As always, if you find any bug please let me know! I'll be closely monitoring this update. Enjoy all the new content!
As soon as I have the release trailer ready I'll mark the end of the Early Access on the Steam page!
Highlights
FIVE new decks have been added to the game! To unlock them, you'll have to reach level 40 and complete a special challenge for each new deck! There's now 18 decks in the game, double the amount we had when the Early Access started!
A leaderboard viewer has been added to the game! Will you reach top 1?
Two new cards have been added to the game!
Three new collectable trinkets have been added to the game!
We're approaching the end of the early access! What's next?
Hi everyone!
Next patch will be version 1.0 of the game! The current build (early access 1.38) will remain as the last patch of the early access phase of the game.
This has been my first commercial game, and being able to consider it a complete success fills me with joy. Years of my life went into making it. I still haven't completely assimilated the fact of having made something that people from all over the world enjoy. 2022 was a year full of changes in my personal life, and it will be a year that I'll always remember.
Ok, so what does this mean?
In short:
<*> The official release will happen a few days after the update drops, to catch any bug that may have arised. <*> The game's price won't change. <*> The game will still receive updates, just at a slower pace as I begin working on new projects. <*> I hope to reveal the next project this year. <*> I love you all!
Best Regards, AsraWorks
early access 1.38.0
Highlights
A new enemy has been added to the game, the Shieldbreaker!
Six new events have been added to the game! (and none of them are strictly bad!)
A new unlockable deck has been added to the game! To unlock it, you have to reach level 40 and then win a game without having duplicate cards in your deck!
You can use any offerings and any ascension for this challenge! When reaching level 40, there will be a small indicator in the top bar while playing that will remind you of that objective, and if you're on track to complete it. (If you add a duplicate card to your deck the indicator will disappear).
A new card has been added to the game! Say hi to Protection Artifact!
The Transcend threshold is now 20 cards instead of 25!
Rerolls have been added to the game! Also, the card reward screen has been improved visually:
Card animations in your hand have been sped up a bit!
early access 1.36.0
Highlights
Syntax highlighting has been added! Note: This feature is in beta stage and is only available for the english language for now. More languages will be added soon.
4 cards have been added!
6 maps have been added! Now there are 29 maps for Sector 1, 31 for Sector 2 and 23 for Sector 3!
Many balance changes and bug fixes!
Balance changes
Trinkets
Mystical Feather
Cost reduction for cards in starting hand: 2 -> 1
Rarity: Rare -> Uncommon (this means both more chance of it appearing and less cost when sold in shops)
White Queen
Now reads: Wave start: Spawn a Sentry.
Cards
Giving some love to weaker cards!
Fleeting Thoughts
The cards created now cost 0 during the whole combat.
Mana cost: 2 -> 3
Rarity: Common -> Rare
Harvest Knowledge
The cards created now cost 2 less during the whole combat.
Mana cost: 1 -> 2
Rarity: Common -> Uncommon
Delirium
The cards created now cost 1 less during the whole combat.
Last Hope
Health restored: 4 -> 5
Luck Synthesis
Mana cost: 6 -> 5
Medkit
Mana cost: 4 -> 3
Health restored: 2 -> 3
Omniscience
Mana cost: 6 -> 5
Sweet Vengeance
Mana cost: 8 -> 6
Bug fixes
#65: The Forge sometimes resets its prices when saving and quitting.
#76: The White Queen trinket doesn't work.
#77: The Ascend event appears when ascensions aren't yet unlocked for that deck.
#78: The last Max Health upgrade in Forges can't be obtained.
early access 1.35.0
Reminder: The leaderboards feature is in beta stage and the current implementation may change.
Highlights
Tower cards have now better stats UI! Much more readable!
3 cards have been added to the game!
Balance changes
Trinkets
Overgrowth
Max health gained when ending combats with full health: 1 -> 2
Cards
Scrap Recycler
No longer gives an extra card per round at level 3.
Range: (100, 100, 100) -> (200, 210, 220)
Disruptor
Range: (120, 125, 130) -> (160, 180, 200)
Bug fixes
#75: Risky Upgrades doesn't save its progress when saving and quitting.
early access 1.34.0
Three big updates in the span of seven days! Enjoy!
Highlights
Towers look much nicer now! Also, red tiles have been added to the game, which act as inverse yellow tiles (-10% range and fire rate)
Ascensions are now infinite! Who will reach the highest ascension? Well, there's now Leaderboards for that too! Start using the best offerings you can and climb the global ranking for each deck!
Maps now have variations each time you enter a combat. This is huge gameplay-wise, as no two maps will ever be the same!
A new deck has been added to the game, Punished Martyr To unlock it, you have to reach level 40 and win a game without ever entering Overload!
The next wave preview has been moved into a much less annoying area of the screen.
Balance changes
Trinkets
Topaz Gem
Maximum crystals that can be earned per combat: 50 -> 75
Cards
Pursue Glory
Shield needed to end the combat when cast: 25-> 30
Bug fixes
#74: The Diamond Hands trinket doesn't work.
early access 1.33.0
Back to back updates! This one is a bit smaller than usual because the main focus is to fix some issues that popped up with the previous update.
Highlights
Trinkets look much nicer now! Also, there are Mythic trinkets now! Mythic trinkets are a bit more powerful in general than rare trinkets. Some rare trinkets have been upgraded to mythic rarity.
The initial event is GONE! Now, at the start of each run, you get to choose among three random trinkets! Be sure to stack some luck offerings to try to make your starting trinkets rarer!
Shields now work as expected.
Balance changes
Trinkets
Topaz Gem
Chance of gaining 1 crystal whenever a critical strike is dealt: 25% -> 50%
The cap of 50 crystals per combat remains unchanged.
early access 1.32.0
Highlights
Cards now have rarities! There are 4 rarities: Common, Uncommon, Rare and Mythic! Rarer cards are a bit harder to find!
The default shield decay is now 40% instead of 80%! In addition to that, the amount of shield you retain each turn is now rounded instead of floored, so there's now a lot less punishment for stacking shields!
One new card has been added to the game! Say hi to Black Hole Generator!
The deck selection screen has been greatly improved! Now each deck has its own unique icon and deck masteries have been added (you increase a deck's mastery by earning 10k EXP with it, as of now it's purely cosmetic)
A toggle to disable the automatic next wave preview window popup has been added to the options list.
Common: -6% shield lost each round -> -3% shield lost each round
Uncommon: -8% shield lost each round -> -4% shield lost each round
Rare: -10% shield lost each round -> -5% shield lost each round
Mythic: -25% shield lost each round-> -15% shield lost each round
Cards
Barricade
Shield lost each round: -30% -> -25%
Trinkets
Clearance Sale
Cost of cards and trinkets in shops: -40% -> -25%
Topaz Gem
Chance of gaining 1 crystal whenever a critical strike is dealt: 20% -> 25%
New effect: Maximum amount of crystals gained per combat: 50
Luxury Badge
New effect: When new cards and trinkets get added to a shop, they get their price increased by 25% for each time this happened during this shop.
early access 1.31.0
Highlights
A new mechanic has been added to the game, shields! If you were to lose health during combat while having shields, you lose that amount of shields instead. You also lose a percentage of your total shields (by default it's 80%) after each wave.
There's now a wave preview before each wave! You can now plan your strategy before the enemies start rolling in.
8 new cards have been added to the game!
Towers now remember the last targeting priority you assign to them. Also, the key to change target priorities has been changed to right click.
Balance changes
Regarding attrition
Health attrition works differently in Tower Tactics: Liberation compared to other roguelike deckbuilders. In this game, it's very easy to recover health during combats, so hunting as most elites as possible is usually the best strategy, as it usually doesn't have many negative consequences. With the new Shields mechanic, we open up a lot of new design space, and making health regeneration effects rarer and a bit more costly will make them feel more special and will make each decision the player makes matter more.
Shields have been introduced to the game.
Almost all decks now start with more health and less health regen.
Some health regeneration effects have been reworked into giving shields, and some others have increased a bit in mana cost.
More changes will come in the future regarding the remaining existing ways to regenerate health.
Offerings
New offerings that reduce the amount of shields you lose after each wave have been added to the game! Also, the luck offerings have been buffed:
Common luck offering: +2 luck -> +3 luck
Uncommon luck offering: +3 luck -> +4 luck
Rare luck offering: +4 luck -> +5 luck
Mythic luck offering: +12 luck -> +15 luck
Cards
Barricade
Card reworked, now the effect reads: You lose 30% less shield after each wave.