0.63 Patch Preview
Version 0.63 was supposed to release about now, but we didn't quite hit our estimates. However, we can confirm in testing that it's pretty close to done. You can expect it to release by next weekend, to ring in 2021!
In the meantime, we have a preview of what to expect below.
By my eyes, I spot 1, 2, 3... 4 portals?
[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:
That said, you'll no longer be able to play certain maps as 1 Path.
RIP Wasteland as the easiest 1-Path map.
[h2]Balance[/h2]
For the last few months, certain builds have been absolutely dominating, both the Leaderboards and in Ranked Mode. In particular, 2 Element and 6 Element Builds. We don't mind them being viable options, but they're strictly better than everything else right now. So, here's the general list of changes:
That's the general list; we have more individual changes as well. The numbers listed above aren't quite final, but they should be close at the very least.
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.
Anyone wanna take a guess how this one works on the Advanced Paths option?
[h2]Autumn[/h2]
Although Winter is meant to be the most difficult map, Autumn is arguably worse, especially since the creeps branch out in opposite directions. We're not changing that aspect, but we are adjusting the map to make it more fair and improve the viability of some spots.
It's almost the same, we just extended things a bit. Oh, and it looks prettier.
It's already a big patch with the above notes, but there will also be New Cosmetics & Achievements, tweaks to the Campaign, new Visual Options, and a whole lot of fixes. Look forward to it next week!
If you want to try out these changes early, hop into the Element TD Discord Server, check the #roles channel, tag yourself as part of the @testers, and you'll gain access to the #testers channel.
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]Tribute[/h2]
Lastly, one of active community members, Wade, has made an awesome 10-minute tribute to our game, showcasing beautiful visuals that we didn't even know were in the game. Check it out here!
[previewyoutube][/previewyoutube]
In the meantime, we have a preview of what to expect below.
By my eyes, I spot 1, 2, 3... 4 portals?[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.
- 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]Balance[/h2]
For the last few months, certain builds have been absolutely dominating, both the Leaderboards and in Ranked Mode. In particular, 2 Element and 6 Element Builds. We don't mind them being viable options, but they're strictly better than everything else right now. So, here's the general list of changes:
- 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)
- As a result of this change, the effects of all Level 2 Slow & Damage Amp Towers will be drastically improved. This should give 4 & 5 Element Builds more of a chance while tampering down 6 Element.
- 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.
- Buff Towers:
- Well & Blacksmith effects are being rescaled from 10% / 20% / 100% to 10% / 30% / 90%.
- Trickery effect is being rescaled from 40% / 80% / 400% to 36% / 108% / 324%
- With these changes, going for the Level 2 early will be more meaningful, while the Level 3 will be a bit less efficient.
- Well & Blacksmith effects are being rescaled from 10% / 20% / 100% to 10% / 30% / 90%.
- Cost Increases:
- Single Element Towers, especially the upper tiers, are cheap. Too cheap. To the extent that you can safely do Level 3 rush strategies with them using only 2 Elements. Not to mention the overwhelming power of Pures. So, we're raising the costs:
- 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
- Tier 2 Singles cost increased from 650 to 675
- Single Element Towers, especially the upper tiers, are cheap. Too cheap. To the extent that you can safely do Level 3 rush strategies with them using only 2 Elements. Not to mention the overwhelming power of Pures. So, we're raising the costs:
- Wave Order:
- Ever since the change to Temporal, having that be the first ability to show up is... too brutal. There were also sections that were skewed too heavily towards one element or creep type. As such, we've shuffled some of the Wave Order around.
- Most of these shuffles are within the first half of the game.
- Ever since the change to Temporal, having that be the first ability to show up is... too brutal. There were also sections that were skewed too heavily towards one element or creep type. As such, we've shuffled some of the Wave Order around.
- Other Changes:
- 2-Path can be annoyingly hard to rush, so we're reducing the wave timer increase from +3 to +1 seconds
- Cursed attack speed reduction raised from 10% to 15% per stack
- Cursed duration reduced from 15 to 10 seconds
- 2-Path can be annoyingly hard to rush, so we're reducing the wave timer increase from +3 to +1 seconds
That's the general list; we have more individual changes as well. The numbers listed above aren't quite final, but they should be close at the very least.
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.
Anyone wanna take a guess how this one works on the Advanced Paths option?[h2]Autumn[/h2]
Although Winter is meant to be the most difficult map, Autumn is arguably worse, especially since the creeps branch out in opposite directions. We're not changing that aspect, but we are adjusting the map to make it more fair and improve the viability of some spots.
It's almost the same, we just extended things a bit. Oh, and it looks prettier.It's already a big patch with the above notes, but there will also be New Cosmetics & Achievements, tweaks to the Campaign, new Visual Options, and a whole lot of fixes. Look forward to it next week!
If you want to try out these changes early, hop into the Element TD Discord Server, check the #roles channel, tag yourself as part of the @testers, and you'll gain access to the #testers channel.
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]Tribute[/h2]
Lastly, one of active community members, Wade, has made an awesome 10-minute tribute to our game, showcasing beautiful visuals that we didn't even know were in the game. Check it out here!
[previewyoutube][/previewyoutube]
New missions, new maps!
Is that a portal on the wall?
A new tropical paradise. Looks relaxing... in theory.
Believe it or not, this is not the biggest map in Chapter 3.
Showing off one of the Triple Specializations, as well as a snippet of something greater...
We heard you like UFOs, so we put some UFOs in your UFOs so you can UFO while you UFO!
Lamps now properly glow on all maps, at no performance cost either!
Now you can blend in with the terrain! If it's the right map...
Nuclear launch detected... oh, too late.
This is war.
A fancier way to encourage playing new modes
Arriving in Chapter 3! This looks a bit different than I remember...