Tower Lab Playtest · published
Summary
This patch switches our content to the demo preview version of the game. It adds multiple important features, including:
- Card Removal
- Deckbuilding UI (Draw Pile, Discard Pile, Deck)
- New Modules
- Module Rarity
- Randomized Starting Deck
- Leaderboards (Functional early preview, but it's here!)
- Updated Stage progression (5 levels instead of 10)
- Updated Towers & Modules for demo content (removed the WIP stuff)
- New attack pattern for volume based towers that detects enemies
Bug Fixes
- Fixed reroll button not disabled when shop runs out of items
- Fixed enemies aggressively snapping back to path
- Fixed top bar ui not scaling with screen size change
- Fixed UI for ultra wide resolution
- Fixed more ghost tower stuck to cursor case
- Fixed Bigger Mines, Regenerative Matrix, Card Accelerator stacking
- Fixed fan tower effect volume not accurate
- Fixed cases where enemies cloned by Split Tower were not being killed, causing level soft-locks
- Fixed a bug where projectiles were spawning at higher than intended scale levels based on how many towers were placed
- Fixed modules applying inconsistently to different instances of the same type of tower (some projectiles were larger than others)
- Fixed a case where projectile scaling modules could affect other towers
- Fixed hand not shuffled in later stage of the game when discard pile is re-added to draw pile
- Fixed a bug where Wave 5 of the final Stage only spawned basic enemy types
- Fixed game crash after wiping data
- Fixed a Linux specific client not found error
- Fixed narrow bridges having larger colliders than intended
Balance Changes
- Reduced player starting health from 250 to 200
- Reduced cost of tower cards in shop significantly
- Increased the cost of shop rerolls
- Reduced the strength of towers across the board
- Increased energy count for first wave of each stage from 5 to 10
- Unused energy each wave now converts to shield
- Endless mode now scales enemy base mass more aggressively over time
Misc
- Updated shop to only show modules for towers the player currently owns
- Added tower cooldown pattern UI on hover
- Added stage progress UI when selecting game mode
- Added stage progress preview for stage tooltip and on game mode selection screen
- Replaced new label in shop with helper info
- Added demo won screen before transitioning to endless mode
- Revert Level_001 environment and enemy units from holiday theme
- Removed aesthetic bands from enemy units that do not have additional behaviors
- Reduced Gravity Tower activation SFX volume
What’s next?
- Codex and Statistics: Better data for you and for the competition!