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Update V2022.4.12.32

Update v2022.4.12.32


New
- New map "Spruce Valley
- New map "Nightshade
- Added a bunch of new items
- Each boss in single player now has its own loot table

Balance
- The difficulty of "The Wall" slightly increased
- Loot in "The Wall" slightly improved
- Scroll of Silence" removed from "The Wall
- "Scroll of Silence" is now a persistent item, so it no longer disappears after a round ends.
- A sound effect is now heard when buying a card

Fix
- Fixed a bug where you could get green and purple crystals endlessly

Spruce Valley

Nightshade

Update v2022.4.12.31b

Update v2022.4.12.31b
- Fixed a bug where items were duplicated when purchased
- The map "To The Village" is now easier to use
- Fixed a bug when saving items to the equipment slot chest
- Fixed a bug when saving items when restarting challenge mode from the pause menu
- Randomly generated waves are now automatically selected when the endless mode was.
- Using up the last charge on items now no longer triggers the action bar cooldown.
- Fixed a bug where some talents did not have correct tooltips
- The talent to improve the ability "Repair" is now available.
- The price of the "Small Mana Potion" has been corrected and increased to 30 coins.
- Fixed a bug where the update menu did not align correctly. If you did not have a 16:9 screen format selected.

Update V2022.4.12.31 & Dev/Roadmap Info - December

Hello all,

I am happy to announce that I was able to release the latest update before Christmas. In the following, I'll first go into the changes of the update and its major innovations. I have already talked about some of the new features in some previous announcements. For the sake of completeness, these innovations appear here again. Afterwards a view on the development and a summarized overview of the patch notes.

[h2]The biggest changes:[/h2]

[h3]Armor and damage types[/h3]

General
The complete spreadsheet of armor and damage types has been revised. Pictures speak louder than words ... here is the spreadsheet:



[h3]Randomly generated waves and endless mode in single player[/h3]

Each map in the standard single player can now be played in two other variants. Whereby the two variants are similar and the opponents are randomly created by a generator. In the first variant, a fixed difficulty level is chosen for the generator. The difficulty level is used to decide how many waves the level has and which units can appear. This variant is counted for the ranking. In the second variant, a difficulty level is also set, only this time the generator generates an infinite number of waves. This variant does not count for the ranking.


[h3]Localization[/h3]

The language German can now be selected.


[h3]The new talent tree[/h3]

General
The new talent tree is now available. Currently there are two talent trees available. The mage tree and the engineer tree.

Unique paths
There are also now unique paths in the talent tree. That is, there are enhancements that, when upgraded, interleave the path with other enhancements. This means that you have to choose one path and can no longer upgrade everything. Such enhancements have a great impact on the playstyle.

Ability enhancements
Improvements can now also influence the ability in its behavior. For example, in the mage tree, you can still upgrade the meteor. However, starting from the second level, you now have to decide on its further behavior. Either you can decide that the meteor now becomes a meteor shower and lets several small meteors fall from the sky or you can decide that the meteor now burns the enemies over time and thus causes additional damage over time.

Talents for items
Furthermore, there are now talents that improve items. For example, the effect of potions is improved or there is a chance to not consume charges when using an item. Since there are currently no items in multiplayer (but already in the works), these talents so far only apply to single player.


[h3]Items[/h3]

new items
A few new items have now been added to the latest update on the PTE. More details in the full patch notes.

New properties
Items can now have many new properties. Which can also greatly influence the play style. For example, there is a mage set which gives you blue crystals when you use mana.

Equipment slots
Equipment slots have now become equipment slots. Each equipment slot has an equipment type ... For example, head, hand, ring and many more.

[h3]Skill strength[/h3]
New to the game ... there is now skill strength. Most will already know it from other games. With the ability strength abilities, as the name suggests, become stronger. So cause more damage, last longer and so on ... There are items as well as enhancements that would give you skill strength.



[h2]Roadmap:[/h2]

Changes
I have made a few changes to the roadmap. Since the single player enjoys more popularity than the multiplayer mode, I would like to expand the single player first. The first step will be more maps... it's time for new maps! This doesn't mean that the items that disappeared from the roadmap are off the table. It just means that they have been pushed to the back.

Now also with an outlook to Q1 2023.

Development
Many core elements are now in a status I like. That means from now on I can focus mainly on more content. That is, as mentioned above maps, more items, new enemies and towers.

With the possibility to change the language, the basis was also created to bring more languages faster into the game. I'm now working on the languages with the highest user numbers one after the other.

Note
Feel free to leave comments on the Discord server or in the community. I am always open for new ideas and suggestions. Even if it sometimes takes a little longer until the content ends up in the game. I'm still developing the game as a hobby and that besides a full time job.

Roadmap December:



[h2]Summarized patch notes[/h2]
- 50 new items for standard single player and challenger mode
- new maps for the challenger mode
- new paths for the challenger mous
- completely new damage-armor table
- all units and towers adapted to the new damage and armor classes
- all maps, towers and units rebalanced
- Randomly generated waves and endless mode in standard single player
- New help function
- language German added
- new talent tree with now over 100 upgrade levels
- Bestarium revised
- tower settings revised
- trader for standard single player
- inventory + action bar revised
- new spells
- level cap increased to 50

Roadmap Update - July

Hello everyone,

unfortunately I couldn't work on Reforged Tower Defense as much as I wanted to during the last weeks. That's why there was no update last month. In the meantime, things are looking better again and I have enough breathing space to continue development.

Here is the current status and some information about the development.

[h2]The big points:[/h2]

[h3]The new talent tree[/h3]

General
As I announced in the July update, this was one of the big points for the next update. After trying out a few variants I am very happy with the current state. There will be two big trees to choose from in the next update. The mage tree and the engineer tree. Both trees can be played completely differently thanks to the large selection of improvements. For example, you can play the mage tree very aggressively on abilities or very passively with towers if you don't want to use abilities, like in a classic tower defence.

Unique paths
There are also now unique paths in the talent tree. This means that there are enhancements that interleave with other enhancements when you upgrade the path. This means that you have to choose one path and can no longer upgrade everything. Such enhancements have a great influence on the play style.

Ability enhancements
Improvements can now also influence the ability in its behaviour. In the mage tree, for example, you can still upgrade the meteor. However, from the second level onwards, you now have to decide on your further behaviour. Either you can decide that the meteor now becomes a meteor shower and lets several small meteors fall from the sky or you can decide that the meteor now burns the enemies over time and thus causes additional damage over time.

Improvements for items
Furthermore, there are now improvements that enhance items. For example, the effect of potions is improved or there is a chance to not use up charges when using an item. As there are currently no items in multiplayer (but they are already in the works), these improvements only apply to single player so far.


[h3]Armour and damage types[/h3]

General
The complete spreadsheet of armour and damage types has been revised. Pictures speak louder than words ... here is the table:


[h3]Items[/h3]

new items
In the next update there will also be a bunch of new items. More than 30 of them are already available in the version on PTE.

new properties
Items can now have many new properties. Which can also strongly influence the play style. For example, there is a mage set that gives you blue crystals when you use mana.


[h3]Ability strength[/h3]
New in the game ... there is now also skill power. Most of you will already know it from other games. With the ability strength, abilities, as the name already says, become stronger. They cause more damage, last longer and so on... There are items and improvements that give you skill power.


[h3]Equipment slots[/h3]
Equipment slots have now become equipment slots. Each equipment slot has an equipment type ... For example, head, hand, ring and many more.

Here is a picture:



[h2]PTE:[/h2]
I have loaded the latest version on the PTE (the standard single player is disabled in this build). So if you like you are welcome to test the new features. Due to the many changes to the balance, a lot can of course still change before the final release

Roadmap September:

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]