Category: Change Log

  • 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…

  • 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…

  • 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…

  • 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…

  • 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…