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Element TD 2 News

Version 0.55.1 Hotfix

[h2]Bug Fixes[/h2]
  • Fixed an issue where if someone leaves in the middle of a Co-op game, the creeps despawn and the game becomes unable to move on.
  • Fixed an issue where Flamethrower could somehow result in a game freeze.


[h2]Cosmetics[/h2]
Added a new... hat.



It requires Level 60 and it costs 2 Points. If you want to get there faster, play more online games! Which you can ping @LFG for on our Discord:
Join our Discord

Version 0.55 - Campaign & Balance!

After way too long, Version 0.55 is finally here! Comes with the first two chapters of the brand new Campaign, a whole host of balance changes, quality of life fixes, and more!

[h2]Campaign[/h2]

A series of missions divided among Chapters, each one providing a unique challenge. With each Mission that you clear, you'll unlock new towers and upgrades through an interweaving tech tree. Experience new maps, mixed waves, bosses, and craft an evolving build with countless possibilities!

[h3]Progression[/h3]
Much of the standard game still applies here, but there’s a few differences. Most notably, instead of killing Elementals to gain Elements, you now unlock towers one at a time, and it’s done between Missions.



With each Mission that you clear, you’ll gain Unlock Points, which can be used to unlock Towers, as well as unique upgrades called Specializations. You'll be able to freely respec between Missions, so experiment at will!

[h3]Map Variants[/h3]
Nearly every Mission will feature a different map. Many of these are the same as the standard game, but mixed in here are some all new map layouts that use existing biomes.



[h3]And More![/h3]
As seen above, some maps feature 3 Portals. As a Mission progresses, the Portals may change positions, and some may even appear in some unconventional locations.

Lastly, it wouldn't be a proper Campaign if it didn't have Bosses...




[h2]Improvements & Bug Fixes[/h2]
  • Arrow & Cannon Towers can now directly upgrade into Elemental Towers for 100 Gold a piece.
    • To be clear, we're not talking new elemental versions of Arrow & Cannon, just adding a transition to Single Element Towers.
  • If a tower upgrade doesn't exist, it will no longer appear in the Tower Select UI.
  • Tower Table is now labeled with an actual title.
  • Fixed Scoreboard not being up by default at the start of a game.
  • Version Number on the main menu now links to Patch Notes.
  • Geyser bounce is much smoother than before.
  • Forest visuals are 50% less stony.
  • Colored outlines on creeps are 50% more visible.
  • Death Sounds updated, should sound much more consistent.
  • Finnish & Czech localizations updated.


[h2]Balance[/h2]

Our last patch had a lot of balance updates, some of which were risky. Overall, we think they made the game a better experience, but it helped highlight many long-running problems, like OP Debuff Stacking, Life Tower shenanigans, the Score System, early game getting overpowered, etc.

With this update, it should fix the majority of these issues, and really help even the playing field for most builds.

[h3]Score[/h3]
  • Perfection Bonus reduced from x1.2 to x1.1
  • Speed Score Multiplier reduces by 0.05 every minute, down from 0.1
    • Full Length starting multiplier reduced from 5.5 to 4.0
    • Short Length starting multiplier reduced from 5.0 to 3.4
    • Extra Short Length starting multiplier reduced from 4.0 to 2.4
  • Minimum Speed Score Multiplier reduced from 0.50 to 0.25


[h3]General Changes[/h3]
  • Starting Creep HP increased from 100 to 110
  • HP Scaling reduced from 16% to 15.8% per wave
    • By the end of Wave 55, it's the same HP as before
  • Wave 56+ HP Scaling increased from x1.2 to x1.25 per wave
  • Income Upgrade increased from 15% / 30% to 18% / 36% bounty
  • Atlantis Elemental Bosses now spawn left-right-left-right with higher player counts, instead of all left and then all right.


[h3]Creeps[/h3]
  • Timelapse creeps renamed to Temporal:
    • Old: When it drops to 25% of its health, it resets to its health and position from 4 seconds ago.
    • New: When it drops to 50% of its health, it resets to its health from 3 seconds ago and jumps forward.
  • Fast creeps now properly ignore slows during their speed burst.
    • Speed multiplier reduced from x2.25 to x2


[h3]Towers[/h3]
  • Level 3 Single gold cost reduced from 2700 to 2500
  • Light consecutive damage bonus reduced from 6 / 36 / 216 / 2160 to 5 / 30 / 180 / 1800
  • Darkness overflow damage bonus reduced from 12% to 10%
  • Water search radius increased from 100 to 125 AoE
  • Fire damage increased from 20 / 120 / 720 / 7200 to 30 / 180 / 1080 / 10800
    • Damage growth reduced from 1 / 6 / 36 / 360 to 0.5 / 3 / 18 / 180
    • Now caps at x3 damage
  • Earth damage increased from 70 / 420 / 2520 / 25200 to 80 / 480 / 2880 / 28800
    • Shockwave damage reduced from 40 / 240 / 1440 / 14400 to 30 / 180 / 1080 / 10800
  • Lightning bounce target priority now matches the tower's priority, instead of always bouncing to the nearest target
    • Damage reduced from 300 / 1200 / 4800 to 200 / 800 / 3200
    • Attack speed increased from 0.66 to 1
  • Vapor adjusted:
    • Damage reduced from 175 / 700 / 2800 to 170 / 680 / 2720
    • Attack speed increased from 0.66 to 1
    • Range decreased from 900 to 750
    • AoE increased from 200 to 300
  • Solar adjusted:
    • Damage-per-second increased from 105 / 420 / 1680 to 140 / 560 / 2240
    • Attack speed increased from 0.66 to 1
    • Attack AoE reduced from 200 to 100
  • Life adjusted:
    • Damage increased from 500 / 2000 / 8000 to 800 / 3200 / 12800
    • Attack speed reduced from 1.5 to 1
    • Now takes 30 kills to gain a life when over 50 lives, regardless of Level
  • Geyser adjusted:
    • Damage reduced from 1300 / 5200 / 20800 to 900 / 3600 / 14400
    • Attack speed increased from 0.66 to 1
  • Runic damage increased from 900 / 3600 to 1000 / 4000
    • Search radius increased from 225 to 250 AoE
  • Flooding damage reduced from 375 / 1500 to 350 / 1400
    • Consecutive AoE bonus reduced from 20 to 15
  • Wisp damage increased from 500 / 2000 to 600 / 2400
    • AoE increased from 450 to 500
    • Effect cap increased from 50 to 60 attacks, increasing its max damage from 1500 / 6000 to 1800 / 7200
  • Haste attack speed growth reduced from 25% to 10%
    • Max attack speed increased from 5 to 6
  • Flamethrower Napalm damage increased from 125 / 500
  • Impulse adjusted:
    • Damage reduced from 3400 / 13600 to 2000 / 8000
    • Attack speed increased from 0.66 to 1
  • Quake AoE increased from 0 to 100
  • Nova Level 2 Slow reduced from 25% to 20%
  • Windstorm Level 2 Slow reduced from 25% to 20%
  • Root Level 2 Slow reduced from 25% to 20%
  • Muck Level 2 Slow reduced from 25% to 20%
  • Jinx Level 2 Bonus Damage reduced from 15% to 12%
  • Corrosion Level 2 Amp reduced from 40% to 30%
  • Incantation Level 2 Amp reduced from 25% to 20%
    • Isolated Amp reduced from 75% to 60%
  • Polar Level 2 HP Shave reduced from 25% to 20%
    • It now returns half the HP back at the end, up from full.
  • Periodic damage increased from 35000 to 38000



That's it for this patch! As usual, with balance updates, the Leaderboards have been reset. We hope you enjoy the Campaign, whether you're new or experienced, and the many balance changes should fix the staleness of last patch's multiplayer. Let us know what you think on our forums or our Discord!

Join our Discord


[h2]What's Next[/h2]
With the first part of the Campaign released, we still have a few things left before we exit Early Access. Coming next, expect to see Ranked Mode finally arrive! We're also working hard on getting the visuals of the Atlantis Co-op Map up, as well as the next parts of the Campaign.

Next week, we'll be announcing the official release date for the game. Look forward to it!

Where's the Campaign?

A little while back, we showed off a preview of the Campaign, saying it would arrive the following weekend. Obviously, that weekend has passed, and we still haven't released it. Fret not, it's still coming, it's just taking a little longer than expected. Long enough for folks on our Discord to coin the term WindStrike Time, which is akin to the famed Valve Time. Though in my defense, my time estimates are only off by days, not months or years.

Anywho, since we're "taking so long", here's another little preview of what to expect:

[h2]Temple Variant[/h2]
It's a little more underwater than the usual Temple.

[h2]Desert Variant[/h2]
Three red portals? That's not ominous at all.

[h2]Wasteland Variant[/h2]
There's more to this one than you realize...

All three of those will be playable in the Campaign in their own unique Missions. In addition, this patch will be bringing a number of balance changes, including to, god forbid, Life Tower.

The Campaign will arrive in Version 0.55 by this coming weekend!


No really, it will.





I think.

Campaign Preview

Arriving next week will be the long-awaited Campaign! Not the whole thing, mind you, but a significant chunk of it, featuring: new maps, unique tower upgrades, mixed wave types, and bosses with powerful abilities. Read on for the full preview!



[h2]Progression[/h2]
Much of the standard game still applies here, but there’s a few differences. Most notably, instead of killing Elementals to gain Elements, you now unlock towers one at a time, and it’s done between Missions.



With each Mission that you clear, you’ll gain Unlock Points, which can be used to unlock Towers, as well as unique upgrades called Specializations. You'll be able to freely respec between Missions, so experiment at will!


[h2]Map Variants[/h2]

Nearly every Mission will feature a different map. Many of these are the same as the standard game, but mixed in here are some all new map layouts that use existing biomes.



Although these variants are restricted to the Campaign for now, expect them to eventually make their way into the standard game down-the-road.


[h2]New Mechanics[/h2]


The core gameplay is still intact, but there’s a few new surprises to freshen up the game. Every 5 Waves, you’ll get a Wave Break. During this time:
  • The spawnpoints will likely change
  • All of your towers sell for 100% Gold
  • You get unlimited time to figure out the new layout and reallocate your defense



And lastly, it wouldn’t be a proper Campaign if it didn’t have Bosses...




Expect the first two Chapters to release in Version 0.55 at the end of next week. We have a few more surprises in store for you in the Campaign, so look forward to it!

Additionally, in this patch, we’ll be addressing some balance problems that became particularly prominent as of 0.54. Below is a basic nutshell of the changes:


[h2]Balance[/h2]
  • Arrows & Cannons can now directly upgrade into Elemental Towers for 100 Gold.
    • To be clear, these are not Elemental Arrow & Cannon Towers; it just applies an easy transition from your basic towers to your Elemental Towers.
  • Score System adjusted so that Extra Short should no longer dominate the Leaderboards, as well as reducing the potency of rushing.
  • Income Upgrade buffed.
  • Wave 56+ HP Scaling increased.
  • All Level 2 Triple Support Towers have their effect nerfed (x2 the effectiveness of Level 1, down from x2.5).
  • Fast creeps ignore slows during their speed burst.
  • Timelapse renamed to Temporal, and instead of jumping backwards, it now jumps forwards.
  • Various towers that underperformed without heavy slows have been buffed, especially since slow stacking isn’t as effective.
  • Various other buffs/nerfs.



That’s it for this preview! If you’re curious to try out the Campaign early, hop onto our Discord and make yourself a Tester. Otherwise, see you next week!
Element TD Discord

0.54.2 - Visual Updates, Fixes, and Localization

[h2]Improvements[/h2]
  • Builders now have movement animations!
  • Added progress trackers for Achievements.
  • Updated Localization for Chinese (both), Japanese, Italian, Romanian, Swedish, and Spanish
  • Visual fidelity improved.


[h2]Fixes[/h2]
  • Fixed a few cases where you could get booted back to main menu while loading.
  • Fixed a bug where the game can freeze upon clearing an Achievement while disconnected from steam.
  • Fixed a bug in Teams & Co-op where, if someone disconnects prior to the game starting, their starting gold is properly transferred to the other(s).
  • Fixed a bug in Teams where the second player on a Team wouldn't get the achievement.
  • Fixed Income Upgrade not actually being 15% (it was 12%).
  • Fixed Tower Table tooltip getting cut off.
  • Fixed visual glitch on Lava map.