In this update7
Full notes
Full FrankenStorm TD: Prologue update
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What changed
- Events
- Balance
- Gameplay
- Fixes
FrankenStorm TD: Prologue changes
New Features
Salvage set editor! See a detailed preview here
Trashing salvaged doodads now refunds 50% of their Salvage Point cost
Season 2 is here! Details follow...
Season 2 details
Highscores for the v1.0 leaderboard are now locked permanently, including for any in-progress saved games, and are only viewable for history.
A new v1.1 leaderboard is available, and the all time leaderboard continues to be available both for viewing and setting new highscores.
For a highscore to be eligible for the v1.1 leaderboard, you must not have any salvaged doodads from past seasons equipped. That means you must use a salvage set consisting entirely of new doodads, although you can use salvage points earned in the past to help salvage these new doodads.
Balance Changes
All balance changes below only affect newly found doodads, unless otherwise mentioned.
There are significant nerfs to the most powerful strategies from season 1, with the goal of reducing the highscores by more than 100 waves, bringing things closer to the original intended game duration.
Enemy changes
Movement speed increase per wave has been reduced by 20%
The rate that the number of enemies per wave increases has been reduced by ~20%
The minimum effective enemy chance and life multipliers have been increased from -90% to -80%, now matching the minimum effective movement speed multiplier
Doodad and Gadget changes
Fixed an oddity where a Doodad's dodge penalty was worse than a Gadget's
Before: Doodad 3-4% dodge; Gadget 2-4% dodge
After: Doodad 1.5-2% dodge; Gadget 3-4% dodge
Tinkerer's Gadget prefix weakened from 7-9% chance to 6-8% chance
Removed Reach (attack radius) suffix from Gadgets. It is now only a prefix
Removed Violence (explosion radius) suffix from Gadgets. It is now only a prefix
Violent (explosion radius) prefix on Gadgets improved from 0.25-0.35m to 0.4-0.6m
Removed Escalating Violence (explosion radius over time) suffix from Doodads. It is now only available on Gadgets
Nova (chance on hit to nova) prefix on Gadgets weakened from 4-7% chance-on-hit to 2-4%
Penalties related to spawning Brutes / Hounds / Hawks have had their chances increased:
Doodad penalties increased from 7-10% to 10-13%
Gadget penalties increased from 10-15% to 14-20%
Masterpiece changes
Lightning Rod reworked and weakened:
Before: Multiple rods would increase the armour shred per hit, and the total shredded amount was uncapped
- AfterArmour shred is fixed to -1% per hit. The total shredded amount is capped at -250% - -200% per rod. Multiple rods add their caps together (e.g. -220% + -240% = -460% cap)
Nova Core changed to make it harder to achieve enormous novas with only a few % attack radius Gadgets:
Before: -75% - -65% attack radius
After: -2m attack radius AND -50% - -40% attack radius
Snow Day weakened:
Before: -25% - -10% attack speed AND -40% - -25% move speed
After: -30% - -20% attack speed AND -30% - -20% move speed
The following masterpieces have had their randomised penalty removed:
Unstable Acceleration
Fanaticism
Cable Runner
Induction
Cable Runner weakened (considering the removed randomised penalty) from 0.5 wires per wave to 0.25
Focus Distributor improved:
Before: +3m explosion radius AND -75% - -60% hit damage
After: +3-4m explosion radius AND -65% - -50% hit damage
Arrival Party improved from 1 fireworks to 8-12
Stasis Trap improved from a 1.5s stun to 5s. This change also affects legacy Stasis Traps
Induction improved. It now additionally grants 3-5 Towers and 7-10 Wires
Other Changes
The shielding penalty has been reworked. This change also affects legacy doodads with shielding penalties. Here's the new stat description:
Enemies have +X% chance per second to gain 10% of their Max Life as Shield
The sprinting penalty has been reworked. This change also affects legacy doodads with sprinting penalties. Here's the new stat description:
Enemies have +X% chance per second to gain 50% Speed for 1.5 seconds
Towers have been changed to have their attack and burst cooldowns continue to tick down even while they're disabled by Scientists - they simply won't shoot until the disable ends
Source
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