I hope everyone enjoyed the totally balanced balance patch this weekend. Just a bit of festive fun to bring in the new season. The game has been reverted to version 1.0.15. Now it's time for me to get back to work on the next patch which may not be released for a short while since It will contain the first major feature update which will bring new life to the monsters of Rogue Tower and hopefully some fun extras too!
Spring Patch Notes
Spring Patch Notes
Small balance patch to bring in the spring air.
Changes
The ballista has received absolutely no change. Mortar is no longer long-range artillery. Increased the amount of love the Tesla coil can spread in one hug. Frost keeps no longer slow but are still rather chilly. Because of the recent rise in gas prices, the flamethrower’s price has been increased due to its high amount of fuel consumption. Someone injected pure mana into the poison sprayers. Shredder’s sawblade has been rescaled to be more realistically sized. The encampment has taken up Frisby golf. Lookout reticle has been slightly altered to make it more clear which enemies are currently marked. Honey, I shrunk the planes. Obelisks are tall boys now. Particle cannon thiccc-ness increased. Due to the massive increase of ghost hunter YouTube channels, haunted houses have loss all value and are now free.
Happy April everyone.
1.0.15 Hot Fix
Just a quick hot fix in regards to some code weighting priorities in the wrong order.
1.0.14 Patch Notes
1.0.14 Patch Notes
Small patch this week, but with a few more QOL fixes.
Changes
Mana decay bar (light blue) now always decreases by one block of mana/sec. Removed the first Research Breakthrough card upon unlocking university. Boss chests now combine all of their card drops into one chest. Added a “Not enough gold” text popup when trying to place a building or tower without sufficient funds. Increase the max mana given by Savings Account I & II from 10 to 15. Removed Savings Account III. New achievements added for all of the tower challenge runs on double defense and triple defense (Should all work but achievements are difficult to test properly)
Fixes
Fixed a bug where universities wouldn’t research until the player funded at least one percent of research even if they had taken the university upgrade cards. Priority order now uses powers instead of multiplication. Fixed some minor typos. Fixed saw blade maximum lifetime to stop them from disappearing before intended. Fixed all adjacencies to only work with connections on the same level (as intended).
1.0.12 Patch Notes
1.0.12 Patch Notes
This patch overhauls mana generation to improve synergy between different mana options and to reduce the number of cards which feel like trash.
New Features
Added bonus gold from banditry and gold rush to the damage tracker. Can now press T to access the damage tracker mid game. Tower modifiers now only show while the damage tracker is open to reduce screen clutter. Tower Priorities now scale in importance based on their order (top priority x3, second priority x2 and last priority x1). Improved UI scaling to be more consistent feeling. Added the 1, 2 and 3 keys as hotkeys for tower and university upgrades.
Mana Changes
Sorcery and Life Steal cards now give mana as a percent of your maximum mana instead of a flat number. Life Steal I is now unlocked by the Sorcery I card. Mana bank now has upgrade cards which increase the maximum mana bonus each bank provides. Mana bank UI now tells the player an estimation of how much mana it is generating based on its max mana bonus and base mana generation. Mana bank base regen lowered to 1/s. Each mana block in the mana UI now represents 20 mana until you reach a maximum of 500 mana where each block then represents 100.
Balance Changes
Increased all +10% tower crit cards to +15%. Gold Rush now grants +3g per kill but grants +.25 speed. Removed Gold Rush II & III. Increased the rate and positions where graves can spawn. Added Slow Cooker II & III. The marked priority now considers how strong each mark is in its calculation. Hovering portals’ speed reduced by 0.1.
Ballista Changes
Ballista card unlocks rearranged. Longbow upgrades now give +2 range each. Mana Bolts I, II & III now each give +4 base damage. Reduced the mana cost of Mana Bolts III to +5% base damage (all three together have a total of 25% which is normal for a mana tower). Removed Mana Bolts IV & V.
Mortar Changes
Mortar card unlocks rearranged. Added Mana Bombs I, II & III. Added a third blast radius upgrade card.
Obelisk Changes
Obelisk now has range upgrades. Obelisk now has mana efficiency upgrades. Added unique upgrade which allows the obelisk to deal more damage the longer it targets the same enemy.
Fixes
Fixed a bunch of spelling errors. Fixed a bug where Fire and Flames I was never drawn. Fixed a bug where crit ranges were not properly clamping their ranges. Added extra check to prevent bugs where enemies would take damage while already dead. Fixed a bug where frost keeps and encampments would reset their RPM incorrectly mid wave upon level up. Changed frost keeps’ snowflakes to be circles to reduce flickering when the camera in zoomed out.
1.0.8 Patch Notes
1.0.8 Patch Notes
Still rounding up some bugs while trying to bring quality of life to the game where I can. However, the star of this update is our chilly little friend: the frost keep.
New Features
UI scaler now effects all HUD in game and some things in the main menu. Its effect has been increased and it can now be set in the main menu as well. Removed the gold coin VFX from missiles and eyes when they die since they don’t actually drop gold. Bi-planes no longer change targets until their current target is destroyed. Added a new priority “Marked” allowing towers to prioritize targets marked by lookouts. Added an income section to the end screen damage tracker. House and mana crystal starting spawn chance around the main tower is now affected by your number of unlocked upgrade cards as well as permanent upgrades. Reset XP button has been more accurately renamed “Reset Game.” Game reset now automatically reloads the scene and no longer requires a game restart. Added the frozen condition.
Frost Keep
Added new unlock cards including D.O.T. upgrades as well as unique unlocks involving the new frozen condition. Changed snowflakes to be 2D images instead of 3d cubes to slightly improve performance.
Fixes
Fixed a bug where the mana bank was not properly removing its max mana bonus on demolish. Fixed potential cause of Ooogie sometimes dropping way too many chests. Added extra check to prevent building while paused. Fixed a bug where lookouts were adding their health multiplier to shield damage and their shield multiplier to health damage. Pause menu no longer gets buried underneath unlock cards. Fixed a ton of typos and grammar errors (huge thanks to Wyndhammr on the discord) Fixed a minor bug where the last frame of haste and slow was sometimes not removed. Fixed a bug where the tower UI could clip through the main tower.
1.0.5 Patch Notes
1.0.5 Patch Notes
It has been one week from launch (or 1 day from the original planned release) and there are plenty of fixes, changes, and additions I have been excitedly working on this week. This patch is primarily focused on quality-of-life improvements.
New Features
Added right-click drag movement. Added UI scale slider to the main game scene. XP is now saved every level to prevent total XP loss on a crash. Damage tracker now adds healing prevented by DOTs to the DOT damage totals. Camera movement is no longer restricted on a defeat. Added some VFX to path expansions. Minor tower UI improvements. Added Mana Bolts III, IV & V
Balance Changes
Tesla: Base Damage increased from 5 to 10. Health damage increased from 5 to 6. Armor damage increased from 1 to 3. Shield damage decreased from 10 to 9. RPM decreased from 60 to 30. Mana consumption increased from 25% base damage to 50% base damage. Upgrades cost increased from x1 to x2.
Flame Thrower: Base Damage increased from 4 to 5. Health damage increased from 3 to 6. Armor damage increased from 6 to 9. Shield damage decreased from 1 to 3. RPM decreased from 90 to 60. Upgrades cost increased from x2 to x3.
Poison Sprayer: Base Damage increased from 4 to 5. Health damage increased from 3 to 6. Armor damage increased from 1 to 3. Shield damage decreased from 6 to 9. RPM decreased from 90 to 60. Upgrades cost increased from x2 to x3.
Shredder: Upgrades cost increased from x2 to x3.
Radar: Bi-plane’s accuracy increased slightly. Upgrades cost increased from x3 to x4.
Prestige gained from spare XP halved (prestige is still just bragging points without function) Removed second and third Quality of Quantity. All +1 X damage type upgrades now scale up with each level of the upgrade (+1, +2, +3). Reduced the mana cost of Mana Bolts I from 15% base damage to 10% base damage.
Hovering Portals: Hit points and speed slightly reduced. Spawns fewer Observers but more eyes.
Level 25’s boss: +0.1 move speed.
Level 35’s boss: +0.2 speed. +20k armor. Now fires missiles.
Level 45’s boss: +0.3 speed. All hit points doubled. Spawns more enemies.
Fixes
Fixed master volume slider not updating SFX volume. Fixed research chance on universities not counting the first 1% discovery chance. Damage tracker no longer tracks overflow damage. Fixed bug where you could multi-click play and return to main menu buttons. Fixed hit box on main tower to no longer allow for towers to be placed within its area. Fixed several spelling errors including the miss spellings of “Cranial Carnivore and Observer.” Fixed clickthrough on demolish buttons. Fixed a bug where armor and shield upgrades costs were sometimes miscalculated.