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Balance Pass

On Steam

Slot Theory 1.6.3

Endless wave length re-designed

Deep endless waves grew without limit. Wave 100 on Normal was 881 enemies over 8 minutes, most of it waiting. Each wave now has a spawn budget (about 60 s at wave 21, +1% a wave) and the enemy count fits inside it. To hold difficulty level, every endless wave trades HP for speed: HP down 2% a wave, speed up 0.5% a wave, compounding. Bosses ride the same curve.

Wave (Normal)BeforeAfter
60255 enemies, 140 s242 enemies, 89 s
100881 enemies, 485 s360 enemies, 133 s

Waves 1 to 23 are unchanged. Every endless wave is shorter, and neutral to slightly easier in difficulty. Existing leaderboard scores stand.

Fixed: Split Shot was invisible on the Accordion Engine

Split Shot was wired into the Accordion in 1.6.0, but drew no damage numbers, no hit flash and played no sound, so it looked like it still did nothing. It was picking targets and dealing full damage the whole time. It draws now, like every other tower's Split Shot. No damage change.

Chain Reaction on the Accordion is fine and always has been: full bounces at full range, and the bounces inherit the tower's real damage, so Focus Lens and Momentum carry into them.

Found a bug?

Steam discussions or Discord. Discord is usually faster.

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