In this update3
Full notes
Full Outhold update
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What changed
- Balance
- Gameplay
Outhold changes
We've just pushed a new patch, bumping the version to 1.0.4. This update focuses on improving the balance in a number of areas that we've been getting feedback about.
There are two issues that we're aiming to address with this update, as we'll get into below.
Unable to progress after having maxed out all available upgrades
If you don't end up landing on a good enough build, there's a chance you'll get stuck in a state where you're gated from progressing any further, because you don't have any upgrades left to spend your tokens on.
While we do want there to be some strategy involved in making a build that can get you past the next hurdle, we also understand the bad feeling of having to abandon the build you've been investing into.
The incremental aspect of the game is meant to be there to eventually help make you strong enough. To help with this, we've increased the max level of many of the essential upgrades in the upgrade tree. This will allow you to spend more of your tokens, so that you always have something to farm towards even when stuck.
We've also added more build slots to levels 4-10, to give more optionality in placing towers in a way that fits your current build. We've also made more of these slots pre-enchanted, to help give a bigger power boost.
As an example, here's how level 5 will look now. You'll find to extra build slots right at the enemy entrance, and two extra light enchanted slots to play around with.
A couple upgrades are "anti-synergies" and could end up ruining your build
A few of the upgrades in the tree have been designed in a way to increase power in a specific way, in exchange for drawbacks in other areas. These are often trickier to fit into your build, but can help out a lot if you can find the specific synergies with it.
What can easily end up happening however is that you pick one of these in passing, not realising the effects they have on your specific build. After all, this is how most other incremental games are played, you're expecting to always get stronger no matter what you pick in the tree.
We've updated most of the upgrades that run into the risk of being anti-synergistic. As an example, the way that the Combust mechanic previously worked is that it consumed all burn ticks to instantly deal the damage and triggered an explosion. This was great in builds that focused on getting out quick bursts of damage, but completely ruined builds that were aiming to stack up a big burn over time.
Here's how the updated Combust works:
Now there's no longer any drawbacks to triggering a combust, as it is a pure damage addition to the on-going burn stack.
As an aside, we've changed the way burn works to always be stacking by default (and not require the "Burn Stacking" upgrade). Fire Towers were a bit unintuitive in how they worked previously. Without the burn stacking upgrade, placing a Fire Tower next to another one would have almost no effect at all to your damage, since it would only end up basically replacing the previous burn effect.
With this new change, placing more Fire Towers should always provide a benefit.
Keep the feedback coming
We'll continue to do what we can to make the best game possible based on the feedback we're getting.
We know that one of the
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