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Element TD 2 News

0.64.1 - Hotfixes

[h2]Fixes[/h2]
  • Fixed FFA Notifications always being on, even if you had them set to off
  • Fixed checkbox tooltips only displaying if they're checked on
  • You can now move/rotate the camera while the game is paused
  • Potentially fixed an issue where the game wouldn't actually end, meaning it wouldn't submit to leaderboard or even produce a replay

Version 0.64 - New Co-op Map, Ranked Queue, Achievements, and More

You've asked for it for a while, and we're finally delivering - Quad Element Towers a new Co-op Map! Also arriving in this patch are some overdue Achievements for Chapter 3, Ranked Queue, Atlantis actually getting skinned, bug fixes, and more. Read on for the full notes!


[h3]Volcano[/h3]

Look familiar? It should, if you've played Chapter 3 all the way through. The map from Mission 21 has been converted into a Co-op Map! Compared to the other two maps, it's pretty unusual, but once you get the hang of it, all the crossing paths allows for some unique co-op tactics. And if you're wondering how that 3-minute long path works, well... look forward to a speedy surprise!

[h3]Atlantis[/h3]
Of course, we wouldn't release a 3rd map for Co-op without finishing the second one. It only took over half a year, but it's finally been overhauled!
A perfect blend of greenery, emerald waters, and death.

[h2]New Features[/h2]
  • Added a Paths setting for Co-op Maps. Instead of auto-adjusting based on whether you had 1-4 Players or 5-8 Players, you get three options:
    • Scaling: The number of paths equals the number of players. You get 25 Lives
    • Player Count. This is the new default option.
    • 4 Paths: Forces there to be 4 Paths active, regardless of player count. You get 100 Lives.
    • 8 Paths: Forces there to be 8 Paths active, regardless of player count. You get 200 Lives.
  • Each Co-op Map now comes with a Reversed version, flipping where creeps spawn and exit.
  • Find Match for Ranked now throws you into a Ranked Queue, meaning you can finally go do other things while waiting.
    • When it finds a game, it should give you a Ranked Notification to confirm to.
    • Do note that if you enter an online game (whether it's singleplayer or multiplayer), it'll automatically boot you from the queue.
  • The option to disable Interest has returned!


That's not how I remember this map...

[h2]Achievements & Cosmetics[/h2]
  • Chapter 3 Achievements added:
    • Ungrounded: Beat Mission 15 on Hard without having Earth or Nature Elements in your Loadout
    • Stuck Together: Beat Mission 16 on Hard with all towers built within 1 space of an existing tower
    • Autumn Blitz: Beat Mission 17 on Very Hard in 24 Minutes or less
    • Too Close for Comfort: Beat Mission 18 on Hard without using 1150 Range (or higher) Towers
    • Impenetrable Defense: Beat Mission 19 on Hard without losing any lives
    • Perfect Plan: Beat Mission 20 on Hard without selling your towers, even during Wave Breaks
    • Absolute Knowledge: Beat Mission 21 on Normal using only Level 1 Towers
    • Sorcerer: Clear all Missions in Chapter 3
    • Triumph: Get 4 Stars on every Chapter 3 Mission
  • 3 New Builders added:
    • Forest Spirit - Requires Level 35
    • Griffin - Requires Level 40
    • Lava Elemental - Requires Level 45


More builders, more ways to customize!

[h2]Improvements[/h2]
  • Loading Screen now features randomized Tips and tidbits. Feel free to suggest more messages on our Discord server.
  • Certain paths on Map Variants now move slower, making Tropical, Autumn, Wasteland, & Winter a bit more fair.
  • Anytime someone leaks, there's now a ping on the mini-map.
  • Adjusted Chapter 4 message to list the newly delayed release date of March 19th.
  • The Long War option is no longer on by default for 1v1 War.
  • Teams, Co-op & War now note that they're not eligible for leaderboard submissions.
    • Once again, we blame Steam Leaderboards for the restriction. Eventually, we may try to fix this, but it's gonna be a while.


[h2]Bug Fixes[/h2]
  • Fixed a freeze error that could happen with Flamethrower, Vapor & Roots on any map with elevation changes (particularly Volcano).
  • Fixed a bug where a creep could drop to negative HP and result in an unwinnable game.
    • This potentially fixes another issue where, upon game over, the game doesn't "end".
  • Fixed that Leaderboard crash error that kept getting reported over and over.
    • You may notice, when opening the game, the Leaderboard button is greyed out for a few seconds. This is just so it has a chance to connect to Steam so that it won't explode spontaneously.
  • Fixed Campaign Achievements being doable on Easy difficulty.
  • Fixed creeps on the minimap flying off the map if they moved vertically up or down.


It can get pretty hectic on the Volcano.

With this, that's the last content patch of Early Access! We still have a few more patches in store before Official Release (aka Version 1.00), but in terms of pure content, this is the last batch.

In a few weeks, we'll be addressing 0.63's Balance changes - they were in the right direction, buuut it needs to be ironed out a bit more. We'll also finally change two specific towers that we've finally deemed impossible to balance. Classic as they may be, they're breaking the game too hard (you know which two).


In the meantime, enjoy the updates to Co-op Mode and all the other Achievements and improvements this patch!

Release Delayed to March 19th + Patch Preview

You read that title right, folks. Instead of February 19th, the game's Official Release has been delayed a month to March 19th. I know a lot of you were looking forward to trying out Chapter 4 sooner rather than later, but we have some reasons for this delay.

[h3]Chapter 4 Quality[/h3]
First and foremost, we want to make Chapter 4 really stand out. Not just design-wise, but quality too. We'd also like the Achievements to launch with the chapter this time, instead of some time after. In order to do all of that without burning ourselves into several weeks of overtime, we're giving ourselves a bit of breathing room to ensure Chapter 4 gets the love it deserves.

[h3]Is that all?[/h3]
Nope! With this extra time, there's a few more features we're trying to implement by release. On top of the Co-op stuff coming soon, many folks have requested a particular feature, namely an in-game DPS tracker of some kind. In order to fit this into the game though, we're going to need to move the UI around a bit. Expect an update on this in February!

Also, the most recent version brought in some experimental balance changes, and while we think they were good for the game overall, they certainly were far from perfect, so expect another balance patch in February to iron it out.

[h3]Price Increase[/h3]
When we officially release on March 19th, there will be a price increase from $9.99 to $14.99. The reason for this is that we've increased the game's content by a substantial amount (practically quintuple in these last 11 months), so we won't be undercutting ourselves as much. It doesn't affect anyone that's bought the game of course, but if you have any friends interested in the game, let them know that it's as cheap as it'll ever be now.

Now, with all of that said... onto to the next Patch Preview!

Incoming love for Co-op Mode!

Version 0.64 Preview

Coming next patch is some love for the game's Co-op mode! This will be last content release prior to the game's official launch in March. In addition to a 3rd Co-op Map, there'll be new settings to play with, as well as Atlantis finally getting a darn makeover.

[h2]Volcano[/h2]

Look familiar? It should, if you've played Chapter 3 all the way through. The map from Mission 21 has been converted into a Co-op Map! Compared to the other two maps, it's pretty unusual, but once you get the hang of it, all the crossing paths allows for some unique co-op tactics. And if you're wondering how that 3-minute long path works, well... look forward to a speedy surprise!

[h2]New Settings[/h2]
First up, we're finally giving you control over the number of Paths in-game! Instead of auto-adjusting based on whether you had 1-4 Players or 5-8 Players, you get three options:
  • Scaling: The number of paths equals the number of players. This is the new default option.
  • 4 Paths: Forces there to be 4 Paths active, regardless of player count.
  • 8 Paths: Forces there to be 8 Paths active, regardless of player count.

Secondly, each Co-op Map now comes with a Reversed version. Like so:

That's not how I remember this map...

[h2]Other Stuff[/h2]
In addition to the above Co-op updates, expect to see:
  • Chapter 3 Achievements (finally)
  • Being able to do other stuff while waiting in Ranked Queue
  • Adjustments to some of the overly difficult Map Variants, thanks to Slow Paths
  • The option to Disable Interest has returned! Apologies for removing it in the first place, but it's back!
  • Randomized tips and messages on the Loading Screen
  • More Cosmetics, cause why not


We'll show off the updated Atlantis closer to release. Expect Version 0.64 to release next weekend!

[h3]Afterword[/h3]
We know the delays and stuff sucks, but when we officially launch, we want it to be worthy of being called a Full Release, featuring a complete Campaign, a rich and balanced Multiplayer, and tons of Achievements & Customizations to shoot for. Practically none of this stuff existed when we entered Early Access 11 months ago, so this time, we want to put our best foot forward.

Look forward to one heck of a release!

[h3]Guides[/h3]
Lastly, one of our active community members, Taencred, has released a Beginner's Guide, in order to help new players get accustomed to the game. Element TD 2 is a very complex game with tons of advanced tactics, though there's admittedly a steep learning curve just to get into the game. If you post a guide, let us know and we'll help promote it!
A Beginner's Guide to Element TD 2

Version 0.63.1 - Hotfixes

[h2]Improvements[/h2]
  • Tweak to how holding ctrl to max-upgrade towers works:
    • Like before, you can hold ctrl prior to selecting the tower, and it'll max-upgrade it when you place it.
    • However, it also works if you hold ctrl while placing it.
    • Additionally, it now works for building your single-element towers off the build bar
  • There's now a note that when playing a Map Variant, your score won't be submitted to the leaderboard.
  • Lobby variant description now lists -V, so Forest-V, Lava-V, etc.
  • Adjusted the speed score modifiers on Missions 17 and 18, it should be a little easier to get 4-Stars on them
  • Reversed the outer path on Autumn Variant. It'll still be difficult, but this might make it a bit more possible.


[h2]Fixes[/h2]
  • Fixed map variants submitting to the leaderboard (they're not supposed to)
  • Fixed replays sometimes loading the map variant even when the game was on the base version
  • Fixed stats page listing Fastest Clear twice
  • Fixed right column on stats page offsetting all the stats and cutting off "Total Money Bonus" from being listed
  • Fixed team notification resetting itself to on every time you boot back up
  • Potentially fixed the issue where someone could join a game after it's already started. In theory. Hypothetically.
    • If you're still running into this issue, please let us know.
  • Fixed an issue where you could get Co-op notifications during a Co-op game
  • Fixed Fire effect listing old tooltip
  • Fixed pause pop-up listing 90% sell instead of the intended 80% sell
  • Fixed a bug where playing a replay could update your Personal Score for that map

Version 0.63 - New Maps and Balance Update!

Whelp, it didn't quite land at the end of 2020, but 2021 is here and we're starting you folks off with a new patch! You get Balance Updates, Optimization Options, New Achievements, New Cosmetics, Bug Fixes, and best of all... New Maps!

Is that a Campaign map... in Multiplayer?

[h2]Map Variants[/h2]
Every FFA & Teams map now features an alternate version of it, all based off the versions seen in the Campaign. Effectively, we're adding 8 New Maps to the game! These variants are generally more difficult than the standard versions, some of them supporting 3 or even 4 Paths.

Remember this old gem from initial Early Access release? It's baaack!

Speaking of paths, some of our maps are designed to be played as 2 Path maps. As such, we're adjusting the Paths option. Instead of choosing between 1 or 2 Paths, you'll now choose between:
  • Standard: Play the map the way it's meant to be played. It'll have 1 or 2 Paths on by default.
  • Advanced: Play an advanced version of the map, containing at least 2 Paths and scaling up to 4.
    • For some of the base maps, Standard & Advanced will be one and the same.

That said, you'll no longer be able to play certain maps as 1 Path.

RIP Wasteland as the easiest 1-Path map.

[h2]New Achievements & Cosmetics[/h2]
  • Each map now has the following Achievements:
    • Alternate: Clear Wave 55 of [Map] Variant on Hard Difficulty
    • Elite: Clear Wave 55 of [Map] Variant on Very Hard + Advanced Paths
  • The Leprechaun & Jester Hats have been updated.
  • 5 New Hats!
    • Ho Ho Hat
    • Double Wreath
    • Viking Helm
    • College Cap
    • Flamingo


It's a bit late, but Merry Christmas!

[h2]Improvements[/h2]
  • VFX will no longer render off-screen, which should drastically help end-game lag.
  • Reduced Ranked Requirement from Level 20 to 15.
  • Graphics Options have been added:
    • Anisotropic Filter: Turn it on to improve texture quality at a distance, especially when viewed at an angle. Good for screenshots. Off by default.
    • Shadows: Choose between Hard and Soft Shadows.
    • AO Quality: Ambient Occlusion, aka draws shadows at intersections. Choose between Off, Low, Medium, and High.
  • Adjusted Score Thresholds for some Missions in Chapter 3. Should make 4 Stars a bit easier to do.
  • The paths for 1-4 Players have been adjusted for Atlantis.
  • War Mode Ability Cooldowns reduced by roughly 20% across the board.
  • Added Turkish localization.


[h2]Fixes[/h2]
  • Fixed FFA Game Notifications sometimes not turning off properly
  • Fixed a bug where players could join an in-progress game
  • Fixed Personal Scores in Singleplayer not saving.
  • Fixed a bug in War Mode where abilities would grow in size with each use
  • Fixed a bug in War Mode where selecting a tower would not only hide the lingering icon, but also "pause" its remaining timer
  • If you cast Dimensional Rift without hitting any enemies, no icon should appear
  • Fixed builders sinking into the abyss in the middle of Grand City.
  • Fixed Atlantis minimap being offset.
  • Fixed Fastest Clear stat resetting itself.
  • Fixed a bug where if you select the Friends tab in the Leaderboard, then switch to a map where you have a replay, it'd automatically load that entry.


A lot of work goes into making the in-between areas pleasant to look at. Take a look around sometime! Just don't die in the process.

[h2]General Balance[/h2]
  • Diminishing Returns:
    • All Slow & Damage Amp Towers will now have diminishing returns. How this works is, after the first debuff, for each additional unique debuff, all debuffs are 5% less effective.
    • Debuff Effectiveness = 95% ^ (# of Stacks - 1)
  • Default Wave Order has shuffled a bit:
    • Wave 7 is now Fire + Healing
    • Wave 8 is now Water + Bulky
    • Wave 9 is now Light + Cursed
    • Wave 10 is now Earth + Temporal
    • Wave 13 is now Light + Healing
    • Wave 15 is now Earth + Shield
    • Wave 22 is now Nature + Healing
    • Wave 23 is now Earth + Undead
    • Wave 25 is now Light + Bulky
    • Wave 31 is now Light + Shield
    • Wave 32 is now Water + Temporal
  • Tier 2 Singles cost increased from 650 to 675
  • Tier 3 Singles cost increased from 2250 to 2500
  • Tier 4 Singles & Periodic cost increased from 12250 to 15000
  • Cursed attack speed reduction raised from 10% to 15% per stack
    • Duration reduced from 15 to 10 seconds
  • 2-Path maps in Ranked Mode no longer have +3 seconds added to the Wave Timer.
  • Autumn's map layout has been adjusted a bit.


It's almost the same, we just extended things a bit. Oh, and it looks prettier.

[h2]Tower Balance[/h2]
  • Arrow damage reduced from 50 to 45
  • Cannon damage reduced from 60 to 55
  • Darkness damage reduced from 300 / 1800 / 10800 / 108000 to 280 / 1680 / 10080 / 100800
    • HP Damage reduced from 10% to 5%
  • Fire damage growth per second increased from 0.5 / 3 / 18 / 180 to 1 / 6 / 36 / 360
    • Reset time reduced from 4 to 3 seconds
  • Blacksmith damage reduced from 500 / 2000 / 8000 to 450 / 1800 / 7200
    • Damage buff rescaled from 10% / 20% / 100% to 10% / 30% / 90%
  • Well damage reduced from 500 / 2000 / 8000 to 450 / 1800 / 7200
    • Attack speed buff rescaled from 10% / 20% / 100% to 10% / 30% / 90%
  • Trickery damage reduced from 375 / 1500 / 6000 to 325 / 1300 / 5200
    • Clone damage rescaled from 40% / 80% / 400% to 36% / 108% / 324%
  • Infernal damage reduced from 700 / 2800 / 11200 to 650 / 2600 / 10400
  • Haste reset time increased from 4 to 5 seconds
  • Flooding damage increased from 320 / 1280 to 350 / 1400
  • Money damage reduced from 6000 / 24000 to 5500 / 22000
  • Impulse damage increased from 2000 / 8000 to 2200 / 8800
  • Golem damage increased from 2500 / 10000 to 3000 / 12000
    • Downtime increased from 3 to 4 seconds
  • Nova Level 2 Slow increased from 20% to 30%
  • Windstorm Level 2 slow increased from 20% to 30%
  • Root Level 2 slow increased from 20% to 30%
  • Muck Level 2 slow increased from 20% to 30%
  • Jinx Level 2 bonus damage increaased from 12% to 18%
  • Corrosion Level 2 damage amp increased from 30% to 45%
  • Polar HP burn rescaled from 10% / 20% to 8% / 24%
  • Incantation Level 2 damage amp increased from 20% to 30%
    • Solo damage amp increased from 60% to 90%
  • Periodic damage increased from 38000 to 40000

As usual, with any Balance Patch is a Leaderboard Reset. Note this is just for the Score Leaderboards, not Ranked. That won't be reset until the official release.

Things may have gotten just a tad chaotic here...


And with that, we've delivered one of the last "big updates" before official release. Chapter 4 of the campaign will arrive with the official release. There'll still be updates between now and then (Achievements, Cosmetics... a 3rd Co-op Map), but otherwise it'll primarily be bug fixes and quality-of-life updates. In the meantime, enjoy dying to the new maps, Happy New Year, and may 2021 fair better for us all!