Element TD 2 [P] [RUS + ENG + 15 / ENG] (2021) (1.5.0) [Portable]

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Создавать темы 05-Мар-2022 04:05

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-Element TD 2 Год выпуска: 2021
Жанр: Tower Defense, Indie, Fantasy
Разработчик: Element Studios
Издатель: Element Studios
Платформа: Windows
Версия: 1.5.0
Тип издания: Неофициальный
Релиз: Portable
Язык озвучки: английский
Язык интерфейса: русский, английский, итальянский, немецкий, нидерландский, испанский Лат. Ам., шведский, румынский, французский, китайский (упр.), китайский (трад.), финский, чешский, бр. португальский, японский, турецкий, корейский
Таблэтка: Вшита (Goldberg)-Минимальные Системные требования:
Требуются 64-разрядные процессор и операционная система
ОС: Windows 8
Процессор: Dual Core 2.6+ GHz Intel or AMD
Оперативная память: 8 GB ОЗУ
Видеокарта: 2048 MB VRAM
DirectX: Версии 9.0
Сеть: Широкополосное подключение к интернету
Место на диске: 9 GB-Описание: Element TD 2 - это кульминация 15-летней разработки в жанре многопользовательской башенной защиты, причем оригинальный мод был загружен более 5 миллионов раз в WarCraft 3, StarCraft 2 и Dota 2. С десятками башен и множеством карт это полноценное продолжение готово бросить вызов игрокам в жанре Tower Defense для проверки надежности вашей обороны.
С шестью элементами, которые объединяются для создания 59 уникальных башен, вам будет нужно предвидеть надвигающиеся волны крипов и боссов, их стихию и адаптировать свой подход для максимальной защиты. Каждый элемент имеет свои сильные и слабые стороны, поэтому выбор верного пути улучшений имеет решающее значение для победы.
Одиночная кампания в настоящее время состоит из 28 миссий, чтобы испытать даже самого опытного игрока в Tower Defense. Сражайтесь на уникальных картах, с врагами и боссами в сложных испытаниях, которые подарят вам опыт, которого у вас раньше не было в Tower Defence.
-Наличие/отсутствие рекламы: Реклама отсутствует

Особенности релиза

  • Основан на Steam-Rip [8316480]
  • НЕЛЬЗЯ играть онлайн/кооп (нужен фикс о котором я не в курсе)
  • манифесты в папке [Steam]
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    Особенности игры

    • 59 Башни с уникальными способностями, созданными с помощью разных путей улучшения стихий.
    • Кооперативный режим позволяет объединить до 8 игроков одновременно.
    • Режим кампании чтобы отточить свои навыки, преодолевая все возрастающие трудности.
    • 6 Стихий чтобы расширить возможности ваших башен для создания мощной и разнообразной защиты.
    • 55 Волн чтобы по-настоящему испытать вашу оборону, кульминацией проверки станет финальный босс.
    • 13 Карт с уникальными биомами, чтобы проверить вашу тактику в разнообразных локациях.
    • 10 Модификаторов чтобы значительно изменить игровой процесс по вашему вкусу.
    • Режим войны размещает 2 стороны лицом к лицу в одной зоне.
    • Глобальные сервера дают возможность многопользовательской игры между континентами.
    • Таблицы лидеров соревнуйтесь с другими игроками за лучший результат.
    • Поддержка повторов чтобы продемонстрировать свои победы и узнать стратегии других.
    • Косметические улучшения позволяют видоизменять ваши башни.

    Скриншоты

    Патчи
    1.4.0 (03.12.21)
      AMD FSR
    • This is a new feature under Graphics Settings. In a nutshell, it'll reduce visual clarity in exchange for a performance boost. If you're familiar with DLSS, it's similar to that. At the lower end, the visual clarity loss is barely noticeable while FPS goes up by 10-20%, and at the higher end, the visuals are definitely less clear, but we've gotten reports of performance doubling on that option.
    • Do note, turning on AMD FSR requires Anti-Aliasing to be turned on, which has also been improved to higher quality.

    Quad Element Towers

    Countless amounts of people have been requesting new towers for years, and at last, we're finally delivering on that! Each one requires 4 Different Elements and costs 4000 Gold (or 2500 Gold when upgraded from a Triple). All of them have their unique roles, but in terms of what this overall adds to the game:
    • Fills out gaps in their associated 4 Element Builds
    • Expands build orders
    • Allow "weird element combinations" that rely more on Level 1 Towers to scale into the endgame
      Railgun Tower
    • Our first Quad is a Light-based hybrid tower! It zaps everything around it with a static field, softening the wave and building charge. The more creeps it hits, the more charge it builds. Once charged, it fires a powerful global-ranged laser, which can be used to cut down Elemental Bosses and pick off creeps that are about to leak.
    • Technically, you can stick it anywhere, but it's best on peninsulas where it can hit the whole wave with its static field.
    • Even when it's not zapping nearby creeps, Railgun will slowly build charge and fire from afar!
      Singularity Tower
    • This one was routinely suggested on our forums and in the #tower-ideas channel on our Discord. It's a Light-based tower that hits in a wide AoE, pulling surrounding creeps inwards. It's slow firing, but it can clump up creeps for your other AoE towers, which is especially great when paired with Runic & Windstorm.
    • If you get enough of them, you can pull the entire wave into a single clump, which can be great... or a giant boon when Healing Creeps are involved.
      Doom Tower
    • A Darkness-based tower that initially deals no damage, instead placing a debuff on creeps. Over time, the debuff grows in its own damage, and if it becomes enough to finish the creep off, it instantly triggers and kills the creep.
    • In a way, it's like a focused Flamethrower tower, but with the goal of tagging creeps and building damage over time for a big finish. It's best to keep the debuff active for as long as possible, so get a few more Doom Towers to keep refreshing the duration.
    • When combined with Flamethrower, it can make for some great chain reactions.
      Phantom Zone Tower
    • Welcome to the void! Phantom Zone is a Darkness-based tower that temporarily places a creep in stasis, storing all incoming damage. After a few seconds, it's released from stasis with an explosion, spreading the stored damage into an area.
    • Effectively, it can convert your single-target damage into AoE damage. It does have a cooldown before it can stasis the same creep again, so it can't be used to stunlock, but it can buy you time and separate the creep wave out, allowing for towers like Laser to dish out major damage with Phantom Zone.
      Plague Tower
    • A Darkness-based tower that deals damage over time to its target. If the target dies within 20 seconds, the debuff bounces over to another target, refreshing its duration.
    • Not only can this stack up and eventually clear the wave, but if you're behind, it may even jump into the next wave, powered up from the current one.
    • It's like a cross between Poison & Lightning. As creeps succumb to its damage, the rest continue to fall, faster and faster.
      Crystal Spire Tower
    • A Water-based tower that spawns spirits over time, rotating around the tower. When a creep comes in range, they seek in and explode. It's a finisher tower that can build up over time, then unleash everything at once!
    • It's kind of similar to Bloom, but it's more focused and can reach across lanes with the same flexibility as 1150 range towers.
      Tsunami Tower
    • Anyone remember the classic Tidal Tower? Well, it's back and better than ever! Tsunami is a Water-based tower with a single-target attack, which builds charge over time. Once you gain enough, you can manually activate it to unleash a powerful Tidal Wave, hitting all creeps in range.
    • It's got 4 Charge levels, and at its most potent, it can even deal significant damage to Boss Waves. With proper timing, you can alternate a pair of Tsunamis and delete most waves in the mid-game.
      Obelisk Tower
    • A Fire-based tower that fires a continuous beam at a creep. Upon switching targets, it triggers an explosion with more damage and AoE based on how long it channeled. Multiple Obelisks can trigger explosions on the same creep, allowing it to deal some serious AoE damage
    • Pair it with some slows like Nova & Windstorm, and you can trigger some insanely large and powerful explosions!
    • Whether the creep dies, goes out of range, or even pops a Shield, Obelisk will still trigger an explosion.
      Rage Tower
    • This one's a simple Fire-based tower, but effective at its role, nonetheless. Rage sets a creep on fire, dealing damage over time and amplifying damage taken. However, it also drastically speeds the creep up, which can be used to intentionally separate creeps out and benefit from Incantation's solo bonus.
    • Before you ask, speed buffs from multiple sources do stack.
      Archdruid Tower
    • This Nature-based tower may seem counterintuitive, as it chucks creeps forward at the front-most creep in range. However, it can be used to clumps creeps really tightly together, pairing great with Solar & Vapor.
    • Of all the Quad Towers added, Archdruid has the potential to be the most game-changing. The conventional rules of tower positioning go out the window, as it's capable of turning "bad spots" on maps into fast kill zones. Just be careful not to accidentally chuck creeps from the start to the end in your defense.
      Life Altar Tower
    • By popular demand, Life Tower is back! Well, with a sacrificial twist. Life Altar is a Nature-based tower capable of buffing all nearby towers in range, giving them a damage and attack speed bonus for a short duration. They even recover your lives back for every few kills.
    • However, the more towers in range, the more lives it costs to activate the ability. Time it right to get as many of your lives back as possible!
    • It can reach up to 2 Tiles out, letting it get around Cursed creeps.
      Tesla Tree Tower
    • Over the years, we've received many tower suggestions, but there was one that was suggested every single year by numerous people: the "Prism Tower" idea. Towers link together and "fire through" one another, in a sense. It's a ridiculous idea, so of course, we added it.
    • Tesla Tree is a Nature-based tower. When you place them in range of other Tesla Trees, they chain together, combining the damage, attack speed, range, buffs and debuffs together.
    • If you get enough of them in a long chain, it can hit the whole map! You'll need a lot for Co-op though.
    • As you add or remove Tesla Trees in range, beams automatically connect between the towers. They also have a particularly fun interaction with Trickery Tower.
      Gravity Cannon Tower
    • An Earth-based tower with really long range, drastically speeding up its target. However, if it the target passes other creeps, it slows them down.
    • A multi-purpose tower that can target the back, clumping creeps together, or target the front to separate them out. Works great with Incantation and other finishers.
      Nuclear Tower
    • An Earth-based tower that mutates its target, doubling its HP while also slowing it down and dealing heavy damage over time. This is a permanent effect, and as thus, it can only apply it once per creep.
    • This tower can be used as a slow, or a means of separating creeps out, while also dealing heavy damage.
      Shredder Tower
    • And lastly, we have Shredder, an Earth-based tower that splits creeps in two new creeps, each with half health, bounty and score. Cannot split a creep more than once.
    • The split acts as a "kill", which can preemptively trigger on-death effects for Flamethrower and Ethereal. And by doubling the creep count, towers that scale off creep count can have a field day. Just be careful of Cursed and Healing waves.
    • Its attack strikes right after the split, so it can kill the newly split creeps in the same attack that splits them.
    New Cosmetics
      5 New Trails have been added! All of these are based on the new Quads.
    • Level 75 - Phantom Wave
    • Level 80 - Static Shock
    • Level 85 - Spiritual Trifecta
    • Level 90 - Singularity
    • Level 95 - Tsunami
    • Elemental Master Trail is now the Level 100 Trail.
      5 New Wings have been added! Based on a mix of new Quads and updated effects.
    • Level 80 - Burning Wisps
    • Level 85 - Tesla Branches
    • Level 90 - Star Rose Wings
    • Level 95 - Wings of Doom
    • Level 100 - Eternal Blaze

    Improvements

    • Unity Version bumped from 2020.3.11 to 2020.3.21
    • Localizations updated for: German, Chinese, Spanish, Russian, Turkish, Korean, Swedish, Dutch, French, Portuguese
    • Main Menu reorganized:
      • Extras menu has been nuked
      • Singleplayer now has a Replays tab, which contains:
        • Ghost Mode against Leaderboard Replays
        • Ghost Mode against Local Replays
        • View Local Replays
      • Profile has been renamed to Customize, and now contains the following menus:
        • Customize Builder
        • Customize Towers
        • Tower Table, which now lets you directly select a tower from here to customize it
        • Stats
        • Achievements
      • Credits has been moved to Settings
    • Attack & Ability VFX for numerous towers have been updated. This should result in less "glow stacks" while also looking more visually consistent and more performant.
      • This includes Blacksmith, Well, Trickery, Poison, Ice, Vapor, Geyser, Nova, Runic, Flooding, Wisp, Polar, Flamethrower, Haste, Root, Muck, & Periodic.
    • Adjusted options for Damage Number Pop-ups:
      • On Towers: Replaces "Primary Target", this now places damage number pop-ups over towers instead of creeps
      • On Creeps: Relabel of "All Targets"
      • Off: Same as before
    • War Mode has received some adjustments:
      • Summon Swarm now requires at least 3 Different Elements before it becomes available
      • Summon Mega now requires a Level 2 Element before it becomes available
      • HP scaling increased from 20% to 21% per wave, and 25% starting from Wave 45 onwards. That doesn't sound like much, but by Wave 44, it's roughly 40% higher than before.
      • Composite + Healing moved from Wave 45 to Wave 44, replacing Composite + Regeneration
      • Boss Creeps now start at Wave 45
      • Bounty now caps at Wave 44's bounty amount of 482 per creep
    • In Ranked, if the opponent has died and you overtake them in Score, you now get the victory instantly instead of having to play the rest of the game out.
    • Towers that are in-construction can no longer be buffed by Blacksmith, Well & Trickery.
    • Damage Chart now has an "Average Damage" checkbox.
    • Selecting a tower now lists the total damage it's ever done, right below total kills.
    • Trickery Clones are no longer nuked when you build over them
    • Variant Map selection in Lobby moved to be below Map
    • Boss Hunt game length starting gold increased from 120k to 125k

    Fixes

    • Fixed a bug in Ranked where both players could end up in the same slot
    • All range & AoE related values have been changed back from Floats to FixedPoint. This should reduce the frequency of desyncs.
    • Variant column on the Leaderboards removed. Replaced with a Difficulty column.
    • Fixed Jinx doing the Michael Jackson when rotating
    • Fixed Transference tooltip missing in Status Bar
    • Fixed a bug in Ghost Mode where, if you outlast a ghost during the Boss Waves, the game freezes instead of going on
    • Fixed a rare nullref freeze error with the Boss Hunter achievements in Teams
    Balance
      General
    • Starting from Wave 46 to the end, the game now scales up by 19% HP per wave, up from the usual rate of 15.7% per wave.
      • For reference, in Version 1.3, we made it so it'd go up by 20% HP per wave starting from Wave 51. In general, the late-game scales up to be up to 10% harder than the previous version, since most builds are now better equipped to handle it.
      • Wave 56+ still goes up at a rate of 25% HP per wave.
    • Level 3 Elemental Boss HP increased by roughly 4%
    • Income Upgrade passive gold bonus increased from +5% to +6%
    • Slows applied from AoE attacks won't be reppalied through Shields
    • Fast creeps no longer ignore other speed boosts
    • Temporal creeps can no longer trigger their ability and survive through an attack that would kill them
    • Periodic damage reduced from 56000 to 55000

    Single Element

    • Light damage increased from 110 to 120
    • Darkness adjusted:
      • Damage increased from 280 to 300
      • Bounce range increased from 500 to 750
      • HP Removal increased from 7.5% to 8%
    • Water adjusted:
      • Bounce range increased from 100 to 125
      • Bounce damage reduced from 45% to 40%
    • Nature damage increased from 85 to 90

    Dual Element

    • Atom damage increased from 300 to 315
    • Lightning adjusted:
      • Damage increased from 145 to 180
      • Bounce count reduced from 4 / 5 / 7 to 3 / 4 / 6
    • Ice default priority changed from Near to Front
    • Infernal damage increased from 650 to 700
    • Solar damage-per-second increased from 105 to 110
    • Bloom adjusted:
      • Damage reduced from 375 to 350
      • Recharge delay is now affected by Well Buff
      • Recharge delay increased from 1 / 0.66 / 0.33 to 1 / 0.7 / 0.4 seconds
    • Geyser adjusted:
      • Damage increased from 1000 to 1050
      • Ability AoE reduced from 300 / 350 / 400 to 300

    Triple Element

    • Astral damage increased from 1900 to 2000
    • Runic ability AoE increased from 250 to 300
    • Wisp reset time reduced from 7 to 6 seconds
    • Polar HP Removal reduced from 12% / 24% to 11% / 22%
    • Haste attack speed gain per hit increased from 6% to 7%
    • Impulse damage increased from 2400 to 2700
    • Quake shockwave damage increased from 2500 to 2600
    • Muck damage increased from 650 to 1000

    1.3.1 (21.10.21)

    • Potentially fixed the "eternal wait" in Ranked Mode
    • Wait Button" in Votekick pop-up now mentions how long the actual wait time is
    • In Ghost Mode, fixed a bug where if Player 1 dies, the game won't continue past that point
    • On the Leaderboards, when you hover over a map, it'll now display the name as a hover tooltip
    • Fixed actual Bulky HP not being reflected in the Wave Preview
    • Fixed a bug where playing Survival after a Ranked Lobby has been created breaking the queue
    • Fixed a bug where selecting a leaderboard entry would grey out the replay buttons
    • Wait time on Votekick knocked down from 90 to 60 seconds
    • Napalm expiration timer bug fixed (should be infinite not 15 seconds)
    • Ranked achievements removed, along with Royalty...they were too tough
    1.3.0 (13.10.21)
      Features
    • Reconnect Support added!
      • If you disconnect in the middle of a game, it'll now attempt to reconnect you within a 90 second window.
      • In the meantime, for everyone else, the game will be paused, and they'll get a Votekick dialogue, giving everyone a chance to vote for you to stay or get kicked. Obviously, if you don't return within 90 seconds, you'll get kicked anyways.
      • To be clear, if you return to the Main Menu, you can't actually get back into the game. This moreso addresses "oh, my internet dropped for a few seconds" or some other temporary disconnect issue.
    • Ranked Season 2 has begun!
      • For now, nothing special has been added. Everyone gets to start from 300 MMR again and work their way back up to the top!
      • However, rankings from Season 1 have been preserved.
      • There's now new Achievements for going up a Rank. This is retroactive with Season 1, so if you had say 700 MMR in Season 1, you'll get the respective Achievements.
      • Additionally, a Desync Detector has been added! If you're in a Ranked Game and a desync is detected, the game will end, and neither player will gain or lose any MMR.
        • For those of you that have experienced Ranked Games in the past where you won but somehow lost MMR, this was the cause.
    • Same Pick Modifier added! This is Multiplayer only:
      • How it works is that people take turns picking the next element. Everyone gets that same element.
      • If the player doesn't choose the element by the end of the wave break, it should pick an element at random.
    • Ghost Mode added!
      • On the Leaderboard, when selecting a Replay, you try Ghost Mode instead.
      • Doing so will let you play as a ghost, meaning whenever you clear a wave, it won't trigger the next wave's start, but actual players in the replay will. This way, you can pseudo-play against existing replays.
      • Note, this only works for FFA replays. You can also access local replays in the Ghost Mode using the Extras menu.

    Improvements

    • Some of the game's FixedPoint calculations now use Floats:
      • This includes Creep HP, Damage Calculations, Gold, and Score Multipliers.
      • Most notably, this means that Wave 56+ no longer cuts HP down by a factor of 10, and that Boss Armor now just takes 100% damage from all types. That was our way of masking some annoying technical limitations, but now those limitations are gone, so hooray!
      • That said, the game will no longer freeze if you get far enough into the game, particularly in God Mode.
    • Horizontal Upgrading now works for the following:
      • Level 2 Single --> Level 2 Dual
      • Level 2 Dual --> Level 2 Triple
      • Level 3 Single --> Level 3 Dual
    • When placing a tower or hovering over a tower upgrade, it'll now display the Gold Cost next to the cursor.
      • This includes if you have multiple towers selected, or if you're holding Ctrl to max-upgrade towers.
      • If you don't have enough gold for it, the text will instead flash red.
    • You can now select a tower from the Build Row/Tower Table even if you don't have the gold for it. It will now block you when you attempt to actually place the tower.
      • This means you can now preview the range of a tower before you have the gold available for it.
    • In Ranked, if the other player outright quits to the main menu, the game will immediately end.
    • Speed Score Multiplier has been made more granular and will change by the second. Still the same rate as before.
    • In-game Timer/Speed Multiplier no longer starts until the first wave starts spawning
    • Replay Name now mentions the map and mode.
    • Adjusted LODs, the game should run a little cooler on the GPU.
    • Temple has been made 2-Path by default.
      • Its Advanced paths is now 1-Path but it's 20% faster.
    • Desert has received some changes, both gameplay-wise and visually.
    • Bloom Level 2 scale reduced by about 15%, should be easier to tell each level apart.

    Fixes

    • Tower Target Priority & Focus Settings from the Tower Customization menu now work properly
      • In theory, this was fixed in 1.2.4, but for some people, it wasn't. It should be fixed now, and in the off-chance it still isn't, use the Reset Tower Settings button in that menu.
    • Fixed Kick Player button disappearing when host changes
    • Fixed Kick Player being based on join order instead of the current occupant
    • Fixed an issue where the Sell Value Tooltip would be incorrect when selecting different towers
    • Fixed an issue where the Challenger & Royalty Achievements wouldn't trigger outside of the FFA Leaderboard.
    • Fixed placement range indicator differing from range indicator of an existing tower.

    Balance

    • The majority of these changes can be attributed to community member MinaciousGrace, who's spent a ton of time into improving the balance and testing it out quite thoroughly. Most towers received buffs; a handful of counterbalances were made in the late-game, but overall, the game should be easier. However, in Multiplayer, expect it to also be faster.
    • As usual with our balance patches, Score Leaderboards have been reset.

    General

    • Cannon Tower AoE increased from 200 to 300
    • Dual Element Tower cost increased from 500 / 1250 / 3150 to 500 / 1300 / 3300
    • Level 3 Elemental HP increased by roughly 7%
    • Shield creeps continue to remain affected by slows while invulnerable
    • Waves 51 through 55 now scale up at x1.2 HP, up from x1.157
    • Perfection Score Bonus increased from 10% to 15%
    • Diminishing Returns reduced from 6% to 5% per stack

    Single Element Towers

    • Light adjusted:
      • Damage increased from 110 to 115
      • Consecutive damage increased from 4 to 5
    • Darkness adjusted:
      • Damage increased from 270 to 280
      • HP removal on bounce increased from 5% to 7.5%
      • The on-kill bounce now works twice on Undead, just like Flamethrower & Ethereal.
    • Water adjusted:
      • Bounce damage increased from 40% to 45%
      • Bounce range reduced from 125 to 100
    • Fire damage increased from 27 to 30
    • Nature adjusted:
      • Damage increased from 80 to 85
      • Effect duration reduced from 4 to 1 second
      • Effect damage multiplier increased from x1.5 to x4
      • Effect activation changed to be on-hit instead of on-fire. This means it'll properly get in 3 buffed attacks from a 1 second duration instead of only 2.
    • Earth adjusted:
      • Shockwave damage reduced from 60 to 50
      • Shockwave starting AoE increased from 100 to 400

    Dual Element Towers

    • Atom adjusted:
      • Consecutive damage growth increased from 12% to 15%
      • Stack cap increased from 9 to 11
      • Stack carryover reduced from 35% to 25%
    • Lightning bounce count increased from 4 to 4 / 5 / 7
    • Poison adjusted:
      • Impact damage increased from 100 to 130
      • Damage-per-second increased from 50 to 65
      • Duration reduced from 20 to 15
    • Disease adjusted:
      • Damage reduced from 110 to 95
      • Damage formula changed from (Max HP / Current HP) to [(Max HP / Current HP) + 1]
        • This means against a full health creep, it'll do double damage by default, so overall, this is a buff. It's only a nerf when creeps are below about 9% HP.
    • Ice damage increased from 775 to 800
    • Vapor reworked:
      • Damage increased from 175 to 1650
      • Attack Speed reduced from 1 to 0.66
      • AoE reduced from 200 to 0
      • Range increased from 750 to 900
      • Old Effect: Hits creeps in a line, dealing 10% more damage per creep hit.
      • New Effect: Hits all creeps in range. Splits damage equally among all creeps hit. Deals -4% / -0% / +4% more damage for each creep hit.
    • Infernal adjusted:
      • Damage reduced from 900 / 3600 / 14400 to 650 / 2600 / 10400
      • Attack speed increased from 1 to 1.5
    • Solar damage-per-second reduced from 125 to 105
      • Note, the change to how Slows affected Shielded creeps drastically increased this tower's late-game power. Even with the damage nerf, it's still stronger in the late-game than before.
    • Bloom time before it starts recharging rescaled from 1 to 1 / 0.66 / 0.33 seconds
    • Mushroom reworked:
      • Damage increased from 150 to 500
      • Attack Speed reduced from 3 to 1
      • AoE increased from 200 to 300
      • Old Effect: Deals double damage to creeps over 50% HP.
      • New Effect: Deals more damage the slower creeps are. Damage Multiplier = Damage * (300 / Current Movespeed)
    • Geyser adjusted:
      • Damage increased from 950 to 1000
      • Ability on-proc AoE increased from 300 to 300 / 350 / 400
    • Howitzer adjusted:
      • Damage increased from 170 to 195
      • Max AoE rescaled from 600 to 500 / 600 / 750

    Triple Element Towers

    • Laser adjusted:
      • Damage increased from 4800 to 6000
      • Damage drop per nearby creep increased from 600 to 1000
      • Minimum damage increased from 2400 to 3000
    • Astral damage increased from 1750 to 1900
    • Ethereal adjusted:
      • Damage reduced from 950 to 850
      • Range increased from 1150 to 1500
      • Stack duration increased from 4 to 6 seconds
      • Stack damage reduced from 100 to 75
    • Flooding AoE growth rate increased from 12 to 15
    • Wisp adjusted:
      • Damage reduced from 800 to 750
      • Reset time increased from 4 to 7 seconds
    • Money max damage increased from x1.5 / x1.7 to x1.6 / x2
    • Quake damage increased from 1500 to 2000
    • Polar adjusted:
      • Damage reduced from 1500 to 1000
      • Attack Speed increased from 1 to 1.5
      • Projectile Speed increased by 25%
      • HP Shave reduced from 13% / 26% to 12% / 24%
      • HP Shave Duration increased from 15 to 30 seconds
      • HP Shave no longer returns health at the end of its duration
    • Haste speed growth increased from 5% to 6%
    • Flamethrower adjusted:
      • Damage increased from 320 to 400
      • Napalm damage increased from 160 to 200
    • Impulse damage increased from 2300 to 2400
    • Golem adjusted:
      • Damage reduced from 3200 to 2300
      • Range increased from 900 to 1150
      • Uptime increased from 3 to 4 seconds
    • Incantation adjusted:
      • Amp search AoE reduced from 250 to 200
      • Base amp increased from 8% / 16% to 10% / 20%
      • Solo amp reduced from 40% / 80% to 32% / 64%
    • Roots adjusted:
      • Damage-per-second reduced from 150 to 100
      • Attack speed increased from 1 to 1.5
    • Muck adjusted:
      • Damage reduced from 950 to 650
      • Attack speed increased from 1 to 1.5

    Specializations

    Numerous out-of-date tooltips have been updated, with a bunch more updated for consistent wording. Localization for these tooltip updates is still behind, but we'll address it in a hotfix soon. Below are the Specializations that received actual changes.
    • Darkness Spec 1 damage increased from +30% to +35%
    • Darkness Spec 2 HP Removal increased from 10% to 12.5%
    • Water Spec 1 bounce range reduced from 500 to 300
    • Water Spec 2 bounce damage reduced from 80% to 75%
    • Nature Spec 1 adjusted:
      • Old: Damage boost increased to 100% for 3 seconds.
      • New: Damage boost increased to 700% for 1 second.
    • Earth Spec 1 damage increased from -100% to -75%
    • Atom Spec 2 damage gain per hit increased from 25% to 30%
    • Lightning Spec 2 bounces rescaled from 8 to 6 / 8 / 10
    • Poison Spec 1 adjusted:
      • Old: AoE reduced to 0, but deals 150 / 600 / 2400 damage-per-second for 14 seconds.
      • New: AoE reduced to 0. Damage-per-second increased by 150%.
    • Poison Spec 2 adjusted:
      • Old: Deals 30 / 120 / 480 damage-per-second for 30 seconds.
      • New: Damage-per-second reduced by 40%. Duration increased to 35 seconds.
    • Vapor Spec 1 adjusted:
      • Old: Damage bonus per creep increased to 13%.
      • New: Damage reduced by 40%. Bonus damage per creep increased to 6% / 9% / 12%.
    • Vapor Spec 2 adjusted:
      • Old: Attack speed reduced to 0.5, but range increased to 1150.
      • New: Range increased to 1500. Bonus damage per creep reduced to -9% / -6% / -3%.
    • Solar Spec 1 damage-per-second reduced from 80 / 320 / 1280 to 75 / 300 / 1200
    • Solar Spec 2 damage-per-second reduced from 250 / 1000 / 4000 to 210 / 840 / 3360
    • Infernal Spec 2 bonus damage within 750 Range reduced from +30% to +25%
    • Mushroom Spec 1 adjusted:
      • Old: Damage increased by 150%, but it has 0 AoE.
      • New: Damage increased by 100%. AoE reduced to 100.
    • Mushroom Spec 2 adjusted:
      • Old: Damage increased by 200%, and AoE increased to 250, but attack speed reduced to 1.
      • New: Damage reduced by 40%. Primary target is slowed by 10% / 20% / 30% for 1 second.
    • Bloom Spec 1 adjusted:
      • Old: Range reduced to 600, but AoE increased to 200.
      • New: AoE reduced to 0. Attack speed gain delay reduced to 0.15 seconds.
    • Bloom Spec 2 adjusted:
      • Old: Max attack speed increased to 500%, but decays at a rate of 50% while firing.
      • New: Max attack speed increased to 7.5. Loses 1 attack speed per second while attacking.
    • Ethereal Spec 1 adjusted:
      • Old: Stack damage reduced by 50 / 200, but Stack Duration increased to 9 seconds.
      • New: Stack damage reduced by 40%. Stack duration increased to 12 seconds.
    • Ethereal Spec 2 stack duration increased from 3 to 6 seconds
    • Wisp Spec 1 adjusted:
      • Old: AoE increased to 550, Minimum AoE increased to 300.
      • New: AoE increased to 650. Max damage reduced to 340%. Minimum AoE increased to 400.
    • Flamethrower Spec 1 adjusted:
      • Old: Attack Speed reduced to 1.00, but AoE increased to 300 and Range increased to 900.
      • New: Napalm Damage increased by 250%. Napalm AoE reduced to 200.
    • Impulse Spec 1 range reduced from 1800 to 1750
    • Impulse Spec 2 adjusted:
      • Old: Damage increased by 25%. The closer the target, the greater the damage.
      • New: Damage Multiplier = 1000 / Distance Traveled.
      • How it worked before was it dealt up to 150% damage up-close, but only down to like 80% damage at max range. Now it deals up to 250% damage up-close but down to 50% damage at max range.
    • Money Spec 2 bonus damage based on gold increased from 20% / 40% to 25% / 50%
    • Nova Spec 1 adjusted:
      • Old: Range increased to 1150. Slow reduced to 10% / 20%.
      • New: Damage reduced by 30%. Range increased to 1150.
    • Polar Spec 1 HP Removal increased from 18% / 36% to 25% / 50%
    • Polar Spec 2 adjusted:
      • Old: Duration increased to 30 seconds, and it returns none of the health that was removed.
      • New: Damage increased by 100%. AoE reduced to 0. HP Removal increased to 18% / 36%.

    1.2.4 (13.09.21)

    • Tower target priority and focus settings from the tower customization menu now work properly
    • A reset tower settings button has been added to the tower customization menu to go back to default target priority and focus for all towers
    • Kicking players in lobbies now works correctly when people leave/rejoin
    • Fixed an issue where new host wouldn't get kick functionality if the current host leaves
    • Italian expanded localization
    • German localization improved
    • Twinless Achievement fixed to allow triples
    1.2.3 (03.09.21)
      Fixes & Improvements
    • Chinese, Russian, French, and Dutch expanded localization
    • Fixed replays not tracking tower target priority settings for upgraded towers
    • Level 75 Fireflies wings cosmetic added
      War Mode Balance Changes
    • Healing against allied creeps reduced from 100% to 75%
    • Lightning can no longer bounce between allied and enemy creeps in the same attack
    • Swarm count increased from 6 to 7
    • Frost Zone attack speed reduction increased from 30% / 40% / 60% to 50% / 60% / 70%
    • Frost Zone duration reduced from 15 to 8 / 9 / 10 seconds
    • Frost Zone AoE reduced from 300 / 400 / 500 to 200 / 300 / 400
    • Rejuvenate heal increased from 25% / 33% / 55% to 30% / 40% / 60%

    1.2.2 (25.08.21)

    • German and Turkish expanded localization
    • Fixed a bug causing Chaos + War Mode to freeze the game
    • Fixed local replays not tracking tower target priority settings
    • Rain of Fire Haste Specialization for Campaign fixed

    1.2.1 (17.08.21)

    • Achievements now support localization!
    • Spanish, Swedish, and Korean expanded localization.
    • Fixed a rare bug in War Mode where double casting an ability was possible.
    1.2 (12.08.21)
      Improvements
    • You can now only get a max of 1 Income in Random
    • Ranked Notifications has been split out between Ranked Pick, Ranked Random, & Ranked War
    • The Lobby List is now disabled while you have Ranked Search going.
    • Co-op has been adjusted:
      • Creep count reduced by 20%
      • HP increased by 20% towards the start of the game and roughly 10% by the end of the game
      • Bounty rescaled so you get 10-20% more gold early but 10-20% less gold late
      • In general, these tweaks should make Co-op more active early, while trying to reduce the end-game lagfest.
    • Teams has been adjusted:
      • HP Multiplier increased from x1.6 to x1.65.
      • Team HP Scaling reduced to be about 5% less by Wave 55.
      • Team Boss Wave Scaling reduced from x1.3 to x1.25.
      • As a result of these changes, Boss Waves in particular should be easier for Teams compared to Solo players.
    • Haste buff display now lists the bonus Attack Speed instead of a stack count that made no sense
    • Dialed down brightness on Forest slightly. Also removed weird green smog on some plants.

    Bugfixes

    • Attempt number #940385 at correcting MMR calculations at the end of a game
    • Fixed a rare bug that could freeze a Co-op game if Interest was disabled
    • Fixed hotkey nullreference error that would spam up the player.log
    • Fixed countdown timer stopping at 2 seconds for host when a Ranked Game starts
    • Fixed the Turbo setting carrying over into the Campaign when loading a checkpoint
    • Fixed Haste 2 having dark circles of doom

    Balance

    • Cannon damage increased from 75 to 80
    • Atom adjusted:
      • Consecutive damage bonus reduced from 13% to 12%
      • Max stacks reduced from 11 to 9
      • Carryover stacks increased from 30% to 35% (so that it still carries 3 stacks over when at max stacks)
      • Carryover stacks now round instead of floor
      • Fixed an exploit that let you keep max stacks just by manually switching targets
    • Poison initial damage increased from 50 / 200 / 800 to 100 / 400 / 1600
      • To clarify, this doesn't affect the DoT
    • Ice adjusted:
      • Damage increased from 575 / 2300 / 9200 to 775 / 3100 / 12400
      • Range reduced from 1150 to 900
    • Infernal adjusted:
      • Damage increased from 600 / 2400 / 9600 to 900 / 3600 / 14400
      • Attack speed reduced from 1.5 to 1
    • Bloom damage increased from 350 / 1400 / 5600 to 375 / 1500 / 6000
    • Mushroom damage increased from 135 / 540 / 2160 to 140 / 560 / 2240
    • Howitzer damage increased from 160 / 640 / 2560 to 170 / 680 / 2720
    • Geyser damage reduced from 1000 / 4000 / 16000 to 950 / 3800 / 15200
    • Astral damage increased from 1700 / 6800 to 1750 / 7000
    • Ethereal now gets damage stacks twice from Undead creeps
    • Wisp adjusted:
      • Damage now actually goes up by 5% per stack, not 4.8%
      • Max damage increased from x4 to x4.3
    • Flamethrower adjusted:
      • Fixed a bug where Flamethrower wouldn't add a stack of Napalm if it landed the killing blow
      • Napalm now triggers twice from Undead creeps
      • Napalm AoE increased from 400 to 450
    • Golem damage increased from 3000 / 12000 to 3200 / 12800
    • Impulse damage increased from 2300 / 9200 to 2400 / 9600
    • Money adjusted:
      • Damage increased from 3200 / 12800 to 3500 / 14000
      • Damage bonus from gold reduced from 20% / 40% to 15% / 30%
      • Damage cap reduced from x2 to x1.5 / x1.7
      • 1.1 Values: Damage was 3200 / 12800 and capped out at 6400 / 25600. Unspent gold required was 16000 / 32000.
      • 1.2 Values: Damage is 3500 / 14000 and caps out at 5250 / 23800. Unspent gold required now is 11667 / 26500.
    • Polar HP removal increased from 12% / 24% to 13% / 26%
    • Incantation search radius for solo amp reduced from 300 to 250

    Leaderboards for Map Variants

    • To be clear, this doesn't double the Leaderboard count. Instead, next to each Leaderboard entry, it now denotes if it's a Variant or not.
    • While most Variants are harder than the standard maps, it'll be interesting to see if any Variants end landing top spots on the Leaderboard!
    • This also includes Reversed versions of Co-op Maps.
      • That said, the Reversed versions of Grand City & Atlantis have had certain build locations blocked off, so that all the top entries aren't just Runic entrance camps.
    War Mode
      Changes:
    • Activating a War Ability now triggers the cooldown for all War Abilities.
    • Existing Cooldowns have been decreased to 20 Seconds.
    • Two new War Abilities added, Summon Mega & Summon Swarm. You have both of these from the start, and each has a 30 Second Cooldown.
    • Game now starts from Wave 1 with 1 Element Pick and 300 Gold.
    • Waves reduced from 55 to 45 (before transitioning to Boss Waves). HP & Bounty Scaling has been increased to compensate.
    • You now gain a New Element every 4 Waves, unlike the standard 5.
    • The opponent's element picks are now only hidden on the Scoreboard before Wave 1 starts, instead of the whole game.
      In addition to this, Ranked War Mode has been added!
    • Rules are set to Pick + Very Hard
    • Maps are randomized between Wasteland, Autumn, Desert, Winter, & Temple, aka all the symmetrical maps.
    • For those of you that enjoy Ranked Pick but want something with more interaction and counterplay, we highly recommend you try this out!

    Abilities

    • Summon Mega: Default Ability. Spawns a Mega Creep of the current wave with 500% HP, half move speed, takes 5 lives, and it's immune to War Abilities.
    • Summon Swarm: Default Ability. Spawns 6 Creeps of the current wave with 75% HP and with decreased spacing.
    • Hyper Boost: Light Ability. Creeps in an area of 400 AoE are sped up by 200% / 266% / 400% for 2 seconds.
    • Dimensional Rift: Darkness Ability. Place creeps in 450 / 550 / 750 AoE into stasis, turning them invulnerable and removing them from the current wave for 30 seconds. The same creep can't be Rifted twice.
    • Frost Zone: Water Ability. Disables build locations in a 300 / 400 / 500 AoE for 15 seconds. Any towers in the area lose 30% / 40% / 50% Attack Speed and cannot be sold or upgraded during that time.
    • Flare Up: Fire Ability. Increase the damage of all towers in 200 / 300 / 400 AoE by 100% / 166% / 300% for 7 seconds.
    • Rejuvenation: Nature Ability. Creeps in an area of 500 AoE are healed by 25% / 33% / 50% of their Maximum Health.
    • Explode!: Earth Ability. Damages creeps in an area of 350 / 450 / 600 AoE for 50% of their Maximum Health, stunning the survivors for 5 seconds.

    1.1.5 (28.07.21)

    • Fixed an issue some players were reporting where they'd receive spontaneous freezes in the main menu and lobby.
    • Chinese localization expanded for full coverage.
    • French localization expanded for full coverage.
    • Finnish localization both improved and expanded for full coverage.
    • Russian localization improved.
    • 1.1.4 (20.07.21): Korean and Spanish localization expanded for full coverage.

    1.1.3 (16.07.21)

    • The entire campaign now supports localization. With that localization coverage is now 99%!
    • Russian localization both improved and expanded for full coverage.
    • Swedish and Turkish localization expanded for full coverage.
    • German and Italian localization improved (but not expanded yet).
    • Slightly reduced thresholds for tiers (silver, gold etc.) in ranked.

    1.1.2 (06.07.21)

    • Fixed a bug that resulted in Replays ending up different from the actual game. This only affected games involving players that had personal Focus/Priority Presets different from default.
    • This is not retroactive with existing replays, meaning the affected replays will still end up "incorrect".
    • That said however, we have decided not to reset the Score Leaderboards. So if you find a Replay is a little bit off from the intended result, this would be why.
    • Fixed a bug where a player leaving a Co-op game would break the replay
    • The "Cancel" button on the Replay Viewer now works as intended
    • Fixed a bug where the host in a Co-op game would receive the Boss Hunter Achievement (reach Wave 64), but the other players in the game didn't
    • Fixed Teams per-map win achievement potentially not working sometimes
    • Fixed Greed is Good Achievement requiring 500k gold, instead of the intended 50k gold. Derp.
    • In Lobby, (Host) has been relabeled to (Leader)
    • Hopefully, this helps clarify that the game is server-based, not Peer-to-Peer
    • Fixed a bug where only the player with the killing blow would get the Wave Cleared sound in Teams
    • Adjusted "Synchronizing" message in-game to say "Waiting for Player"
    • Various Localizations & Tooltips updated for clarity

    1.1.1 (26.06.21)

    • There's now a help button in the Campaign Loadout. This will automatically pop up the first time you boot up the Loadout.
    • In the lobby screen, you can now access the Tower Table while you're waiting
    • Fixed Co-op Replays not loading correctly
    • Fixed a bug where Elementals in Co-op come out via load order, not by the actual slot
    • Fixed not being able to Manual Cast buffs on allied towers in Teams & Co-op
    • Fixed a rare bug where doing a Manual Cast in Co-op could freeze the game
    • Fixed incorrect Fog of War on Atlantis
    • Fixed some repeating errors on Pinnacle that spammed up the player.log
    • Fixed players not getting their own Targeting Preferences based on player slots
    • Fixed various Player Slot switching shenanigans in Lobby
    • Fixed not being to bring up the Tower Table menu while paused
    • Haste on-fire effect no longer has weird dark cone of doom
    • Bloom Specialization 1 changed to just increase AoE to 300 and that's it
    • Updated some localization, including support for Hotkeys
    1.1.0 (20.06.21)
      Features
    • You can now define your own Hotkeys in Settings!
      • This extends to all of the single-button keyboard inputs.
      • As a result, the old "By Element" or "MOBA" hotkey option has been removed. If you were using the latter option, we recommend redefining your hotkeys.
    • You can also define your own Default Targeting Priorities in Tower Customization!
      • This also lets you define whether each tower has Focus On/Off by default.
    • On the Scoreboard, you can now Mute other players, preventing certain players' toxicity from ruining the game.
      • Or you can just mute everyone and enjoy the sounds of silence. You monster.
    • 5th Co-op Map added, Pinnacle!
      • If you've played all the way through the Campaign, this is the map from the final mission.

    Improvements

    • Blacksmith, Well, Trickery, & Runic Towers can now have Auto-cast turned off by right-clicking their ability icon:
      • Left-click the ability icon to Manual Cast their ability.
    • You can now press 7 (default hotkey) to revert a tower's priority back to your defined default priority.
    • Pressing F5 (default hotkey) selects all of your towers.
    • Targeting priority hotkeys will now work without first opening the targeting menu.
    • In Co-op, players now start near one of the existing portals.
    • For the Balanced Paths option in Co-op, changing the player slot will actually change what path is active
    • Co-op Builder Movespeed increased by 15%
    • On Volcano Co-op, the long paths now move at x1.5 speed (down from x2 speed), but have x1.5 HP
    • On Tundra Co-op, flipped the Start/End positions for the 4th Path
    • When drag-selecting or double-clicking towers, Trickery Clones will no longer be included in selection with the original towers.
    • Default tab on Damage Overview is now Current instead of Total
    • Adjusted MMR Search Range such that if you've played 10 or more matches, it'll expand to 375 up or down. If you've done less than 10 though, it'll stay at 225 up or down.

    Bug Fixes

    • Fixed a time format issue that was breaking the game for certain players.
    • Fixed an issue where searching a Ranked Game by Queue would have a shorter MMR Search Range than by Notification
    • Fixed Timescale resetting to x1 when Player 1 dies while viewing replays
    • Fixed Essence Upgrade showing up in the Scoreboard before killing the Essence Boss
    • Fixed Minimap Offset on Tundra
    • Fixed Right-Click Indicator getting swallowed by the high ground way on more vertical maps
    • Fixed Astral's extra projectiles ignoring its targeting setting
    • Fixed a bug where if a tower gets too many Cursed stacks, it'd stop attacking for a while. Cursed is now capped at 15 stacks, which shouldn't affect actual balance, given it's negligible at that point.
    • Fixed Temporal not triggering its ability within the first two seconds of it spawning

    Balance

    • Level 3 Elemental Boss & Essence Boss HP reduced by about 10%
    • Bulky Creeps now move 10% slower
    • Wave Times starting from Wave 56 onwards are now 3 seconds, matching the rest of the game
    • Level 2 Dual Tower gold cost reduced from 800 to 750
    • Level 3 Dual Tower gold cost reduced from 3300 to 3150
    • Light damage increased from 100 / 600 / 3600 / 43200 to 110 / 660 / 3960 / 47520
    • Light consecutive bonus reduced from 5 / 30 / 180 / 2160 to 4 / 24 / 144 / 1728
    • Darkness damage reduced from 280 / 1680 / 10080 / 120960 to 270 / 1620 / 9720 / 116640
    • Water damage increased from 85 / 510 / 3060 / 36720 to 90 / 540 / 3240 / 38880
    • Water damage bonus reduced from 40% to 30%
    • Fire damage reduced from 32 / 192 / 1152 / 13824 to 27 / 162 / 972 / 11664
    • Fire damage stops growing after 60 seconds now, down from 120
      • You probably won't notice this anywhere now, outside of Extreme.
    • Nature effect duration increased from 3 to 4 seconds
    • Atom adjusted:
      • Damage increased from 300 / 1200 / 4800 to 330 / 1320 / 5280
      • Consecutive damage bonus increased from 10% to 13%
      • Now only carries over 30% of its stacks when switching targets, down from 50%
    • Lightning damage reduced from 150 / 600 / 2400 to 145 / 580 / 2320
    • Poison duration increased from 15 to 20 seconds
    • Poison duration extender has been removed
    • Ice damage reduced from 800 / 3200 / 12800 to 550 / 2200 / 8800
    • Ice range increased from 900 to 1150
    • Infernal damage reduced from 650 / 2600 / 10400 to 600 / 2400 / 9600
    • Bloom adjusted:
      • Damage reduced from 550 / 2200 / 8800 to 350 / 1400 / 5600
      • AoE increased from 0 to 200
      • Range reduced from 900 to 750
      • Default targeting priority changed from Front to Near
      • Attack is now a Beam, meaning it hits instantly (it's a Laserplant now)
      • Attack speed now increases by 1 per second while not attacking, and decreases by 0.5 per second while attacking.
    • Mushroom adjusted:
      • Damage increased from 125 / 500 / 2000 to 135 / 540 / 2160
      • Effect reworked so that it now deals 100% more damage if the creep's health is above 50%
    • Geyser adjusted:
      • Damage increased from 900 / 3600 / 14400 to 1000 / 4000 / 16000
      • Range reduced from 900 to 750
      • Ability now triggers every 4 attacks, down from 5
    • Howitzer damage reduced from 170 / 680 / 2720 to 160 / 640 / 2560
    • Ethereal damage increased from 900 / 3600 to 950 / 3800
    • Ethereal stack duration increased from 3 to 4 seconds
    • Runic ability search radius reduced from 300 to 250
    • Wisp damage increased from 750 / 3000 to 800 / 3200
    • Flooding damage increased from 400 / 1600 to 420 / 1680
    • Flooding consecutive AoE bonus reduced from 15 to 12
    • Windstorm damage-per-second increased from 550 / 2200 to 700 / 2800
    • Windstorm AoE reduced from 600 to 400
    • Polar damage increased from 1400 / 5600 to 1500 / 6000
    • Haste attack speed gain rate reduced from 7% to 5%
    • Haste attack speed now decays over 5 seconds, down from 7 seconds
    • Impulse damage increased from 2200 / 8800 to 2300 / 9200
    • Quake shockwave damage reduced from 3000 / 12000 to 2500 / 10000
    • Quake shockwave now triggers every 8 attacks, down from 10
    • Money damage increased from 3000 / 12000 to 3200 / 12800
    • Money effect damage bonus increased from 15% / 30% to 20% / 40%
      • Damage cap remains unchanged
    1.02 (11.05.21)
      Improvements
    • Game engine changed from Unity 2018.4 to Unity 2020.3
      • The game now loads much faster than before.
      • This should also result in some degree of performance improvements. For some, it's minimal; for others, it seems like it may help more. In the off-chance it got worse, please let us know!
    • Added Vsync graphics option, which is set to Off by default
      • Turning it On may or may not result in a performance improvement for you, give it a shot and see.
      • Additionally, this will override the Frame Cap setting, so if you want to rely on that instead, keep Vsync turned Off
    • Turned off some useless debugs in the output log
      • FYI, this is now known as player.log, instead of output_log.txt
    • On the final wave of M28, score moved from the creeps to the bosses, so technically, waiting will no longer be more beneficial for score

    Fixes

    • Fixed Ranked Mode issue where you could load into a blank screen
    • Fixed Replay Browser being broken
    • Fixed some tooltips on some settings
    • Fixed Temple Variant infinite loading bug in War Mode
    • Fixed Self Leaderboard only listing yourself

    1.01.a (03.05.21)

    • We've made some changes to break existing cheat trainers and make future ones harder to develop. THIS IS NOT DRM.
    • As an added bonus, there is actually a small CPU performance improvement!
    • Also the Swedish localization was improved.
    1.01 (28.04.21)
      Improvements
    • There's now an option to turn In-Game Notifications off
    • Essence Prompt replaced by flashing essence icon in the corner, so that it's much less intrusive/in your face
    • The Speed Score Multiplier is now listed in the corner next to the time
    • Creeps now list the actual movement speed value, and if it goes up or down, it'll now list the % change
    • If there's an Elemental Boss next to a bunch of other creeps, it should be much easier to select the Boss now
    • Toggling Ready On/Off in a lobby now has a 2 second cooldown
    • Once the countdown begins in a lobby, the host can no longer kick/switch players (which previously led to breaking the lobby)
    • Minor optimization improvements
    • Max Sound Channels increased from 32 to 64
    • Western Mode can now be toggled On/Off in-game (yeehaw)
    • New Trail added: Fractal Squared
    • Chinese Localization has been improved

    Bug Fixes

    • Fixed being able to do an online singleplayer game while in Ranked Queue at the same time, causing lots of disconnect shenanigans
    • Fixed Extreme Mode bug where creeps would mysteriously stop spawning at a certain point
    • Fixed an issue where you could sometimes unintentionally "double-click" and select all towers of a type
    • Fixed a bug where changing a tower's Focus setting wouldn't transfer to a Clone
    • Fixed names not being colorized in replays
    • Fixed Random Map showing up in the Co-op Leaderboards
    • Fixed Co-op and Team Leaderboards cutting off before 100 entries are shown

    Campaign

    • In the Campaign, "Insufficient Requirements" now lists the actual requirements
    • When you have a Specialization, affected stats are now green/red, depending on whether they were increased/decreased
    • There's now an option to turn the Hint Box off by default
    • Transference stacks can no longer transfer to Spawners
    • M2 Score Thresholds reduced, that one was apparently sorta ridiculous
    • Toned down the HP of the Light/Dark creeps at the end of M18, Wave 25
    • M25 Speed Multiplier kicked down, shouldn't be nearly as easy to 4-star it
    • Fixed M25 Achievement breaking if you built during the 10 seconds before Wave 25 actually starts
    • Fixed M25 Achievement also breaking as a result of Trickery Clones
    • Fixed a bug where multiple Slingshot Bosses could launch a creep flying so fast that it flies off the map (and in some cases, resulted in it being unkillable because it was so far out-of-bounds)
    • Fixed Income hover display resetting to 0 when loading Checkpoint
    • Fixed loading Checkpoint resetting your available Essence
    1.00.a (03.04.21)
      Campaign
    • The AoE Upgrade now applies the gold cost increase to all towers, even though it only increases the AoE of AoE Towers.
      • This fixes an exploit where you could upgrade a Single-Target Tower to an AoE Tower, and then sell it for net profit. Or vice versa, where you could lose gold.
      • To counterbalance this change, the AoE Upgrade has been increased from 10% / 20% / 30% to 15% / 30% / 45%
    • Fixed the Fire Spawners in M25 - Wave 8 having an extra 0 in its HP
    • Fixed Geyser Spec 1 reducing range
    • Fixed the upgrade cost from Arrow/Cannon to Elemental Towers not being affected by the Range & AoE Upgrades
    • Fixed the giant bright flare of doom in Mission 23
    • Fixed a bug where you could get a "free element pick" on certain missions, which could stack up over time
    • Fixed a bug where, if you had the Income Upgrade, and you loaded from checkpoint, you'd lose the extra gold from the most recent wave.
    • Toned down the last 5 waves of Mission 6, particularly the third path.

    Other

    • Fixed a rare freeze error that could occur when selling a tower
    • Fixed Super Galaxy Hat for towers missing its icon
    • Fixed not being able to see anything in Tropical Variant
    • Fixed a bug where, after you die, you can't select someone else's towers
    • Fixed a bug in Ranked where you could match with someone outside of the 150 MMR search range
    • Fixed Tundra minimap offset
    • Fixed various tooltip errors
    • Reduced the size of hats on the Sorceress builder
    • Fixed and overhauled the VFX for the Jetpack cosmetic
    • Updated the VFX for the Elemental Master trail
    1.00 (02.04.21)
      Chapter 4
    • Chapter 4 of the Campaign is here, with 7 more missions to cap it out! The maps are bigger, the challenges are harder, and it packs some diabolical surprises, including:
      • Adaptive Creeps: Each wave, these become highly resistant to one of your elements. Whatever tower tops the damage tracker for the wave, Adaptive Creeps will take 25% damage from that tower's element on the next wave.
      • Spawners: Every 15 seconds, it spawns 3 small creeps with 15% HP each. There is no cap on the number of creeps these can spawn, so kill them fast!
      • And 3 New Bosses!
    • New Upgrade Column in the Loadout. These are passive upgrades that can help bolster your defenses. Requires beating Chapter 2 before you gain access to them.
      • Income: At the end of each wave, gain 5% / 10% / 15% end-of-wave bonus.
      • Extra Lives: Start with 10% / 20% / 30% more lives.
      • Range Bonus: All towers gain 10% / 20% / 30% more range, but they cost 5% / 10% / 15% more gold.
      • AoE Bonus: All AoE towers gain 10% / 20% / 30% more AoE, but they cost 5% / 10% / 15% more gold.
      • Essence: Gain 1 / 2 / 3 Essence to be used for building Level 4 Single Element or Periodic Towers

    New Achievements

    • Trebuchets Only: Clear Mission 22 on Hard using only Towers with 1250 Range or more (including Range upgrades)
    • Splash Defense: Clear Mission 23 on Normal using only towers with 200 AoE or more
    • Triad of Light: Clear Mission 24 on Normal using only Light, Water, and Nature Elements
    • Set of Annihilation: Clear Mission 25 on Hard without building a single tower during the last wave
    • Triad of Darkness: Clear Mission 26 on Normal using only Darkness, Fire, and Earth Elements
    • Full Support: Clear Mission 27 on Normal using only Buff, Slow, and Damage Amp Towers
    • Portal Master: Clear Mission 28 on Very Hard without using Infernal Towers
    • Wizard Prime: Clear all Mission in Chapter 4
    • Annihilator: Get 4 Stars on every Chapter 4 Mission
    • Master of Elements: Clear all 28 Missions in the Campaign

    Features

    • 4th Co-op Map added: Tundra!
    • In Campaign, you can now pick up where you last left off, thanks to a new Continue button!
      • How it works is whenever you reach a Checkpoint (aka every Wave Break), it'll save your progress for that mission, letting you quit the game and later continue where you last left off.
      • However, you can only hold onto one Checkpoint at a time, so if you try changing to a different mission, it'll warn you that it'll erase your previous Checkpoint.
    • In Campaign, there is now a Hint Box in the bottom-left corner, which you can toggle on/off. This gives extra insights on the game and tips for specific missions.
    • New Cosmetics:
      • New Builder: Master Captain
      • New Builder: Titan
      • New Builder: An Actual Duck
      • New Builder: ???
      • New Hat: Super Galaxy
      • New Trail: Nebula
      • New Trail: Elemental Master
      • Additionally, some of the high level Cosmetics can now be unlocked by completing certain Achievements. You'll still need to buy them with Shop Points though.

    Improvements

    • When hosting a Multiplayer lobby, the default map is now set to Random Map.
    • Added a Random Map option to Co-op Mode.
    • In Singleplayer, the game now remembers the last Mission you were playing, as well as what difficulty.
    • War Mode now gives you a primer about how the game works during the loading screen.
    • UI shrunk by about 10%.
    • Maps now have actual borders and skyboxes instead of the darkness of Fog of War
    • Switched Tropical Variant out with the second version that shows up in the Campaign, which is a far more interesting map.
    • Winter Variant is back to 2-Path by default, but its short path moves at 80% speed
    • Adjusted Advanced Paths for:
      • Wasteland now speeds up creeps by 20%
      • Desert paths are asymmetrical
      • Autumn paths are asymmetrical
      • Winter paths are asymmetrical
      • Forest Variant third path no longer pingpongs. Instead, it goes to its own portal at 75% speed.
      • Winter Variant short path is reversed and moves at full speed
    • In No Sell Mode, you can now cancel building/upgrading. But once it finishes, you're locked in.
    • Right-clicking on the Mini-map no longer moves your camera
    • Geyser bounce has been slowed and looks considerably smoother
    • Earth, Fire, Bloom & Money Towers now have status icons that track their bonuses.
    • Removed the In Good Health Achievement from the game, as it no longer exists.
    • Missions now give you a decent amount of XP when clearing them.
    • When you clear a mission, it now displays a Mission Cleared message.
    • Chapter 2 has been made roughly 10% easier
    • The second half of Mission 11 has been redesigned, it should be much more fair than it was before
    • The last wave of Mission 18 has also been toned down, particularly the boss
    • Minor optimization improvements

    Bug Fixes

    • Attempt #63849 on fixing the Ranked Disconnect error.
      • We're pretty sure we nailed down the exact cause, and we've added some stopgaps that should prevent it. Should.
    • Coincidentally, fixed the zombie lobby bug.
    • Fixed a bug where, if you upgrade a tower, then cancel the upgrade, it'd reset your changed target priority.
    • Fixed a bug where Fire Tower's damage could stop going up and get permanently stuck.
    • Fixed a bug where Wisp Tower was doing 40% less damage than intended.
    • Fixed a bug where the VFX of Fast Creeps would flash across the whole map on leak.
    • Fixed a bug where winning a Co-op game counted as 2 Wins instead of 1.
    • Fixed checkpoints not saving Damage Overview information.
    • Fixed manual targeting not overriding your Focus Target setting.
    • Fixed loading from a checkpoint turning Focus Target setting to off.
    • Fixed loading from a checkpoint resetting statistics for Towers Built/Sold, Creeps Killed, and Total Interest statistics at the end of the mission.
    • Fixed tooltips going off-screen,
    • Fixed hover tooltips vanishing upon clearing the wave,
    • Fixed Mission 10 Achievement being clearable on Normal Difficulty,
    • Fixed Geyser's AoE displaying 300 AoE for its standard attack and 0 AoE for its ability (this was purely a UI issue)
    • Fixed toggling Show VFX off not actually removing the Shoot/Hit effects. It should only be showing projectiles.

    General Balance

    • Income Upgrade extra creeps spawned reduced from 6 / 12 to 4 / 8. However, you now gain a 5% / 10% end-of-wave gold bonus.
    • DIminishing Returns increased from 6% to 7% per stack
    • Bulky HP Multiplier increased from x2.25 to x2.5
    • Bulky creep spacing reduced from 1.5 to 0.75
      • For reference, all other waves have a spacing of 0.5
    • Temporal now triggers its ability when it loses 25% of its Max HP and only jumps half the distance.
    • Temporal now has a cooldown of 15 seconds, meaning it can trigger multiple times.
    • Level 4 Singles & Periodic cost increased from 14000 to 15000.
      • However, their damage was increased by 20%.
    • Wave Order adjusted again:
      • Wave 7 is Composite Fast
      • Wave 10 is Nature Temporal
      • Wave 12 is Water Bulky
      • Wave 13 is Earth Shield
      • Wave 14 is Composite Cursed
      • Wave 15 is Light Healing
      • Wave 17 is Earth Temporal

    Tower Balance

    • Arrow damage reduced from 70 to 60
    • Cannon damage reduced from 80 to 75
    • Light Level 4 damage increased from 36000 to 43200
    • Darkness Level 4 damage increased from 100800 to 120960
    • Water damage increased from 80 / 480 / 2880 / 28800 to 85 / 510 / 3060 / 36720
    • Fire Level 4 damage increased from 11520 to 13824
      • Damage gain increased from 360 to 432
    • Nature Level 4 damage increased from 28800 to 34560
    • Earth adjusted:
      • Attack speed reduced from 1 to 0.66
      • Damage increased from 80 / 480 / 2880 / 28800 to 125 / 750 / 4500 / 54000
      • Shockwave damage increased from 45 / 270 / 1620 / 16200 to 60 / 360 / 2160 / 25920
    • Atom consecutive damage bonus reduced from 15% to 10%
    • Lightning damage increased from 140 / 560 / 2240 to 150 / 600 / 2400
      • Bounce range increased from 1200 to 1500
    • Poison duration increased from 14 to 15 seconds
    • Disease damage increased from 100 / 400 / 1600 to 110 / 440 / 1760
      • Damage formula no longer adds +1, meaning it no longer deals double damage vs. full health creeps. In general, it deals less damage than before, up until creeps are about 10% HP or less, at which point it does more.
    • Vapor damage increased from 170 / 680 / 2720 to 175 / 700 / 2800
    • Solar damage-per-second reduced from 140 / 560 / 2240 to 125 / 500 / 2000
    • Mushroom damage increased from 120 / 480 / 1920 to 125 / 500 / 2000
    • Bloom adjusted:
      • Projectile speed increased by 20%
      • Damage increased from 500 / 2000 / 8000 to 550 / 2200 / 8800
      • While not attacking, it gains 30% Attack Speed per second, up to a max of 300%
      • While attacking, it loses 20% of its bonus Attack Speed per second
    • Flooding damage increased from 375 / 1500 to 400 / 1600
      • Consecutive AoE gain reduced from 20 to 15
    • Haste attack speed gain increased from 5% to 7%
      • Decay rate reduced from 50% to 30% of its bonus per second
    • Money damage reduced from 3200 / 12800 to 3000 / 12000
      • Damage bonus now caps at x2 of its base damage. Note that this takes about 40,000 Unspent Gold, so this mainly only affects Teams/Co-op.
    • Incantation base amp reduced from 10% / 20% to 8% / 16%
      • Solo amp search radius increased from 200 to 300 AoE
    • Periodic damage increased from 45000 to 56000

    Campaign Balance

    • Frost Aura Boss AoE reduced from 700 to 600
    • Inferno Boss build locations now come back after 120 seconds instead of being permanently scarred
    • Earth Spec 2 attack speed reduced from 0.66 to 0.33
      • Damage multiplier increased from x3 to x4
    • Well Spec 1 attack speed bonus reduced from 10% / 30% / 90% to 8% / 24% / 72%
    • Blacksmith Spec 1 damage bonus reduced from 10% / 30% / 90% to 8% / 24% / 72%
    • Trickery Spec 1 clone damage reduced from 40% / 120% / 360% to 32% / 96% / 288%
    • Infernal Spec 1 reduced from 125 to 100 AoE
    • Geyser Spec 1 damage is reduced by 25% instead of 30%
    • Geyser Spec 2 AoE reduced from 300 to 100
      • It wasn't supposed to be dealing 300% damage AND 300 AoE, that was unintentional
    • Poison Spec 1 damage-per-second increased from 125 / 500 / 2000 to 150 / 600 / 2400
    • Solar Spec 1 damage-per-second reduced from 90 / 360 / 1440 to 80 / 320 / 1280
    • Solar Spec 2 damage-per-second reduced from 300 / 1500 / 6000 to 250 / 1000 / 4000
      • If you were using this before and wondering why Levels 2 and 3 melted everything before, I may have multiplied it wrong. I blame maths.
    • Mushroom Spec 2 attack speed increased from 0.66 to 1
      • AoE reduced from 300 to 250
      • Damage multiplier reduced from x4 to x3
    • Bloom Spec 1 range reduced from 750 to 600
    • Bloom Spec 2 now increases max attack speed from 300% to 500%
    • Disease Spec 1 damage reduced by 25% instead of 20%
    • Atom Spec 2 consecutive damage gain reduced from 30% to 25%
    • Impulse Spec 1 damage reduced by 20%
      • Range increased from 1750 to 1800
    • Impulse Spec 2 damage increase is now 25% instead of 20%
    • Windstorm Spec 1 duration increased from 12 to 15 seconds
    • Windstorm Spec 2 AoE increased from 300 to 400
    • Nova Spec 1 slow reduced from 16% / 32% to 10% / 20%
    • Nova Spec 2 damage increased by 20%
    • Jinx Spec 1 damage increase is 80% instead of 70%
    • Flamethrower Spec 2 napalm duration increased from 10 to 15 seconds
    • Incantation Spec 2 base damage amp changed from -40% / -80% to -30% / -60%
      • Solo damage amp increased from 40% / 80% to 60% / 120%
    • Root Spec 1 damage reduced by 20%
    • Root Spec 2 no longer doubles damage-per-second, it just doubles the slow

    0.66.1 (05.03.21)

    • Forest should be better looking now
    • Ping cooldown should be working as intended now in multiplayer
    • Localization fixes for Chinese and German
    • Tooltip fix for Poison
    • Earth Text More Brown
    • Dino Hat on Towers Scaled Down
    • Attempted Fix for Missing Shop Points
    • Fixes for damage overview bugs (Teams, Coop, War)
    • Specialization Fixes (Earth, Flooding)
    0.66 (28.02.21)
      Features
    • Team & Co-op Leaderboards have finally been added to the game!
      • You'll notice, with more players, that you'' see numbers higher than 3 for each element. This is the totals of everyone's picks.
    • A Focus Toggle button has been added, next to the tower targeting options. Hotkey is set to V.
      • Focus On: The tower will shoot creeps until they're dead or out-of-range before deciding its next target.
      • Focus Off: The tower will decide its next target on each attack.

    Cosmetics

    • New Builder: Reaper
    • New Wings: Gaia Wings
    • New Hat: Dino Hat

    Improvements

    • Ranked games only become valid once both players load in (as in, get past the loading screen, and the wave timer starts counting down). If either player disconnects prior to that, it is no longer considered a loss. The other player will receive a "Game Abandoned" message and be booted back to main menu.
    • Ranked MMR search range increased from 225 to 300.
    • Ranked Notification window increased from 15 to 30 seconds.
    • Game Notifications can now be disabled in Singleplayer in-game when paused.
    • War Mode now has its own Wave Order, removing Composite and replacing Bulky with Regeneration.
    • War Mode now spawns roughly 60% more creeps than before, increasing the frantic pacing of the mode.
      • The total bounty has been adjusted to be roughly 20% more than before.
    • Achievements have been tabbed out for improved organization.
    • The In Good Health achievement has been removed (for now).
    • The Greed is Good achievement now requires you to reach 50,000 Unspent Gold in a Very Hard game prior to Wave 55.
    • In Singleplayer, there is now a red text warning that Achievements are disabled if you're playing on Easy Difficulty.
    • A player leaving the lobby will no longer unready everyone.
    • Targeting Options now have new icons to distinguish them easier.
    • Ping in multiplayer now has a 3 second cooldown.
    • Pressing Insert now zooms in
    • Pressing Delete now zooms out
    • Pressing any of the camera control buttons while you have the in-game chat open will no longer move the camera around
    • Removed the Utility button from the Tower Table.
    • Minor optimizations have been made.
    • Zoom/Scroll/Rotate increments scale at 5% instead of 10%.
    • Fixed Brightness slider not working
    • Added Saturation slider
    • Added Bloom On/Off toggle
    • Updated and optimized visuals on Forest

    Bug Fixes

    • Fixed a bug where some players could load into the game before other players, resulting in disconnects on game start.
    • Ranked Mode should be much more stable than before.
      • If you're still running into disconnect shenanigans, please let us know.
    • Fixed a bug where pressing T to open the Targeting menu would block your input unless you pressed T or 1-6.
    • In the Damage Overview, any damage that could past 0 HP is no longer counted.
    • Tower healing in War Mode is now added as damage to the Damage Overview, instead of negating it.
    • Pressing F9 while a tower is selected will no longer cause the builder to be on while the UI is off and vice versa.
    • Fixed an issue where you wouldn't be given a Shop Point after leveling up.
    • Fixed the Boss Score text not being centered
    • Fixed the Win Streak achievement not having a description.

    Campaign

    • Fixed a number of incorrect Specialization tooltips
    • Tweaked the message in Mission 1 so that players understand they have to sell to relocate.
    • Toned down the boss' HP in Mission 18.
    • Updated a number of Campaign Specializations:
      • Water Splash (#1) reduces range to 750 instead of reducing bounce damage
      • Earth Ground Breaker (#1) reduces damage to 0 while doubling Shockwave damage
      • Earth Distant Rumble (#2) slows attack speed to 0.66, triples damage, and disables the shockwave
      • Geyser Unstable (#1) damage is reduced by 30%, but the ability triggers every 3 attacks
      • Geyser Mega Burst (#2) ability no longer hits in 300 AoE, but instead deals 300% damage
      • Poison Pestilence (#1) now has 0 AoE but deals 125 / 500 / 2000 damage-per-second
      • Bloom Thorned Rose (#1) reduces range to 750 but increases AoE to 200
      • Bloom Longevity (#2) increases the max damage bonus to 500% but increases the decay rate to 50%
      • Disease Long Decay (#1) reduces damage by 20% instead of 15%
      • Disease Instant Decay (#2) now increases damage by 25% but reduces range to 750
      • Atom High Capacity (#1) reduces attack speed to 1, but it retains 75% of its stacks on switching creeps
      • Windstorm High Winds (#1) increases the duration to 10 seconds but reduces the slow to 10% / 20%
      • Money Pay Day (#2) increases the unspent gold damage bonus to 20% / 40%
      • Flamethrower Quick-Fire (#2) duration increased from 5 to 10 seconds

    0.65.2 (18.02.21)

    • Attempted another fix for a bug where you could get disconnected from a Ranked Game the moment you joined.
    • Optimization to reduce GPU usage.

    0.65.1 (15.02.21)

    • Fixed a bug where you could get disconnect from a Ranked Game the moment you joined.
    • Fixed Periodic not costing the intended 14000 gold.
    • Fixed a bug where, if you had a lobby already selected, double-clicking it from there would not result in automatically joining it.
    • Minor optimization tweaks.
    • Various localization tweaks.
    • All Random is back to 3 second wave timer.
      • Instant wave timer still applies for Same Random, as that's the competitive random. We're considering exposing the wave timer as a modifier in a future version.
    0.65 (13.02.21)
      Damage Overview
    • You've asked for it repeatedly, and we're finally delivering. On the right side, there's now a Damage Overview, telling you how much damage each tower type does.
      • All towers of the same type (including all levels) are bundled together for an entry.
      • Tower counts are also listed in here, so you know how many of each type you have.
      • Only the top 10 entries are kept; after that, it prunes everything else off.
      • You can switch between "Total", "Current", and "Previous".
    • In the future, we'll add the ability to select all towers of a type via the Damage Overview, among other tweaks. If you have any suggestions for it, let us know!

    Improvements

    • Korean localization added.
    • Damage pop-ups are now color-coded by element type.
    • While a tower is selected, pressing T will now open the targeting menu, and you can press 1-6 to select a targeting priority from there.
    • In the Customize Towers screen, there's now an option to equip a single hat to all towers.
    • Added a x0.5 speed multiplier option (offline singleplayer only).
    • Added support for 2560 x 1600 resolution.
    • Pressing "Esc" while on the main menu should now be the equivalent of hitting "Back".
    • The Leaderboard now shows each player's avatar next to their names.
    • Added a sound for when players join/leave the lobby.
    • Temple is now 1-Path by default, rounding out Ranked Mode to be four 1-Path maps and four 2-Path maps.
    • Desert Variant paths actually make sense now.
    • Long Paths on Volcano Co-op now move at double speed (instead of triple) and only go to the halfway point instead of trying to cross the whole god darn map.

    Bug Fixes

    • Fixed a bug where searching for a Ranked Game could drop you into an empty game.
    • Fixed a bug where you could join an in-progress game.
    • Fixed a bug where a dead lobby could happen and then wouldn't go away for a while.
    • Fixed a bug where someone could unready at the same time as the last person readying up, causing the lobby to break. To do this, there's now a 1.5 second buffer time before the countdown starts.
    • Fixed a bug where Level 1 Slows could extend the durations of Level 2 Slows.
    • Fixed Teams not ordering up properly at the end score screen.
    • Fixed Game Time continuing after the end score screen appears.
    • Fixed Elementals stacking up the 4th path in 4-Path Co-op if you had more than 4 Players.
    • Fixed a bug where entering lines back-to-back as fast as you could in the lobby chat would murder the chatbox.
    • Potentially fixed a crash error that could occur on certain systems.
      • If you're still having crash errors, let us know!

    General Balance

    • Income Upgrade no longer gives you a flat gold increase at the end of each wave. Instead, it now spawns 20% / 40% more creeps per wave.
      • If you're in Co-op, each upgrade will spawn 10% more creeps instead. Meaning yes, if you have 8 Players and everyone gets Double Income Upgrades, you'll have 160% more creeps. Enjoy.
    • Diminishing Returns increased from 5% to 6% per stack
      • This is to help counterbalance the big buff that Level 1 Debuffs are receiving this patch.
    • Boss Waves will now work the same as all other waves in Multiplayer - whoever clears it first starts the next wave for everyone.
    • Wave Timers are now 3 seconds across the board, regardless of the difficulty. This means towers like Haste and Earth can't both push the wave and stay at max power.
      • Playing on Same Random will reduce Wave Timers by 3 seconds, meaning they're instant. All Random is unaffected.
    • Total Bounty up through Wave 55 has been increased by roughly 10%.
    • HP Scaling has been adjusted to be about 10% higher by Wave 55.
    • Build Times increased by 0.25 seconds for all towers and upgrades. This is mainly noticeable for Buy/Sell in Random.
    • The cost of Level 4 Singles/Periodic are reduced from 15000 to 14000 gold.
    • Wave Order has been adjusted for Waves 1 through 9.

    Tower Balance

    • Arrow & Cannon now sell for 80% of their gold value, just like all other towers. This means you can no longer Buy/Sell Abuse these towers in Pick.
      • Random is unchanged.
    • Arrow damage increased from 45 to 70
    • Cannon damage increased from 55 to 80
    • Light damage reduced from 120 / 720 / 4320 / 43200 to 100 / 600 / 3600 / 36000
      • Consecutive damage bonus increased from 3 / 18 / 108 / 1080 to 5 / 30 / 180 / 1800
    • Water damage increased from 75 / 450 / 2700 / 27000 to 80 / 480 / 2880 / 28800
    • Fire damage increased from 30 / 180 / 1080 / 10800 to 32 / 192 / 1152 / 11520
    • Lightning attack speed increased from 1 to 1.5
      • Damage reduced from 200 / 800 / 3200 to 140 / 560 / 2240
      • Bounce range increased from 1000 to 1200
    • Poison attacks now extend the duration of all existing stacks by 0.1 / 0.2 / 0.4 seconds
    • Ice attack speed reduced from 1.5 to 1
      • Damage increased from 525 / 2100 / 8400 to 800 / 3200 / 12800
    • Mushroom damage increased from 115 / 460 / 1840 to 120 / 480 / 1920
    • Life renamed to Bloom and reworked:
      • Attack speed increased from 0.66 to 1.5
      • Damage reduced from 1250 / 5000 / 20000 to 500 / 2000 / 8000
      • New Effect: When it's not attacking, its damage grows by 20% per second, up to max of 250%. While attacking, its damage drops by 40% per second.
    • Geyser attack speed reduced from 1.5 to 1
      • Damage increased from 600 / 2400 / 9600 to 900 / 3600 / 14400
    • Astral damage increased from 1600 / 6400 to 1700 / 6800
    • Laser damage increased from 4500 / 18000 to 4800 / 19200
      • Damage decrease per nearby target increased from 500 / 2000 to 600 / 2400
      • Max damage drop increased from 2000 / 8000 to 2400 / 9600
    • Flooding damage increased from 350 / 1400 to 375 / 1500
    • Wisp attack speed reduced from 1.5 to 1
      • Damage increased from 600 / 2400 to 750 / 3000
      • Effect Rescaled: Each attack decreases its AoE by 10 but increases its damage by 5%. Caps out after 30 attacks at 200 AoE and 400% damage. Resets after 4 seconds of not attacking.
    • Flamethrower damage increased from 300 / 1200 to 320 / 1280
      • Napalm damage increased from 150 / 600 to 160 / 640
    • Haste max attack speed reduced from 6 to 5
      • Attack speed gain per attack reduced from 7% to 5%
      • Instead of instantly resetting after 5 seconds, it now gradually decreases over 5 seconds.
    • Quake damage increased from 1400 / 5600 to 1500 / 6000
      • Shockwave damage increased from 2800 / 11200 to 3000 / 12000
    • Money has been reworked:
      • Attack speed increased from 0.66 to 1
      • Damage reduced from 5500 / 22000 to 3200 / 12800
      • New Effect: Gains damage equal to 15% / 30% of your Unspent Gold
    • Nova damage increased from 660 / 2640 to 700 / 2800
      • Slow increased from 10% / 30% to 16% / 32%
    • Windstorm damage-per-second increased from 500 / 2000 to 550 / 2200
      • Slow increased from 10% / 30% to 16% / 32%
    • Muck damage increased from 800 / 3200 to 950 / 3800
      • Slow increased from 10% / 30% to 16% / 32%
    • Root damage-per-second increased from 140 / 560 to 150 / 600
      • Slow increased from 10% / 30% to 16% / 32%
    • Corrosion damage amp rescaled from 15% / 45% to 20% / 40%
    • Jinx damage reduced from 1200 / 4800 to 1100 / 4400
      • Bonus damage per tick rescaled from 6% / 18% to 8% / 16%
    • Polar damage increased from 1300 / 5200 to 1400 / 5600
      • HP Burn increased from 8% / 24% to 12% / 24%
    • Incantation damage reduced from 500 / 2000 to 450 / 1800
      • Base damage amp reduced from 10% / 30% to 10% / 20%
      • Solo damage amp rescaled from 30% / 90% to 40% / 80%
    • Periodic damage increased from 40000 to 45000

    0.64.1 (27.01.21)

    • Fixed FFA Notifications always being on, even if you had them set to off
    • Fixed checkbox tooltips only displaying if they're checked on
    • You can now move/rotate the camera while the game is paused
    • Potentially fixed an issue where the game wouldn't actually end, meaning it wouldn't submit to leaderboard or even produce a replay
    0.64 (25.01.21)
      Volcano
    • Look familiar? It should, if you've played Chapter 3 all the way through. The map from Mission 21 has been converted into a Co-op Map! Compared to the other two maps, it's pretty unusual, but once you get the hang of it, all the crossing paths allows for some unique co-op tactics. And if you're wondering how that 3-minute long path works, well... look forward to a speedy surprise!
      Atlantis
    • Of course, we wouldn't release a 3rd map for Co-op without finishing the second one. It only took over half a year, but it's finally been overhauled!
      New Features
    • Added a Paths setting for Co-op Maps. Instead of auto-adjusting based on whether you had 1-4 Players or 5-8 Players, you get three options:
      • Scaling: The number of paths equals the number of players. You get 25 Lives * Player Count. This is the new default option.
      • 4 Paths: Forces there to be 4 Paths active, regardless of player count. You get 100 Lives.
      • 8 Paths: Forces there to be 8 Paths active, regardless of player count. You get 200 Lives.
    • Each Co-op Map now comes with a Reversed version, flipping where creeps spawn and exit.
    • Find Match for Ranked now throws you into a Ranked Queue, meaning you can finally go do other things while waiting.
      • When it finds a game, it should give you a Ranked Notification to confirm to.
      • Do note that if you enter an online game (whether it's singleplayer or multiplayer), it'll automatically boot you from the queue.
    • The option to disable Interest has returned!

    Achievements & Cosmetics

    • Chapter 3 Achievements added:
      • Ungrounded: Beat Mission 15 on Hard without having Earth or Nature Elements in your Loadout
      • Stuck Together: Beat Mission 16 on Hard with all towers built within 1 space of an existing tower
      • Autumn Blitz: Beat Mission 17 on Very Hard in 24 Minutes or less
      • Too Close for Comfort: Beat Mission 18 on Hard without using 1150 Range (or higher) Towers
      • Impenetrable Defense: Beat Mission 19 on Hard without losing any lives
      • Perfect Plan: Beat Mission 20 on Hard without selling your towers, even during Wave Breaks
      • Absolute Knowledge: Beat Mission 21 on Normal using only Level 1 Towers
      • Sorcerer: Clear all Missions in Chapter 3
      • Triumph: Get 4 Stars on every Chapter 3 Mission
    • 3 New Builders added:
      • Forest Spirit - Requires Level 35
      • Griffin - Requires Level 40
      • Lava Elemental - Requires Level 45

    Improvements

    • Loading Screen now features randomized Tips and tidbits.
    • Certain paths on Map Variants now move slower, making Tropical, Autumn, Wasteland, & Winter a bit more fair.
    • Anytime someone leaks, there's now a ping on the mini-map.
    • Adjusted Chapter 4 message to list the newly delayed release date of March 19th.
    • The Long War option is no longer on by default for 1v1 War.
    • Teams, Co-op & War now note that they're not eligible for leaderboard submissions.
      • Once again, we blame Steam Leaderboards for the restriction. Eventually, we may try to fix this, but it's gonna be a while.

    Bug Fixes

    • Fixed a freeze error that could happen with Flamethrower, Vapor & Roots on any map with elevation changes (particularly Volcano).
    • Fixed a bug where a creep could drop to negative HP and result in an unwinnable game.
      • This potentially fixes another issue where, upon game over, the game doesn't "end".
    • Fixed that Leaderboard crash error that kept getting reported over and over.
      • You may notice, when opening the game, the Leaderboard button is greyed out for a few seconds. This is just so it has a chance to connect to Steam so that it won't explode spontaneously.
    • Fixed Campaign Achievements being doable on Easy difficulty.
    • Fixed creeps on the minimap flying off the map if they moved vertically up or down.
    0.63.1 (06.01.21)
      Improvements
    • Tweak to how holding ctrl to max-upgrade towers works:
      • You now have to continue holding ctrl during placement of the towers
      • On the flipside, you no longer have to hold ctrl before selecting off the tower table
      • Additionally, it now works for building your single-element towers off the build bar
    • There's now a change in cursor when holding ctrl
    • Cursor size increased a bit
    • Lobby list now says "Forest V" for variant, or whatever the map is
    • There's now a note that when playing a Map Variant, your score won't be submitted to the leaderboard.
    • Lobby variant description now lists -V, so Forest-V, Lava-V, etc.
    • Adjusted the speed score modifiers on Missions 17 and 18, it should be a little easier to get 4-Stars on them
    • Reversed the outer path on Autumn Variant. It'll still be difficult, but this might make it a bit more possible.

    Fixes

    • Fixed map variants submitting to the leaderboard (they're not supposed to)
    • Fixed replays sometimes loading the map variant even when the game was on the base version
    • Fixed stats page listing Fastest Clear twice
    • Fixed right column on stats page offsetting all the stats and cutting off "Total Money Bonus" from being listed
    • Fixed team notification resetting itself to on every time you boot back up
    • Potentially fixed the issue where someone could join a game after it's already started. In theory. Hypothetically.
      • If you're still running into this issue, please let us know.
    • Fixed an issue where you could get Co-op notifications during a Co-op game
    • Fixed Fire effect listing old tooltip
    • Fixed pause pop-up listing 90% sell instead of the intended 80% sell
    • Fixed a bug where playing a replay could update your Personal Score for that map
    0.63 (01.01.21)
      Map Variants
    • Every FFA & Teams map now features an alternate version of it, all based off the versions seen in the Campaign. Effectively, we're adding 8 New Maps to the game! These variants are generally more difficult than the standard versions, some of them supporting 3 or even 4 Paths.
    • Speaking of paths, some of our maps are designed to be played as 2 Path maps. As such, we're adjusting the Paths option. Instead of choosing between 1 or 2 Paths, you'll now choose between:
      • Standard: Play the map the way it's meant to be played. It'll have 1 or 2 Paths on by default.
      • Advanced: Play an advanced version of the map, containing at least 2 Paths and scaling up to 4.
        • For some of the base maps, Standard & Advanced will be one and the same.
    • That said, you'll no longer be able to play certain maps as 1 Path.

    New Achievements & Cosmetics

    • Each map now has the following Achievements:
      • Alternate: Clear Wave 55 of [Map] Variant on Hard Difficulty
      • Elite: Clear Wave 55 of [Map] Variant on Very Hard + Advanced Paths
    • The Leprechaun & Jester Hats have been updated.
    • 5 New Hats!
      • Ho Ho Hat
      • Double Wreath
      • Viking Helm
      • College Cap
      • Flamingo

    Improvements

    • VFX will no longer render off-screen, which should drastically help end-game lag.
    • Reduced Ranked Requirement from Level 20 to 15.
    • Graphics Options have been added:
      • Anisotropic Filter: Turn it on to improve texture quality at a distance, especially when viewed at an angle. Good for screenshots. Off by default.
      • Shadows: Choose between Hard and Soft Shadows.
      • AO Quality: Ambient Occlusion, aka draws shadows at intersections. Choose between Off, Low, Medium, and High.
    • Adjusted Score Thresholds for some Missions in Chapter 3. Should make 4 Stars a bit easier to do.
    • The paths for 1-4 Players have been adjusted for Atlantis.
    • War Mode Ability Cooldowns reduced by roughly 20% across the board.
    • Added Turkish localization.

    Fixes

    • Fixed FFA Game Notifications sometimes not turning off properly
    • Fixed a bug where players could join an in-progress game
    • Fixed Personal Scores in Singleplayer not saving.
    • Fixed a bug in War Mode where abilities would grow in size with each use
    • Fixed a bug in War Mode where selecting a tower would not only hide the lingering icon, but also "pause" its remaining timer
    • If you cast Dimensional Rift without hitting any enemies, no icon should appear
    • Fixed builders sinking into the abyss in the middle of Grand City.
    • Fixed Atlantis minimap being offset.
    • Fixed Fastest Clear stat resetting itself.
    • Fixed a bug where if you select the Friends tab in the Leaderboard, then switch to a map where you have a replay, it'd automatically load that entry.

    General Balance

    • Diminishing Returns:
      • All Slow & Damage Amp Towers will now have diminishing returns. How this works is, after the first debuff, for each additional unique debuff, all debuffs are 5% less effective.
      • Debuff Effectiveness = 95% ^ (# of Stacks - 1)
    • Default Wave Order has shuffled a bit:
      • Wave 7 is now Fire + Healing
      • Wave 8 is now Water + Bulky
      • Wave 9 is now Light + Cursed
      • Wave 10 is now Earth + Temporal
      • Wave 13 is now Light + Healing
      • Wave 15 is now Earth + Shield
      • Wave 22 is now Nature + Healing
      • Wave 23 is now Earth + Undead
      • Wave 25 is now Light + Bulky
      • Wave 31 is now Light + Shield
      • Wave 32 is now Water + Temporal
    • Tier 2 Singles cost increased from 650 to 675
    • Tier 3 Singles cost increased from 2250 to 2500
    • Tier 4 Singles & Periodic cost increased from 12250 to 15000
    • Cursed attack speed reduction raised from 10% to 15% per stack
      • Duration reduced from 15 to 10 seconds
    • 2-Path maps in Ranked Mode no longer have +3 seconds added to the Wave Timer.
    • Autumn's map layout has been adjusted a bit.

    Tower Balance

    • Arrow damage reduced from 50 to 45
    • Cannon damage reduced from 60 to 55
    • Darkness damage reduced from 300 / 1800 / 10800 / 108000 to 280 / 1680 / 10080 / 100800
      • HP Damage reduced from 10% to 5%
    • Fire damage growth per second increased from 0.5 / 3 / 18 / 180 to 1 / 6 / 36 / 360
      • Reset time reduced from 4 to 3 seconds
    • Blacksmith damage reduced from 500 / 2000 / 8000 to 450 / 1800 / 7200
      • Damage buff rescaled from 10% / 20% / 100% to 10% / 30% / 90%
    • Well damage reduced from 500 / 2000 / 8000 to 450 / 1800 / 7200
      • Attack speed buff rescaled from 10% / 20% / 100% to 10% / 30% / 90%
    • Trickery damage reduced from 375 / 1500 / 6000 to 325 / 1300 / 5200
      • Clone damage rescaled from 40% / 80% / 400% to 36% / 108% / 324%
    • Infernal damage reduced from 700 / 2800 / 11200 to 650 / 2600 / 10400
    • Haste reset time increased from 4 to 5 seconds
    • Flooding damage increased from 320 / 1280 to 350 / 1400
    • Money damage reduced from 6000 / 24000 to 5500 / 22000
    • Impulse damage increased from 2000 / 8000 to 2200 / 8800
    • Golem damage increased from 2500 / 10000 to 3000 / 12000
      • Downtime increased from 3 to 4 seconds
    • Nova Level 2 Slow increased from 20% to 30%
    • Windstorm Level 2 slow increased from 20% to 30%
    • Root Level 2 slow increased from 20% to 30%
    • Muck Level 2 slow increased from 20% to 30%
    • Jinx Level 2 bonus damage increaased from 12% to 18%
    • Corrosion Level 2 damage amp increased from 30% to 45%
    • Polar HP burn rescaled from 10% / 20% to 8% / 24%
    • Incantation Level 2 damage amp increased from 20% to 30%
      • Solo damage amp increased from 60% to 90%
    • Periodic damage increased from 38000 to 40000
    0.62 (19.12.20)
      Campaign
    • Chapter 3 has arrived, with 7 New Missions! Hold your ground across snowy mountains, overgrown ruins, cities of autumn, and more. Experience your hatred of Cursed Creeps like never before, as well as new Creep Types not seen in the standard game!
    • All Triple Element Towers now have two Specializations you can choose between.
    • Additionally, the Campaign has received several other fixes and updates:
      • Wave Preview Icons now display individual timers, so you can tell when each sub-wave is going to spawn.
      • Wave Break Messages have been updated to be more helpful, or just outright troll you.
      • Fixed an exploit that let you gain more Unlock Points than intended. This finally fixes fluctuating Unlock Points for players.
      • Fixed a bug where, if you hovered over a Specialization Icon and then a Tower Icon, it'd continue to display the Specialization Tooltip even if the tower was mismatched.
      • Fixed Wave Clear messages sometimes showing up early in a wave, if you kill all creeps while waiting on the remaining sub-waves to spawn.
      • Chapter 2 bounty reduced by 20%.
      • You now start with 75 Lives on all Chapter 2 Missions.
      • The time between waves has been about cut in half, meaning the speed-based achievements in the Campaign are much more doable than before.
    • The following Specializations have been tweaked:
      • Darkness Spec 1 reduced from +35% to +30% damage
      • Darkness Spec 2 reduced from 20% to 15% HP damage
      • Geyser Spec 1 number of attacks need to proc effect increased from 3 to 4
      • Geyser Spec 2 ability AoE reduced from 750 to 600
      • Life Spec 1 changed to increase damage by 50% if you have 25 Lives or less

    Improvements

    • Builders now react with the height of the terrain.
    • Fog of War is now somewhat adaptive, meaning it'll black out non-relevant parts of the map, particularly if you're playing solo or in War & Team War Modes.
    • Score label in the top-right now says Boss Score instead of Ronald Score, in case you're not using the Ronald Skin.
    • The Region of each player is now listed in the Lobby.
      • Note, this doesn't change the actual Region of the hosted game, just roughly what to expect lag-wise.
    • In War Mode, when you use Nuke, Frost Zone, or Dimensional Rift, it'll now display an icon over the targeted location with a timer, so you know when they'll end.
    • War & Team War Lobbies no longer list Very Hard Difficulty in their lobby/notification description, since it's locked in anyways.
    • In Teams Mode, if you're on the second slot, your Elemental Bosses will now always spawn out of the second portal.

    Bug Fixes

    • Fixed an issue where you could get spontaneously disconnected from Ranked Games.
    • Fixed an issue where it was possible to join the lobby of an in-progress game.
      • If this is still happening, please let us know.
    • Fixed a bug in Ranked where the pop-up at the end of the game would display the wrong MMR Calculations.
    • Fixed a bug in Teams Mode where, if the first player in a team gets disconnected, all remaining creeps for that team would be permanently Hyper Boosted.
    • Fixed a bug where, if a Geyser Tower landed a kill on a Splitter Boss with its ability, it'd partially launch it upwards, causing all of its remaining subdivisions to walk on the air.
    • Fixed a bug where loading from checkpoint would give you the wrong wave's Preview Icons.
    • Fixed a rare bug where Disease could fully heal a creep or boss back to full health.

    Audio

    • The game's Music has been updated! A bunch of new tracks were added, while some were culled.
    • Music has been optimized, so even though there's more tracks overall, it should take less memory than before.
    • Every Campaign Mission now has a unique Intro Theme.
    • Lastly, the sounds for Game Over, Mission Clear, & Buy Customization have all been replaced.
      • RIP "That's a bad omen". It will be missed. But someday... it will return. With a vengeance.

    Ranked Mode

    • In an effort to prevent new players from jumping into Ranked and getting slaughtered, as well as make it easier to find Ranked games, the following changes are being made:
    • The Level Requirement for Ranked has been increased from Level 10 to Level 25.
    • You can now receive Notifications for Ranked Games. Once you hit Level 25, this'll turn itself on by default. Like all other Notifications, you can toggle it off.
      • Just like the standard search queue, you'll only be notified of a Ranked Game if you're within 225 MMR of the challenging player.
    0.61 (04.12.20)
      Improvements:
    • On/Off Modifiers in Singleplayer & Lobby settings changed from dropdowns to checkboxes.
    • Essence in the top-right HUD now lists "Spent / Max".
      • It'll still list the actual Essence Upgrade Picks in the Scoreboard, just like before. This is for distinguishing the total number of Essences you have and are capable of getting.
    • In the Campaign, the wave display at the top now lists the total number of waves in the Mission.
    • Friendly indicators replaced with a colored outline, instead of a big blocky shield.
    • There is now a sound for when an enemy leaks, provided your viewpoint is near or on the respective portal.
    • Minor visual improvements & optimizations on several maps.

    Achievements

    • First War - Win 1 Game of War Mode
    • War Veteran - Win 5 Games of War Mode
    • Master of War - Win 25 Games of War Mode
    • Elemental Diversity - Cast all six War Mode Abilities at least once in a single game in War Mode
    • Total Stasis - Catch 20 creeps in stasis with a single Dimensional Rift in War Mode
    • Annihilation - Blow up 10 of your Opponent's Towers at once with a single Nuke in War Mode
    • Mega Killer - Kill a total of 10 Mega Creeps in War Mode games
    • Full Counter - Decrease the opponent's lives by 15 in a single wave in War Mode
    • Domination - Win a War Mode game without losing a single life
    • Win Streak - Win 3 Ranked Games in a row

    Cosmetics

    • New Builder - Burning Skull
    • New Builder - Trident Fighter
    • New Hat - Trident Hat
    • New Trail - Lightning Trail
    • New Trail - Path of Ice
    • New Trail - UFO Squad
    • New Wings - Snakes of Wrath
    • New Wings - UFO Guards

    Bug Fixes

    • Fixed drag-building letting you bypass the Tower Limit in Teams, Co-op, War, & Team War Modes.
    • Going past the threshold for an Achievement will now award you properly for it.
      • This is retroactive, so if you're missing Achievements from this bug, they should be awarded properly upon booting up the game.
    • As lobby host, you can no longer input any commands after the countdown starts, preventing you from doing last second changes to the settings or last second player switching (which broke the game previously).
    • If someone quits a lobby, it'll now unready everyone else, which fixes a bug where games could start preemptively.
    • Fixed new players in a lobby showing up as Red in the chat before they type anything.
    • Fixed a bug in Campaign where loading a checkpoint wouldn't reset the clock, thereby making the speed clear Achievements an absolute pain to get.
    • Fixed a bug where, if you joined a lobby via notification while you were in-game, the lobby would be displayed incorrectly.
    • Fixed a bug where, if you played Boss Hunt length, and then a game on a different length, the Boss Score indicators in the top-right would appear from the start of the game and remain there the whole game.

    War Updates

    • Hyper Boost duration reduced from 5 to 2 seconds
      • Speed boost increased from 100% / 133% / 200% to 200% / 266% / 400%
    • Frost Zone duration increased from 15 / 20 / 30 to 30 / 40 / 60 seconds
      • AoE reduced from 600 to 300
    • Rejuvenation heal reduced from 50% to 25% / 33% / 50%
      • Cooldown rescaled from 150 / 125 / 75 to 120 seconds
    • Spawn Mega HP reduced from 1000% to 400% / 533% / 800%
      • Cooldown rescaled from 150 / 125 / 75 to 150 seconds
      • Movement speed increased from 50% to 75%
    • Long War option added:
      • Increases the starting lives from 50 to 100
      • For Team War, this is now the default option
    • Team War Wins stat added
    • Hostile indicator size reduced, should no longer badly obscure towers.
    • Fixed a bug where Elemental Bosses were being affected by Hyper Boost & Rejuvenation.
    • Fixed a bug where having a Mega Creep out while someone uses Dimensional Rift on the last creeps of a wave would stall it, requiring said creeps to die before next wave would start.

    История раздачи

    [url=tracker.php?rid=23100104]Мои раздачи[/url]Патч 1.2.0 - 1.2.1 => Патч 1.2.1 - 1.4.1 => Патч 1.4.1 - 1.4.3 => Патч 1.4.3 - 1.5.0НЕ УХОДИТЕ С РАЗДАЧИ!!!не могу сидить 24/7...
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