Welcome to the first balance update of
Element TD 2! Due to the number of changes on a larger scale this build,
the Leaderboards have been reset. For the future though, we'll be keeping these kinds of updates sparse, happening only once every month or so.
[previewyoutube][/previewyoutube]
[h2]Features[/h2]
- You can now Click, Hold, & Drag Outwards to build a whole box of towers with a single click!
- In other words, your index finger will no longer die after a single game or so of buy/sell abuse.
- That dastardly Cross Region option has been nuked from the game!
- Thanks to recent network improvements, we no longer need a Cross Region latency option to account for those with lesser internet speeds, which makes searching for games much easier for everyone.
- Input lag and the number of server pauses should be reduced from before.
- If you're still having problems, please let us know!
- New Challenges Added!
- 3 new Forest Challenges and 3 new Lava Challenges await you in a test of your skills!
- A number of previous Challenges were adjusted to make them easier and scale better.
- Unfortunately, this did reset progress for most of the existing Challenges. We apologize about that, and we'll try to avoid this in the future.
- Updated Forest visuals!
- Since release, the Forest map's visuals have been a little too red and not foresty enough. It's now been updated to look much cleaner and easier on the eyes.
- You can check out a comparison of the new version to the old version here.
[h2]Score System[/h2]
- Duration now accounts for the time between the first wave starting a Wave 55 finishing
- There is now a Speed Multiplier applied to your Ronald Score, based on your performance up through Wave 55:
- On a Full Length Game, you start with a multiplier of x3.5. Every minute, this decreases by 0.05:
-- If you clear the game in 40 Minutes, you'll have a multiplier of x1.5
-- If you clear the game in 50 Minutes, you'll have a multiplier of x1
-- If you clear the game in 70 Minutes, you'll have a multiplier of x0
- On Short & Extra Short Modes, these multipliers start lower:
-- Short: Start with a multiplier of x3
-- Extra Short: Start with a multiplier of x2.25
- Additionally, if you clear through Wave 55 without losing any lives, you'll gain a Perfection Bonus, multiplying your score by x1.1
-- Note, if you lose lives but gain them back through Life Tower, this does not give you the Perfection Bonus
[h2]Improvements[/h2]
- Border Lock option added!
-- If you're running a dual monitor setup, and you had issues with your mouse going off-screen and throwing you out of focus, you can turn Border Lock on to prevent this issue.
- Brightness Slider added!
- First-time players are forwarded to Challenges now.
- Near targeting priority no longer focuses creeps down.
-- However, Light, Atom, Arcane, & Flooding will now always focus creeps down, allowing you to change their targeting priority without breaking their effects.
- Old targeting priority renamed to Front.
- Added a Back targeting priority, which does the exact opposite of Front.
- Decreased the size of stats pop-up boxes.
- Damage number pop-up duration doubled.
- Toned down the VFX on many of the projectiles.
- Updated a number of tower tooltips to be generally clearer, including listing the damage formulas on Disease & Mushroom.
[h2]Fixes[/h2]
- Fixed Fire, Light, Nature, Atom, Ethereal, Golem, & Flooding Towers updating their buff numbers instead of their base numbers.
- Fixed a bug where the Elements settings drop-down on Quick Play was offset by 1.
- Fixed a bug where Blacksmith's Damage Buff was not buffing certain towers properly. This included:
-- Earth's shockwave
-- Solar's damage-over-time
-- Quake's shockwave
-- Nova's shockwave
-- Flamethrower's napalm
- Fixed a bug where certain towers with self-buffing effects were not gaining damage on any priority except Near. This included:
-- Fire's damage-gain-over-time
-- Atom's consecutive attacks
- Element Prompt no longer shows up in God Mode.
- Fixed a bug where the Interest Timer would unfreeze each time you cleared a wave of Ronalds.
[h2]Balance[/h2]
- All Build & Upgrade Times increased by 0.25 seconds
- Ronald base HP reduced from 600,000 to 500,000
-- However, Ronald per-wave-scaling increased from x1.1 to x1.2
- Shield creep's ability cooldown increased from 5 to 6 seconds
- Timelapse creep's ability trigger threshold reduced from 33% to 25%
-- Effectively, it's now an even harder counter to Single-Targets
- Healing creep's ability AoE increased from 175 to 200
- Light's consecutive damage bonus reduced from 10 / 60 / 360 / 3600 to 8 / 48 / 288 / 2880
-- Default priority changed from Near to Far
- Darkness damage bonus on bounce reduced from 20% to 15%
- Fire damage increased from 22 / 132 / 792 / 7920 to 24 / 144 / 864 / 8640
- Earth's shockwave now deals damage in a Full/Half AoE instead of a Full AoE
-- Shockwave damage increased from 30 / 180 / 1080 / 10800 to 40 / 240 / 1440 / 14400
- Trickery now clones towers next to the cloned tower instead of Trickery
-- Its behavior now matches all previous versions of the game
- Atom default priority changed from Near to Back
- Arcane damage reduced from 700 / 2800 / 11200 to 650 / 2600 / 10400
- Vapor damage scaling per-creep-hit reduced from 15% to 14%
- Solar updated:
-- Damage & damage-per-second increased from 80 / 320 / 1280 to 100 / 400 / 1600
-- Attack Speed reduced from 1 to 0.66
-- AoE increased from 100 to 200
-- Ability AoE reduced from 300 to 200
-- Effectively, this should perform much more consistently early on, and still scale well into the endgame
- Mushroom effect reworded to not be a confusing mess.
-- Although its numbers have changed, its balance is identical to before
- Howitzer effect reworded to deal bonus damage on close-up creeps, instead of half damage to far away creeps.
-- Although its numbers have changed, its balance is identical to before
- Geyser updated:
-- AoE increased from 0 to 200
-- Attack Speed reduced from 1.5 to 1
-- Damage reduced from 360 / 1440 / 5760 to 300 / 1200 / 4800
-- Damage bonus per creep reduced from 360 / 1440 / 5760 to 150 / 600 / 2400
- Nova damage increased from 500 / 2000 to 600 / 2400
- Wisp updated:
-- Damage increased from 450 / 1800 to 500 / 2000
-- AoE increased from 400 to 450
-- Damage gain per attack reduced from 50 / 200 to 20 / 80
-- AoE loss per attack reduced from 10 to 5
-- Damage & AoE now cap after 50 attacks, stopping at 1500 / 6000 damage and 200 AoE
- Runic damage increased from 850 / 3400 to 900 / 3600
- Polar default priority changed from Strong to Back
- Flooding damage increased from 330 / 1320 to 350 / 1400
-- Default priority changed from Near to Back
- Corrosion damage amp increased from 15% / 40% to 15% / 45%
- Flamethrower Napalm AoE increased from 300 to 400
- Impulse damage reduced from 3600 / 14400 to 3500 / 14000
- Golem damage increased from 1300 / 5200 to 1400 / 5600
- Quake Shockwave damage reduced from 4500 / 18000 to 3000 / 12000
-- Shockwave now deals full damage to nearby creeps, instead of pretty much half across the board
-- Shockwave still deals half damage to creeps at the edge of its range
- Money bounty bonus increased from 30% / 40% to 30% / 45%
- Periodic damage increased from 26000 to 28000
To celebrate the new patch, we'll be hosting a
Community Night on
Saturday, March 13th. Join us for some games at 6pm GMT, and later at 10pm GMT!
We'll be setting it up on our
Discord Server.
Click here to join