• March 2020 Quality of Life Update

    Class Balance Changes Arcanist attack speed was increased by 6% (both talents) Bowman arrow damage was lowered from 100 to 95 (both talents) Trickster damage was lowered from 100 to 90 (both talents) Necromancers’ Enraged Zombies will now consume 50% more power per attack Undead Archer’s Skeleton now does 20% more damage Death Dealer damage…

  • Balance Updates, December 2019

    I’ve made a handful of small tweaks to the game, as described below Lane Buffs As many players have noticed, I’ve added “Lane Buffs” to most maps. These are shown as icons on the map. Upon reaching the icon, enemies will gain the respective buff. I’ve only added 2 so far, but I have some…

  • Tower Ammo Nerf

    Tower ammo has felt too strong for a while. When ammo damage is too high, it undermines the damage from players. Tower Ammo Damage has been lowered by about 25% The math depends on the Round and number of players, but on average, the decrease was about 25% This will result in a slight increase…

  • Some Buffs, for a change

    The passive bonus for Templar has been changed They will no longer have their max power doubled Instead, Power Potions will now grant 1 extra power Undead Archer‘s arrow damage has been increased from 60 to 75 Pyromancer Maniac‘s damage has been increased from 154 to 170 Pyromancer Ignite‘s damage has been increased from 40…

  • Bard Nerf

    Bards have been really strong for a while. No one likes nerfs, but I think this one is necessary. Bards should be a strong support classes. However, when a tower with mostly – or only – bards is effective, other classes seem weak by comparison. To address this, I have nerfed the damage done by…

  • Medal Rework

    I’m trying a new system for medals. As many players have noticed, the system we’ve been using can be frustrating. Even after playing a perfect game, you need a perfect roll just to get those final few medals. I decided to remove much of the randomness, and make it more of a grind. The amount…

  • New Feature: Game Modes

    The perk system has been mostly successful, giving players new experiences each game. However, many players (myself included) would still like the option to play the original game mode: No Perks, Endless Survival. New Game Mode Now, after the barracks is destroyed, players will get to vote between 2 game modes for the following game:…

  • Difficulty Balancing

    I’ve been feeling like Round 1 of the later games is a bit too hard. However, I didn’t want to lower the overall difficulty.  To address this, I’ve lowered the starting difficulty, especially of the later games, but increased the increase in difficulty per round. The chart below shows the difficulty of each round, as…

  • New Feature: Power Lock

    By request, I’ve added a “Power Lock” command: Typing “!powerlock” or “!pl” will now Power Up and enabled “Power Lock” Power Lock: Whenever your character earns power, it will automatically attempt to Power Up Powering Down (typing “!pd”) will disable Power Lock

  • Scout Tweak

    The Scout now drops Power Runes instead of XP Runes The Scout talent, “Intel” has been changed. It now also gives the Scout a chance to receive an XP Rune when an enemy is killed by his tower. The Scout talent, “Rupture” has been changed. Instead of doing 75 damage and 425 weaken, it now…