Genre: Strategy, Tactical, Indie Arrival of Beasts
EA-C021 NEW Invite System, Improvements, Fixes, PreWorks

Fixed:
- Basictower Modules now correct positions (visual bug)
- Resource UI (source display) now closes ALWAYS
- Demolish sounds optimized (buildings)
- Recycling process can not be interrupted by protectbase anymore
- IMPORTANT: remove online team via other local profile now works correctly
- Double selectwindows is now removed
- Module timer raycasting disabled
Added:
- NEW Team invite system. Invite players directly via leaderboard.
- NEW Invite alert. Player gets notified in headquarter if invites are pending.
Changed:
- Gameover / Win screen optimized (test state -> preparing coop)
- Rarities for objects in objectshop: bronze 60 -> 52, Silver 30 -> 36, Gold 8 -> 10, mysth stays 2
HOTFIX - EA-C020

Fixed:
- Crity is now working correctly also with effect resistance / armor break
- Damger displays now correctly on tower menu
- Ragebeer, Giftmess, Firemess -> better visibility on tower menu
- Tiny tower refactoring to fix module bug and improved performance
- Extractory Buttons work now correctly without gold issue
- Buttons on building menu are now corrected with color
Added:
Changed:
- Smoke effect on airsupport plane and drones
HOTFIX - EA-C019

Fixes:
- FPS Display halfed values corrected
- Cameraspeed now consistant
- Text corections / translations
- Random Map 12# pathfinding upper left corner
- Modulrecycling fixed and performance improved + visuals added
- Crit damage is now added before armor calculation
- Trophys now correct transfered on wipe
- Achievement controller problems with empty profile saving
- Modulegenerator now correctly generates modules
- Some raycasts fixed
Added:
- NEW Visuals for module generator
Changed:
- Increased: Level up chance on modules, lowered: level up damage on modules
- Boonuu, Boony beasts balanced
- Balanced hard difficulty -> min. of doublewave = 3 waves
- Changed multipliers on level up for beasts (micro changes)
NEW Infinity Module Leveling, NEW UI Visuals, & more ... EarlyAccess-C018

Fixed:
- Tripplex module picture missing on module upgrade building
- Text upgrade not possible on tripplex module for crit damage
- Tripplex less rate on triggering for towers and reworked sound profile
- Damage less spell not refreshing correct on beast menu -> wrong values
- Armor less corrected values for menu and effect
- Reposition the soft entry graphics
- Rate up displayed + symbol instead of -
- Speed up working -> pausegame fixed
- Secure ending displayed full bar on initilizing
- Control multiple slicertowers now fixed the rotations
- Poison spell had trigger bugs -> now areas working correctly, even multiple & ice
- Module locking in tower was removed after level up while tower selected
- Whole tower system is refactored with a baseclass system and pro performance
- Abstract arrow beast stuck
- Tower from inventory now working even if player is placed before
- Deadhell more camera space
- Ragebeer and giftmess and firemess -> inactive in tower display
- Teamcontroller fixed -> multiple local accopunts / one team controlling on leave
- Empty profile missing on cloud profile import bug
- Tower targeting performance improved -> prework for coop and more target modes
- Achievment percent value in Trophyroom is now refreshing correctly
Added:
- NEW general UI Design
- NEW Module display UI design
- NEW Random Map #12 - awesome new map with an interesting beast path
- NEW Infinity Module Leveling (current max. level 100)
- NEW Improved networking speed -> login speed / cloud profile speed
- NEW Main menu visuals improved
- NEW Christmas event is now saving the rewards in calendar once opened
- NEW Repair range of player is now upgradeable in skillstar
- NEW Achievement repair progres optimized from Server -> Steam and from Steam -> Server
Changed:
- Whole speed up system changed -> animations now also speed up (maybe more speed up in future)
- Trippletower: +25 Health, +1 Armor
- Connectors graphics on campaign progress changed in headquarter
- Random map -> more Prestige Points
- Changed rarities on objectshop to: bronze 60 % silver 30 % gold 8 % mysth 2 %
- Abstract arror balanced: 2 -> 1 beasts, dmg/lvl -0,05, movespeed +0,05, healthpoints +5
- Bossmonsters has priority now -> not stopping anymore for beasts
- Changed objectnames: Thunderwave/Blitzwelle, Windforce/Windkraft, Healimpulse/Heilimpuls, Shieldimpulse/Schildimpuls
- Balanced (first shot) ALL module upgrades to the new infinity module leveling system, may be unbalanced currently
NEW Module locking in towers! And MUCH more... EarlyAccess-B017

Fixes:
- PopUps on ranking menus are now dragable (moveable) same as a window
- Christmas event raycasting prevention
- Christmas event music plays on different menus
- Smaller popups now not blocking clicks anymore
- Improved communication while idle or take actions in headquarter
- Comets now can hit infinity times again not only just once
- Module removed from tower blocked tower clickable status
- Achievements fixed: 61,62,75 & 80
- Bossbeasts healthpoints on endless map were incorrect calculated (int/float error)
- Ice resistance check was missing in a special moment/situation
- Difficulty bug on prestige rank balancing for each beastlevel was wrong calculated (int/float error)
- Beastmenu not closing -> game crashed after beast were killed while menu open
- Display the damager values correct on all towers
- Small refactorings on tower / module scripts
- BIG refactoring on beast script -> more performance
- Buttongroup on tower menus are improved
Added:
- NEW: Equipped spells are now marked as equipped in selection menu
- NEW: Improved admin support on errors, when contacting
- NEW: Towers can lock their modules (each tower for it´s own by clicking small lock icon)
Changed:
- Textcolor from Cooldown / Energy on all spells are now according to availability (green/red)
- Visual style of some backgrounds
- Bossbeasts on endless map more healthpoints
- Blowermodule now does not hit beasts under bridges anymore
- EVERY beastlevel is now stronger (all values) because of the prestige rank bug fix
Small hotfix - Early Access B016
- Player clickaction with other buildings improved
- Thundermodule effect adjusted with lighting
NEW Christmas Event, Pathfinding upgrade & balancing/fixing-EarlyAccess-B015

Fixes:
- Modulgenerator -> more cam space
- Wave shower raycasting removed
- Player is better clickable while moving
- Skillpoints display now displays up to xx.xxx skillpoints
- Text corrections
Added:
- Better diagonal pathfinding
- Christmas Event ! Calendar for every day + more exp (1,2 exp multiply)
- Knifetime (Arealtower) now visible in tower menu
Changed:
- Upgrades in-game also work now with keypad return button
- Thunderobject less dmg, less rate
- More mortal segments on endless mode
HOTFIX - Early Access-B014
Fixed:
- Endless map reward correct gaining
- PowerUp buildings work correctly with new tower menu
HOTFIX - EARLY ACCESS-B012
Fixes:
- Team actions fixed (invites, kicks, create teams, ...)
- Overclocking spell now works correctly
Added:
- Simulate tower levels with all attributes in headquarter
- Automatic cloud save while idle in headquarter
Changed:
BIG WIPE + HALLOWEEN UPDATE + NEW SPELL SYSTEM - EarlyAccess-B011

Fixes:
- Remover now removes the correct values, to new spell system
- Optimized pathfinding for player
- Pathfinding for each map improved, less stucks
- Inventory Sound fixed on using hotkey tab
- Protectbase cam zoom now initialize correct
- Removed not needed raycasts
- Smaller refactors, improved players energy system
- Maintower empty fix for last beast
- Team inviting bug for multiple invites and aborting on swap team
- Wipe logic improved and corrected: Spells can now be inserted without wiping the profile
- Improved some waypoints of some maps
- Beastpathfinder is now fixed for all maps
- Talentpath texts fixed
Added:
- Spell System: Dynamic spell system, player can now choose the spells for each map. Spells now categorized into the three talentpathes
- Teleport spell for ALL players
- Overclocking spell, ECONOMY spell, overclock mines for faster gathering
- Complete new lighting system for deeper graphics and better visuals
- Wave Display with three new wave icons for display each wave to the player
- Display difficulty on trophyroom with some smaller light effects in difficulty color
- Restart button on protectbase and menu, UX
- Visual effects improved
- UI Elements ALL reworked and polished
- Icons reworked and polished
- Pre Loading of Team Ranking while staying in headquarter (faster loading)
- Display uploaded prestige points in headquarter
- PreAdded the christmas event for implementing it without wiping the profile again
Changed:
- Changed EULA text
- SingleTower: More Damage, Slower Attack Rate
- EffectTower: More Range
- CircleTower: More Damage
- ArealTower: More Damage
- Lifebox: More Health, Less Cost
- Shieldbox: More Shield, Less Cost
- Spawning time for each wave is now faster in late game
- Endgame is now harder
- Apocometica: Lower Range, Lower Impactrange, More Damage, Less Rate
- Talentpaths upgrades now each spell categorie
- Changed Talentpaths effectings
- Profilecontroller style
- On click out of range (spells) the spell is not aborting anymore