Latest update now on the public test branch
Hello dear Reforged Tower Defense community,
The new patch is now available on the public test branch!
Below you will find the complete patch notes.
To activate the public test branch, please go to your Steam library, click on Properties > Betas > rtd_pte - Public Test Environment.
[h2]Key Features[/h2]
[h2]New Enemies & Enemy Properties[/h2]
[h2]Adjusted Talent Tree[/h2]
All tower upgrades now cost only one talent point, and you receive only one point per level. The values have been rescaled accordingly. This makes distributing points clearer and less overwhelming than before. Some balance adjustments have been made here and there.
[h2]Items[/h2]
[h2]Towers & Tower Upgrades[/h2]
[h2]Abilities[/h2]
[h2]Challenger Mode[/h2]
[h2]UI, QoL, and Miscellaneous[/h2]

[h2]Multiplayer[/h2]
[h2]Bug Fixes[/h2]
The following is missing in this build:
Have fun playing and defending!
Cheers,
Sascha
Your developer of Reforged Tower Defense
https://store.steampowered.com/app/1044110/Reforged_TD__Tower_Defense/
The new patch is now available on the public test branch!
Below you will find the complete patch notes.
To activate the public test branch, please go to your Steam library, click on Properties > Betas > rtd_pte - Public Test Environment.
PTE Patch Notes
[h2]Key Features[/h2]
- Automatic Ability Casting:
You can now activate automatic casting of abilities via the user interface (UI). You can choose to have all abilities cast automatically at once or set them individually. This change puts the tower defense aspect more in the spotlight again. Players who prefer not to intervene actively can now play more comfortably – even when using, for example, a Mage. - New Maps:
Nimbus Reaches
Heavens Crest
Skyveil
Gales Reach
Thunderpeak
Forsaken Fields
Crossed Paths
Floating Citadel
Cloudkeep
Skyveil: - Over 100 New Items:
- New potions and scrolls
- Many items in the level range 15–30
- Additional epic & legendary items - Improved Challenger Mode
- See "Challenger" section - Adjusted Talent & Upgrade Trees
- All talents and upgrades now cost only one crystal each. Values have been adjusted accordingly, making the talent tree much clearer.
[h2]New Enemies & Enemy Properties[/h2]
- Enemies ("Fießlinge") can now have the "Overfly" or "Phase Shift" traits. This allows them to ignore obstacles such as towers. Flying enemies also have a vertical offset along their path, which is particularly noticeable with the "Overfly" trait.
- New Effect Trigger: "Waypoint Effect":
Activated as soon as an enemy reaches a waypoint (waypoints also include nodes on platforms). These effects can be conditional, e.g. "only trigger if the unit is not facing the next waypoint". This increases the importance of your maze layout. - Examples of Revised Enemies:
- Bunny Rat Monster: Becomes faster when reaching a waypoint while not facing the next waypoint.
- Succubus: Becomes faster when reaching a waypoint if already facing the next waypoint.
- Fungusa: Heals itself upon reaching a waypoint if not facing the next waypoint. - Resistances & Vulnerabilities:
There are now not only immunities but also resistances and vulnerabilities to slowing effects, critical hits, stun, execution, silence, DoT effects, and more. This creates a more harmonious difficulty curve. - Units can now appear as a group, so for example four units count as one.
- The "Forest Golem – Green" now has a deathrattle effect that reduces the attack speed of nearby towers.
[h2]Adjusted Talent Tree[/h2]
All tower upgrades now cost only one talent point, and you receive only one point per level. The values have been rescaled accordingly. This makes distributing points clearer and less overwhelming than before. Some balance adjustments have been made here and there.
[h2]Items[/h2]
- Over 100 new items, including potions, scrolls, as well as tower and player equipment.
- New item effects added.
- Items that increase maximum health now immediately grant those additional health points.
- Many starter items now provide crystals at the start of the game.
[h2]Towers & Tower Upgrades[/h2]
- New Towers:
- Poison Tower: Inflicts damage over time (DoT).
- Minigun: Charges energy over time, which is consumed by each shot. Very high fire rate and high damage.
- Gauss Tower: High range, slow fire rate, very high damage. Has a minimum range. - Towers can now have damage bonuses or penalties against flying units.
- Rocket Towers now deal 120% damage to flying units.
- Towers can now drain energy from enemies (if available).
- Revised Tower Inventory:
- Reduced regular inventory slots from 6 to 4.
- 2 new "Persistent Equipment Slots" that remain after a round and affect all corresponding towers. - Increased damage for Mortar, Rocket, Gatling, Laser, and Arcane Towers.
- Reduced stun duration for Tesla Towers.
- Adjusted costs for Crystal, Crossbow, and Laser Towers.
- Removed "Silence" upgrades from the Laser Tower. Instead, new upgrades for the "Wound" effect have been added.
[h2]Abilities[/h2]
- Improved ability power scaling for "Explosive Barrel".
- Improved ability power scaling for "Lightning Bolt", reduced its wave effectiveness, and increased mana cost to 15.
- Improved ability power scaling for "Meteor" and "Ice Column".
- Abilities now have a death counter.
- Damage calculations are now displayed in the tooltip.
[h2]Challenger Mode[/h2]
- Before selecting a map, you can now equip items. This allows items with starting crystals to be used right from the beginning.
- Reworked merchant menu: A new tab allows you to buy back accidentally sold items.
- From a certain level onward, the number of maps increases.
- From level 5 onward, elite enemies can appear (more HP, better loot). The maximum number is displayed.
- From level 12 onward, bosses can appear (even more HP, special effects, even better loot).
- The merchant appears more frequently as you progress further.
- Reward menu, merchant, and loot tables adjusted for the new items.
- All new maps are also playable in Challenger Mode.
- Parameters for random waves adjusted on all maps.
- Difficulty levels for singleplayer and Double Up adjusted.
- Color selection added for Double Up.
- Adjusted XP rate and progressive wave count.
- Removed the map "Nights Secrets" from the map pool.
- In multiplayer, towers can now optionally be highlighted by color.
- Items adjusted to stages.
- The number of coins is now displayed in intermediate menus as well.
[h2]UI, QoL, and Miscellaneous[/h2]
- Performance optimizations in the pathfinding system.
- Paths can now have sub-paths to include optional routes.
- Platforms can have areas where no towers can be built, but units can pass through unhindered.
- Changed layout for platform nodes: Nodes are displayed individually and hidden if no tower can be built there.
- Chat for Double-Up Lobby and improved chat UI added.
- New Game Over UI for classic multiplayer.
- Start in classic multiplayer slightly delayed to account for loading times.
- Clients can pause and start new waves if allowed by the host.
- New area effects: Units can be slowed or healed when passing certain areas.
- Raycast for messages and player frames disabled.
- In lower difficulties, the bonus time between waves is no longer reduced by starting a wave early.
- Default UI scaling set to 80%.
- Towers now display damage type instead of armor type in the overlay.
- Spawn mode is adjustable in Skirmish.
- New spawn mode "PathCleared": New waves start automatically once a path is cleared.
- Extensive changes to the wave generator.
- Loot is distributed randomly among team members (still instanced).
- Improved target selection calculations.
- Host settings are now displayed in Skirmish instead of in the description.
- Create Lobby Timeout added.
- Graphics settings adjusted.
- Extended benchmark (FPS, memory, etc.) accessible via CTRL + G.
- Standard hotkeys are disabled while holding down the left CTRL key.
- Bosses and elites are now highlighted with a frame.
- XP bar is hidden at max level.
- Tower ranges are now visible in the tooltip.
- When dragging equipment, the target slot is highlighted.
- Items of "Rare" quality or higher now have a special effect in the inventory.
- Steam Rich Presence added.

[h2]Multiplayer[/h2]
- Adjustments to the wave generator for Arctic Fields and Burbenog Homage.
- New configuration options for the lobby host.
[h2]Bug Fixes[/h2]
- Fixed an issue where "Snowflake" upgrades had incorrect prerequisites.
- Fixed an issue where hotkeys were triggered while typing in chat.
- Loot menu now scales correctly on widescreen monitors.
- Changes in game speed are now reflected in the menu.
- Fixed an issue where build time reduction items had no effect.
- Fixed display errors in the cannon tower upgrade tree.
- Corrected wrong stack counts in the quick bar.
- Adjusted ability cooldown display in quick bars.
- Fixed double display of chat messages.
- Overlay now deactivates when disconnected from the server.
- "Eagle Eye" effect duration now matches the visual effect.
- Fixed an issue with hotkey naming.
- Shop in Skirmish now works for clients.
- Increased the death animation duration of "Monster Hornets".
- Fixed an error in critical hit calculation.
- Fixed Golem animation when stunned.
- Tower items can no longer be equipped via right-click if no tower is selected.
- Boss UI now displays correctly on the client.
The following is missing in this build:
- The standard singleplayer mode and some multiplayer maps are disabled in this build.
- Saving and loading for the Double Up mode.
- Localization for the newly added content.
Have fun playing and defending!
Cheers,
Sascha
Your developer of Reforged Tower Defense
https://store.steampowered.com/app/1044110/Reforged_TD__Tower_Defense/