This update adds four new Gem Tower recipes. Three new Gem Towers, and the game's first secret Gem.
These recipes require Gems that were not part of any recipe before and contain a high degree of color symetry (as player requested).
New Towers
Simple Fire Simple Curse Simple Buff
Secret Towers
Polaris, The North Star
Balance Changes
-Sol - Abililty Cooldown reduced from 4 to 3 secs. -Charge Cannon - Ability power multiplier reduced from 3.0 to 2.7. Charge cannon was doing a bit too much damage given it's massive AOE.
With this update the recipe panel gets a little bit smarter.
Gem Recipe UI Coloring
Gems found in a recipe will be tagged with color indicators showing if the gem is present on the board. Gems available are tagged green, those not usable in the recipe, red.
I think this will make figuring out which gems you need for any given recipe a lot more convenient.
When starting a new game, you can now break all the rocks on the map by holding down the destroy rock button or key for 5 seconds. This will break ALL active rocks on the map. Given how dangerous this is it's only allowed on the first round of an Arcade game.
Bug fixes
-Resuming a game now correctly loads damage stats from the previous game. Top 3 tower list should work even when resuming a game. -Resuming a game now correctly tracks Lou and Leafeater damage that counts towards the total damage done stat and Total KBs. -Top 3 damage List was being sorted in reverse so the lowest damage was on top. Now displays the correct top damage towers.
This small update adds some new score bonuses. (0.2972)
New Score Bonuses:
Perfect Game bonus: If you manage to complete the game without a star baby dying even once you'll get this end of game score bonus.
Alive Bonus: You'll also accrue a score bonus as you complete rounds without losing any star babies. This bonus accumulates with each round and is reset on star baby death. The bonus increases with round number.
I think these bonuses along with the already present combining gems bonuses should further differentiate players scores based on performance.
Star Baby OnDeath Ability
Star babies' OnDeath ability power multiplier has also been increased by 20%.
Mini Boss Wave Scores
Fire and Ice golems scores increased to be more inline with the other mini boss enemies.
Extreme difficulty has slightly higher speeds and enemy health. More importantly Extreme difficulty has bonus max rounds. This means that on a level normally ending on round 100, extreme difficulty will end on round 150. I expect reaching 150 to be... extremely difficult. :)
Resend Scores button
Resend Scores button has been Added. Occasionally some players saw Steam fail to accept the score upload. This resulted in the score being lost. If this happens you can now try to resend the score! Apologies to those who lost their scores in the past.
As always with new features please let me know of any issues or feedback you have.
Hi all, another small quick update. Synergy points are gained at the end of the game and previously the amount of points was based purely on your score. As pointed out this bonus should also account for difficulty! So with said, the amount gained is now:
Synergy Points gained:
Easy - no changes. Normal - 150% increase (1.5x) Hard - 200% increase (2.0x)
Campires no longer damage friendlies
-Campfires no longer target friendly summons or Lou. (In harder difficulties it was not having the intended effect and would actually cause more problems so i think the friendly fire will not be missed)
Speed scales with difficulty (0.295)
Hello all, this update includes some assets for the upcoming expansion as well as a speed tweak and bug fixes.
Speed Scaling
Enemy speed now scales per difficulty. Easy applies a multiplier of (0.8), normal (0.9), hard (1.0).
Bug fixes:
Fixed a bug where rapidly clicking the start level button could load the scene more than once.
If no leaderboard score could be loaded (first time playing a level) is found the gray box UI is hidden.
(0.2952) -speed now is applied correctly -game engine updated