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No Creeps Were Harmed TD News

Update 0.1.15

DIFFICULTY MODE REWORK
-Increased income rate on medium, easy, and very easy.
-Added 150 start cred to medium setting.
-Increased start cred to 600 on easy.
-Increased start cred to 1500 on very easy.
-Attacker creep damage scale now changes with difficulty. Medium setting is 75% of what it use to be, and goes lower in easy and very easy.
-Added hard mode. The new hard mode is identical to what medium use to be. If you enjoyed the game before this change, please start playing on hard mode. Hard mode will also give you a +20% boost to score rate.

TWEAKS
-Health upgrades will restore destroyed turrets to working condition and refill health (not the drillers).
-Music quality improvements.
-Fixed structure health bars sometimes staying visible at full health.
-Compendium shows all! Nothing is hidden.
-Text tweaks.

Update 0.1.14

MULTI SELECTION
-You can now select multiple objects with shift + left click. You can select all of a type by double clicking. There is always a “primary selected” object you can use Tab to cycle through. You can upgrade, sort, complete scaffolds, etc, to all objects ‘matching’ the primary selection. For example, if you have 4 Blasters and 4 Rangers selected, upgrading Blaster damage will only apply to other Blasters in the selection list (if you can afford it).

TWEAKS
-Improved artillery and toxic launcher aiming.
-Creeps will prefer to target the strongest structures, allowing the player to use strong / upgraded turrets to ‘tank’ for weaker ones.
-Upgrade similar function removed, replaced with the multi selection.
-The following maps have additional booster tiles near the driller to encourage the construction of fallback turrets (Cascade, Chamber, Coaster, Drainage, Jumble, Prospects).
-A few layout tweaks to the compendium.
-Skits and Brick armor stat has been changed to “damage scale” to make it more understandable.

Update 0.1.13

TWEAKS
-Health bars added to structures (can be disabled from settings menu)
-Wave callouts will warn about new creeps coming next wave.
-Tool-tip on Artifact page to explain in detail how they work.
-In-Game Tool-tip additions and improvements.

Update 0.1.12

CREEPS
-Sweeper: group size reduced from 5 to 4.
-Sweeper: health reduced from 150, 300, 650, 1200, 2200, 3400 to 125, 250, 500, 1000, 2000, 3000.
-Skits: damage taken while freaking out increased by 25%.
-Skits: slightly reduced freak out speed.

MAPS
-Flank: start cred increased to 1500 from 1250.
-Flank: victory score increased to 13000 from 7000.
-Flank: moved down the map list a few places.

LEVEL-UPS
-Start cred per level increased from 2 to 3.
-Start pow per level increased from 2 to 3.

TWEAKS
-Stingers no longer trigger the “stranded creep” warning.
-Popup reminder for upgrading turret health.

Update 0.1.11

ARTIFACT SYSTEM UPGRADE
-Way too many changes to list here, but artifact value has been increased across the board. Artifact stats can also reach higher values, and you will see more stats on high tier artifacts.
-Loot reroll value loss changed from a flat -20% to -5%, -10%, -15%, -20% (max), giving players a better opportunity to find desired artifacts.

CREEPS
-Phaser: damage reduced from 4.0, 4.5, 5.0 6.0, 7.0 to 4.0, 4.25 4.5, 4.75, 5.0
-Brute: damage reduced from 45, 65, 85, 125, 200 to 45, 55, 65, 80, 100
-Sweeper: damage reduced from 5, 6, 8, 10, 15 to 5, 6, 7, 8, 10
-Boomer: damage reduced from 40, 50, 65, 85, 115 to 40, 45, 50, 65, 85

STRUCTURES
Quantum Farm: Final cred per wave upgrade changed from 250 to 275
Quantum Farm: First cred per wave upgrade changed from 15 to 20
Quantum Farm: First pow rate upgrade changed from 1% to 1.5%
Quantum Farm: Explosion damage changed from 500 to 350
Quantum Farm: Explosion range changed from 5 to 4

MAPS
Invert: Increased build space on middle platform.
Invert: Start cred increased from 1150 to 1250

TWEAKS
-Health regeneration on driller can not exceed 50HP per second (fix for invincible driller exploit)
-Simplified DPS readouts
-Mass Upgrade: Hold shift when pushing upgrade buttons to upgrade the same property on as many other turrets as possible.
-Vortex bomb no longer bounces around. It will deploy exactly where you cast it. Vortex artifacts will have similar behaviour (no bouncing).