Full notes
Full ASCII Tower Defense update
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What changed
- Compatibility
- Gameplay
- UI and audio
- Performance
- Balance
ASCII Tower Defense changes
Hi all! It's been a bit since I gave everyone their beta keys, so I thought I'd make an update on the changes since then!
First some big ones. Based on feedback, I added:
A fast forward button
A discount on your first tower of each type on easy mode
Better descriptions on some of the towers (and some typo fixes)
Fixed a decent amount of crashes, errors, and other stuff (WOO!)
Found a couple blatantly overpowered towers and overpowered waves
For some changes: The regen creeps have now had their regen cut when they have higher health, since their regen is based on their max hp. Based both on feedback (and my own testing), regen creeps became very hard to deal with if you didn't counter them with the right path Melee tower. This shouldn't be as necessary now. It may still be hard, I still want more feedback to make sure it's getting there
I added a hotkey for pausing and unpausing (escape) and selling (backspace). There is a slight delay between being able to pause and unpause.
A bunch of balance fixes, but especially one to the Fervor tower. Both sides now are affected by fire rate increases on their total fire rate, rather than just their base. This was for two main reasons. One, because it just feels good on the fire rate tower to put a fire rate thing next to it and watch it skyrocket. And two, because there was an unintentional combo between the Right Path fervor tower and attack speed buffs, where the base fire rate would increase significantly, but the fervor buff (or debuff, in this case) would not. So you'd end up with some WILD attack rates that would never decrease. Now you get those wild attack rates, but they decrease as expected. Also, when I did some more math the right path also just had more damage overall at all points. So I made their worst point (ie: attacking the same target for a long time) a good amount lower, but their high point (attacking a new target) the same or better.
Thanks to my testers again for finding some weird bugs, including:
Selling multiple towers, then hovering over them and then placing a tower would instantly remove path blocking during the wave
Some projectiles not waiting correctly to disable themselves, making some create massive lag as they create errors.
Some save game issues with Prestige
Some issues with saving what your highest unlocked prestige was between launches
If you had a previous save file on Prestige Difficulty, beating will not unlock the correct difficulty. You will have to restart it to unlock the correct levels
The game is now in a mostly finished state. Next is to make a trailer and get the game shipped!
As always, I deeply appreciate all of you testing this! If you aren't having fun with the game, let me know so I can make it better, even if it's post-launch =)
Source
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