Here are a few changes for the last week of the playtest.
UI
Range indicators of towers in the strategy view will now be highlighted when hovered over.
We are testing a new anchor symbol when dragging on an orbit. Some players confused the old one with a crosshair.
Language
Multiple small changes and fixes
Updated all german tower descriptions
Towers and Curiosities
Solar Production
Reduces cooldown by 15 (was 20)
Reduces cost of next Solarbomb by 25 seconds (was 40)
Changing this and Solarbomb itself will make sure that Nemo has to actually secure his credit generation to be able to keep spamming towers and bombs.
Solarbomb
Cooldown: 60 (was 70)
Prism
Cost: 210 (was 230)
Sear Urchin
Power: 40 (was 60)
Cost: 160 (was 170)
Projectiles are twice as wide now and should hit smaller enemies easier
Sear Urchin has been the best tower for a while. So much so that any build profits from taking it and dropping all other plans for synergies. Dropping its Power lets it no longer oneshot Minigoopers. In return it is allowed to hit more of them when traveling in groups. There are additional changes to Plasma a little further down, that will reign in the urchins damage against armored enemies and the first boss.
Blaster Upgrades
Each Power: +5 (35 (was 30) and 45 (was 40))
Mechanics
Plasma
Decreases by 10% after each trigger, rounded up (was flat 1)
Now also triggers when dealing 0 damage
This will almost exlusivly impact the damage output on enemies with a lot of health. It should reign in the tendency of Sear Urchin being enough to both stack and trigger plasma on the first boss and defeat it without having to utilize any other towers.
Bugfixes
Equilibrium Engine spawns no longer spawns all lasers as one
Expanded Centrifuge no longer gives projectiles for every tower type