Fixes issues with save & quit when locked cards were in the store, then continuing the game without fully exiting the application.
v1.10.1 - More of That Jazz
Hello Necromancers! Hold onto your cowls, because this is a big one! If you don't have time to read, feel free to skip to the sneak preview at the bottom.
First a note: saves created with previous versions will not be recognized in v1.10. If you want to finish a 1.9 save before updating, you can access the old version in the betas labeled "v1.9".
It's been about 2 weeks since release, and the feedback has been absolutely amazing! I've been reading every single review, playthrough video, discussion post, and discord message that I can, and furiously scribbling in my trusty notepad. I then burn those notes, say an incantation, and line after line of c# code starts to fill my screen. Or maybe I just drink a lot of coffee and start typing, it's hard to remember.
A number of balance issues have been addressed. The map generator has bene tweaked significantly to reduce run-ending bottlenecks. They can still happen, but should at least be only smaller portions of the amp rather than multiple screen-spanning hallways that have to be repeated each wave. In particular, the Lava and Maze levels will now have multiple possible paths to the exits instead of a single "solution" to the maze. A number of minions have been tweaked or changed significantly, especially in The Damned clan (who was widely considered to be the weakest at higher difficulties).
Most of all though, people asked for more. More gems, more relics, more minions. Your wish is my command, as they say, so let's start with the gems.
There are now 42 gems total, mostly expanding on the trade-off style of gems, where they buff one or more stats significantly at the expense of a debuff elsewhere, but also included are 7 new gems with unique special abilities. Jet and Amber will help you control aggro on your minions, and the 5 new Legendary gems can add brand new abilities to any minion.
You'll find 6 new relics, all of which are unlocked from the start and mostly fill in the common and uncommon tiers. Even more relics will be following soon.
For minions, we've added a 3rd combine tier to the common (2-star) minions, same as the basic (1-star) minions already have. This should really help get some extra mileage out of those minions you pick up at the start of the game, so they can be combined into something even more powerful rather than just getting shoved to the back or stuck next to a Vamp. I know that's not exactly *new* minions, but we're saving those for something special.
Our next content update will introduce a full new clan, The Exiled:
The clan is still a work in-progress, but they will be taking a new direction for the game, with offense-focused abilities. This will not be a full attack mode however, but rather a focus on reducing the capabilities of the tower guards.
Full change list:
Replaced save/load function with a more robust system that should fix game locks and crashes
Fix Avarice description wrapping
Progress bars go all the way to end
Starting clan selection tooltip is more clear
Card names change when language changes
Permadeath Coffin now adds Stitch
Permadeath Lantern now adds Riff
Permadeath Bub now adds Stitch
Minion stat bonuses now show in the deck panel on win
Fix Delay tooltip on spells, actually fix the win screen stat bonuses (and fix on lose screen too)
Sort cards properly in new unlocks display
Remove chips from chests in last 2 levels
Show rarer cards slightly later
Reduce base scores on easier difficulties but increase bonus scores for clean sweep and perfect survival
Lock UI controls when the level/wave complete panel is shown
Properly remove combine icons on store page after combining a card
Show X/Y for minions survived
Slightly reduce coin spawns on later levels
Slightly reduce coin rewards in chests
Specify "Small" shield in text for Infinity shield and Verve elixir
Key bonus levels have even more keys
Fix store errors
Chest rewards always have at least 2 coins
Show map on-screen for top levels if tips disabled
Tweaked map gen for more distinct map types (crypt has more defined rooms, cave hos tiny chambers, maze has a horizontal bias, lava unchanged)
Improved scroll buttons disabled visibility
Buff doc & chomp
More map get tweaks: lava now has open sides and maze has random wall sections punched through to create more options
New Gems!
Added Opals
Rare & Legendary cards are more rare
Adds new tier 3 minions for 2-stars
Fixed issues with feathers and potions and sound
Reduced duration of speed potions
Doc gets Cultist's ability
Cultist now spawns imps each level
Scott now gives bonus coins each level
Increased projectile speeds slightly
Fixes a bug when starting a new game with advanced start after being scrolled down to the end of the minions page in a previous game
Fixes Sentry and spells allowing negative delay
Fixes an exploit with duping minions
Kobold buff
Remove advanced start free rerolls
Buff enchiridion
Add more resolution options
New relics: Hero's Helm, Coward's Boots, Rancor Shield, Dried Clover, Shroom of Us, Lock Pendant.
Bogle less ally healing
Don't spawn items near entrance/exit
v1.9.8 - Hotfix
Fixes a bug where dragging a minion with both mouse buttons simultaneously could be used to duplicate and combine minions infinitely (thanks Sifd!)
v1.9.7 - Hotfix
Fixes an exploit related to the undo snake dialog, a big thanks to Nauk for finding this and bringing it to our attention in the forums!
v1.9.6 - UI Tweaks
Changes:
Fixes locked store items remaining between games
Fixes a UI issue on the map screen when playing multiple games in one session
The Play Again button now returns you to the game settings page so you can switch clans or other settings
The win and loss screens properly return to the summary when playing multiple games in one session, instead of staying on the tab you left at in the last game
v1.9.5 - Keep on Fighting 'til The End
First the good stuff: this update includes an overhaul of the win/lose screens, as well as enhancements to the Book of Names and other places where unlocks are shown, to be much more clear about unlock progress and what is required to unlock cards in the future. My hope is that this will make the card unlocking system much clearer and not feel just like a mystery box.
For the less good, we're aware that some players are experiencing crashes either on loading save games or quitting the game. I spent the weekend refactoring our scene system which seemed to be the problem, but were still seeing intermittent issues. It may be related to the steam cloud saves functionality, so for now I've disabled steam cloud save sync. This is not a permanent change and I know a lot of players really like this feature, so we'll be bringing it back as soon as possible. For the moment though, our top priority is to prevent crash bugs first and foremost.
If anyone is still experiencing a crash or game freeze, one thing that has worked is verifying your game files in steam (right-click on the game in steam, go to Properties, Local Files, then click "Verify integrity of game files").
I've also included two small gameplay tweaks that should have positive effects. The ranges of archers and wizards have been reduced, especially in their upgraded versions, but the Wizard DPS has been increased. This significantly increases your opportunity to path around the Wizard's range and makes success in the game slightly more skill based. Second, the Onyx Chip has had its health and speed effects reduced, but the delay penalty has been removed. This might sound like a nerf, but for newer players the extra delay could often disrupt the minions pacing too significantly and the gem itself really ended up being a trap for new players.
Finally, thank you to all the players who have been making amazing suggestions in the discussion forums here as well as our Discord! Please keep them coming, and I'd especially like to hear if anyone is still encountering either a crash to desktop or a game lock/freeze (especially when loading a save or quitting the game), so I can continue to eliminate any lingering traces of this bug.
Sincerely, Ben "SlightlyMadman"
v1.9.4 - 101 Hotfixes
Fixes 101 Minions achievement sometimes not triggering
Fixes an exploit on the minions screen
v1.9.3 - Zusätzliche Truhe
Many apologies to German speakers who encountered an unfortunate mistranslation in the "Extra Chest" level bonus tooltip! And a huge thanks to Redgomor in the Final Screw discord for catching the mistake, and Tobi for additional corrections (and a huge apology to Redgomor for mis-attributing this initially)!
Additional changes as follows:
Fix grub sprite position
German language fixes
Additional translation fixes
Fix book not opening on game launch
Dropped items snap to center of tiles between waves
Max lever tower guards can now upgrade damage
Fix issue with switching book pages while dragging a minion card
Fate pendant is 4-star
No more legendary cards in advanced start
Fix bug with Lantern where it was giving both the regular and permadeath effects
Next Steps for New Content
Thank you everyone for an absolutely amazing launch! It makes me so happy to see everyone playing and all the positive reviews! While I'm thrilled there there are few complaints, I've noticed the most common being that you like the game and want even more!
As I have mentioned before, I plan to continue to support and add new content to the game, and I wanted to offer a small preview of what the first content update will include.
First and foremost will be new relics and gems. While there are over 50 relics in the game now, most of them are not unlocked until multiple playthroughs, and I recognize there isn't a lot of relic variety in the early game. To address this we'll be adding some new relics and especially increasing the number of relics available at the start.
New gems will go beyond simply boosting stats, but will actually give your minions special passives and abilities. These will allow for some really incredible synergies as you'll now be able to combo a minion with themselves via gems, instead of having to struggle to keep them in range of other minions.
Meta-progression is something that has become standard in many similar games, and I'm working on a few ideas about how to add it to Tower Escape as well. Most likely this will come in the form of being able to "spend" your points from previous games on boosts for your cards in all future runs. I'll reveal more details about how this works as we finalize the mechanism.
For a little bit further into the future, I have some extra surprises in store. Let's just say for now that it will include a new set of Charm, Pendant, and Ring icons.
Again, thank you everyone for making my first game launch an incredible experience! I'm happy to see so many enjoying the game and will continue to improve it and make it the best game it can be.
Sincerely, Ben "SlightlyMadman" from Final Screw
v1.9.2 - Hotfix
Fixes an issue where certain steam achievements were not being given. If you missed any game win achievements, they should be granted retroactively the next time you run the game.