Tower Lab Playtest · published
Bugfixes
Fixed player stats resetting to start of last stage when transitioning to endless mode
Updated mine force to be less upward-dominant
Fixed Market Volatility resulting in energy costs outside the modification range
Fixed graphic quality settings (Low, Med, High)
Fixed infinite modal stacking bug. Now ESC closes the modal instead of the UI layer behind it. ENTER confirms the modal's focused button.
Fixed UI layout issues in multiple places
Fixed Tesla Range Booster incorrectly reporting +100% range rather than +25%
Fixed various issues with level decorations (floating placement, mass too high, incorrectly assigned as physics objects)
Balance Changes
Reduced Matter cost of all towers and modules in the shop
Updated module quantities in the shop — stackable modules now generally have more available
Updated Level 1 to use easier 'tutorial' variants of units
Reduced difficulty of Stage 5
Reduced Kinetic Projectile mass to interact more intuitively with Gravity Tower
Misc
Updated starting deck to 8 tower cards and 2 additional random cards (this is still not final; we are updating this again in the next patch)
Added default "Tab" key binding to toggle cooldown visualization for all towers in both build and attack phases
Improved input hint system by auto-hiding after 3 successful uses
Added hover elevate effect on unplayable cards in hand to view their content
Removed start attack tooltip