D.O.T. Defence · published

Both factions have received a new unit, and a structure to produce that unit.
Helicopter: The UCF now have an attack helicopter that can hover over water to capture territories. Produced by the Helipad.
Zedplin: Chromatech now have a hot air balloon that fires zombies, which excels at hunting down enemy artillery. Produced by the Rigor Riser.
This also comes with a new passive available in Wave Defence, Air Commander, that allows you to take to the field to directly control air units!
The Happening modifier has been added to both wave defence and skirmish modes. This modifier allows for various events to occur. Right now just the Blood Moon, raising all corpses as neutral zombies, and Lightning Storm, however more will be added as time goes on.
Each faction got a new Commander, with a new power and one new passive.
Instructor: The UCF got a commander with the Field Promotion power, upgrading all grunts in range to the nearest special tile. Their passive grants bonus stats to elite units.
Economist: Chromatech got a commander with Zombonomics, a power that converts zombies in the area into bonus stock for the nearby territories.
The next two Chromatech missions chronicling Dr. Strangehue’s quest for revenge have been released, bringing the Chromatech campaign to near the end and featuring the new flying units.
Campaign and Wave Defence maps now have the option to see the global high scores close to you, so you can compete to be the best in the world!
Wing Tide: A new dual Wave Defence / Skirmish map focusing on aerial units
There is now an option in skirmish games to add a bonus or handicap to human players. This allows for novice players to fight on even footing with more experienced ones.
Structures that produced bonus resources were too strong in Endless Mode, so they were reduced by ½ in that mode (single resource structures go down to a 50% chance of getting 1). Also, a new structure, the Bank, has been added as a potential Permastructure in the store in Wave Defence. This gives 2 resources per wave in Wave Defence and 1 in Endless.
Continued to juice the effects of the game
Tuning powers/structures for better balance
Continued to improve performance
Improved/optimized pathfinding for better performance and less units getting stuck
Made waves 20+ harder on Endless Mode
Fixed a variety of localization issues
Fixed some crash bugs related to unit removal/summoning
Thanks for playing, and as always – we love hearing your feedback. Join the discussion, share your chaos combos, and let us know what you think! - RattleAxe Games