Tower Petroleum Playtest · published · build 21010130
Hi there wanderers!
New week, new patch. This is what we got for you this week:
As many of you asked: card cost goes waaaay down. Now you can use cards more freely. This gives you more different strategies to chose from: go turrets build with solid and steady placement and resource management, or play with the luck and destroy monsters with abilities and insane turrets variations. Or maybe find something in between.
Level 1 was rebalanced to make it "tutorial-like" difficult. As it was said by many - it's hard to wrap your head around all the mechanics if you just DIE constantly on the first level. However, level 2 and 3 are still difficult and unforgiving.
Minor ability changes, some monster HP and speed changes.
Previous crowd control turret was a bit useless and to be honest. It was just one bullet to one enemy and it's purpose was not clear. Let us introduce to you it's successor: freezing pulse AURA turret. It's kinda like the old one but much better: it slows down a PACK of monsters so you real damage turrets can have some fun:
And yes can still use all the modules in this turrets - the fact that the default damage is 0.1 is not that important when modules picked up wisely. Let's find our what you can build with this one.
We replaced cat's gif placeholder to a more fitting BRUTAL animation of this deadly wanderer skill:
The ability will now longer auto-activate in between waves.
Better recharge icon for the ability
fixed a bug when the card is being dragged and the petroleum changes but I still can't drop a card
don't auto trigger the hero ability when the wave is not running
for the Evil Wanderer his insta-kill ability would have an implicit cooldown
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