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Update V2025.1.3.46

Hello dear Reforged TD community,

I’m very pleased to finally present you with the new update—even though I managed to finish it later than originally planned. This update will be the last major one before the official release, and it’s also the most extensive in the entire Early Access phase. I hope you’ll enjoy all the new content, and I’m excited to hear your feedback!

Patchnotes


[h2]Main New Features[/h2]
  • Automatic Casting: Can now be activated via the UI, either globally (for all abilities) or individually. This strengthens the Tower Defense aspect. Players who don’t want to intervene actively (e.g. Mage) can now play more passively.

  • Singleplayer Overhaul The singleplayer mode has been completely revamped. See the Singleplayer section for details.

  • Skirmish Settings In Skirmish mode, extensive settings can now be configured.

  • New Maps:
    • Nimbus Reaches
    • Heavens Crest
    • Skyveil
    • Gales Reach
    • Thunderpeak
    • Forsaken Fields
    • Crossed Paths
    • Floating Citadel
    • Cloudkeep


  • Over 150 New Items:
    • Many new potions
    • Mostly in the Level 15–30 range
    • Additional epic & legendary items


[h2]New Enemies & Enemy Properties[/h2]
  • Fiends: They can now have “Overflight” or “Phase Shift,” allowing them to ignore obstacles like towers while moving. Flying Fiends generally have a positive Y-axis offset; with “Overflight,” this offset is even more pronounced.

  • New Trigger “Waypoint Effect”:
    • Activated when reaching a new waypoint (waypoints include nodes on platforms).
    • Can include conditions, e.g. “only trigger if the unit is not looking toward the next waypoint.”
    • Increases the significance of labyrinth building.


  • Reworked Enemies:
    • Bunny Rat Monster: Accelerates as soon as it reaches a waypoint and is not facing the next one (thus speeding up with each “zigzag”).
    • Succubus: Moves faster when she’s already facing the next waypoint upon arrival.
    • Fungusa: Heals if it is not facing the next waypoint.


  • Resistances & Vulnerabilities: Units can be resistant or vulnerable to various effects (slowing, stun, critical hits, silence, DoTs, etc.). This expands the old immunity system and allows for a more balanced difficulty progression.

  • Group Units: It is now possible for multiple enemies (e.g. four) to count as a single unit.

  • Additional Changes:
    • Forest Golem – Green: Has a “Death Rattle” effect that reduces the attack speed of nearby towers upon dying.
    • Various balance changes to certain units.
    • Channels (channeled abilities) are canceled when stunned.


[h2]Reworked Talent Tree[/h2]
  • Tower upgrades now only cost 1 point each.
  • You also receive only 1 point per level-up.
  • Values have been scaled accordingly, making point distribution clearer.


[h2]Items[/h2]
  • Over 150 new items (potions, scrolls, tower gear, player gear).
  • New item effects added.
  • Items that increase maximum health now grant that health immediately.
  • Items that provide experience cannot be used at maximum level.
  • New items that improve specific abilities.


[h2]Towers & Tower Improvements[/h2]
  • New Towers:
    • Poison Tower: Poisons enemies, causing damage over time.
    • Minigun: High attack speed; uses stored energy per shot.
    • Gauss Tower: Very long range and high damage, but slow firing rate and a minimum range.


  • Special Adjustments & Balancing:
    • Towers can now have damage amplifications or reductions against flying enemies.
    • Rocket Towers deal 120% damage to flying enemies.
    • Towers can reduce a Fiend’s energy with their attacks.
    • Increased damage for Mortar, Rocket, Gatling, Laser, and Arcane Towers.
    • Reduced stun duration of Tesla Towers.
    • Adjusted costs for Crystal, Crossbow, and Laser Towers.
    • Laser Tower: Silence removed, replaced by new upgrades for the Wound effect.
    • The DoT effect on Crossbow Towers has been weakened.


  • Reworked Tower Inventory:
    • Regular inventory slots reduced from 6 to 4.
    • Two additional Persistent Tower Equipment Slots, which remain across rounds and provide permanent bonuses to all towers of that type (e.g. all level 1 Crossbow Towers).


[h2]Abilities[/h2]
  • Improved scaling for Explosive Barrel, Meteor, and Ice Column.
  • Lightning Bolt: Better scaling with ability power, but weaker wave effectiveness. Mana cost increased to 15.
  • Abilities now have a death counter.
  • The damage calculation is now shown in the tooltip.
  • DoTs now scale with wave and ability power.
  • Eternal Wisdom 2: New Mage talent.
  • Abilities no longer deal damage to the enemy path itself.
  • Areas for autocasts added.
  • Shower of Arrows is available earlier.


[h2]Challenger Mode[/h2]
  • Before each map selection, an equipment menu is displayed (including an extra slot for the last selected item).
  • Revamped merchant menu with a buyback tab for accidentally sold items.
  • The merchant appears more frequently as you progress through higher floors.
  • The number of available maps increases with progression. Elites can appear from floor 5 onward; bosses from floor 12 onward.
  • The reward menu, merchant, and loot tables have been updated with the new items.
  • All new maps are also playable in Challenger Mode.
  • Random wave parameters have been adjusted on all maps.
  • Difficulty adjustments from singleplayer to Double Up (including color selection).
  • Adjusted XP rate and progressive wave count.
  • “Nights Secrets” has been removed from the map pool.
  • Towers can optionally be highlighted with a colored outline in multiplayer.
  • Items are now adapted to the respective stage.
  • The number of coins is displayed in intermediate menus.
  • Added boss and elite info.
  • Loot is now distributed randomly among all players (no longer just to whoever last-hit the enemy).


[h2]Singleplayer[/h2]
  • Removed old maps, added new ones.
  • Rift and Endless now count towards the leaderboard.
  • After each successful round, a loot menu and a merchant are shown.
  • The in-menu shop and map unlock costs have been removed.
  • New singleplayer rewards.
  • Reduced XP for very high waves in Rift and Endless modes.
  • The star awarding system has been updated.
  • Stage selection is now based on levels you’ve cleared.
  • Progress has been completely reset.


[h2]Multiplayer[/h2]
  • Extensive settings can be made in Skirmish mode (e.g. enable/disable bosses/elites, wave generator).
  • Wave generator tweaks for Arctic Fields, A Dream of Spring, Burbenog Homage, and Line Tower Wars.
  • New items in the multiplayer merchant.
  • Experience on Dornheim Village is now shared between both players.


[h2]UI, QoL, and Other Changes[/h2]
  • The path system has been optimized and expanded with sub-paths.
  • Platforms can now include areas where towers can’t be built but units can still move through.
  • Nodes are shown individually and hidden if towers can’t be built there.
  • Improved chat UI; added chat for Double Up lobbies.
  • New Game Over UI for classic multiplayer.
  • Start in classic multiplayer is slightly delayed (no immediate start).
  • Clients can pause and start new waves if the host allows it.
  • New area effects triggered upon unit passage (e.g. slowing or healing).
  • Raycast for messages and player frames disabled.
  • On easier difficulties, there is bonus time between waves, which is no longer reduced by bonus crystals for early wave starts.
  • Standard UI scaling set to 80%.
  • Towers now show damage type instead of armor type in the unit overlay.
  • New spawn mode PathCleared, which automatically starts a new wave once a path is cleared.
  • Extensive changes to the wave generator.
  • Loot is randomly shared within a team (still instanced).
  • Improved target search/calculation.
  • Host settings are shown in Skirmish.
  • Create Lobby Timeout added.
  • Graphics settings adjusted.
  • Expanded benchmark (FPS, memory allocation, etc.) via Ctrl + G.
  • Holding left Ctrl temporarily disables standard hotkeys.
  • Bosses and elites now have a colored frame.
  • The XP bar is hidden upon reaching max level.
  • Tower range is now shown in the tooltip.
  • Dragging equipment highlights the matching target slot.
  • Items at rarity “Rare” and above have a special inventory effect.
  • Rich Presence for Steam added.
  • The maximum amount of resources for early wave spawning has been increased.
  • The game now stores how many times each map has been played.
  • Pause menu adjusted.
  • The Build Indicator turns red when you try to build on a platform you can’t build on.
  • Player frames adjusted.
  • Stun description updated.
  • Selling items via drag & drop added.
  • Tooltip delay for the sell button adjusted.
  • Attack speed calculation improved.
  • New enemy scanning interval of 100 ms.
  • Direct Connect adjusted.


[h2]Bug Fixes[/h2]
  • The “Snowflake” upgrade previously had incorrect requirements.
  • Hotkeys were triggered while typing in chat.
  • The loot menu scaling on widescreen monitors was off.
  • Game speed changes are now properly reflected in the menu.
  • Items that reduce build time previously had no effect.
  • Fixed a display error in the Cannon Tower upgrade tree.
  • Fixed stack counts being shown incorrectly in the quick slots.
  • Fixed the display of ability cooldowns in the quick slots.
  • Fixed duplicate chat messages.
  • The overlay no longer remains active after disconnecting from the server.
  • The effect duration of “Eagle Eye” didn’t match its visual effect.
  • Hotkey naming errors were corrected.
  • The Skirmish shop now works properly for clients.
  • Increased the death animation duration for “Monster Hornets.”
  • Critical hit calculation corrected.
  • Fixed Golem animations when stunned.
  • Tower items can now only be equipped by right-clicking if a tower is selected.
  • The boss UI is now displayed for clients as well.
  • Fixed overly high mana regeneration on certain maps.
  • Set the start position for Dornheim Village.
  • The Barrel ability now triggers only once per collision.
  • Tesla Tower localization updated.
  • Localization for the upgrade and sell buttons corrected.
  • Poison Tower spatial blend fixed.
  • Blue Gem bug corrected.
  • No longer necessary to restart the game after creating a lobby.
  • Fixed a ColorProvider issue in multiplayer.
  • Clients now get the correct settings from the host.
  • Load screen adjusted.
  • Lobby creation localization fixed.
  • Poison Tower description updated.
  • Fixed path display issues for clients after tower upgrades.
  • “Point Accuracy” was incorrectly listed in the Mage tree.
  • “Dark Strike” had the wrong prerequisites.
  • Fixed projectile Rigidbody conflicts at high game speeds.


Have fun defending!

Cheers,
Sascha

Your Reforged Tower Defense Developer

https://store.steampowered.com/app/1044110/Reforged_TD__Tower_Defense/