Small update (v0.3.4) & Autumn Sale with 20% discount!
[p]Hi everyone![/p][p]Fall is here, leaves are dropping, days are getting shorter and… a new small Tower Factory update is rolling out! 🍂
Also, the Steam Autumn Sale is live this week with 20% off. If you don’t own the game yet (or want to gift it), now’s the perfect time![/p][p]I know many of you are waiting for version 0.4. It’ll bring 2 new levels in a brand-new biome with its own unique mechanic, 9 new enemies, 2 new bosses, and 2 new gameplay mechanics to unlock. I can’t give you a fixed date yet, but my goal is to have it ready in about three weeks. I’m working hard to make it happen![/p][p]
[/p][p]In the meantime, today’s v0.3.4 includes a new Tier-1 tower and a bunch of balance, map-gen, and QoL improvements I think you’ll like (details below).[/p][p]As always, you’re invited to join the official Discord to keep up with news, help shape development, and chat with other Tower Factory players (there’s activity every day!). And even if I don’t always reply right away, I read the Steam forums daily.[/p][p]That’s all for now! Enjoy the new mini-update and the Autumn Sale!
Gius Caminiti[/p][p][/p][hr][/hr][h3]CHANGELOG[/h3][p]· New tower: Mushroom Cannon! Tier-1 tower strong against shields.[/p][p]· Some towers now have a default target priority setup to help new players (you can still change it, just like before).[/p][p]· Slightly lowered the difficulty of levels 3 and 4.[/p][p]· Adjusted the price of the Rockets tower so it no longer costs Reinforced Planks but Gears.[/p][p]· Reduced and tweaked the price of Eye of Light.[/p][p]· Reduced and tweaked the price of Light Flower.[/p][p]· Reduced the Burn stacks applied by the Incendiary Catapult’s area.[/p][p]· Increased the distance from the map edge to the back of the Light Tower.[/p][p]· Added small iron nodes near the Light Tower in level 3 to make iron easier to find early on.[/p][p]· Improved fog detection. Now you can build on tiles that are slightly in the fog.[/p][p]· Magic Gems are now sorted by type and level.[/p][p]· The number of obelisks per level is now much more consistent (2 in level 1; 3 in levels 2 and 3; and 4 in level 4).[/p][p]· It’s now much less likely that all obelisks are the same type.[/p][p]· Added more variety to the shapes of the enemy path.[/p]
Also, the Steam Autumn Sale is live this week with 20% off. If you don’t own the game yet (or want to gift it), now’s the perfect time![/p][p]I know many of you are waiting for version 0.4. It’ll bring 2 new levels in a brand-new biome with its own unique mechanic, 9 new enemies, 2 new bosses, and 2 new gameplay mechanics to unlock. I can’t give you a fixed date yet, but my goal is to have it ready in about three weeks. I’m working hard to make it happen![/p][p]
Gius Caminiti[/p][p][/p][hr][/hr][h3]CHANGELOG[/h3][p]· New tower: Mushroom Cannon! Tier-1 tower strong against shields.[/p][p]· Some towers now have a default target priority setup to help new players (you can still change it, just like before).[/p][p]· Slightly lowered the difficulty of levels 3 and 4.[/p][p]· Adjusted the price of the Rockets tower so it no longer costs Reinforced Planks but Gears.[/p][p]· Reduced and tweaked the price of Eye of Light.[/p][p]· Reduced and tweaked the price of Light Flower.[/p][p]· Reduced the Burn stacks applied by the Incendiary Catapult’s area.[/p][p]· Increased the distance from the map edge to the back of the Light Tower.[/p][p]· Added small iron nodes near the Light Tower in level 3 to make iron easier to find early on.[/p][p]· Improved fog detection. Now you can build on tiles that are slightly in the fog.[/p][p]· Magic Gems are now sorted by type and level.[/p][p]· The number of obelisks per level is now much more consistent (2 in level 1; 3 in levels 2 and 3; and 4 in level 4).[/p][p]· It’s now much less likely that all obelisks are the same type.[/p][p]· Added more variety to the shapes of the enemy path.[/p]