I just released version 1.0.1.12 of Cartridge Defense that should fix the issue with the tutorial that several players had been running into. I also modified the rules for line of sight on the towers to hopefully help with some of the complaints about towers not firing when expected. Lastly I made some tweaks that will help with CPU usage when a large number of towers are in play.
Cartridge Defense Patch 1.0.1.10 - Boss Nerf
Probably the biggest point of contention with Cartridge Defense since its release is that if a boss makes it through to the end, the run is over. Today that is no longer the case. Instead, you will lose 5 power cores if it is round 5, or (Current Round - 5) for bosses later than that. Hopefully this will make the game significantly less frustrating moving forward.
Cartridge Defense Minor Patch 1.0.1.6
Hey everyone, just a small patch today to fix a couple issues and hopefully reduce some late game crashes.
Fixed issue where adding a cartridge to a deck could add more than it was supposed to under certain circumstances.
Fixed issue with shields getting hit with area of effect explosions.
Removed lightning effects after Round 20 to fix some crashing.
Cartridge Defense Patch 1.0.1.5
Hello everyone, I have a new update today with a few tweaks that most notably should help with crashing issues with later rounds in Endless Mode. I also added a Colorblind mode and nerfed the overpowered Neutron Monument cartridges.
Patch Notes
Features
Added option to enable/disable colorblind mode.
Changes/Tweaks
Made some tweaks to endless mode to fix some crashing issues that would occur in later levels.
Lightning will no longer strike for loot after round 25. You will still get the loot (this is to address a crashing issue that happens in later levels).
Changed the font of a few displays.
Balance Changes
Neutron Monument's buffs cut in half.
Neutron Spike's buffs cut in half.
Bug Fixes
Fixed issue where under certain circumstances packs could be bought without the resources.
Fixed the hologram when picking up a box.
1.0.1.2 Minor patch notes
Thanks for everyone who has supported the game through launch! I have a small patch today with a few bug fixes:
Fixed issue with Junk Removal (and other cartridges that destroy towers on the field) that would cause the game to go to an unplayable state when playing the card with a tower from the waiting area in hand.
Fixed issue when playing multiple Neutron Monuments where newly placed towers would only get the bonus from the first one.
Prevented amplifiers and monuments from getting the bonus from Neutron Monument.
Fixed issue where a Shadow Fuel Replicator duplicated with Cloning Device would not get the replication effect.
Fixed issue with the demo that would render it in an unplayable state for some users, particularly on the first time it was launched.
Cartridge Defense 1.0 Release!
Thank you everyone who has supported the game through early access! It has been quite the journey for me and I'm excited to announce the 1.0 version of the game is available now!
Patch Notes
Features
Campaign completed.
Added Act 5 with 3 new levels (a total of 60 rounds).
These new levels feature the two new enemy types (Charger and Umbrella Guardian).
Added new Targeting Systems for the new enemies.
Added Credits page (accessed by clicking on the Out Gaming logo on the bottom right).
Added support for Steam Cloud saves.
Added new sponsor and new unlockable cartridges to go along with them:
Added new boss for the final level.
Added achievements:
Changes/Tweaks
Updated enemy textures.
Blocks will no longer block projectiles.
Slightly increased size of Pack Opener screen.
'Heal Allies in range' removed from Crawlers.
Changed the order of the main menu.
You will no longer be offered targeting systems or items after you have the maximum amount, even after reloading the game (in Rogue-Like mode).
The Lucky Foot item will no longer be offered in Rogue-Like mode.
Removed a few unfair maps from the Rogue-Like map pool.
Changed The Fountain and The Food Court to tier 4 in Rogue-Like mode.
Zone 5 maps added as tier 5 maps in Rogue-Like mode.
Added textures to circuit boards.
Modified city skyline background behind screen.
Increased font size of cartridges.
Removed some extra text from Monuments to allow for the font size to be increased.
Renamed a few cartridges to be shorter.
Increased the font size for cartridge names on deck list.
Increased the size of the cartridge pool for Rogue-Like games.
Improved performance in several areas.
Improved several textures.
Improved garbage collection.
Balance Changes
Towers' range will now increase slightly when placed on a block.
Changes made to enemy speeds and their minimum speeds.
Later levels of Sponsored and Endless mode are now slightly harder.
Several balance changes made to Rogue-Like mode.
Cartridge Changes
Periscope Eternal => Cost increased from 100 to 125.
Pirate => Cost increased from 200 to 350, changed to 10 Credits per kill (down from 25).
Blacksmith => Cost increased from 50 to 75.
Apprentice Blacksmith => Cost increased from 25 to 50.
Novice Blacksmith => Cost increase from 25 to 50.
Marksman => Cost from 50 to 100, changed to +20% Range (down from 40).
Mechanic => Cost increased from 50 to 150, changed to +20% Fire Rate (down from 40).
Overclocker => Cost increased from 50 to 150, changed to +20% Damage (down from 40).
Vigilant Overclocker => Cost increased from 75 to 200, changed to +25% Damage (down from 50).
Recursion => Cost increased from 100 to 200.
Cloning Device => Cost increased from 400 to 500.
Extreme Focus => Cost increased from 400 to 500, changed to +60% Fire Rate (down from 100).
Booster Block => Cost increased from 50 to 75, changed to +15% Range(down from 30).
Improved Booster Block => Cost increased from 100 to 150, changed to +20% Range (down from 45).
Spire of the Gods => Cost decreased to 800 from 900.
Advanced Tower Logistics => Sales cost reduced to 25 per tower (down from 50).
Big Blue => Cost decreased from 250 to 225, changed the decreased range to 25% (down from 50%).
Bug Fixes
Increased hitbox size of Defenders so they would more consistently take damage from explosions.
Fixed issue where the endless mode image would appear on other levels after quitting an endless mode game.
Playing an effect on a tower in the waiting area will no longer pick up the tower.
Cartridges that let you sell target tower will now let you sell amplifiers and monuments.
Upgrading a random tower will now work correctly when there is only one eligible tower.
Fixed issue where trying to play "Must have Command Center Level X" would cause a cosmetic issue if you didn't meet the requirements.
Fixed error that would occasionally occur when rendering an enemies' shield HP.
Fixed issue with hitting a shield while it is simultaneously being destroyed.
Fixed steam app Id issue.
Fixed issue where upgrading a random tower could upgrade towers that stay the same level as command center (and then would immediately revert back to the previous level).
Fixed issue where the wrong sponsor would show up on the victory screen in rare occasions.
Fixed rare issue where database could get corrupted if an error occurred when launching the game.
Fixed tooltip for Command Center Level 3.
Fixed displays after completing Rogue-Like mode.
Fixed issue with crashing in some Rogue-Like menu screens.
Fixed formatting of passive choices in Rogue-Like menu.
Fixed issue with settings not being saved when quitting and restarting the game.
Fixed issue where some screens would overlap on roguelike mode.
Fixed issue where music would cut out if too many sounds were playing at once.
Fixed the text on a few cartridges.
Fixed an issue that would occur when forfeiting a Rogue-Like game from the gameboard.
Fixed an issue where bosses could come out of an inactive entrance in sponsored and Rogue-Like modes.
Fixed issue where the lightning for data drops would sometimes not display.
Fixed some targeting systems not showing correctly on Rogue-Like selection screen.
Fixed issue with tutorial when played immediately after sponsored mode.
Fixed issue with tutorial that would occur when playing through it very quickly.
Fixed issue with tutorial where last tower placed would sometimes keep pulsing after the final round had started.
If you come across any issues please don't hesitate to make a comment, post on the Steam forum or e-mail me at cartridgedefense@gmail.com. I will do everything I can to fix your issue ASAP. Thanks again and enjoy!
Demo added and 1.0 Release September 3!
Hello everyone! In just about a month we will be releasing the 1.0 version of Cartridge Defense! Thank you to everyone who helped test the game during the early access portion of the launch.
The 1.0 version will include a final Zone with new levels, enemies, cartridges and more! The patch will also come with many bug fixes and balancing changes that have been tested behind the scenes for some time now.
Additionally, today we released a demo version of the game that includes the first 10 levels of the game.
Cartridge Defense Patch 0.3.3.6
Hey everyone. This patch is primarily to improve the replayability of the sponsored, endless and roguelike game modes. Please let me know if you run into issues. I hope you enjoy!
Patch Notes
Charger and Umbrella Guardian models and icons completed.
Made many tweaks to the way both of these enemies perform.
Several balance changes made around Sponsored, Endless and Roguelike modes, including when certain enemies can spawn and how many you can expect to see at different stages of the game modes.
All levels can now be played on Sponsored mode for up to 20 rounds past the number of rounds in the campaign (up from 10).
Fixed issue with parts of the UI getting clipped off on certain resolutions.
Made several minor performance tweaks.
Made some tweaks to hopefully push out the time before endless mode starts to crash. Before release I will likely need to put a shorter level cap on this mode before the memory issues start coming, but I do want to see how far people are able to get before they start having issues.
Thank you for everyone's continual support and I hope you all are having a great day!
Cartridge Defense Patch 0.3.3.4
Hey everyone! I hope y'all are doing well! We have a new patch today with a variety of fixes and new features to get ready for the 1.0 release later this year.
Features
Inventory Items have new icons and several have new names.
Added new graphics on the info screen and victory screen for the different sponsors when playing sponsored or infinite mode.
Added Targeting Systems for each enemy type (these can be unlocked through drops in game).
Endless mode will now feature a random tileset.
Finished Rogue-Like mode.
Added two new enemies to endless, sponsored and Rogue-Like modes.
These are using temporary images and models and will be tweaked before the 1.0 release, but I wanted to go ahead and get them into the game for balance testing. The enemies are:
Umbrella Guardian: Umbrella Guardians have a large shield will block shots from from all around the center.
Charger: Chargers increase their speed every block as long as they are going in a straight line. Once they have to turn, their speed is reset. Place your towers to exploit this.
These enemies are subject to change pending the final release, but they will play a large role in the upcoming final stage of the game.
Changes/Tweaks
Sped up camera when transitioning between menus and levels.
Several tweaks for performance.
Made improvements to several textures.
Balance Changes
Several balance changes made to Rogue-Like mode (mostly tweaking spawn rates of various enemy types).
Bug Fixes
Fixed issue where online players would not see cartridges earned from packs until logging out and back in again.
Items that give %Damage buffs are no longer over calculated for certain tower types.
Fixed issue where the level info screen would show the Endless Mode level for all levels after quitting an Endless Mode game.
Fixed issue with Endless Mode freezing on victory in online mode.
The current Anti-aliasing mode will now be remembered in the options screen.
Fixed issue where sponsored rewards were not synced correctly in online mode.
There may be a few bug patches as issues arise, but for the most part we are now focused on getting the game ready for final release, which includes adding a simple story and a final zone with new levels. Stay tuned and thank you so much for all the support during early access!
Cartridge Defense bug fix patch 0.3.2.3
Bug Fixes
Fixed issue with high level machine guns getting weird after moving them.
Fixed issue with rail guns and tesla cannons not hitting shields correctly.
Fixed issue where some towers would not ignore shields when they had the ignore shields ability.
Fixed crashing issue that would occur when too many drops were earned at the same time.
Fixed issue where online accounts wouldn't see new cartridges from packs until restarting the game.
Changes/Tweaks
Projectiles will no longer be stopped by the environment.