced 205,000 → 200,000
    • Keeping consistency with other bosses by rounding HP to 2 significant figures.

Tower Specific Changes

  • Due to some major buffer overhauls, there will be slightly more nerfs than buffs, but they should still be wacky enough for some variety!
  • Basic
    • 4xx Magical Shots bullet damage reduced 3 → 2
    • 5xx Psuedo-Conjurer bullet damage reduced 9 → 4
    • x5x Bullet Hell projectile spread increased 37.5 → 50
    • xx5 Instability mega-explosion damage reduced 40 → 36
    • xx5 Instability mega-explosion elite bonus reduced +40 → +36 (80 → 72 total)
    • Instead of a flat attack speed or damage nerf, playing around with the shotgun nature of Bullet Hell by increasing the spread seemed a bit more fun :P
  • Cannon
    • 4xx Triple Chaos cost reduced $490 → $400
    • 5xx Blitzkrieg cost reduced $2,700 → $2,200
    • x3x Array cost reduced $90 → $80
    • x4x Blaster cost reduced $450 → $400
    • x5x Ballistic Shark cost reduced $4,100 → $3,700
    • x5x Ballistic Shark elite bonus increased +90 → +100 (91 → 101 total)
    • 250 Ballistic Shark frag elite bonus increased +45 → +49 (46 → 50 total)
    • xx3 Auto-Turret cost reduced $250 → $200
    • xx4 Flash Bomb attack cooldown reduced 1.406s → 1.1s
    • xx5 Smoke Blasts attack cooldown reduced 0.8438s → 0.66s
    • As cannon is the only tower directly nerfed by the buffer changes, all higher tier upgrades are receiving massive buffs to compensate.
    • You know what else is massive?
  • Splitter
    • 5xx Meteor Shower ring no longer flashes
    • x5x Supreme Flurry cost increased $1,800 → $2,000
    • xx4 Red Death attack cooldown increased 0.2s → 0.24s
    • 204 Red Death pierce increased 4 → 6
    • xx5 Hyperdrive attack cooldown increased 0.15s → 0.16s
    • Restricted Zone ring no longer flashes
    • More flashing (rain) fixes and some heavier nerfs to Red Death as the tower is overperforming.
  • Freezer
    • 3xx Ice Weakening tick cooldown increased 0.6s → 0.8s
    • 4xx Skull Weakening tick cooldown increased 0.3s → 0.4s
    • 5xx Cold Front tick cooldown remains at 0.2s
    • The stat discrepancy between this tower and other damage-over-time towers like Fire Horn is a bit too much, especially after factoring in the weakening effect itself.
  • Buffer. Oh boy.
    • 3xx Bomb Supply renamed to Blockology
    • 3xx Blockology cost increased $140 → $190
    • 3xx Blockology completely overhauled:
      • old: grants x0.6667 attack cooldown to nearby cannons
      • new: grants +1 pierce to nearby primary towers and x1.4 range to nearby support towers
    • 4xx Gunpowder Mastery renamed to Frontline Armory
    • 4xx Frontline Armory cost increased $200 → $210
    • 4xx Frontline Armory completely overhauled:
      • old: grants x1.3 damage to nearby cannons
      • new: grants x1.2 damage to nearby military towers and x0.8333 attack cooldown to nearby omni towers
    • 5xx Universal Powder completely overhauled:
      • old: grants 3xx Bomb Supply buff to all nearby towers
      • new: grants 3xx and 4xx buffs to all nearby towers
    • Top path buffer is being overhauled to affect every tower type, at the cost of weaker buffs overall, as having an entire tower path be entirely dependent on a strategy really restricts the flexibility of potential changes, and isn't exactly robust either.
  • Ship
    • 4xx Battleship missile elite bonus reduced +16 → +14 (20 → 18 total)
    • 5xx Ace Carrier plane missile damage increased 5 → 18
    • 5xx Ace Carrier plane missile elite bonus reduced +20 → +0 (25 → 18 total)
    • 5xx Ace Carrier plane missile aerial bonus increased +5 → +8 (23 → 26 total)
    • Bottom path ship obviously remains unchanged as it's not a damage path.
  • Hangar
    • 302 Advanced Biplane missile pierce increased 6 → 9
    • 5xx Prototype B missile elite bonus increased +36 → +42 (39 → 45 total)
    • 5xx Prototype B missile pierce reduced 6 → 3
    • 502 Prototype B missile pierce reduced 12 → 9
    • 032 Omni-Gun radial bullet pierce increased 6 → 9
    • 042 Bullet Storm radial bullet pierce increased 8 → 12
    • x5x Festive Delivery front bullet damage reduced 8 → 6
    • [bugfix] certain crosspaths? Festive Delivery all attacks aerial bonus reduced +2 → +0 (10 → 8 total)
    • xx2 pierce increased 4 → 6
    • xx4 Mine Field plane auto-target angle increased 35 → 70
    • xx5 Mysterious Traps plane auto-target angle increased 35 → 140
    • Bottom crosspath hangars have seen virtually zero usage so the pierce multiplier for the xx2 is increasing to hopefully give more of an incentive for them. The bullet autotarget angle for xx4+ is also being drastically increased so the planes can snipe stray blitz and diamonds.
  • Acid Launcher
    • 4xx Degrowth Solution non-elite damage reduced 100 → 75
    • 402 Degrowth Solution non-elite damage reduced 200 → 150
    • 5xx Chemothermal Fissure non-elite damage reduced 250 → 225
    • 502 Chemothermal Fissure non-elite damage reduced 500 → 450
    • x5x Aircraft Takedown range reduced 95 → 76
    • Drawing down another ability of the top path that was too overtuned against the Red Diamond despite the recent rework to the boss.
  • Friskus
    • Alternate Trio mega-scythe max HP damage: 0.5% → 5%, caps at: +5,000 → +2,500
    • Alternate Trio mega-scythe missing HP damage: 1.5% → 10%, caps at: +15,000 → +10,000
      • also affects mini-scythes
    • Some fine-tuning of the new scythe attack, as it's currently too boss-oriented and too weak against normal rounds.
  • Light Keeper
    • 5xx Hadron Collider electron damage reduced 20 → 15
    • 5xx Hadron Collider electron elite bonus reduced +20 → +15 (40 → 30 total)
    • 5xx Hadron Collider electron speed changed 600 → 400-600
    • 5xx Hadron Collider electron size reduced 5.25 → 3.5
    • Hadron Collider is still a bit too strong and a bit too formulaic.
  • Airhorn
    • x4x Commando now gives x1.15 pierce to all nearby Airhorns (doesn't stack with x5x)
    • xx4 Fire Horn cost reduced $400 → $360
    • xx5 Ionisation cost reduced $3,500 → $3,150
    • The transition from tier 3 to tier 4 middle path is a bit boring right now as it's currently a simple damage and range buff. Fire Horn and Ionisation are strong towers that need just a bit too much investment into synergies after their rework, so the prices are dropping by ~10% to better allow for this extra investment.

Bug Fixes

  • Fixed the anticlockwise curved path on Yin Yang having wrong direction values
  • Fixed v6.2 bottom path hangar buffs not applying at all
  •  Fixed 5xx Hadron Collider crashing the game

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