Roadmap Update - July
Hello everyone,
and another month is over. That means new information about the roadmap and development again.
I have made some changes to the prioritisation.
I have now upgraded the two items "Talent tree revision" and "Localisation". So I'm currently in the process of revising the talent tree and will start with the localisation afterwards.
[h2]The new talent tree[/h2]
The following things are particularly important to me for the new talent tree:
Points only in the respective tree.
This means that you can no longer randomly distribute your points in the talent tree. This led to the fact that you always took the best upgrades from each talent tree.
With the new tree, only the points invested in the respective tree will be counted.
There will be key points
In the new talent tree there will be key upgrades that deactivate other upgrades. With this, you have to choose one, which should then reflect your own playstyle.
For example, the meteor will get a key upgrade. In one variant, the effect of the meteor changes so that a hail of meteors now comes from the sky, which is particularly strong against many waves of enemies. In the other variant
the meteor burns its line over a period of time, which is particularly good for targeted attacks.
Each tree should offer a different play style.
So far, there have been three trees to choose from. Whereby the core trees were the mage tree and the tower tree and the third was only used as a filler for the other two trees. I didn't like this system very much. So I changed the concept and divided the three trees into two. These are the mage tree and the engineer tree. In the process, more upgrades have been added to allow for more playing possibilities. Those who like to play actively and work with abilities will enjoy the mage tree, and those who prefer to play passively and watch the towers do their work will be better off with the engineer tree.
[h3]Mage tree[/h3] (work in progress)

There are also countless new upgrades for the respective trees. Among other things, new abilities, upgrades that improve items or upgrades that completely change the behaviour of abilities.
Frozen Swirl (new ability in the mage tree)

Not only has the talent tree been reworked, but the towers are also getting new upgrades. There will also be key upgrades for each tower.
Here is the Crosstower as an example.

Here you will have to choose between three paths. The left path changes the Crossbow so that the shots now poison the target and cause damage over time. In the middle path, for example, the range of the turret is greatly increased so that it can be placed in many places but its damage per second is not as high as in the left path.
[h2]Tutorial[/h2]
I have also been working on new maps. One of them is for the tutorial, which will also be released with the next update.
Preview
However, due to the many changes to the talent tree, I will still be busy balancing the game for a while. Therefore, I will publish the updates on the PTE again in the coming weeks.
[h2]
Overview Roadmap - July[/h2]

and another month is over. That means new information about the roadmap and development again.
I have made some changes to the prioritisation.
I have now upgraded the two items "Talent tree revision" and "Localisation". So I'm currently in the process of revising the talent tree and will start with the localisation afterwards.
[h2]The new talent tree[/h2]
The following things are particularly important to me for the new talent tree:
Points only in the respective tree.
This means that you can no longer randomly distribute your points in the talent tree. This led to the fact that you always took the best upgrades from each talent tree.
With the new tree, only the points invested in the respective tree will be counted.
There will be key points
In the new talent tree there will be key upgrades that deactivate other upgrades. With this, you have to choose one, which should then reflect your own playstyle.
For example, the meteor will get a key upgrade. In one variant, the effect of the meteor changes so that a hail of meteors now comes from the sky, which is particularly strong against many waves of enemies. In the other variant
the meteor burns its line over a period of time, which is particularly good for targeted attacks.
Each tree should offer a different play style.
So far, there have been three trees to choose from. Whereby the core trees were the mage tree and the tower tree and the third was only used as a filler for the other two trees. I didn't like this system very much. So I changed the concept and divided the three trees into two. These are the mage tree and the engineer tree. In the process, more upgrades have been added to allow for more playing possibilities. Those who like to play actively and work with abilities will enjoy the mage tree, and those who prefer to play passively and watch the towers do their work will be better off with the engineer tree.
[h3]Mage tree[/h3] (work in progress)

There are also countless new upgrades for the respective trees. Among other things, new abilities, upgrades that improve items or upgrades that completely change the behaviour of abilities.
Frozen Swirl (new ability in the mage tree)

Not only has the talent tree been reworked, but the towers are also getting new upgrades. There will also be key upgrades for each tower.
Here is the Crosstower as an example.

Here you will have to choose between three paths. The left path changes the Crossbow so that the shots now poison the target and cause damage over time. In the middle path, for example, the range of the turret is greatly increased so that it can be placed in many places but its damage per second is not as high as in the left path.
[h2]Tutorial[/h2]
I have also been working on new maps. One of them is for the tutorial, which will also be released with the next update.
Preview

However, due to the many changes to the talent tree, I will still be busy balancing the game for a while. Therefore, I will publish the updates on the PTE again in the coming weeks.
[h2]
Overview Roadmap - July[/h2]
