Reforged TD cover
Reforged TD screenshot
Genre: Strategy, Adventure, Indie

Reforged TD

Roadmap Update - July

Hello everyone,

unfortunately I couldn't work on Reforged Tower Defense as much as I wanted to during the last weeks. That's why there was no update last month. In the meantime, things are looking better again and I have enough breathing space to continue development.

Here is the current status and some information about the development.

The big points:



The new talent tree



General
As I announced in the July update, this was one of the big points for the next update. After trying out a few variants I am very happy with the current state. There will be two big trees to choose from in the next update. The mage tree and the engineer tree. Both trees can be played completely differently thanks to the large selection of improvements. For example, you can play the mage tree very aggressively on abilities or very passively with towers if you don't want to use abilities, like in a classic tower defence.

Unique paths
There are also now unique paths in the talent tree. This means that there are enhancements that interleave with other enhancements when you upgrade the path. This means that you have to choose one path and can no longer upgrade everything. Such enhancements have a great influence on the play style.

Ability enhancements
Improvements can now also influence the ability in its behaviour. In the mage tree, for example, you can still upgrade the meteor. However, from the second level onwards, you now have to decide on your further behaviour. Either you can decide that the meteor now becomes a meteor shower and lets several small meteors fall from the sky or you can decide that the meteor now burns the enemies over time and thus causes additional damage over time.

Improvements for items
Furthermore, there are now improvements that enhance items. For example, the effect of potions is improved or there is a chance to not use up charges when using an item. As there are currently no items in multiplayer (but they are already in the works), these improvements only apply to single player so far.


Armour and damage types



General
The complete spreadsheet of armour and damage types has been revised. Pictures speak louder than words ... here is the table:


Items



new items
In the next update there will also be a bunch of new items. More than 30 of them are already available in the version on PTE.

new properties
Items can now have many new properties. Which can also strongly influence the play style. For example, there is a mage set that gives you blue crystals when you use mana.


Ability strength


New in the game ... there is now also skill power. Most of you will already know it from other games. With the ability strength, abilities, as the name already says, become stronger. They cause more damage, last longer and so on... There are items and improvements that give you skill power.


Equipment slots


Equipment slots have now become equipment slots. Each equipment slot has an equipment type ... For example, head, hand, ring and many more.

Here is a picture:



PTE:


I have loaded the latest version on the PTE (the standard single player is disabled in this build). So if you like you are welcome to test the new features. Due to the many changes to the balance, a lot can of course still change before the final release

Roadmap September:

Roadmap Update - July

Hello everyone,

and another month is over. That means new information about the roadmap and development again.

I have made some changes to the prioritisation.

I have now upgraded the two items "Talent tree revision" and "Localisation". So I'm currently in the process of revising the talent tree and will start with the localisation afterwards.

The new talent tree



The following things are particularly important to me for the new talent tree:

Points only in the respective tree.
This means that you can no longer randomly distribute your points in the talent tree. This led to the fact that you always took the best upgrades from each talent tree.
With the new tree, only the points invested in the respective tree will be counted.

There will be key points
In the new talent tree there will be key upgrades that deactivate other upgrades. With this, you have to choose one, which should then reflect your own playstyle.
For example, the meteor will get a key upgrade. In one variant, the effect of the meteor changes so that a hail of meteors now comes from the sky, which is particularly strong against many waves of enemies. In the other variant
the meteor burns its line over a period of time, which is particularly good for targeted attacks.

Each tree should offer a different play style.
So far, there have been three trees to choose from. Whereby the core trees were the mage tree and the tower tree and the third was only used as a filler for the other two trees. I didn't like this system very much. So I changed the concept and divided the three trees into two. These are the mage tree and the engineer tree. In the process, more upgrades have been added to allow for more playing possibilities. Those who like to play actively and work with abilities will enjoy the mage tree, and those who prefer to play passively and watch the towers do their work will be better off with the engineer tree.

Mage tree

(work in progress)


There are also countless new upgrades for the respective trees. Among other things, new abilities, upgrades that improve items or upgrades that completely change the behaviour of abilities.

Frozen Swirl (new ability in the mage tree)


Not only has the talent tree been reworked, but the towers are also getting new upgrades. There will also be key upgrades for each tower.

Here is the Crosstower as an example.



Here you will have to choose between three paths. The left path changes the Crossbow so that the shots now poison the target and cause damage over time. In the middle path, for example, the range of the turret is greatly increased so that it can be placed in many places but its damage per second is not as high as in the left path.

Tutorial



I have also been working on new maps. One of them is for the tutorial, which will also be released with the next update.

Preview


However, due to the many changes to the talent tree, I will still be busy balancing the game for a while. Therefore, I will publish the updates on the PTE again in the coming weeks.


Overview Roadmap - July


Update V2022.2.5.30 - Bug fixes & new options

New
- The damage type normal has been added (currently not used).
- In the settings, you can now select whether VSync should be active.
- In addition, the size of the tooltips can now be adjusted via a slider.
- In the talent tree, the tooltip is now placed in the appropriate corner of the screen depending on the position of the selected talent.
- Items that fall from monsters can now have more than one stack.
- The number of stacks has been added to the item overlay tooltip.

Balance
- The monster "Giant Caterpillar - Blue" now has more life on the map "To The Village" (challenger mode).

Bug fixes
- Fixed a bug where the music in the challenger menu was playing twice.
- Fixed a bug where the background of the item overlays did not adapt to its content.
- Fixed a bug where the scaling of the HUD had no effect.
- Fixed a bug where the Teasure Goblin on the To The Village map always had 50 health (challenger mode).
- Fixed a bug where the text of the cancel button was not displayed correctly.
- Fixed a bug where the "Next Wave" and "All Wave" menus were displayed even though they were not available.

Update V2022.2.5.29 - Thematic music, bug fixes and new content

New
- The wave generator has a new parameter with which you can generate waves without attackers.
- The units "Toon Reaper - Magenta" and "Toon Ghost - Blue" now have a death effect.
- Added a setting to decide if items should be placed in the inventory first. Before they are placed on the action bar.
- The unit "Spiderling Venom-Red" now has a death animation.
- The first iteration of the theme music has been added to the challenger mode.
- Several new tracks have been added to the game
- More fullscreen modes have been added to the graphics settings.
- More settings for multiplayer have been added. On the maps "Dornheim Village" and "Burbenog Homage" there is now a selection for procedurally generated waves. Optionally, it can be specified here whether the waves contain attackers.
- Added a pause label to better indicate when the game is paused.

Balance
- The ability "Ring of Meditation" now only starts the next wave if no wave has been started yet.
- The upgrade "Snowstorm" now gives additional damage for "Ice Column".

Bug fixes

- Fixed a bug where flight units could not be clicked.
- Fixed a bug where the third upgrade of the Arkan Tower gave more attack speed than displayed.
- Fixed a bug where the upgrade "Upgrade Tools" required the upgrade "Lifetax".
- Fixed a bug where abilities kept increasing their slowing effect. This caused the hit units to be slowed down by 100% at some point.
- The Discord link was corrected.
- Fixed other bugs related to the "pause" not allowing the game to continue.
- Fixed a bug where the game did not resume after a menu was closed with "ESC".

Update V2022.2.5.28b - Bug fixes, QoL & small content

A new day, a new patch!

I have received some feedback again, some of which I have already been able to implement.

Here are the patch notes:
- Fixed a bug where the maximum lives in challenge mode were increased every round.
- On the map "A Breath Of Spring" the stairs now also have a collider. This means that abilities can also be cast there.
- The units "Toon Reaper - Magenta" and "Toon Ghost - Blue" now have a death animation.
- Corrected the description for Upgrade 3 for the Arcane tower.
- Fixed a bug where the unit "Seed Dark Treant" did not respawn after being destroyed.
- Items can now be stacked even if the two inventory slots to be stacked would exceed the maximum stack. In that case, the target will be filled up with the stacks from the source.
- Fixed a bug where the slow effect of abilities stacked whenever they were used.
- Added the map "To The Village" to the challenge mode.
- The default setting for the text overlays, e.g. when units receive damage or you receive crystals, has been increased. In addition, the range in the settings has been adjusted.
- The game speed no longer resets after pausing the game.
- Fixed a bug where you could visit the merchant more than once.
- A maximum wave count of 25 has been set for the map "The Winter is coming" in challenge mode.

Update V2022.2.5.27 - Bug fixes and Quality of Life Changes

- Fixed a bug where the display text for the next wave was not shown at the top centre of the screen.
- Fixed a bug where the second upgrade of the Gatling Tower was not assigned correctly.
- The third upgrade of the Crossbow Tower "Quick Reload" now requires 10 instead of 15 points to upgrade it.
- The map the "Winter is coming" has been made a little easier in the challenge mode.
- If you enter the challenger mode after the first wave has started, the existing progress will be reset. A warning will be given before exiting.
- In the lobby, you can now use Tab to switch from the lobby name input field to the password input field and back.
- The buttons around the life or mana sphere have been enlarged and placed further to the sides of the sphere.
- The chat in multiplayer now hides after 15 seconds if no message has been received and the focus is not on the chat input field. The time invert and the automatic hiding can be set via the configuration.
- In addition, a button to show or hide the chat has been added.
- The tower menu now shows in colour whether you can afford the upgrade for the tower.
- The button to set the profile has been removed. You can now access the menu by clicking on the profile icon.
- The label for the coins & the stars in the main menu has been enlarged.
- The lamps in the game can no longer be clicked when a UI element is between the camera and the lamp.
- All menus can now be exited via ESC.
- If changes have been made in the settings and you want to leave the menu without saving, a security query is now triggered to ask whether you really want to leave the menu without saving.
- The main menu has been re-rendered and should no longer contain dark zones.
- Fixed a bug where the spawn menu was disabled in player vs. player multiplayer. This made the mode unusable as you could not send units.
-New sound effects have been added at various points in the game to give the player better feedback on what interaction they have just made.

V2022.2.5.26i - Small Hotfix, Balance and some items

- Fixed a bug where you could press ESC in the GameOver menu and all buttons would be blocked
- The Gatling Tower was buffed
- level 1 dmg from 21 to 23
- level 2 dmg from 110 to 120
- level 3 dmg from 315 to 380
- The upgrades for the Gatling Tower are now available earlier
- Upgrade 1 now 5
- Upgrade 2 now 10
- Upgrade 3 now 20
- Upgrade 4 now 25
- The prices of the small Mana Potition have been adjusted. The retail value is now higher than the purchase value
- 5 new items
- The Wooden Stick item now gives an additional 5 blue crystals at the start of a round
- Descriptions of some items adjusted

Update v2022.2.5.26h - The new game mode - Challenger

Hello everyone,

finally the time has come - after spending many hours testing and now being satisfied with the balance, I can release the next update with a clear conscience.

Now that all the core elements for the new game mode are implemented, I can expand the mode in small steps. I would like to release a small upgrade every 2 weeks or so. Then I can react faster to the ideas and suggestions from the community.

Before I start with the details, however, I would like to take this opportunity to thank everyone who helped me test the new content.

I would also like to thank all those who have made the game better. As a thank you, I will immortalise all the helpers in the form of Easter Eggs. I'm thinking of bosses or items dedicated to the helpers. You will recognise it as soon as you come across such content ;)

So now to the contents of the update and the insight into the new game mode



Challenger Mode



What is this mode about?
Above all, the new mode brings much more variety into the game. You no longer choose a map, but one is selected from a random pool of maps. All waves are then automatically generated on the map depending on the current wave and stage. This makes every map feel different with every run. The randomly falling items do the rest to make each run unique. After completing a map, you receive a reward in the form of gold and items. With the gold, you can buy more items from a merchant. In addition, the stage level is now increased by 1. The goal of the mode is to complete as many stages as possible.

Then you can choose the further path of the run. In the first version, there are two paths to choose from, which will be expanded with further content in the coming weeks.

The Kings Dungeon



At this point I would also like to invite everyone to join our Discord to discuss the upcoming content.



Patch-Notes v2022.2.5.26h


- Challenger mode has been added
- Added the map "The Kings Dungeon", which was first created exclusively for the Challenge Mode
- Fixed a bug when an ability cast on a tower did not hit the tower. Causing the selection effect to last until the next selection.
- Added a confirmation prompt for the following functions
- Leaving the game (menu & ingame)
- Returning to the main menu from a map
- Opening the Discord server
- Opening the Steam community hub
- Restarting the map (pause menu)
- The unit "Toon Ghost Blue" has been added
- The Loot System has been added to the game. This means that creeps can now drop items.
- New items have been added.
- Spellpower was added to the game. Spellpower increases the effect of abilities. The strength of the effect is determined by the coefficients in the respective ability.
- In the standard singeplayer, you can now use the "Next Map" button to jump directly to the next map without having to take a diversion via the main menu

Config
- There are now three saves (Preparation for Steam Cloud)
- The configuration in the settings (like resolution, graphic quality, etc...)
- The data for the normal single player
- The data for the challenger mode
- The settings for the sound are now adjusted again directly when they are changed in order to increase usability.

Items & Inventory
- The inventory was slightly changed in size. It has also been expanded by 8 more artefact slots.
- Items that are usable can now trigger sound effects when they are used.

UI & Tooltips
- Resources now have their own tooltips when you move the mouse over them.
- When leveling up, a notification is now displayed showing the level reached. You can also click on the notification to go directly to the talent window.
- The tooltip of abilities now shows the modifiers for the current wave and the coefficient for spellpower.
- The tooltip of items has been revised again. Among other things, the quality of the item is now displayed.
- The tooltips of the items now contain the quality color of the item in the title of the tooltip

Balance
- Nymph Fairy Purple has been weakened.
- damage from 5 to 4
- crystal gain for kill from 1 to 2
- attackspeed from 2.25 to 2.5 attacks per second
- The level 1 upgrades for the Crossbow Tower as well as for the Arcane Tower are now directly available (previously 5 talents had to be assigned)
- The ability "Ring of Meditation" now additionally starts the next wave when used

Bugs
- Fixed a bug where towers could be pulled from the action bar and were no longer available.
- Fixed a bug where items that should have been destroyed after the scene were still saved.
- Fixed a bug where the XP bar tooltip was showing progress from normal single player in Challange mode.
- The tooltip for the time now shows the correct values




The updated status of the roadmap




Have a nice weekend,

Sascha


Dev/PTE Infos & Roadmap Update - May

Hey guys,

Another month has passed. A lot has happened in Reforged Tower Defense during this time. I am happy to share the news with you. Below is the updated roadmap and some development details, as well as the patch notes for the latest build on the PTE.

Roadmap:






Development Informations



The core loop for the challenger mode is ready. On this occasion, I uploaded a new build to the PTE to get a first impression of the new mode.
Some extensions were necessary for the new mode. Below are all the details on the extensions along with the patch notes.



The Loot System



The Loot System has been implemented into the game. This means that units can now drop items. Which items are dropped and with which chance certain items are dropped is determined by the following factors.
- The map that is currently being played. Each map can have from 3 different Loot tables.
Drop table:
- The drop table determines which items are dropped by enemies when they die.
Standard Reward Table:
- This table contains all the items of which you always get by a fixed number, i.e. the safe loot (random of course but a fixed number of items).
Optional Reward Table:
- This table contains the special items. There is no fixed number of items that you get. With luck you can get several items, but you can also go away empty-handed!
- The wave you are in.
- An Id modifier (in Challenger mode this is the Stage Id. In normal mode it is the level Id).
- The creep value of the unit


A bunch of new items



As some new items and item types will be added to the game in the course of time. I will leave this information at that and dedicate a separate chapter to the items at a later time.



The Wave Generator



With the Wave Generator, waves can be generated completely randomly. This is completely different from the way it was done before. Until now, I had set all waves by hand. For the challenger mode, however, that would be much too time-consuming.
In addition, each run is supposed to fill up differently, which makes these extensions virtually indispensable. A wave generator, however, brings big challenges with it. This is due to the fact that each map is different in terms of its structure. So I needed a wave generator with which I could define individual settings for each map.
- The units that can appear at all.
- Also in which stage (min/max) and in which wave (min/max).
- The lives
- The shield
- The running speed
- The spwan rate
- The number of waves and sub waves
- The amount of money you get at the end

Each setting has several parameters
- starting value
- linear multiplier
- exponential multiplier for the wave
- exponential multiplier for the stage
- a random deviation
- a minimum and a maximum value

Note: The great thing about the new Wave Generator is that you can now easily create the endless levels.



ChallengerManager

(own persistens for the challenger mode)

Not to throw too many details around. The ChallengerManager was necessary to create an own progress for the challenger mode which is decoupled from the normal mode. As I didn't foresee this from the beginning, some restructuring was necessary ... <.<



Other, smaller extensions


- a mode selection before the single player
- a new scene where you can pick up your loot


The challenger mode



Those were the biggest points on the way to the challenger mode. Now to the real core of the update ... the challenger mode. As I mentioned above, this mode has its own progression. This also means that it has its own ranking. The places on the ranking list are sorted according to the highest stage you have reached.
The stage is always raised after successfully completing an event. An event can be the following.
- A random map from a map pool (4 at the beginning, one of which is a new map).
- A visit to a merchant (not yet in the game)
- A visit to a blacksmith (not yet in the game)
- X (I still have a few ideas, but I'm not sure if they will be in the game yet)

The loop looks like this.
1. start -> 2. a random map -> 3. rewards in the form of items -> 4.selection of an event -> to 2. if 4. was not 2. or to 3. if 4. was 2.

The information on how merchants and blacksmiths work will come with the patch in which they are implemented.


General Patch Notes v2022.2.5.26a:


- Challenger mode has been added
- The inventory has been slightly reduced in size (the actual size not the number of slots).
- Fixed a bug when an ability cast on a tower did not hit the tower. Causing the selection effect to last until the next selection.
- Fixed a bug where towers could be pulled from the action bar and were no longer available.
- Added a confirmation prompt for the following functions
- Leaving the game (menu & ingame)
- Returning to the main menu from a map
- Opening the Discord server
- Opening the Steam community hub
- Restarting the map (pause menu)

- Added the map "The Kings Dungeon" (only available in challenger mode)
- The unit "Toon Ghost Blue" has been added
- There are now three saves (Preparation for Steam Cloud)
- The configuration in the settings (like resolution, graphic quality, etc...)
- The data for the normal single player
- The data for the challenger mode


Preview "The Kings Dungeon"






greetings

Sascha

Patch Notes & Roadmap Update - April

Hello all,

Another month has passed, so today there is news about the progress of the game.

I was able to complete the biggest tasks for Spring Update 2022.

The following three items will find their way into the game:
- 3 new multiplayer maps
- Graphical revision of the UI
- Improved Inventory System

More information on the details can be found below in the patch notes

As I wrote in the last news, it was not possible to release the update in small steps due to the revision of the UI. This will change again with the next updates. This means that updates will appear again with higher frequency.

With a look at the roadmap, I would like to involve the community in particular again. It is about the point "New Game Modes". I have some ideas about which game modes could come into the game next. Ultimately, I would like to leave it up to you to vote on them.

Roadmap:


Patch notes



I want to highlight things that have come about because of the community. I look forward to your feedback.

Update 2022.2.4.25a



The entire UI has been reworked.

The following are the individual UI elements and their changes.


First the UI elements which have only been visually revised:

- Loading Screen
- InformationBox

In addition, all those who have received further changes to the visual change:

*Region Selection
- A description has been added to the region selection.

*Profile Selection
- The behaviour of the profile selection has been changed. The changes to the profile are now only accepted when Accept is pressed, otherwise all changes are discarded.

*Bestiary
- Renamed from "Creep Menu"
- The menu has been restructured and should now be clearer.

*Tower Settings
- The menu has been restructured and should now be clearer.

*Settings Menu
- The menu has also been slightly changed in structure. The tabs are now displayed above the content and no longer on the left side.
- The behaviour has been adapted. The changes must now be confirmed, otherwise all changes are discarded.

*Main Menu Top Bar
- The labels of the buttons have been changed.
- The menu item "Roadmap" has been added.

*Create Lobby
- The structure was adapted. The description and the settings have been divided into individual tabs.
- The selection "Standard Lobby" was added.
- All settings now have additional tooltips

*Join Lobby
- Added a timer to indicate when the server list is updated
- Added a button to create a lobby directly from the server list

*Lobby
- A label has been added that shows the version, the internal and the external IP when hovering over it.

*Singlerplayer Map Settings
- The structure has changed. The display has been divided into tabs. Which are separated according to game modes. However, the new game modes will only be activated with a later update (see roadmap)

*Roadmap
- The Early Access Roadmap has been added to the game

*Ingame HUD
- The upper middle menu bar has been removed.
- The resources, the waves/income and the time have been moved to the upper left corner
- The slider for setting the speed has been replaced by 5 toggles that offer the same speed intervals as the slider
- The right menu is an additional menu and can be folded in or out
- All buttons have been split in the bottom bar
- Spawmenu, Inventory and Game Settings are located around the Health bar
- Bestiary, Tower Settings and the Upgrade Menu are located around the Mana Bar
- The Upgrade Menu no longer shows all resources. Instead, only those that are relevant for the respective tab are displayed

*Inventory
- The inventory now additionally shows the number of coins of the player

*TowerView
- The menu has been revised structurally and subdivided into tabs
- The menu can be moved via drag & drop
- 8 equipment slots have been added to the Tower Menu, which will be used in a later update.
- In addition, all relevant properties of the tower are now displayed in the menu

Tooltip System
- All tooltips have been replaced by a new system
- The new system takes into account the size of the object the mouse is moving over. It also checks the position of the mouse on the screen to position the tooltip
- In addition, the tooltip now adapts to the size of the content


Inventory System:
- The entire inventory system was reworked
- There are now 3 different types of slots
- Item Slot: only items can be deposited in an item slot
- Usable Slots: all items that can be activated (e.g. healing & mana potions), abilities and towers can be placed here
- Equipment Slot: only items that act like equipment can be placed here
- The content of the slots can now be easily exchanged by drag & drop. It is no longer necessary to press an additional key.

NEW:
- The map "Wintermaul" was added as a new map. It is designed for up to 9 players and is very much based on the Warcraft 3 map of the same name. It is therefore a PVE map that you play together. The map is designed in such a way that it can also be played with fewer players.
- The map "Line Tower Wars" was added to the game. It is designed for up to 8 players and is also based on the Warcraft 3 map of the same name. You play the map against other players in "Last Man Standing" mode.
- The map "Dornheim Village" was added to the game. The map is designed for up to 2 players. You play the map together in classic mode.

General Fixes:
- Fixed a bug where the blocker on the Nights Secrets map is disabled
- Added Tooltip with internal, external and version on server list
- Fixed a bug where the version was not communicated to Steam when a lobby was created via Steam
- Fixed a bug where hotkeys were displayed incorrectly
- Fixed a bug where some audio settings were not applied
- Fixed a bug where the skill indicator on the map "A Breath Of Spring" disappeared into the ground.
- The Tower Upgrades "Construction Tools" and "Reinforced Plates" no longer count as part of the talent counter.
- Fixed a bug where you could not build a Crossbow Tower on the Railway Tracks map.
- Fixed some problems when connecting to a host.
- Fixed a bug where the chat in the lobby was not reset after entering a new lobby.
- A visual error was fixed that occurred in connection with the TrailRenderer and the ObjectPoolMananger.
- The sound of the Canontower now drops as the range increases.

Changes:
- After a message has been sent via the chat, the focus is immediately set to the input field.
- If the own towers suffer damage, an effect appears that shows that the tower has suffered damage.
- In addition, a sound is emitted at certain intervals when one of your own towers suffers damage.
- The color in the Damagetype for values above 100% has been changed from #008000 to #00FF20.
- Removed the line between the header under the description for armour and damage descriptions.
- A new tab has been added to the creep as well as the tower view. It contains a description of the unit's characteristics and its armour and damage types.
- Network has been added as a new tab in the settings.
- The connection timeout can be set in the Network tab.
- The last enemy in the map "To The Village" was marked as a boss.
- If you hold down the left shift key while building a tower, the currently selected tower remains in the selection. So you can build several towers of the same type in a row.
- The description of the creeps in the bestiary has been significantly expanded.
- Minor changes were made to the netcode.
- When a map is reloaded, the main menu is no longer loaded first.
- When returning to the menu from a single player map, the map selection is now automatically opened.

Balance:

Tower:
- The damage of all Tesla Towers has been increased
- The damage of all Crossbow Towers has been increased
- The damage of all Arance Towers has been increased
- The damage of the laser towers 1 and 2 has increased
- The damage of the Crystal Tower level 3 has been reduced
- The slow of all Crystal Towers has been reduced by 5% at each level

Note:
It turned out that the combination of "quickly bring the Crystal Tower to level 3" and "skill Holy Power" turned out to be too strong. Also, you could build the Crystal Tower in just about any situation, which never made it a bad choice. To counteract this effect and make other tactics more attractive, the Crystal Tower was weakened and all other towers in the class were strengthened.

Creeps:
- The "Forest Ogre - Brown" now subtracts 5 life when it arrives at the target.
- The "Orc Slinger - Green" now subtracts 3 life when it arrives at the target.

Creeps (PvP only):
- "Forest Bunny - Black" nerfed
- "Spiderling Venom - Red" nerfed
- All Creeps except "Forest Bunny - Black" and "Spiderling Venom - Red" income has increased (17 in total)
- "Giant Dark Treant - Green" and "Giant Caterpillar - Blue" no longer has negative income (set to 0)

Note:
So far, it has mainly been the case that it has been worthwhile to send many weak units. This generated more income than the stronger units. Then later, when you have generated enough income, you can switch to the stronger units. To make this effect less attractive, the curve was adjusted by making the expensive units generate less income. In addition, you now get the costs back when a unit reaches its destination. This is of course particularly worthwhile for expensive units.

PvP:
- If you have sent a unit to a player, you now get the half costs back if the unit reaches its destination.