Tower Tactics: Liberation cover
Tower Tactics: Liberation screenshot
Genre: Strategy, Indie

Tower Tactics: Liberation

early access 1.23.0

Highlights



  • HUGE UPDATE! 45 trinkets have been added to the game, and now all events have their own unique illustration! You'll notice these upgrades ingame for sure! (All event illustrations were made using DALL-E 2 by OpenAI).


Balance changes


Trinkets



  • Diamond Hands

    • Rarity: Common -> Uncommon
    • It now makes you draw one less card next turn for each card you kept, instead of having you draw no cards at all next turn.

  • Witch Hat

    • Rarity: Rare -> Uncommon

  • Mana Deposit

    • Now gives one extra spell mana instead of making tower reactivations cheaper.

  • Spell Cauldron

    • Now gives one extra spell mana and one extra max health instead of making you recharge one extra spell mana per turn if you haven't received damage during the combat.



New trinkets


Common trinkets



  • Lightning Bracelet: Effects that disable towers for a set amount of time are half as strong. Gain 3 luck.
  • Cobalt Ring: Every 40th card drawn, gain one mana. The card counter resets at the start of each combat.
  • Nova Ring: Every 25th card played, gain one mana and draw one card. The card counter resets at the start of each combat.
  • Golden Ring: At the end of each combat, gain 6 crystals if you have 12 or more cards in your deck. Gain 15 crystals instead if you have 20 or more cards.
  • Luxury Badge: Every time you buy a card or trinket in a shop, another random one appears for sale.
  • Enhanced Explosions: Towers that that shoot projectiles that affect an area get that area increased by 75%.
  • Blue Spinning Top: Whenever you teleport an enemy, deal 10% current health magic damage to it.
  • Rage: Everytime you lose health, your towers gain 1.5% fire rate for the rest of the combat.
  • Esoteric Scroll: Whenever you play a tower that costs 3 or more, draw two cards.
  • Mystical Scroll: Whenever you play a tower that costs 3 or more, summon a random zero cost tower.
  • Mighty Scroll: Whenever you play a tower that costs 4 or more, gain 1 mana.
  • Magical Scroll: Whenever you play a tower that costs 4 or more, stun all enemies for 5 seconds.
  • White Silk: The first time each combat you cast a card with dispel, add two copies of it to your hand.
  • Black Silk: Every third card with Dispel you cast, gain 1 mana.
  • Overgrowth: If you have full health at the end of a combat, gain 1 unfilled max health.
  • Magical Cards: Towers gain 0.5% fire rate for each card in your deck.
  • White Pawn: At the start of each combat, spawn a Sentry.
  • Black Bishop: Sentries last for two more rounds. Add one Sentry to your deck.
  • Magnifying Glass: Level 3 towers gain 15% range.
  • Burning Paper: If you have 20 or more cards in your deck, draw one extra card per turn.
  • Bag of Gold: Gain 120 crystals.


Uncommon trinkets



  • Teardrop Bracelet: For every 120 crystals you have, you get 1 extra starting mana, up to a maximum of 2.
  • Enhanced Healing: Every time you would restore health, you restore 1 additional health.
  • Golden Spinning Top: Whenever you teleport an enemy that is stunned and slowed, deal 20% max health true damage to it.
  • Storm Conduit: Whenever you play 5 cards in one turn, gain one mana and draw one card.
  • Dragon Egg: At the start of each combat, gain a random boon. Effects include gaining health, crystals or mana, drawing cards, or spawning a 0-cost tower.
  • Azure Tree: Whenever you play an enchantment for the third time each combat, gain 3 mana, restore 3 health and gain 30 crystals.
  • White Knight: At the beginning of each wave, if you lost health last wave, spawn a Sentry.
  • Black Rook: Sentries last for one more round and have 25% extra range. Add one Sentry to your deck.
  • Advanced Ruler: Level 3 towers gain 0.15 flat fire rate.
  • Drowned Page: If you have 25 or more cards in your deck, start each combat with one extra mana and one extra spell mana.
  • Golden Emblem: At the end of each combat, gain 1 crystal for each trinket you own.


Rare trinkets



  • Holy Bracelet: Negative events no longer appear. Gain 6 luck.
  • White Queen: At the beginning of each wave, if you played no towers last wave, spawn a Sentry.
  • Black King: Sentries last for one more round and deal true damage. Add two Sentries to your deck.
  • Technical Prowess: Level 2 and 3 towers attack 8% faster. Level 3 towers also gain 8% range.
  • Technician's Stapler: Whenever you place a tower that costs one mana or less, there's a 25% chance that it levels up.
  • Luxury Card: You can sell towers that didn't spawn for free for full price. Gain 6 luck.
  • Angelical Form: Gain 1 extra mana and draw 2 extra cards each round. Add 10 random cards to your deck.
  • Demonic Form: Gain 66 crystals and 6 luck. Every 66th card played, deal 666 true damage to all enemies.
  • Pocket Resonator: Every 15th card you play each combat, recast the last non-enchantment spell played this combat. (targets frontmost enemy).
  • Resonator Expert: Your Arcane Resonators don't get slowed by casting the same spells multiple times. Add an Arcane Resonator to your deck.
  • Arcane Expert: Your Arcane Resonators don't get slowed by casting expensive spells. Add an Arcane Resonator to your deck.
  • Magic Palette: For each set of towers in play that normally cost 0, 1, 2, 3, 4 and 5 mana, your towers gain 3% fire rate.
  • Holy Eucharist: Combats against elites and bosses have two fewer modifiers.

early access 1.22.1

Highlights



  • This patch aims to alliviate the most frustrating parts of the changes made last patch, and some other parts of the game that weren't very fun at all. In short, the mythic mana offering no longer has a drawback, sector 1 is a bit shorter (remember that the purpose of sector 1 is to build your deck and gain resources, the real challenge and the mana per turn bump begins in sectors 2 and 3), Basic Bomber is no longer useless, and none of the boss trinkets have drawbacks now. See the full changes below.


Balance changes


Systems



  • The difficulty of each Sector has been adjusted:

    • Sector 1 is now 10% more difficult.
    • Sector 2 is now 15% more difficult.
    • Sector 3 is now 20% more difficult.

  • Sector 1's combats have been shortened (the other two sectors remain unchanged):

    • Normal combat: 3 waves (unchanged)
    • Elite combat: 7 waves -> 6 waves
    • Boss combat: 9 waves -> 8 waves


Towers



  • Arcane Resonator

    • Range: (170, 170, 170) -> (170, 180, 190)
    • Fire rate: (0.13, 0.3, 0.9) -> (0.14, 0.32, 0.96)

  • Basic Bomber

    • Mana cost: 2 -> 1
    • Physical damage: (18, 40, 96) -> (10, 21, 48)
    • Fire rate: (0.55, 0.75, 0.95) -> (0.5, 0.7, 0.9)

  • EMP Wall

    • Range: (80, 240, 720) -> (90, 270, 810)


Trinkets



  • Ancient Knowledge (boss trinket)

    • Start the combat with 2 extra mana. Increase the overload threshold by 4. -> Start the combat with one extra mana.

  • Berserker Sword (boss trinket)

    • Towers attack 12% faster. Draw one less card each turn. -> Towers attack 10% faster.

  • Black Feathers (boss trinket)

    • Draw one more card each round. Increase the overload threshold by 1. -> Draw one more card each round. Gain 25% more crystals.

  • Compulsive Reader (boss trinket)

    • Draw one more card each round. Lose 4 luck. -> Draw one more card each round. Gain 4 luck.

  • Dark Knowledge (boss trinket)

    • Draw one more card each round. Shops have 2 fewer cards and trinkets. -> Draw one more card each round. Enemies are 25% more vulnerable to stuns, slows and teleports.

  • Fairy Wand (boss trinket)

    • Gain 12 luck. Lose 3 max health. -> Gain 12 luck.

  • Golden Catalyst (boss trinket)

    • Reduce the overload threshold by 1. Gain 50% less crystals. -> Reduce the overload threshold by 1. Gain 25% more crystals.

  • Heart Catalyst (boss trinket)

    • Reduce the overload threshold by 1. Lose 3 max health. -> Reduce the overload threshold by 1. Gain 2 max health.

  • Joyful Rattle (boss trinket)

    • Draw one more card each round. Reactivating towers cost one more mana. -> Draw one more card each round. Reactivating towers cost one less mana.

  • Kangaroo Plushie (boss trinket)

    • You can reroll the cards in your hand for 1 mana. -> You can pay 2 mana to discard your hand and draw a new one.

  • Lion Plushie (boss trinket)

    • Elites give two trinkets instead of one. Lose 2 max health. -> Elites give two trinkets instead of one.

  • Manaflow Rings (boss trinket)

    • Start each combat with 2 extra spell mana. Draw one less card each round. -> Increase maximum spell mana by 1. Restore 1 more spell mana each round.

  • Dark Harvest (boss trinket)

    • Obtain 1 more mana every round. Enemies move 20% faster. -> All towers can now target cloaked enemies. Enemies are 10% slower.

  • Sapphire Gem (boss trinket)

    • Reduce the overload threshold by 1. Reduce maximum spell mana by 1. -> Increase maximum spell mana by 1. Gain 25% more crystals.

  • Shining Intellect (boss trinket)

    • Draw one more card each round. Reduce your max hand size by 4. -> Draw two more cards each round.

  • Spell Elixir (boss trinket)

    • Start each combat with 3 extra spell mana. Restore 1 less spell mana every round. -> Increase maximum spell mana by 2.




Bug Fixes



  • #53: The Orbs can get removed through events.


early access 1.22.0

You should finish your saved runs before updating to this patch, or you'll gain less mana per turn than you should if you are in Sectors 2 or 3!



Highlights



  • HUGE MANA PROGRESSION CHANGES! Now you gain 1 mana by default instead of 2, and at the end of every boss battle, you'll earn an additional unremovable trinket that increases the mana gained per turn by 1. That means that you'll gain 3 mana per turn by default in Sector 3! There have been a lot of balance changes due to this adjustment, check them out below.
    Keep in mind that you'll still recharge one spell mana per turn, so spells are now more important than ever in Sector 1!
  • Six new maps! Two in sector 1, three in sector 2 and one in sector 3.
  • Now there is a small indicator next to the current mana counter that displays the amount of mana you'll gain next turn.
  • Many bug fixes! Check them out below.


Balance changes


Systems



  • The amount of mana you need to have to activate Overload is now 5 instead of 4.
  • Sector 1 is now around 30% easier, and sector 3 is now around 30% harder.
  • Sector 1's combats have been shortened (the other two sectors remain unchanged):

    • Normal combat: 4 waves -> 3 waves
    • Elite combat: 12 waves -> 7 waves
    • Boss combat: 20 waves -> 9 waves


Offerings



  • Rare

    • Starting mana: +1 starting mana, -4 max health -> +1 starting mana, -5 max health

  • Mythic

    • Starting mana: +1 starting mana -> +1 starting mana, -2 max health


Decks



  • Leading Legacy

    • Starting mana: 2 -> 3

  • Wandering Colossus

    • Now starts with 2 Blizzards instead of 2 Freezing Fogs.
    • Max health: 16 -> 17
    • Starting mana: 2 -> 3
    • Both Ruthless End and Life Absorber have been buffed, check their changes below!

  • Holy Guild

    • Crystal multiplier: 30% -> 0%
    • Starting luck: 3 -> 0
    • Starting mana: 2 -> 3
    • This deck's starting trinket (Holy Scepter) has been buffed, check the change below!

  • Resonating Echoes

    • Max health: 12 -> 13
    • Starting mana: 1 -> 2

  • Air Support

    • Max health: 14 -> 16
    • Health regen: 2 -> 5
    • Starting mana: 3 -> 4
    • These changes are to compensate for Care Package's nerf, detailed below.

  • Early Bird

    • Starting mana: 3 -> 4

  • Ace in the Hole

    • Starting mana: 2 -> 3


Enemies



  • Infiltrator (the cloaking enemy)

    • Speed: 90 -> 50


Cards



  • Air Support

    • Mana cost: 7 -> 8

  • Care Package

    • Mana cost: 2 -> 3

  • Mortar Strike

    • Physical damage: 300 + 25% enemy current health -> 275 + 25% enemy current health

  • OVERLOAD!

    • Mana cost: 2 -> 3

  • The Pact

    • Mana gained: 2 -> 1
    • Now invokes an elite modifier instead of a boss modifier.

  • Bullseye

    • Range: (250, 275, 300) -> (275, 275, 275)
    • Fire rate: (0.14, 0.22, 0.3) -> (0.17, 0.26, 0.35)
    • Physical damage: (34, 62, 130) -> (34, 67, 150)

  • Dragon's Breath

    • Projectiles launched: 12 -> 9

  • EMP Wall

    • Range: (60, 180, 540) -> (80, 240, 720)
    • Now dispels.

  • Giant's Bane

    • Physical damage: (11, 31, 87) -> (12, 36, 108)
    • Max health true damage every 3 hits: (1.5%, 4.5%, 13.5%) -> (1%, 3%, 9%)

  • Life Absorber

    • Physical damage: (15, 42, 118) -> (16, 48, 144)

  • Mystery Box

    • The turn counter now goes down at the start of every wave instead of at the end. So now the tower can spawn a bit earlier if you place Mystery Box before the wave begins.

  • Ruthless End

    • Fire rate: (0.9, 1.1, 1.3) -> (1.1, 1.2, 1.3)


Trinkets



  • Ancient Knowledge (boss trinket)

    • Start the combat with 3 extra mana. Reduce maximum overload by 1. -> Start the combat with 2 extra mana. Increase the overload threshold by 4.

  • Black Feathers (boss trinket)

    • Draw one more card each round. Start each combat with 1 mana less. -> Draw one more card each round. Increase the overload threshold by 1.

  • Bookworm (boss trinket)

    • Draw one more card each round. Lose 6 luck. -> Draw one more card each round. Lose 4 luck.

  • Fairy Wand (boss trinket)

    • Gain 12 luck. Reduce maximum overload by 1. -> Gain 12 luck. Lose 3 max health.

  • Golden Catalyst (boss trinket)

    • Increase maximum overload by 1. Gain 90% less crystals. -> Reduce the overload threshold by 1. Gain 50% less crystals.

  • Heart Catalyst (boss trinket)

    • Increase maximum overload by 1. Lose 3 max health. -> Reduce the overload threshold by 1. Lose 3 max health.

  • Holy Scepter (initial trinket for Holy Guild)

    • Increase maximum overload by 1. -> Increase maximum overload by 1. Reduce the overload threshold by 1.

  • Sapphire Gem (boss trinket)

    • Increase maximum overload by 1. Reduce maximum spell mana by 1. -> Reduce the overload threshold by 1. Reduce maximum spell mana by 1.

  • Sweet Candy (rare trinket)

    • Now it's a rare trinket instead of a boss trinket.

  • Mana Synthesis (uncommon trinket)

    • Convert to crystals double the remaining mana at the end of each combat. -> Convert to crystals the remaining mana at the end of each combat.




Bug Fixes



  • #50: Mystery Box can spawn another Mystery Box.
  • #51: There's a map in sector 1 that has a tile in which towers can get stuck below the "open damage log" button.
  • #52: In a custom run, with spell mana recharge at 0, you get 1 spell mana per turn, with it set to 1, you get 2 per turn.


early access 1.21.0

Highlights



  • Now all decks restore 1 spell mana each round by default! Go crazy with your spellcasting! Some cards and trinkets have been readjusted to accommodate for this change.
  • One new map in Sector 2, and two new maps in Sector 3!
  • One new common trinket, say hello to Golden Hook!
  • Elites and bosses are now a bit longer, and normal combats a bit shorter. Also, elites now have weaker difficulty scaling and stronger early waves. Be careful with elites unless your deck can defend itself well in the early waves!
  • Many offering balance changes! Check them out below.


Balance changes


Offerings



  • Common

    • Fire rate multiplier: +1% fire rate multiplier -> +1% fire rate multiplier, -1 luck

  • Uncommon

    • Fire rate multiplier: +2% fire rate multiplier -> +1% fire rate multiplier

  • Rare

    • Fire rate multiplier: +3% fire rate multiplier -> +2% fire rate multiplier

  • Mythic

    • Fire rate multiplier: +6% fire rate multiplier -> +8% fire rate multiplier
    • Flat armor penetration: +18 flat armor penetration -> +20 flat armor penetration
    • Flat magic penetration: +18 flat magic penetration -> +20 flat magic penetration
    • Crystal multiplier: +18% crystal multiplier-> +20% crystal multiplier
    • Luck: +6 luck -> +7 luck
    • Range multiplier: +6% range multiplier -> +10% range multiplier



Decks


Buffs



  • Everchanging

    • Now always starts with the Golden Hook trinket (in addition to the usual random common trinket)


Cards


Buffs



  • Mana Artillery

    • Magic damage: (50, 150, 450) -> (60, 180, 540)
    • Magic penetration: (50, 50, 50) -> (50, 75, 100)

  • Runic Extractor

    • Spell mana recharge: (1, 3, 9) -> (1, 3, 9)
    • Max spell mana: (0, 1, 3) -> (1, 3, 9)
    • Now dispels.



Trinkets



  • Manaflow Rings (boss trinket)

    • Now gives 2 max spell mana and makes you draw one less card per turn.

  • Spell Elixir (boss trinket)

    • Now gives 3 max spell mana and makes you recharge one less spell mana per turn.




Bug Fixes



  • #49: If the random trinket Everchanging gets affects max health or luck, its effect doesn't apply.


early access 1.20.1

Highlights



  • Lots of balance changes and card pool changes! Check them out below.


Card pool changes


Now each deck has some exclusive cards only available to them. This helps a lot in order to make each deck feel more distinct to each other. There are three decks that ignore card exclusivity: Everchanging (full card pool), Air Support (full card pool) and Deprived Soul (full card pool, except cards that interact with health). The exclusive cards for each deck as of now are the following:


  • Leading Legacy: Archer, Bomber, Ballista
  • Wandering Colossus: Static Ionizer, Ruthless End, Life Absorber
  • Holy Guild: Purifier, Holy Executioner, Sacred Punishment
  • Resonating Echoes: Isochron Bot, Mana Artillery, Lightning Rod
  • Early Bird: Spike Thrower, Beam Cannon, All for One, Sword of the Meek
  • Ace in the Hole: Trick Room, Virtuoso, Downshaper, Adaptable Striker, Dark Reckoning


Balance changes


Systems



  • Cost of removing cards in shops: 60 -> 50
  • Cost of upgrading basic cards to non-basic in shops: 40 -> 25

Decks


Buffs



  • Everchanging

    • Max health: 10 - 16 -> 12 - 16
    • Health regeneration: 0 - 2 -> 1 - 2
    • Starting crystals: 30 - 90 -> 60 - 90
    • Crystal multiplier: 0% - 15% -> 15% - 30%
    • Starting mana: 3 (unchanged)
    • Starting luck: 0 - 5 -> 5 - 10
    • Flat armor penetration: 5 - 15 -> 10 - 20
    • Flat magic penetration: 5 - 15 -> 10 - 20
    • Armor penetration multiplier: 3% - 10% -> 6% - 12%
    • Magic penetration multiplier: 3% - 10% -> 6% - 12%




Bug Fixes



  • #46: Sword of the Meek activates totems every round


early access 1.20.0

Highlights



  • 13 new cards! Say hello to Ethereal Blaster, Tactical Displacer, Arcane Warper, Warfare Displacer, Lightning Rod, Adaptable Striker, Armor Aura, Magic Aura, Dragon's Breath, Mystery Box, Mana Condenser, Doubling Season and Sword of the Meek!
  • Now each deck has its own card pool! This was one of the game's most needed features, as it makes each deck feel more distinct to each other. You can view which cards are excluded from each card pool clicking on the deck icon in the menu. The card pools are not final and will surely receive changes in the future.
  • Now there is a toggle in the options menu that allows you to view all card information in your hand.
  • The game is now around 5% harder in general.
  • Many bugs in the Known Bugs list have been fixed! Check them out below.


Balance changes


Enemies


Nerfs



  • Berserker

    • Speed: 75 -> 70
    • Speed increase: +40% -> +33%
    • Resistance against slows, stuns and teleports: 15% -> 0%

  • Infiltrator

    • Now uncloaks when receiving slows, stuns and teleports.


Trinkets


Nerfs



  • Reusable Mana

    • Each third spell cast, gain 1 mana. -> Each third spell cast, gain 1 spell mana.

  • Spell Adept

    • Each fifth spell cast, gain 1 mana. -> Each sixth spell cast, gain 1 mana.




Bug Fixes



  • #24: When a card draws itself, it gets hidden until moused over
  • #25: Switching active decks and then continuing a saved run can make you unlock progress in the incorrect deck
  • #45: The hotkey for opening the deck view doesn't work


early access 1.19.0

Highlights



  • 11 new cards! Say hello to Fissure, Cleanse, Harvest Knowledge, Seismic Impact, Lucky Streak, Fleeting Thoughts, Warp Shock, Delirium, Revitalize, OVERLOAD! and Precision Training!
  • Now you can see the deck, discard and dispel piles ingame!
  • Now there is a search bar in the card lists! Very convenient when creating custom runs.
  • Some balance changes, check them out below.
  • Many bugs in the Known Bugs list have been fixed! Check them out below.


Balance changes


Buffs



  • Sledgehammer

    • Damage: (60, 180, 540) -> (66, 200, 600)
    • Armor pen: (20, 30, 40) -> (30, 40, 50)


Nerfs



  • Mana Potion

    • Mana cost: 1 -> 2



Bug Fixes



  • #39: Rail Gun's range doesn't scale.
  • #40: Shots queue when towers have more than 20 attack speed and the game speed is set at 3x.
  • #41: Enhanced Reinforcements doesn't spawn all available 0-cost towers.
  • #42: Flat attack speed increases aren't being displayed properly in the Stats view.


early access 1.18.0

Highlights



  • Now you can import and export Custom Runs! Feel free to share your spiciest custom runs to anyone you like, easier that ever before! Check it out!
  • Now you can store up to three different custom runs ingame.
  • Now you can rename custom runs.
  • Many bugs in the Known Bugs list have been fixed! Check them out below.


Balance changes


Buffs



  • Medkit

    • Health restore: 1 -> 2

  • Infernal Beam

    • Now the tower doesn't change targets until the current one dies or gets out of range.
    • Retargeting cooldown: (1.5, 1.5, 1.5) -> (1.4, 1.1, 0.8)

  • Mini Inferno

    • Now the tower doesn't change targets until the current one dies or gets out of range.
    • Retargeting cooldown: (1, 1, 1) -> (1, 0.9, 0.8)



Nerfs



  • Fulminator

    The Fulminator was scaling way too much. It'll still always be better to upgrade them, and they'll still practically win the game by themselves at level 3, but they don't scale that fast now.


    • Range: (170, 170, 170) -> (200, 200, 200)
    • Fire rate: (0.3, 0.9, 2.7) -> (0.2, 0.5, 1.5)
    • Damage: (80, 80, 80) -> (100, 100, 100)



Bug Fixes



  • #35: Some sources that add crystals (crystal miner, topaz gem, sweet candy, mana synthesis, etc) don't get affected by the crystal multiplier stat
  • #36: Can't continue custom runs when closing the game and reopening it
  • #37: Card hotkeys show keys that don't exist when having more than 10 cards in hand
  • #38: When healing in a Bonfire and closing the game, when starting the game again and continuing the run the heal gets lost
  • #39: Extra firing progress wasn't carrying over to next frame after shooting, making some towers with different rates of fire have the same DPS


early access 1.17.0

Highlights



  • Now you can alter the game in many more ways in Custom Runs! In the Custom Runs menu there's now a "Modifiers" panel, check it out!
  • Significant balance changes to two towers, Fulminator and Vortex, both aimed to make them always strictly better when upgraded to levels 2 and 3. These changes are considered as buffs.
  • Many bugs in the Known Bugs list have been fixed! Check them out below.


Balance changes


Towers



  • Fulminator

    Now it's always convenient to level up Fulminators. At level 3 they scale harder than ever, practically outright winning the game!


    • Range: (170, 180, 190) -> (170, 170, 170)
    • Fire rate: (0.3, 0.32, 0.34) -> (0.3, 0.9, 2.7)
    • Damage: (70, 210, 630) -> (80, 80, 80)

  • Vortex

    By having a constant firerate across all levels, the shooting pattern is now constant and the tower is more predictable.


    • Fire rate: (1.4, 2.1, 3.6) -> (2, 2, 2)
    • Stun duration: (0.5, 1, 1,75) -> (0.33, 1.2, 4)



Bug Fixes



  • #13: Vortex spawned by random effect fires before first round
  • #28: If you win a battle with game speed = 0, the next battle will have the stray bullets remain on the screen
  • #29: The spell mana UI gets weird with more than 10 max spell mana
  • #30: Hijacker does not take triple damage from All for One
  • #31: The damage log after a wave doesn't work properly with the toggle that makes it auto appear off


early access 1.16.3

This patch is entirely focused on suggestions made by members of the official Discord server! Feel free to join here and make yours!


There are a LOT of suggestions yet to implement, so there will be many more patches focused on community suggestions in the future!

Highlights



  • You can now cancel casting cards by pressing right click. This is specially useful when using the number hotkeys to cast cards.
  • There's now a toggle in the options menu to show an indicator over each card in your hand that shows which number should be pressed to cast it using hotkeys.
  • There's now a toggle in the options menu to disable the automatic appearance of the panel that shows how much damage each tower dealt that wave.
  • There's now a toggle in the options menu to disable the recoil animations towers have when shooting.
  • Atomic Orbiter's orbs now match the tower's colors when leveling up.
  • Some balance changes, check them out below!


Balance changes


Towers



  • Infernal Beam

    • Range: (170, 170, 170) -> (175, 175, 175)
    • Time required to reach quadruple damage: 7.5s -> 6.5s

  • Mini Inferno

    • Range: (100, 100, 100) -> (110, 110, 110)
    • Time required to reach triple damage: 5s (unchanged)