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Element TD 2 News

Version 0.54.1 - Hotfixes and Localization

[h2]Improvements & Fixes[/h2]
  • Fixed an issue where you could get stuck on the loading screen permanently if someone disconnects in that time.
  • Fixed an issue where the game could freeze if you got an Achievement while disconnected from Steam.
  • Fixed Wasteland minimap being offset.
  • Updated Duel Mode text in Lobby.
  • Updated localizations for French, German, Dutch, Russian, & Portugese.
  • Fixed some localization issues with Spanish.

Version 0.54 - New Co-op Map, Core Balance Changes

A new month, a new version! Included in this patch is a new Co-op Map, numerous Balance Changes, new Achievements, new Cosmetics, and a bunch more Fixes & Improvements!




[h2]Features[/h2]
  • New Co-op Map added: Atlantis! Visuals are prototype for now.
  • 16 New Achievements added!
    • 3 based on Eliminations in FFA
    • 4 based on being the first one to clear the wave in FFA
    • 2 based on clearing Co-op Mode
    • 4 based on clearing Atlantis on a particular difficulty
    • 3 based on getting a high score in Atlantis
  • 7 New Cosmetics added!
    • New Builder: Fire Spirit
    • New Builder: Lich
    • New Hat: Stack of Hats
    • New Hat: Stack of Sandwiches
    • New Trail: Spiral
    • New Wings: Energy Shield
    • New Wings: Jetpack
  • Added a Join Discord button on the Main Menu.


[h2]Improvements[/h2]
  • Replays now log all errors that occur in a match.
  • More server stability improvements, you should see less Synchronizes.
  • Minor visual tweaks on creeps.
  • Minor optimizations applied.
  • Sounds added for Ping, Player Eliminated, and Player Disconnected.
  • Cleaned up some of the tooltips, as well as fixed consistency.
  • You can no longer pause the game while it's synchronizing.
  • The in-game menu will now close itself when someone unpauses.
  • 90% Sell Values in Pick are now accurate.
  • Bounty gold pop-up now lists "+X Gold" instead of just "+X".
  • Interest gold pop-up now lists "+X Interest" instead of just "+X".
  • Pressing F9 to hide the UI will now also hide player nametags.
  • Leaderboard Duration is now based on the "Time Cleared" up through Wave 55, instead of the full length of the game.
  • Several level requirements for various Cosmetics have been shuffled around.
  • Duel Mode settings have been trimmed a bit:
    • Difficulty is now locked into Very Hard.
    • Same Random removed, all it did was remove the counterplay.
    • Extreme removed, which replaced the counterplay entirely in favor of pure survival.


[h2]Bug Fixes[/h2]
  • Yet even more attempts at fixing desync shenanigans.
  • Fixed an interaction error between Trickery and Fire, Earth, Ethereal, & Wisp Towers, such that the clone wouldn't include self-buff benefits as a result of the tower's own effect.
  • Fixed a bug where, if the game's host left the lobby, anyone else had the ability to kick other players.
  • Fixed a bug where too many entries in the chat log could scramble all the text on-screen.
  • Fixed a bug where clearing Grand City on Normal wouldn't display the next difficulty Achievement.
  • Fixed "Victory!" and "Game Over" labels getting switched.
  • Fixed "You have won the game!" pop-up showing in Teams & Co-op.
  • Fixed nametags showing up in the Builder Preview.
  • Fixed Pings only showing up for Player 1.
  • Fixed Pings not showing up on Winter.
  • Fixed rounding errors between top-right HUD and Scoreboard.
  • Fixed path indicators not turning properly when going diagonal.
  • Co-op: Fixed a bug where Ethereal Towers wouldn't go up in damage if you weren't Player 1.
  • Co-op: Fixed healthbars being grey for everyone except Player 1.


[h2]General Balance[/h2]
  • Interest Upgrades replaced with Income Upgrades:
    • At the end of each wave, you gain extra gold equal to 15% of the Wave Bounty.
    • Just like before, you can get a maximum of 2 Income Upgrades.
    • To be clear, this does not replace Interest, just the Interest Upgrades.
  • Essence Upgrade now requires you kill an Essence Boss before receiving the upgrade.
    • And when you do kill it, you gain 2 Essences instead of 1.
  • Interest now stops when you clear Wave 55, not when Wave 56 starts.
  • You now gain Bounty from kills during the Boss Waves.
    • The above Income Upgrade also works off this.
    • The total amount of gold you get each wave is equal to Wave 55, and it does not increase.
  • Perfection Bonus Score Multiplier increased from x1.1 to x1.2
  • Creeps:
    • Cursed creeps now remove Well & Blacksmith Buffs from affected towers and instantly kill Trickery Clones.
    • Cursed debuff AoE reduced from 350 to 250 (instead of a 5x5 area, it only affects a 3x3 area now)
    • Bulky HP multiplier increased from x2 to x2.25
    • Undead now removes all debuffs upon its first death, meaning Napalm will no longer trigger twice for it.
  • Modes:
    • In Random, the earliest a Level 2 Boss can spawn has been moved from Wave 10 to Wave 15.
    • In Random, you can now get x2 Income Upgrades on all difficulties (previously, it was restricted to Very Hard & Insane only).
    • 2 Path increased wave time reduced from +4 to +3 Seconds
    • Extreme increased wave time increased from +0 to +3 Seconds
    • Teams Mode HP Multiplier reduced from x1.7 to x1.6
    • Teams Mode Team-only HP Scaling reduced from 17% to 16.5%
    • Co-op Mode Base Speed Score Multiplier increased from 5.5 to 6.5


[h2]Tower Balance[/h2]
  • Arrow & Cannon now sell for 74 Gold instead of 75 Gold
    • This only affects Pick. In Random, all towers still sell for 100% Gold.
  • Tower Costs adjusted:
    • Tier 2 Single cost reduced from 750 to 725
    • Tier 3 Single cost reduced from 3000 to 2700
    • Tier 2 Dual cost increased from 1250 to 1300
    • Tier 3 Dual cost increased from 3150 to 3300
  • Geyser ability changed:
    • Old: For each creep in the attack's AoE, deal additional damage.
    • New: On every 5th attack, do a 300 AoE attack that launches creeps hit up into the air (this is purely visual, it's not a stun).
    • Damage increased from 300 / 1200 / 4800 to 1300 / 5200 / 20800
    • Attack Speed reduced from 1 to 0.66
    • AoE reduced from 200 to 0
  • Solar damage increased from 100 / 400 / 1600 to 105 / 420 / 1680
    • Damage-per-second increased from 100 / 400 / 1600 to 105 / 420 / 1680
  • Mushroom damage reduced from 85 / 340 / 1360 to 80 / 320 / 1280
  • Vapor damage reduced from 180 / 720 / 2880 to 175 / 700 / 2800
  • Trickery clone damage reduced from 65% / 130% / 400% to 60% / 120% / 360%
  • Quake AoE reduced from 100 to 0
    • Damage reduced from 1500 / 6000 to 1400 / 5600
    • Shockwave damage reduced from 3000 / 12000 to 2800 / 11200
  • Flamethrower damage increased from 280 / 1120 to 300 / 1200
    • Napalm damage reduced from 140 / 560 to 125 / 500
  • Golem damage increased from 2400 / 9600 to 2500 / 10000
  • Ethereal damage reduced from 950 / 3800 to 900 / 3600
  • Money bounty bonus reduced from 35% / 50% to 25% / 35%
  • Astral damage reduced from 1600 to 1500
    • Ability cooldown reduced from 12 to 9 seconds
  • Incantation damage reduced from 550 / 2200 to 500 / 2000
  • Windstorm damage-per-second increased from 450 / 1800 to 500 / 2500
    • AoE increased from 550 to 600
  • Periodic damage increased from 32000 to 35000


[h2]Challenges[/h2]
Due to the changes required to get the upcoming Campaign working, Challenges have been removed from the game. At best, they served as a tutorial, though even then, it was extremely limited in scope. In general, they weren't particularly well designed and fell below the standards of the rest of the game.

For those of you that played and enjoyed these, we apologize, but fret not: expect these to be replaced in full by the end of the month!


[h2]Leaderboard Reset[/h2]
As usual, due to numerous balance changes, Leaderboards have been reset. With this update, the general meta should shift from "hardcore interest abuse" to a wider variety of strategies. Interest abuse is still doable, it's just no longer strictly superior to everything else. We hope you enjoy these new changes, and if you'd like to give us feedback, holler at us on our Discord!
Join our Discord

Also, we've finally updated our Balance Spreadsheets, which is what we use to help balance the game. These are now publicly viewable for anyone to read:
DPS/Gold Values Spreadsheets

Core Balance Changes

Since the early access release of Element TD 2, we've been polishing the individual balance of towers and creep types, and we think we've gotten that down pretty well. However, some deeper core issues have been brought up numerous times in the past months, and in order to fix them, we'll ultimately have to mess with some of the core balance.

Below is a preview of what you can expect!


[h2]Interest Upgrades[/h2]
Depending on your skill level, the power of an Interest Upgrade of +0.75% Interest can be anywhere from "completely useless" to "literal god tier", netting you +100k gold (or more). Increasing or decreasing this value doesn't fix anything, and the ridiculous amount of gold you can get from it is nearly unstoppable in multiplayer without playing on Very Hard or Insane.

It's unfriendly to new players and impossible to balance. As much as we'd like to retain the spirit of the good ol' days from the WC3 version, Interest Upgrades have to go.

However, we'll be replacing it with Income Upgrades. What this will do is, when you clear a wave, you'll gain gold based on the Total Wave Bounty. You can get a maximum of 2 Income Upgrades:
  • 1 Income: Gain gold equal to 12% of the Total Wave Bounty
  • 2 Income: Gain gold equal to 24% of the Total Wave Bounty

The above numbers are estimates and we may change them over the course of testing. Suffice to say, this new solution makes it so:
  • If you're new and don't know what you're doing, Income won't be a useless upgrade
  • If you do know what you're doing, you can bank some extra Interest off it, just not to the extent of piercing the heavens with mountains upon mountains of gold.


[h2]Arrow & Cannon Abuse[/h2]
Even though Level 1 Elemental Towers are more powerful, Arrow & Cannon Towers end up getting used more because they're effectively free. Thanks to their full refund value, not only do they result in a zero-cost defense, you get more and more Interest. Within the first 5 waves, you can get a 100 gold lead over other players, and that only snowballs further throughout the game.

We don't intend on removing this outright, but as is, it's overpowered. So instead of giving you a full refund:
  • Arrow & Cannon Towers will sell for 74 Gold each, down from 75 Gold.
  • If you're doing buy/sell abuse, you'll still get a net gain (of about +0.5% instead of +2%), but not by anywhere near as much as before.

Just to be clear, all towers in Random will still sell for 100%, including Arrow & Cannon Towers.


[h2]Gold from Wave 56 Onwards[/h2]
Countless times, we've been asked the question "why do you stop getting gold after Wave 55?" Our answer has always been that at that point, progression stops, and whatever you have left is a test of your defense until your eventual demise. However, it's a stark contrast in playstyle, going from actively building... to watching your defense get overrun by the endless boss.

Ultimately, we still want it to end. However, bounty from kills will no longer stop after Wave 55. This way, you'll continue to play actively up until the point of your demise. Some notes about this:
  • The amount of gold you get per wave won't continue to go up, so each wave will net the same amount of gold you get from Wave 55, which is roughly 9000 gold.
  • HP Scaling of the endless boss waves will increase from +20% per wave to +30% per wave.

As for Interest, that will still remain dormant. In fact, we'll be pushing it back so you stop getting Interest the moment you clear Wave 55.


[h2]Essence Upgrades[/h2]
Level 4 Singles & Periodic Tower are powerful towers... but when you only get 1 off the Essence Upgrade, it's incredibly underwhelming compared to the power of getting an Element. In Random especially, getting one can be rather frustrating; doubly so if you get random'd a second one.

Instead of buffing these uber towers, we'll be making some changes to the upgrade instead:
  • First off, getting the Essence Upgrade will no longer be free. It'll summon a boss with Composite Armor, and it'll be a bit stronger than a Level 3 Element.
  • Then, when you kill the boss, you'll get 2 Essences instead of just 1.


Hopefully, these changes will make the Essence Upgrade much more appealing, and help highlight the value of Level 4 Singles & Periodic Tower.


[h2]Cursed Creeps[/h2]
In an effort to counteract Level 3 Buff Rushing (both in Solo/FFA and especially stacking it in Teams/Co-op), Cursed creeps are getting some lovely tweaks:
  • AoE reduced from 350 to 250. This means instead of affecting a 5x5 area, it'll now only affect a 3x3 area. However...
  • In addition to reducing attack speed, Cursed will now instantly wipe Blacksmith & Well Buffs as well as nuke Trickery Clones.


[h2]Tower Changes[/h2]
Although you should expect the usual bout of tweaks in regards to specific towers, we're also messing with the costs a little bit.
Level 2 Singles reduced from 725 to 700 gold
Level 3 Singles reduced from 3000 to 2700 gold
Level 2 Duals increased from 1250 to 1300 gold
Level 3 Duals increased from 3150 to 3300 gold

This should make Level 3 Singles more usable, while nerfing the cost effectiveness of higher level Duals just a bit.

You can also expect an entirely new effect from Geyser Tower. It won't be anything mindblowing, just have a better fit for its role. Oh, and it finally has a visual component matching the tower:



Lastly, we'll finally be adding a second Co-op Map! Here's a little preview below:



There's more balance tweaks than just that, but those are the major ones. Obviously, with a bunch of balance changes, there will be a Leaderboard Reset.

You can expect all of the above changes and more to arrive in Version 0.54 by the end of next week! If you'd like to try those changes early, you can join our Discord and opt-in to become a Tester. Just check the #roles channel:

Element TD 2 Discord

Version 0.53 - Ping Support, Japanese, Improved Shadows

Patch this weekend is a smaller one, but it does include a few nifty things!

[h2]Features[/h2]
  • Alt+Click a location in order to Ping it!
    • This will also note a visual on the Minimap.
  • Japanese language support added.


[h2]Improvements[/h2]
  • Builders now smoothly turn instead of snapping to turn.
  • Shadow quality improved across the board.


[h2]Cosmetics[/h2]
  • New Builder: Water Elemental
  • New Hat: Bull Skull
  • New Trail: Dual Orbs


Coming in early August, expect to see a major balance patch, a second Co-op Map, and other new features!

Regarding Leaderboards for Team & Co-op, some complications arose, so it's going to be a while before they're implemented, sadly. In the meantime, you can brag about those scores on the Forums or on our Discord!

Join our Discord

Version 0.52.1 - Fixes plus Quality of Life

[h2]Improvements[/h2]
  • Ally Indicators are now color-coded by player color
  • Hovering over the next wave preview now displays the wave's HP
  • Improved performance


[h2]Bug Fixes[/h2]
  • Fixed a bug where, if you disconnected from Steam, but you were still connected to the server, the game would boot you anyways.
  • Fixed a bug in Co-op Mode where, if Player 1 left prior to the start of Wave 56, Wave 57 would never spawn.
  • Fixed Lava Challenges playing the Forest Challenges instead
  • Adjusted the tower tooltip info so that it should no longer fly off-screen
  • Teams Mode: Fixed duplicate wave start sounds when there were 2 or more teams
  • Teams Mode: Fixed Ally Indicators appearing above your towers when they were building or upgrading