Full notes
Full MK-ULTRA Psychic Defense update
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What changed
- Balance
- Gameplay
- UI and audio
- Fixes
MK-ULTRA Psychic Defense changes
## Balance changes
**Pyramid re-anchored.** Attack speed 0.5 → 0.75 (plus a fix that was
silently running towers on default stats instead of their real ones). The
first tower now holds the opening.
**Kills now pay Gnosis.** Every kill earns Gnosis (was: nothing). The
wave-clear bonus is smaller and flatter, so income follows *defense*, not
just survival. A working defense compounds; a leaking one starves.
**Lives cut 100 → 25.** Lives are now the punishment for a failed defense,
not a bottomless health pool. Leaks are felt wave-by-wave.
**Opening normalized.** Removed the 5–11 enemy wave-1 seed lottery — no
more auto-lost openings decided before you act.
**Enemy HP curve softened** (growth 1.15 → 1.13) so tower scaling can track
the late-game curve. The wave-6 death cliff is gone.
**Steeper placement scaling.** Repeated same-type placement costs escalate
faster (0.6 → 0.9 per placement) — spamming one tower is now a real
decision.
## NEW: Tower Upgrades (the Gnosis sink)
Click any placed tower and the inspector popup now has an **UPGRADE** button.
Spend Gnosis to level a tower — each level adds damage, attack speed, and
range, with no cap. Cost rises per level, so there's always a worthwhile next
rung to buy. Upgraded towers sell back for 50% of everything you've invested
(placement + upgrades). This is where your banked Gnosis goes.
## Bug fixes
**Tower inspector now shows the attack value.** The popup was reading the
wrong place and showing "(support)" for towers that very much do damage.
Attack damage and attack speed now display correctly, including live
post-upgrade values.
Fixed towers silently running on default stats instead of their configured
TowerStats (this was the root cause of the weak opening).
Source
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