Project Myriad cover
Project Myriad screenshot
Genre: Strategy, Indie

Project Myriad

Patch Notes v 0.5.1

Bug Fixes



  • Enemy pathing will be more predictable, efficient, and accurate.
  • Enemies will now forge their own path if the primary path is changed/shortened instead of darting accross holes in the map to re-align themselves. However if you block an enemy in they will still do whatever it takes to get to main path.

Patch Notes v 0.5.0

High Scores and any other save data have been cleared for this patch. Thank you for your patience as I tune the game properly.

Bug Fixes



  • Fixed a bug where the freeze towers would auto freeze if you clicked them while still on cooldown.
  • Fixed a bug where the Freeze Tile Tower's enemies were staying frozen for the full 2 seconds on x2 and x3 speed.
  • Fixed a bug where the game would crash when destroying rubble tiles.
  • Blade Tower weapons should be spinning again.
  • Enemies will no longer take damage from Minus Tiles while the game is paused.


New Content!



  • Traditional Game Mode
    This mode gives you access to all 20 towers at once and allows you to sell towers. This mode will not unlock achievements, but there aren't any implemented at this time anyway.
  • Wave Goals
    You will now be rewarded with bronze/silver/gold emblems for achieving waves 10/20/30 on each level. The first time that you achieve wave 30 on a level you will be given the option to go to the next level or resume that level. Something I really enjoy in a tower defense game is having every level be endless so I can go for a best score. I know a lot of people don't so this will give them the sense of accomplishment to move on to the next level. There will be achievements for getting wave 30 on each level once I put achievements in.


Enemy Balance Changes



  • Swarm Enemy - Health Decreased
    The swarm level is actually winnable but it's crazy hard. I want more people to be able to beat it.
  • Fast Enemy - Speed Decreased
    I made them just a hair too fast. The seconds between tiles is changing from 0.65 to 0.67 and their health will go up by 1.74% to compensate.
  • Boss - Health Decreased
    Boss health is down 2.72%. This takes a little more than 1000 health off of wave 28. The goal of the game is to hit wave 30 and I feel like many levels you hit wave 30 with 8/10 life left and it feels like you didn't really win. I want you to be able to get to wave 30 with 10/10 life.


Tower Balance Changes



  • Line Tower Hit Boxes Increased
    Line towers are in a much better place but one of the ways they still struggle is hitting targets from afar. I increased the size of their hit boxes so they would more consistantly make contact with more enemies even if briefly.
  • Line Tower Damage Increased
    This will not be as substantial as last time and will not be reflected in the DPS tooltip. As stated previously DPS for non-target towers is based on hitting multiple targets. I am changing the targets required to meet that DPS number from 2 to 1.8.
  • Resource Tower
    The resource tower will now produce 1 coin every 5 seconds instead of every 3 seconds. This tower is currently too powerful. It alone seems to let me get 5-10 waves extra on every level despite the fact it does no damage. In additional each subsequent resource tower will now cost 5 extra resources to build. So the first one is still 10, the second one will cost 15, the third will cost 20 etc.
  • Mushroom Tower
    The mushrooms will no longer instantly disappear. Instead, after making contact with an enemy, 1 second later the mushrooms on that tile will be reduced by 1. The mushroom tower itself will continue to place mushrooms on the tile so we should end up with an effect where mushrooms are constantly being added and deleted. However the mushrooms should never stay at 5 so the cooldown has been increased to 1.75 to compensate for the speed tower buff.

Patch Notes v 0.4.3

Bug Fixes



  • The Tower Select button will now function correctly.


Updates



  • Tower Select button now allows you to get a new set of random towers instead of going to level select.


Patch Notes v 0.4.2

Bug Fixes



  • Fixed a bug that was causing thorns towers to deal x3 damage on x3 speed.
  • Fixed a bug where you couldn't unpause with the pause button.
  • The new flying enemy will now always appear above towers.


Updates



  • Added a button to the best wave menu that puts you back to the tower select screen if you wanted to try the same level with different towers.

Patch Notes v 0.4.1

Bug Fixes



  • The description text for the strike tower is now correct.
  • The level "Slime" is now loading the way the preview picture looks.

Patch Notes v 0.4.0

High Scores and any other save data have been cleared for this patch. Thank you for your patience as I tune the game properly.

Bug Fixes



  • Many tower damage per second stats were either calculated incorrectly or displaying incorrectly. They have been fixed.
  • Fixed a bug that was causing towers outside of the range of the damage boost and speed boost towers to still be boosted.
  • Adjusted the pathing algorythm for enemies. There were some levels where they were taking inefficient paths. It's still not 100% for example the pathing can be weird on Diamond Ring.
  • Fixed a bug where mushrooms weren't growing correctly 3 tiles deep on 20 degree angles from the mushroom tower.
  • The game should no longer crash when building a clone tower as it will no longer try to clone itself.


New Content!



  • Freeze Tile! This tile will freeze your enemies when activated. The cooldown is long, but it helps you maze.
  • Flying Bug Tile! This tile will periodically spawn an enemy that flies over your towers!
  • Cannon Tile! Once activated this is a new permanent tower that deals bonus damage to bosses.
  • Rubble Tile! This tile is filled with rubble that must be cleared before you can build here.
  • New Level! Diamond Ring
  • New Level! Slime
  • New Level! Swarm This level may be unbeatable. I wanted to let everyone try before I tried something different.
  • New Level! Chainmail
  • New Level! Ice Cube
  • New Level! Battlecruiser
  • New Level! Field of Dreams
  • New Level! Crumbs
  • New Level! Pyramid
  • New Level! Altogether Now


Updates



  • Restart button has been added to the right side of the menu overlay so you can restart without having to go back to the level select screen.
  • Game Speed button can now be used to increase speed to x3!
  • If you click the starting enemy tile to start the wave early, resource tiles will now generate resources for the time you skipped. This way building a resource tower doesn't force you to wait to spawn the wave on it's own.
  • Added error messages to explain why you can't build in certain places or if you don't have enough resources.
  • Hitting space during play will now pause without the menu overlay, hitting escape or clicking the menu button will still pause and bring up the menu overlay.
  • Selecting the resource tower will now show how many resources have been generated.
  • There are now icons and tooltips on the level select screen explaining what the special tiles do.
  • You should now be able to click off of a tower using either the left mouse button or the right mouse button, previously this was just the right mouse button.
  • Add a toggle to the menu overlay during a level that lets you show current enemy health as a number in addition to the bar.
  • Removed Clone Tower from the pool of towers for random mode. Random Mode is random enough.
  • When you upgrade a tower that tower will now stay selected so that you can upgrade it multiple times without having to click it again. It's range however will still disappear.


Enemy Balance Changes



  • Enemy Health Increased
    The health of all enemies is being increased accross the board. I like the feeling that you have to build almost every wave or get behind so the health of enemies in earlier waves is getting buffed by a higher percentage than later on. Reaching wave 30 is going to be the goal of the game, so I want reaching wave 40 to be difficult except on certain maps that are built to assist you. I will keep tuning enemy health until this is true. Also Boss/Star health is about where I want it so those waves, especially later on, will be getting less of an increase if any at all.
  • Speed Wave enemies have had their speed increased by about 7% and their health reduced to compensate. They just don't feel fast enough.
  • Minus Tile damage has been reduced. It's meant as a helper, but right now it does so much damage it basically plays for you.


Tower Balance Changes



  • Missile Tower

    • Range decreased to 2.45 from 3
    • Cooldown increased from 1 to 1.1
    • Cost changed from 30 / 70 / 110 / 150 to 20 / 70 / 120 / 170
    • DPS changed from 7.3 / 24.4 / 51.3 / 88 to 6 / 26.9 / 62.9 / 113.7

    The goal here is to push each tower more towards their unique role. The missile tower is meant for early mazing, which should be easier with a lower initial cost. Then it has a high upgrade cost so that it stays relevant in the late game, unlike some other towers. Reducing the range makes it so it can't reach over maze lanes, a role meant for other towers, and allows me to increase the damage output. Mazing towers should be more useful now that enemy life is increased.

  • Cold Tower

    • Range decreased to 3.75 from 4
    • Cooldown increased from 1.25 to 1.3
    • Cost changed from 10 / 45 / 80 / 115 to 10 / 30 / 50 / 70
    • DPS changed from 1.3 / 7.1 / 17.3 / 32.1 to 2 / 7.8 / 17.6 / 31.3

    This tower used to have it's damage cut by 70% to compensate for the cold effect. Through testing this seems like overkill. By reducing the cost of the tower the algorythm I made to calculate damage will automatically reduce the damage. Spending a lot of money late game to get a small increase in DPS was never where this tower should have been anyway. The range is being adjusted to match the poison tower's change. The cooldown is being slightly adjusted to change how frequently the tower will hit the same target before switching.

  • Mortor Tower

    • Range decreased to 4.75 from 5
    • Cost changed from 90 / 130 / 170 / 210 to 90 / 120 / 150 / 180
    • DPS changed from 16.5 / 40.3 / 71.5 / 110 to 20.3 / 47.4 / 81.2 / 121.8

    This tower's range was just out of control, however this tower's role supposed to be the go to tower for long range, so some of the other single target tower's range will be decreased to compensate. The DPS shown in game wasn't accurate so the change to DPS shown here is the actual change. Upgrade cost is being reduced because in general I am reducing all upgrade costs that were above 200.

  • Poison Tower

    • Range decreased to 3.75 from 4.5
    • Cost changed from 50 / 75 / 100 / 125 to 60 / 90 / 120 / 150
    • DPS changed from 2-24.4 / 5.1-61.1 / 9.2-110 / 14.3-171.1 to 2.3-23.5 / 5.9-58.7 / 10.6-105.6 / 16.4-164.3

    The range decrease is to get this tower in line with the rest of the single target tower changes. To compensate this tower will now ramp to full damage in one less hit than normal. When I add a mechanic to a tower that has a down side I have been increasing damage on the upside to compensate. This towers damage alternations were x0.25-x3. The reason was that initially I thought this tower would be under powered. I am changing the modifier to be x0.2-x2 which is what most of the other towers get. The cost has been increased to try to keep the damage close to what it was. The damage shown in the game was calculated incorrectly. The damage shown above is the actual change.

  • Strike Tower

    • Cooldown decreased to 4.25 to 5

    I feel like I nerfed this tower a little hard. Going to ease up on the cooldown to start. DPS won't change it will just deal less damage per hit.

  • Fireball Tower

    • Range decreased to 4.5 from 5
    • Cooldown increased from 1.5 to 2

    The fireball tower was meant to be the default line damage tower. I kept the cost so low that the algorythm that calculates how much damage the tower should do just made this tower useless. I'm tweaking the tower a little and adding a effect to compesate for the low cost instead of just increasing the cost. This tower will now add a burn effect that will cause additional damage to the enemy including from additional shots from this tower. The downside is that it will increase the speed of the enemy slightly. This however can be useful near a plus tile for example where you don't want them to heal as much.

  • Storm Tower

    • Cost changed from 40 / 100 / 160 / 220 to 60 / 100 / 140 / 180
    • DPS changed from 2-19.6 / 6.8-68.4 / 14.7-146.7 / 25.4-254.2 to 2.9-29.3 / 7.8-78.2 / 14.7-146.7 / 23.5-234.7

    Adjusted the cost for all towers that have an upgrade that costs above 200. Damage is adjusted because of the lower cost.

  • Shadow Tower

    • Range decreased to 4 from 5.5
    • DPS changed from 1.9-28.5 / 4.3-65.6 / 7.3-111.3 / 10.8-165.5 to 3.7-36.7 / 8.4-84.3 / 14.3-143 / 21.3-212.7

    This tower was meant to be placed towards the end of a maze where many of the enemies would have already been defeated. The damage was too low to be effective. Reducing the range allows me to increase the damage and allows each individual shot to deal more damage.

  • Shock Tower

    • Cost changed from 40 / 95 / 150 / 205 to 40 / 35 / 30 / 25
    • DPS changed from 1.3 / 4.5 / 9.5 / 16.3 to 26.7 / 50 / 70 / 86.7

    Similar to the cold tower there was a variable the greatly reduced the damage of this tower to make sure the stun wasn't over powered. Since all of the area towers feel very powerful then you end up just using this for the stun and never wanting to upgrade it. So I allowing the damage to come through and then reducing the cost so that the damage doesn't get out of control. I am also reducing the duration of the stun.

  • Mushroom Tower

    • Cost changed from 50 / 100 / 150 / 200 to 30 / 80 / 130 / 180
    • DPS changed from 2.4-11.8 / 7.1-35.5 / 14.2-71 / 23.7-118.3 to 2.8-14.2 / 10.4-52 / 22.7-113.5 / 39.7-198.7

    Similar to the poison tower this tower had a customer scaling modifier. Only for this tower it scaled to 1 because I thought the burst damage from a wave tower doing all it's damage at once would be over powered. This tower still doesn't seem to have a spot on line-ups so the modifier now scales to x2 just like the other towers. I reduced the cost to have no upgrades at 200 resource.

  • Block Tower
    The block tower can no be removed by clicking on it after it has finished it's cooldown.

  • Speed Boost Tower

    • Range decreased to 3.1 from 3.5

    Range is being adjusted so that this tower will buff exactly three tiles deep in all directions.

  • Damage Boost Tower

    • Range decreased to 2.1 from 2.5
    • Cost decreased to 75 from 125

    Range is being adjusted so that this tower will buff exactly two tiles deep in all directions. Cost is being adjusted because it can buff exactly half of the towers that a single speed tower can.


Patch Notes v 0.3.2

Bug Fixes



  • Line tower weapons were fading out at varying speeds and distances. Line tower weapons will not begin to fade at the edge of their range and disappear completely after traveling a short set distance past their range for all towers.
  • Fixed a bug that was causing the poison tower to deal almost 50% extra damage.
  • Fixed a bug where shadow and life tower weapons were dealing based on the number of enemies active when they were created and not when they made contact.

New Content!



  • Atomic Hammer
  • Layer Cake
  • Pinball

Enemy Balance Changes



  • Star Enemy Health reduced by 5%
    I’m trying to hit that sweet spot for boss health. Right now I feel like there are times you can go 8-10 waves only building or upgrading single target towers. The goal is to constantly by thinking about the next few waves and build accordingly, not just the star wave. I’ll start by knocking star health down a bit but if it doesn’t work I’ll keep tweaking it.
  • Bug Enemy Health increased by 5.85%
    I think where the current level progression is so to compensate for star health going down I am going to increase bug enemy health. This is the wave I feel like is the easiest right now so I’m trying to get it in line with the others as well.

Tower Balance Changes



  • Mushroom Tower Range Increased to 3.1, Damage Reduced
    This tower doesn’t seem to have a role in the current lineup. I am going to try it at a higher range. The damage was reduced to compensate for the greater range.
  • All Line Tower’s Effective Damage Increased
    Line towers are underwhelming at the moment so I am increasing their effective damage per second. You’ll notice on the tooltip that none of the DPS numbers have changed. That’s because line and area towers need to hit multiple targets to reach that DPS target. Right now it is 3. I’m changing it to 2 for line towers. This means that if the line tower hits 3 targets then that tower’s DPS will be greater than what the tooltip shows. This also helps increase their value versus star waves.
  • All Line Tower’s Weapon Speed Increased
    The line tower’s weapons were just moving too slow and it was impacting accuracy, especially on towers like the blade tower which relies on targets being farther away. Increasing speed will help with efficiency and usefulness of these towers. The damage they deal is calculated based on their speed so the fact that they have less contact with any given enemy will not decease the damage dealt. They will just deal that damage over a shorter period of time.

Patch Notes v 0.3.1

Bug Fixes



  • Random mode should now correctly assign you random towers if you have already played a level in standard mode.
  • Clicking the upgrade button without a tower selected will no longer crash the game.
  • Blade tower will now only fire at enemies within range 7 instead of anywhere on the board. The blades still travel off the screen as intended.
  • All target towers will now have the target hole correctly displayed in the center of their hexagon.

Updates



    When returning to the level select screen the selected/previewed level will revert to the most recently played level of that session. When starting the game it will still revert to level 1 "Rattlesnake"

First Patch Notes! v0.3.0

All high scores should be wiped clean after you update. I apologize for any inconvenience. While the game is in early access I will be clearing high scores for testing purposes.

Bug Fixes



  • Tool Tip should now correctly appear when you scroll over a tower during a level.
  • Grayish-Blue tower (now light blue and known as the Cold Tower) will now shoot the projectile it was supposed to and add the slow effect it was supposed to.
  • Fixed a bug where all towers were gaining additional damage as if they had been upgraded an additional time.
  • Fixed a bug that caused towers that damage enemies in a line to deal double the damage as intended.
  • Area tower attack area markers should no longer appear 10 pixels above the tile they are damaging units on.
  • Fixed a bug where damage and speed increase auras weren’t displaying properly. The damage and speed increases were working just the indicators weren’t appearing.
  • Fixed a bug where area towers weren’t doing the right amount of damage when setting the game speed higher.
  • Fixed a bug where the blue (now wave) tower was not spawning its weapon in all tiles within its range.
  • Fixed a bug where the star/boss wave was granting more resources than intended.

UI Changes



  • Added language support for Spanish, French, German, Italian.
  • Pause Button removed because the new menu toggle will pause the game. Pressing space will also activate the menu toggle.
  • Most of the UI was updated to get ready for achievements and other game modes being added.
  • When selecting a tower the upgrade option will now display on the right. In addition the UI will display how the current tower is performing.

Game Mode Changes



  • When picking towers I originally thought that having a skill tree style for picking would provide interesting choices. This didn’t really work as intended as some towers were hard to balance based on their position. Others required weak towers to be selected that you would then never build. I’ve changed it so that you can pick any towers now and towers are organized by type. This will allow me to balance towers individually so that they will have optimal levels and level placements to be used as I had hoped originally.
  • Added two more levels with the new “Minus Tile” that deal damage to units for you!
  • The Star Enemy will now cost you 2 end tile points instead of 1. Building single target towers is supposed to be a requirement. Right now you can ignore the star wave and still make it semi-far so I decided to make it more threatening.

General Tower Changes



  • The game was feeling too easy. In addition to fixing the increased damage bug many towers are being changed to more accurately fill the roll they are meant to. The goal here is that towers should have specific positions where they are optimal. Towers that can be placed all over the board will have their power level reduced either by range or damage or functionality. Details below, however it is not necessary to read through this, the in game tool tip reflects all the new changes and now displays effective damage per second.
  • Towers can now only be upgraded 3 times. The increased enemy health should make it so that you aren’t always just maxing out every tower and thus you will not need the last upgrade.
  • All line towers will now check for targets in 360 degrees. I limited it to hexagonal directions because I thought the game would look weird shooting through other towers because of the 3D effect I was going for. They were bugged and shot through towers anyway and it looked fine so I’m just going to keep it that way and let them shoot in 360 degrees for now.
  • All towers have been given names and visual updates. In the future I will try to put specific numbers for range and cooldown changes but for this patch it’s just the descriptions of what is changing. All information is available in game.
  • There are now 20 total towers instead of 18!

Specific Tower Changes


----- Single Target Towers -----



  • Missile Tower (Previously the Redish-Pink Tier 3 Single Target Tower)
    In an attempt to build a beginner set of towers that share a color hue this towers functionality is being changed to just a basic hit for damage. I reduced build cost for early mazing. Larger upgrade cost increases late game damage.
  • Cold Tower (Previously the Grayish-Blue Tier 2 Single Target Tower)
    This tower wasn’t previously working but should be now. Also I lowered the cost and damage and increased the length of the slow. This tower should be able slow at least 3 targets at once depending on positioning.
  • Mortar Tower (Previously the Brownish-Yellow Tier 3 Single Target Tower)
    Originally the point of this tower was to provide a weaker tower that would spike in damage as the game went on. This is much better done with the missile towers new design. So the design of this tower will reflect that of the original redish-pick tower, which was to do more damage at a greater distance. The point of that mechanic was to incentivize different styles of mazing. To really hit this idea home I will be giving this tower a minimum distance to hit something. Damage no longer scales will range but this tower will deal more damage than another equal cost tower would at the same range.
  • Poison Tower (Previously the Magenta Tier 1 Single Target Tower)
    This tower is mostly unchanged, I just tweaked it a little bit.
  • Strike Tower (Previously the Purple-ish Blue Tier 3 Single Target Tower) (New Color Scheme)
    So the idea was to have a high power melee tower. Because the cooldown was too low this backfired and the tower became the automatic best single target tower. I have increased the cooldown significantly and reduced the damage a bit. Its role should now be more towards the end of a maze to make sure you get that last hit on an enemy, as opposed to just melting every enemy it touches.
  • REMOVED Green Tier 1 Single Target Tower
    This tower did damage based on the number of surrounding enemies. This makes it so that as a single target tower it could be placed where an area tower would be. This was useful for decision making when the towers were aligned in a tier system. Without that system you will always just want an area tower.
  • REMOVED Dark Purple Tier 3 Single Target Tower
    Similar to the green tower, though not as intuitive, this tower was meant to take the place of a line tower in a less efficient way as part of the tier system. Its functionality is no longer needed.

----- Line Damage Towers -----



  • Fireball Tower (Previously the Red Tier 1 Line Damage Tower)
    Cost and upgrade cost are changing to allow you to build just a level 2 fireball tower for wave one if that is something you wish to do. It’s something a lot of other tower defense games offer so I wanted it to be an option.
  • Storm Tower (Previously the Apple-Green Tier 2 Line Damage Tower) (New Color Scheme)
    Tower’s functionality stays the same. I decided to shorten up the range and decrease the cool down.
  • Blade Tower (Previously the Cyan Tier 1 Line Damage Tower) (New Color Scheme)
    This tower just always felt like a weaker option than the Fireball(Red) tower. I increased the cost which will increase the damage output so that it can occupy a higher cost spot in someone’s group. In addition the weapon will now shoot across the whole screen. The damage for increased distance caps off at around 7 tiles to keep the damage ramp similar to the original tower.
  • NEW! Shadow Tower
    This tower deals increased damage for having fewer active enemies. This means it’s more useful towards the end of the maze and it helps those that are having difficulty killing the star/boss wave.
  • Life Tower (Previously the Dark/Forest-Green Tier 3 Line Damage Tower)
    The functionality of this tower will stay the same. I am adjusting range, cooldowns etc.
  • REMOVED Teal Turquoise Tier 3 Tower
    This tower was terrible and didn’t really have a purpose. I’m removing it to give room for other towers.

----- Area Damage Towers -----



  • Thorns Tower (Previously the Bright Pink Tier 2 Area Damage Tower)
    The damage over time effect was too fast and thus this tower could be placed almost anywhere. The goal is to make this more of a beginning of the map tower so the initial damage was removed and the damage over time effect will take longer to deal its damage. Reduced cost to 90 to make it pair with a 10 cost tower as an opener if possible on a map.
  • Wave Tower (Previously the Blue Tier 1 Area Damage Tower)
    This tower mainly got a graphical update. Also it wasn’t always spawning all of its damage markers so I fixed that. It should go 2 hexagons deep in all 60-degree incremental directions and 1.5 deep off the corners.
  • Shock Tower (Previously the Yellow Tier 1 Area Damage/Stun Tower)
    This towers functionality will stay the same though I am reducing the damage and increasing the cooldown a bit.
  • NEW! Reaper Tower
    This tower will deal increased damage the lower the health of the enemy is.
  • NEW! Mushroom Tower
    This tower places mushrooms on the path hexes around it. When enemies run through them they take damage. When no enemies are present for each cooldown the tower will add more mushrooms to that tile.

----- Support Towers -----