April Content Update
Over the past month the game has received a lot of little QoL changes and balancing so to even that out a bit here's some fresh content. Gonna start thinking about what to work on next but I'm really happy with how the game feels now.
Plenty of optimizations for everyone, mostly to help low-end hardware as well as long Endless Mode matches.
Patch Notes:
Plenty of optimizations for everyone, mostly to help low-end hardware as well as long Endless Mode matches.
Patch Notes:
- Added Riverbend, Defroster, & Tracker Levels for Singleplayer & Multiplayer Co-Op!
- Added 5 New Achievements!
- Delay before spawning next wave coming from a challenge wave increased from 50->60s.
- Black Hole Insatiable Mass mana cost from 7.5-0.1/Lvl->7.5.
- Added a line to the Tower Kills/XP tooltip showing which player built that Tower.
- Fixed an issue where players could not pick up a present that was placed directly on top of another present after picking up the first.
- Presents will now continue to spawn after wave 50 in endless mode.
- Endless Mode now has additional Challenge Waves throughout.
- Players can now sell items that they own regardless of which player's tower they end up on.
- Item sell sound will no longer play if you try to sell an item you don't own.
- Optimized deferred decal based effects such as explosion craters, would become an issue during ultra-lategame such as endless mode.
- Optimized Tower variable networking code reducing the number of operations needed to set a variable as ready to send to clients.
- Optimized Debuff Manager code to use less operations to apply & remove debuffs.
- Optimized Corpse Flower damage over time application code.
- Optimized the new targeting system to recalculate the effective exits once at the end of the current frame when needed. Previously if multiple towers received a change in attack range simultaneously, such as from the Wind Current Aura levelling up, it would recalculate all the targeting zones on the map once for each tower. Now it will note when any number have changed, wait until the frame finishes, and calculate the targeting zones once.
- Fixed an issue where Towers could not finish rising from the ground if a user alt-tabbed to/from the game while they were spawning.
- Updated all water effects to fit the game's style better.
- Map Preview Images are now set to their full resolution regardless of Quality Settings.