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Element TD 2 News

Version 1.5.1 - Hotfix

[h2]Fixes[/h2]
  • In Ranked, fixed end-of-game screen using Season 2 MMR Values
  • In Campaign, Money Tower should no longer generate gold during wave breaks
  • Fixed customize builder/tower having a pitch black backdrop
  • Fixed a few tooltips that weren't properly updated on Version 1.5 release


In terms of other issues, we're still trying to debug the eternal desync issue. For those of you that keep running into it, we know it's been frustrating to deal with. To help us track down the issue on our end, please send us your logs & replays on our Discord in the #bug-reports channel.

There's also been numerous suggestions regarding our clunky Lobby & Lobby List interface. We didn't manage to get around to it this patch, but we are looking into cleaning our interface up in the next version or so.

Look forward to an announcement sometime next week about our plans for New Maps & Mazing DLC!

Version 1.5 - Quad Balance and Ranked S3

Welcome to Version 1.5! It's been a few months since we added Quad Element Towers, and overall, the reception has been decent. Build options were expanded, creative compositions were invented, and as per usual, you all broke the game. Instead of filling more specific roles, certain Quads ended up soloing the game. And some Quads were just outright bad.

To that end, balance this patch was focused on bringing down the outliers while giving some love to underpowered towers. Not just Quads, but everything.

Other than that, we've got Ranked Season 3, various fixes and improvements, and a couple new builders. Without further ado, read on for the notes:

Accurate rendition of how Version 1.4 was played.

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[h2]Features & Improvements[/h2]
  • Ranked Season 3 has begun! Climb up the ladder in a hopefully more balanced game than before.
  • Two new Builders added:
    • Level 60 - Bone Drake
    • Level 70 - Demon Summoner
  • In Co-op, Path Indicators are now color-coded, move faster, and linger longer.
  • Element Prompt now continues to remain up and doesn't act as an input blocker. Has an X button to manually close it out.
  • When building a Buff Tower (Blacksmith, Well, Trickery & Life Altar), it'll now highlight towers in range of its buff.
    • You can also see this by hovering over its ability icon.
  • When hosting a lobby, it'll keep your settings from the last time.
Who knows, Crystal Spire might actually be useful afterall? Nah, probably not.

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[h2]Bug Fixes[/h2]
  • Fixed a bug where a tower would continue to exist way off-screen for about 10-15 seconds after it was sold.
    • This included Trickery Clones when they expire.
    • Since it's way off-screen, it's not in-range for most towers... but certain ones were coded a bit differently and didn't care. Particularly Railgun, Crystal Spire, & Obelisk. All three of these, in conjunction with Trickery, resulted in basically double damage output. Especially Railgun.
  • Fixed a bug with Railgun where its main gun would be hitting twice.
    • So instead of dealing 75k damage, it was dealing 150k damage.
    • This + the Sell-Trickery bug resulted in extreme silliness.
  • Fixed not being able to select and kick someone in lobby.
  • Fixed a bug where ctrl+upgrade building from Tower Table wouldn't update the Damage Table.
  • Fixed an issue with the Average Damage checkbox on the Damage Table where, at the end of the game, it'll list stuff like "In,fin,ity Damage" and -1 on tower counts and the like.
  • Fixed a bug where you could bypass the tower limit in non-FFA by holding Shift.
  • Fixed Life Altar listing 0 + 200 for its AoE stat, instead of just 200.
  • Fixed a bug where, if multiple Trickeries were in range of a chain of Tesla Trees and you switched them from manual to auto-cast, they would all clone the Tesla Tree chain, resulting in a hilariously laggy amount of clones, depending on how much multiplication you did.
  • Fixed being able to get the Monument Achievement on Easy.
  • In War, fixed a rare issue where creeps stop spawning.
This caption is here just to confuse you.

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[h2]Balance[/h2]

General Balance
  • Fixed ridiculously stupid logic error that applied Teams Base HP & HP Scaling to FFA. This was legitimately in place since 1.4.2. Words cannot describe.
    • Expect the game to be up to 10% easier through Wave 55, and start 30% easier from the first Boss Wave.
  • Diminishing Returns bumped back up from 5% to 6%
  • Level 3 Boss HP reduced by 10%


Co-op
  • Wave timer reduced from 8 to 5 seconds
  • Atlantis creep movespeed increased by 10%
  • Tundra creep HP increased by 20%
  • Pinnacle creep movespeed & HP increased by 10% (except on the long paths)


Singles & Duals
  • Light projectile speed increased by 10%
  • Darkness projectile speed increased by 15%
  • Nature damage increased from 90 to 95
  • Atom adjusted:
    • Damage increased from 315 to 330
    • Stack carryover rate increased from 25% to 30%
  • Lightning damage increased from 180 to 190
  • Trickery adjusted:
    • Clone damage reduced from 40% / 120% / 360% to 30% / 90% / 270%
    • Clone duration increased from 15 to 20
    • Clones now carry over Cursed stacks from the original tower
  • Poison duration increased from 15 to 16
  • Ice damage increased from 800 to 825
  • Vapor adjusted:
    • Damage reduced from 2000 to 1100
    • Damage bonus per creep increased from -4% / 0% / 4% to 3% / 6% / 9%
  • Solar damage-per-second increased from 110 to 120
  • Bloom damage increased from 350 to 360
  • Geyser ability AoE increased from 300 to 300 / 325 / 350


Triples
  • Laser damage loss per nearby creep reduced from 1000 to 750
  • Haste adjusted:
    • Projectile speed increased by 33%
    • Attack speed gain per attack reduced from 7% to 6%
    • Max attack speed increased from 5 to 5.5
  • Golem damage increased from 2300 to 2400
  • Money adjusted:
    • Damage reduced from 3400 to 3200
    • Damage gain based on unspent gold increased from 15% / 30% to 20% / 40%
    • Tower now passively gives you 5 / 20 gold every 15 seconds
  • Corrosion damage-per-second reduced from 160 to 150


Quads
  • Railgun adjusted:
    • Static field range reduced from 900 to 750
    • Main gun damage reduced from 75000 to 57500
    • Passive charge rate increased from 7 to 10
  • Doom debuff damage reduced from 7500 to 7000
  • Phantom Zone adjusted:
    • Shockwave now applies damage in Full/Half AoE, just like all other AoE in the game
    • Shockwave damage conversion reduced from 30% to 25%
  • Plague adjusted:
    • Damage no longer reduces by 2% per second
    • Duration increased from 20 to 25 seconds
    • Bounce range increased from 1200 to 1500
  • Crystal Spire adjusted:
    • Damage increased from 22000 to 32000
    • Attack speed reduced from 0.66 to 0.5
    • Projectile speed increased by 50%
    • There's now a 0.25 second cooldown before it can launch the next spirit, which should reduce the amount of missed/overlapping attacks
  • Tsunami clones will now try to automatically trigger their shockwave right before they expire
  • Archdruid damage now scales by the amount of path skipped. For reference, skipping half the path on Forest will result in a 50% damage increase
  • Life Altar adjusted:
    • Damage increased from 8000 to 8500
    • It now has a 60 second cannot-be-buffed period, matching its cooldown.
    • Life Threshold increased from 2 to 3 kills
    • Damage & Attack Speed buff increased from 35% to 45%
  • Tesla Tree adjusted:
    • Damage increased from 7500 to 8000
    • However, the 3000 extra damage it receives per linked tower has been removed. They still combine their damage as they link up.
  • Gravity Cannon damage reduced from 4200 to 4000
  • Nuclear max slow increased from 40% to 50%
  • Shredder adjusted:
    • Attack speed reduced from 0.66 to 0.5
    • Split creeps move 5% faster

As per usual, with all our major balance patches, Score Leaderboards have been reset.

Maybe now that he generates a small amount of actual money, this bad boy could have a comeback! Or not.

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That's it for Version 1.5! I know it's lighter than our usual fare, but that's because we're working on larger things in the background. We'll have a post up later this month detailing more post-release content for Railgun TD 2 Tesla Tree TD 2 Element TD 2. In the meantime, enjoy the patch!

Version 1.4.4 - Hotfixing Campaign Fog and War Mode

[h2]Fixes[/h2]
  • In Campaign, fixed Fog of War restarting to what it looks like Wave 1 when you load a checkpoint
  • In War, fixed an issue where Dimensional Rift can start two waves at once
  • Added an in-game clickable Menu Button, in case you find your keyboard randomly disconnecting in the middle of a match
  • In the Ranked tab, added a text blurb that mentions Ranked Season 3 will be starting March 4th.


That's all for the hotfix, and the above date is also when Version 1.5 will be dropping. This will largely just be fixes, quality of life, balance, and cosmetics. The attempt at adding 15 Quad Element Towers may have broken more things than we thought, and said patch will be addressing all of that, so look forward to that!

Version 1.4.3 - Hotfixing Exploits and More

Since Version 1.4's release, we've seen numerous bugs and exploits get reported. Some of these took a little longer to get fixed, but with this hotfix, hopefully they're gone for good! At least until the next time we break things with a big update.

[h2]Fixes & More Fixes[/h2]
  • Abilities can no longer be cast while a tower is under construction
  • Fixed a major exploit with upgrade-cancelling that could be used to refresh abilities, like Windstorm tornado, Astral extra shots, etc.
  • Fixed a bug where you could upgrade-cancel Astral or Runic to refresh their ability cooldowns
  • Fixed a bug where upgrade-cancel removes Cursed stacks & the Cannot-be-cloned debuff
  • Fixed a bug where upgrading/sidegrading a tower removes buffs from it
  • Fixed a bug where an incomplete buff tower will cast its buff before construction finishes
  • Fixed a bug where towers can be buffed while in mid construction/upgrade
  • Fixed a bug where loading a checkpoint in Campaign would "break Tesla Trees"
  • Fixed a bug in Campaign with AMD FSR offsetting spawn indicators
  • Fixed a bug in Campaign with AMD FSR offsetting everything in Mission 6
  • Fixed Quake Earthshaker Specialization not increasing shockwave AoE
  • Fixed Life Altar not recovering your lives over 50 in the Campaign
  • Fixed Elemental Diversity Achievement in War requiring you to cast all 8 abilities, it now just requires casting each of the elemental abilities once
  • Fixed tower count on Damage Table being bugged if you did a max-level tower upgrade from tower table
  • Fixed an issue where increasing the timescale in a replay would be inconsistent with the actual result.
    • This might be related to a somewhat common desync problem.
  • Fixed an issue in Ranked where the game could desync and you could still somehow gain or lose MMR
  • Additional fix in Ranked, in the case you desync but you try to leave to the main menu before the desync detector kicks in and nulls the match, it should no longer count as a loss
  • In Ranked, if you die first but win by score, you're no longer listed as Rank 2
  • On the Ranked Leaderboards screen, added a notification that tells you when the current season ends.


On that last point, we're trying to lock down some consistency for Ranked seasons. Each season reset will either line up with a new patch or be released close to one. And the date will always been active. In general, expect about 4-month long season resets going forward.

Regarding Version 1.5, it's going to be a somewhat light patch as we transition into our next goal. Expect a mix of balance adjustments, bug fixes, optimizations and cosmetics. We're intending on releasing it sometime in the second half of February. We'll also have an update on our future plans by then, so look forward to all of that!

Version 1.4.2 - Hotfix

This past week, we released Version 1.4, which introduced Quad Element Towers to the game! So far, they've been received quite positively. However, in our testing for the big release, we overlooked a few interactions, which led to some massively skewed balance. We were expecting various abuse tricks to be found over the next month or so, just not to this extent:

They look like Co-op scores, but they're in fact Pick scores.

Today's hotfix fixes the overly busted interactions, as well as optimizing certain lag issues. Because the fixes will break most existing replays, we had to reset the Score Leaderboards. We apologize for this inconvenience, but we shouldn't need to reset again until the next major version.

[h2]Fixes & Improvements[/h2]
  • In Teams/Co-op, if a player leaves or disconnects and fails to reconnect, the following should happen now:
    • Their towers are sold
    • Their unspent gold is evenly distributed among all allies
  • Fixed difficulty column showing up as blank for Co-op & Teams Leaderboards
  • Fixed a bug where you couldn't manually target with Gravity Cannon
  • Gravity Cannon VFX should look fancier and 50% more performant
  • Fixed Trickery casting its buff VFX for each clone in a Tesla Tree chain, resulting in both a bright flare and extreme lag
  • Cast VFX for Blacksmith, Well & Trickery have been updated
  • Toned down mega-brightness of Tesla Tree, especially when you had a whole lot of them
  • Drastically optimized Tesla Tree, it was using a laggy shader on its beams, as well as its water effect
  • Drastically optimized Railgun, it had an issue with its garbage collection which caused the game to get progressively laggier
  • Optimized Rage, replaced a laggy shader on its lava
  • Fully updated the Romanian localization
  • Updated French and Russian localization


[h2]Balance[/h2]
  • In Teams, solo players no longer have a lower HP scaler than team players
    • Due to the lower HP scaler, solo players could rack up a massive interest advantage and somehow end up with higher scores, despite the potential team synergy
    • Dialed down Teams HP Scaler just slightly, regardless of team size
  • Vapor damage reduced from 1650 to 1600
  • Railgun has been adjusted:
    • Railgun damage increased from 75000 to 80000
    • Railgun passive charge rate increased from 5 to 7 per second
    • When its Static Shockwave gains enough charge to reach 100 and fire the Railgun, excess charge now carries over instead of restarting from 0
  • Singularity has been adjusted:
    • Damage increased from 14000 to 15000
    • There's now a 2 second pull-immunity duration after getting hit by Singularity
  • Life Altar can now cast its ability at 1 Life
    • To clarify, it'll only buff what it has the life capacity to buff. If you're at 1 Life and you try to activate Life Altar, it'll just buff itself because that costs 0 Lives.
  • Tesla Tree has been adjusted:
    • Damage reduced from 8000 to 7500
      • This was applied in the 1.4.1 Hotfix, just noting it here for consistency
    • If Tesla Tree or any of its clones within that chain are affected by Cursed in any way, it now treats the chain as one big tower and purges all clones, regardless of proximity.
    • Additionally, Cursed AoE now triggers around the Tesla Tree that made the killing blow, not the "first tower" in the chain.
  • Buff Priority of Level 4 Singles & Periodic raised to be higher than Tesla Tree


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Lastly, there have been reports of the servers being a bit wonky this week. Unfortunately, this one's out of our control. Our servers are based in Azure, and something appears to have happened on their end. As soon as the issue is fixed and we're able to make an update, we'll update this post to let you know.


We hope the new Quad Element Towers have been fun for everyone, and wish everyone the best for the holidays! As for what's next, we'll provide an update in January. In the meantime, see you all in-game!