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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
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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…
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Perk Tweaks
Tome on Rune Drop has changed from “Any time a Rune drops, there’s a 50% chance a random tome will also drop” to “The first 2 Runes to drop each wave will also cause a random Tome to drop.” Hopefully this makes it a viable choice even if you don’t take a bunch of rune…
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Scout Nerf
The Scout no longer grants half of an XP Rune instantly if his tower is unable to receive an XP Rune. I believe this was the main balance issue with the Scout. The higher the Scout’s level, the more XP they earned, which in turn increased his level, and so on. Removing this caps the…
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XP & Power Rune Tweak
After cutting the drop rates of all perks in half, I’ve discovered a few imbalances. One of them is this: Previously, the perks “XP Rune Drop” and “Power Rune Drop” each dropped about 2 runes per wave, which is more than a single tower can hold. This was done on purpose, to prevent these runes…
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Supply Tweak
To simplify the math on some perks, and reduce the randomness of Supply drops, I’ve made the following change to Supply: The Supply drop rate and all perks that increase it have been doubled. Supply will now restore 10% of the barracks health (down from 20%) or – if the barracks is at full health…
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Rapid Rune Rework (and some side effects)
I’ve reworked Rapid Rune slightly. It scaled too heavily with Damage Runes, such that it never makes sense to take one perk without the other. Rapid Rune now grants 20 extra attacks (up from 12) The Perk, Rapid Rune Drop now brings that to 25 extra attacks (up from 18) The extra attacks from Rapid…
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Experiment: Hard Mode
Hard mode is an experimental change which I’d like to test out. It’s a crude change to the game which won’t withstand scrutiny, but it should give us some idea of whether or not a polished version could work. The issue: Games are too easy. Games 1-4 are mindless and almost never lost. Reaching wave…
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November 7th Balance Update
Bowman damage has been reduced from 110 (piercing) & 120 (falcon) to 100 Bowman – Falcon‘s Falcon now does 120% weapon damage (up from 100%), leaving absolute damage the same. Sniper damage has been reduced from 240 to 215 Sniper – Weaken now weakens his target for 150% weapon damage (up from 125%) Gunner damage has been…
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Perk Balancing
I have a handful of small changes I’d like to make to the Perk Tree over the next few weeks. I’ll past those changes here, in chronological order. AUGUST 22: I’ve changed how boss loot is awarded. Damage runes are now cleared as soon as the boss dies (or all bosses, on multi-lane maps) Previously…