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Gods Of Defense News

v1.3.2

  • Fix to "Halfway there" achievement

v1.3.1

  • Fixed the "Pundit" steam achievement. You can now get it by opening manual page and reading (or at least opening) all the entries.

v1.3 Beautiful Environment themes

Hello everyone,

v1.3 brings a variety to the Gods of Defense visual style. The environment art is now changed for every battle you play. There are 10 themes distributed over the 40 battles. The endless levels will use a random theme each time you play.



I hope you will like them.
Cheers!

v1.2 Endless levels

Hello all,

v1.2 is here. It comes with four special levels that feature an endlessly expandable map.

The four versions of the endless map correspond to the number of open doors of the temple. But each one of them has a different flavour.



  • Endless 1 The one door version is like a normal level, only the map keeps expanding infinitely
  • Endless 2 The two door version comes with zero gold drops. You have to mine all the gold you will need to survive till eternity
  • Endless 3 The three door version also has zero gold drops. It also has no boons. All the towers are awarded at the start, except Quarry and Mender. That means you cannot repair the temple. You have to rely on the starting health of the Temple to be able to survive forever.
  • Endless 4 The four door version is not as mean as Endless 3 ːsteamhappyː. You do have Quarry and Mender to repair the Temple. But wait, you don't get Quagmire. And yes one more thing. The expansion of the map is in the hands of Fortuna. At the start of every wave, Fortuna plays a Gate Roulette and picks a single gate that you can push forward.


You can earn faith for each wave you survive in the endless mode. In addition, you get to play the minigame of surplus currencies to earn more faith (even if the Temple falls). So the time spent playing the endless levels can also contribute to your progression.

If you need more motivation here are four new Steam achievements for endless play.



Hope you will enjoy the new content.

Here is a list of other fixes/enhancements besides the endless feature

  • Added tooltips to currency icons and Craft button that explain how they can be obtained or unlocked
  • The game can now run in the background. This will be a useful feature, especially with the endless mode. If you are certain that your defense will hold, you can switch out of the game to another window and multitask. The music will inform you when the wave has ended.
  • The epic victory screen - which you get on winning a replay of a level and awards you toil and inspiration - now shows balances of these currencies. That way you know which one you are lacking before you choose.
  • Fixed inconsistencies in the enemy descriptions shown in the level details


Cheers!

v1.1 Music and bug fixes

Hello everyone,

Thank you all for playing the game. Your feedback has been very helpful. After the release I took some time off, but now I'm back. In this update, I've implemented some of the suggestions you provided.

  • Music - Four different variations of the main gameplay sound track are now added, one for each door. Also, the quiet sound track now plays during the update screen as well.
  • Gold Star - In order to make the achievement of trophies more satisfactory, the Star icon for the battle now turns golden after you've won all the trophies for the battle.
  • Resource numbers - The Resource towers (Fount, Monk, Mint and Quarry) now show the quantity of the resource that they produce. Adds clarity to the resource management.
  • When you've crafted the blueprints for Epic monuments, the description of the battle now indicates that "Epic monuments are available". After you start playing, you will be able to choose between Epic/Classic monuments like before
  • The Attribute unlock tooltip now shows the number of towers that you still need to unlock before unlocking attribute upgrades
  • If the game is paused, it does not resume if you press "Resume" from the abort panel. It resumes in the paused state.
  • When the enemy gate goes berserk, it plays a different sound track. It didn't use to pause if the game was paused at this stage. It's fixed now.
  • When enemies pass through heal zones, they are healed only while they are in the zone. However, the visual fx showing the healing used to remain on even after they had existed the zones. That has been fixed now.
  • Minor tooltip changes


More changes will come in the future updates. Let me know if you've more suggestions.

Cheers!