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

Tower Tactics: Liberation

early access 1.16.2

Highlights



  • Custom target priority for towers is here! You will now be able to customize the targeting logic of your towers, pressing Shift + Click on them! Messing with this feature shouldn't be necessary to succeed, and most towers have already been adjusted to have their "optimal" targeting by default!
  • Towers have now a small knockback effect when shooting. This change might seem small, but it adds up a lot!
  • Some balance changes for trinkets below.


Balance changes


Trinkets



  • Lion Plushie

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

  • Trinity Shield

    • Rarity: Uncommon -> Rare




early access 1.16.1

Highlights



  • Two new cards! Say hello to Mana Impulse and Mana Potion!
  • Enchantments can now be cast using Spell Mana!
  • You can now add more than one of the same trinket in Custom Runs. In addition to that, you can now set negative values in some of the stats.
  • All the bugs with "Very High" priority in the Known Bugs list have been fixed! Check them out below.


Balance changes


Towers



  • Arcane Rifle

    Arcane Rifle has received a rework! In its original state, it didn't play into the spell caster archetype very well. With this change, you'll really want to play spells with it on the board!


    • Attack speed buff: +25% for each current Spell Mana you have -> +20% for each Spell Mana you spent this combat.

  • Mana Artillery

    • Range: (300, 400, 500) -> (400, 500, 600)
    • Magic Damage: (30, 90, 270) -> (50, 150, 450)



Bug Fixes



  • #1: Crystal shooting gun still uses crystals when there is a cloaked enemy
  • #2: If an event causes you to lose trinkets, you can save and reload to get them back
  • #14: Star Power reduces the cost of all Enchantments played not just the first
  • #17: If you have multiple Holy Mantles, there's no indication of the extra protection
  • #18: If you get the avid reading enchantment first turn with mystical feather and spell mastery, it reads as 0 mana, but it costs 1 mana
  • #19: The Sanctuary tutorial is overlapped by the Custom Run button
  • #20: After losing a custom run, when returning to the custom run window, the starting deck is shown correctly. But when you click on a +/- for a card to alter the deck, the deck updates, and becomes a copy of the deck you had when you lost the run.
  • #21: If you lose the Holy mantle or the Book of virtues thanks to an event, they continue to recharge and avoid damage
  • #22: When restarting a Custom Run, it uses your selected campaign deck


early access 1.16

Highlights



  • The custom run mode has been added! Play as you want! This mode has limited EXP gain and gets unlocked after level 20.
  • Some balance changes! Check them out below.


Balance changes


Towers



  • Crystal Miner

    • Crystals gained: (1, 4, 15) -> (2, 7, 25)

  • Infernal Beam

    • Range: (160, 160, 160) -> (170, 170, 170)

  • Laser Rifle

    • Range: (130, 135, 140) -> (140, 140, 140)
    • Fire rate: (0.75, 0.8, 0.85) -> (0.8, 0.83, 0.86)
    • Magic damage: (9, 27, 81) -> (10, 30, 90)

  • Mana Artillery

    • Damage debuff for 0-cost spells: -50% -> -33%

  • Mini Inferno

    • Magic penetration: (20, 20, 20) -> (40, 40, 40)

  • Rail Gun

    • Stun duration: (0.3, 1, 3) -> (0.4, 1.2, 3.6)

  • Sentry

    • Range: (170, 185, 215) -> (180, 200, 250)

  • Tesla Coil

    • Fire rate: (0.4, 0.4, 0.4) -> (0.4, 0.42, 0.44)
    • Magic damage: (18, 54, 162) -> (45, 135, 405)
    • Mana cost: 3 -> 4

  • Thief

    • Range: (130, 150, 170) -> (150, 160, 170)
    • Fire rate: (0.45, 0.45, 0.45) -> (0.5, 0.5, 0.5)



early access 1.15.4

New round of balance changes! The patch that changed how maps were selected definitely increased the difficulty a lot, and these changes aim to make the game a bit easier, especially in high ascensions.

Balance changes


Combat difficulty



  • The final boss in Sector 3 is now 8% easier.

Ascension modifiers



  • Ascension 1

    • +10% enemy health -> +8% enemy health

  • Ascension 3

    • +10 enemy resistances -> +8 enemy resistances

  • Ascension 5

    • +25% cards and trinkets cost in shops -> +20% cards and trinkets cost in shops

  • Ascension 9

    • +10 enemy resistances -> +8 enemy resistances

  • Ascension 12

    • +10% enemy health -> +8% enemy health

  • Ascension 13

    • +10% enemy resistances -> +8% enemy resistances

  • Ascension 15

    • Bosses and elites have one extra modifier. -> Movement between nodes in the sector map is more limited

  • Ascension 17

    • -25% crystals obtained -> -20% crystals obtained

  • Ascension 19

    • +10% enemy resistances -> +8% enemy resistances



Bug fixes



  • Towers cast using hotkeys no longer sometimes require a double click to be placed.

early access 1.15.3

Highlights



  • You can now filter and sort the cards that show in the Deck view ingame and the Card List in the Stats menu!
  • Some balance changes oriented to reduce a bit the difficulty in high ascensions. Details below.


Balance changes


Ascension modifiers



  • Ascension 17: -50% crystals gained -> -25% crystals gained
  • Ascension 19: +15% enemy resistances -> +10% enemy resistances


early access 1.15.2

Apart from these changes, there is now a welcome screen for new players!

Balance changes


Towers



  • Basic Bomber

    • Range: (95, 110, 125) -> (105, 115, 125)
    • Damage: (17, 37, 87) -> (18, 40, 96)

  • Thief

    • Fire rate: (0.4, 0.4, 0.4) -> (0.45, 0.45, 0.45)


Decks



  • Leading Legacy

    • Starting max health: 14 -> 15
    • Starting flat armor penetration: 0 -> 12
    • Starting flat magic penetration: 0 -> 12



early access 1.15.1

Balance changes


Towers



  • EMP Wall

    • Range: (90, 270, 810) -> (60, 180, 540)

  • Infernal Beam

    • Time required to reach quadruple damage: 9s -> 7.5s

  • Mini Inferno

    • Time required to reach triple damage: 6s -> 5s

  • Thief

    • Range: (110, 110, 110) -> (130, 150, 170)
    • Damage: (15, 45, 135) -> (16, 48, 144)


Spells



  • All for One

    • Mana cost: 2 -> 1
    • True damage for each deployed tower: 75 -> 40

  • Blizzard

    • Slow strength: 60% -> 66%
    • Slow duration: 6s -> 8s

  • Freezing Fog

    • Slow strength: 60% -> 66%
    • Slow duration: 3s -> 4s

  • Mortar Strike

    • Flat physical damage: 250 -> 300


Trinkets



  • Crystal Ore

    • Crystals received when taking damage: 10 -> 15

  • Wanted Poster

    • Crystals received when enemies uncloak: 12 -> 15

  • Golden Guardian

    • Can now only activate up to three times each combat.



early access 1.15

Huge content patch ahead!


I don't think this is the case, but as so much content has been added, it's possible that some bugs may have slipped during testing. As always, if you notice anything behaving weirdly, please let me know and I'll fix it ASAP!

Highlights




Balance changes


Towers



  • Atomic Orbiter

    • Magic penetration: (0, 0, 0) -> (20, 20, 20)

  • Disruptor

    • Fire rate: (2.5, 2.5, 2.5) -> (2.75, 2.75, 2.75)

  • Earthquake

    • Range: (110, 120, 130) -> (130, 130, 130)

  • Laser Rifle

    • Magic Damage: (8, 24, 72) -> (9, 27, 81)

  • Rail Gun

    • Fire rate: (0.25, 0.28, 0.31) -> (0.3, 0.33, 0.36)

  • Trick Room

    • Fire rate: (0.3, 0.8, 2.4) -> (0.3, 0.7, 2.1)
    • Range: (160, 160, 160) -> (155, 155, 155)


Spells



  • Cryptic Command

    • Stun duration: 3s -> 5s
    • Cards drawn next turn: 2 -> 3



early access 1.14

Highlights



  • This patch brings 28 new maps! Taking into account that the game had 26 before, now the total count is more than double the previous amount (54)!
  • Now maps are distributed among sectors, each having the following amount:

    • Sector 1: 20
    • Sector 2: 20
    • Sector 3: 14

    Maps are distributed in such a way that Sector 1 only has easy maps, Sector 2 intermediate maps and Sector 3 hard maps.

  • The Endless mode (referred to ingame as Victory laps) is now a bit harder, and can only be played after reaching level 15. Details below.
  • The cost to duplicate cards in shops has been increased to 120 crystals from 100.


Balance changes


Endless mode



  • Eternal Bane now reads: This trinket can't be removed. Enemies have 200% more health and 50% more resistances. Elites give no trinkets. The scaling is now +200% health and +50% resistances each loop.
  • Eternal Sorrow now reads: This trinket can't be removed. Player heal effects have a 50% chance to fail. Enemies deal 1 more damage. Receive 1 damage every 16 card(s) played. The scaling is now +10% player heal fail chance (up to 95%), half the card count threshold (down to a minimum of 1) and +1 enemy damage each loop.
  • Max health can no longer exceed 99.


Bug fixes



  • Now Mana Synthesis doesn't allow to surpass the 9999 crystal limit.


early access 1.13

Highlights



  • Now you can use hotkeys for playing cards! The numbers 1 to 9 in your keyboard will play the corresponding card in your hand, counting from left to right. Please note, this feature is still in beta. If you notice something weird while using card hotkeys, just let me know and I'll fix it ASAP!
  • Now you can gain 500 astral dust by following @asraworks on Twitter! Check it out on the main menu.
  • The Endless mode is now a bit harder. Now the second loop gives you another unremovable trinket that amps up the difficulty.
  • Now the "Next wave" hotkey also works for pausing/resuming the game speed during a wave. Try it out! (The default binding is the spacebar)
  • Now the auto fast forward automatically disables when holding a spell.
  • Now the maximum amount of crystals is 9999.
  • Yellow tiles no longer give +10% penetration.


Balance changes


Cards



  • Air Support

    • Mana cost: 6 -> 7

  • All for One

    • Mana cost: 3 -> 2
    • True damage for each tower: 100 -> 75

  • Arsenal Gear

    • Mana cost: 5 -> 6

  • Dark Reckoning

    • Mana cost: 4 -> 3

  • Omniscience

    • Now reduces the spell costs down to a minimum of 1.
    • Mana cost: 8 -> 6

  • Sweet Vengeance

    • Mana cost: 9 -> 8

  • Guardian Angel

    • Mana cost: 10 -> 11


Trinkets



  • Spell Mastery

    • Now reduces the spell costs down to a minimum of 1.
    • No longer affects only the first 3 spells cast each turn.



Bug fixes



  • Pressing "Restart" to start a new run at the end of a successful run now doesn't reset the win streak to 0.
  • Fixed the behavior of Mysterious Cloth, Lion Plushie and Clearance Sale when stacked.
  • Now the rapid succesion of some specific spells won't occasionally bring you to negative mana.
  • Now Victory Laps correctly increase the Ascension level.
  • Now the Risky Upgrades trinket behaves correctly when continuing a saved run.
  • Now you won't be able to buy the Upgraded Legacy trinket when you already have it.
  • Fixed the bug that caused towers not being able to be repositioned sometimes.
  • Fixed the bug caused when starting a wave via the hotkey while moving / placing a tower.
  • Now the trinkets in shops are correctly centered.
  • You can no longer remove a card, press continue, then cancel to remove another card.
  • The reroll hand button is no longer tied to the "Pause menu" hotkey.
  • Now the auto fast forward prompt doesn't show when it shouldn't.
  • Now the Extractor LX-2 shows the correct mana cost when restarting a run.