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Full Kingdom Rush 5: Alliance TD update
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Repeated intro
Hello Generals,
What changed
- Events
- Gameplay
- Maps
- Balance
Kingdom Rush 5: Alliance TD changes
We’ve been keeping a close eye on the discussions around Dragon Wars, and decided to make a few more changes to the campaign. We want to be transparent with you regarding the recent changes and the reasoning behind our balancing process.
Why the changes?
Since the campaign went live, we’ve seen a lot of frustration regarding gold flow, tower holders and some brutal difficulty spikes from the evolving enemies. While we know our hardcore veterans live for that kind of challenge (and we love that about you) we realized that for a huge part of the community, those spikes felt less like a fair challenge and more like a brick wall.
We want to be clear: our goal isn't to make the game easier. We’ve adjusted things like gold flow, added some extra tower holders and smoothed out those evolution spikes by removing instakill invulnerability, to find an experience that is tough but fair.
Latest Changelog:
Map: Visual glitches fixed
Stage 2
Boss tower stun skill during the campaign reduced by 5 seconds.
- Boss fighttower stun cooldown increased from 5s → 6s.
Murglum tower stun duration reduced from 10s → 8s.
Boss Murglum HP reduced from 13,000 → 12,000.
Warden Tower:
Warden tower "increase dmg" level 3 cost 600 → 500
Increase rate level 3 cost: 500 → 400
Added two new tower holders (giving the player more options to prepare their defense).
Steam post image Stage 3
Removed the need to pay to unlock the locked tower holder.
Added two new tower holders (giving the player more options to prepare their defense).
We’re Listening
We’re going to keep monitoring the balance closely. If you feel we’ve overcorrected, keep the feedback coming. If you’re enjoying the changes, please consider leaving us a review on Steam. It really helps the team and lets us know we’re moving in the right direction. Thanks for playing!
Source
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