Full notes
Full Project Myriad update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- UI and audio
- Maps
All high scores should be wiped clean after you update. I apologize for any inconvenience. While the game is in early access I will be clearing high scores for testing purposes.
Bug Fixes
Tool Tip should now correctly appear when you scroll over a tower during a level.
Grayish-Blue tower (now light blue and known as the Cold Tower) will now shoot the projectile it was supposed to and add the slow effect it was supposed to.
Fixed a bug where all towers were gaining additional damage as if they had been upgraded an additional time.
Fixed a bug that caused towers that damage enemies in a line to deal double the damage as intended.
Area tower attack area markers should no longer appear 10 pixels above the tile they are damaging units on.
Fixed a bug where damage and speed increase auras weren’t displaying properly. The damage and speed increases were working just the indicators weren’t appearing.
Fixed a bug where area towers weren’t doing the right amount of damage when setting the game speed higher.
Fixed a bug where the blue (now wave) tower was not spawning its weapon in all tiles within its range.
Fixed a bug where the star/boss wave was granting more resources than intended.
UI Changes
Added language support for Spanish, French, German, Italian.
Pause Button removed because the new menu toggle will pause the game. Pressing space will also activate the menu toggle.
Most of the UI was updated to get ready for achievements and other game modes being added.
When selecting a tower the upgrade option will now display on the right. In addition the UI will display how the current tower is performing.
Game Mode Changes
When picking towers I originally thought that having a skill tree style for picking would provide interesting choices. This didn’t really work as intended as some towers were hard to balance based on their position. Others required weak towers to be selected that you would then never build. I’ve changed it so that you can pick any towers now and towers are organized by type. This will allow me to balance towers individually so that they will have optimal levels and level placements to be used as I had hoped originally.
Added two more levels with the new “Minus Tile” that deal damage to units for you!
The Star Enemy will now cost you 2 end tile points instead of 1. Building single target towers is supposed to be a requirement. Right now you can ignore the star wave and still make it semi-far so I decided to make it more threatening.
General Tower Changes
The game was feeling too easy. In addition to fixing the increased damage bug many towers are being changed to more accurately fill the roll they are meant to. The goal here is that towers should have specific positions where they are optimal. Towers that can be placed all over the board will have their power level reduced either by range or damage or functionality. Details below, however it is not necessary to read through this, the in game tool tip reflects all the new changes and now displays effective damage per second.
Towers can now only be upgraded 3 times. The increased enemy health should make it so that you aren’t always just maxing out every tower and thus you will not need the last upgrade.
All line towers will now check for targets in 360 degrees. I limited it to hexagonal directions because I thought the game would look weird shooting through other towers because of the 3D effect I was going for. They were bugged and shot through towers anyway and it looked fine so I’m just going to keep it that way and let them shoot in 360 degrees for now.
All towers have been given names and visual updates. In the future I will try to put specific numbers for range and cooldown changes but for this patch it’s just the descriptions of what is changing. All information is available in game.
There are now 20 total towers instead of 18!
Specific Tower Changes
----- Single Target Towers -----
Missile Tower (Previously the Redish-Pink Tier 3 Single Target Tower) In an attempt to build a beginner set of towers that share a color hue this towers functionality is being changed to just a basic hit for damage. I reduced build cost for early mazing. Larger upgrade cost increases late game damage.
Cold Tower (Previously the Grayish-Blue Tier 2 Single Target Tower) This tower wasn’t previously working but should be now. Also I lowered the cost and damage and increased the length of the slow. This tower should be able slow at least 3 targets at once depending on positioning.
Mortar Tower (Previously the Brownish-Yellow Tier 3 Single Target Tower) Originally the point of this tower was to provide a weaker tower that would spike in damage as the game went on. This is much better done with the missile towers new design. So the design of this tower will reflect that of the original redish-pick tower, which was to do more damage at a greater distance. The point of that mechanic was to incentivize different styles of mazing. To really hit this idea home I will be giving this tower a minimum distance to hit something. Damage no longer scales will range but this tower will deal more damage than another equal cost tower would at the same range.
Poison Tower (Previously the Magenta Tier 1 Single Target Tower) This tower is mostly unchanged, I just tweaked it a little bit.
Strike Tower (Previously the Purple-ish Blue Tier 3 Single Target Tower) (New Color Scheme) So the idea was to have a high power melee tower. Because the cooldown was too low this backfired and the tower became the automatic best single target tower. I have increased the cooldown significantly and reduced the damage a bit. Its role should now be more towards the end of a maze to make sure you get that last hit on an enemy, as opposed to just melting every enemy it touches.
REMOVED Green Tier 1 Single Target Tower This tower did damage based on the number of surrounding enemies. This makes it so that as a single target tower it could be placed where an area tower would be. This was useful for decision making when the towers were aligned in a tier system. Without that system you will always just want an area tower.
REMOVED Dark Purple Tier 3 Single Target Tower Similar to the green tower, though not as intuitive, this tower was meant to take the place of a line tower in a less efficient way as part of the tier system. Its functionality is no longer needed.
----- Line Damage Towers -----
Fireball Tower (Previously the Red Tier 1 Line Damage Tower) Cost and upgrade cost are changing to allow you to build just a level 2 fireball tower for wave one if that is something you wish to do. It’s something a lot of other tower defense games offer so I wanted it to be an option.
Storm Tower (Previously the Apple-Green Tier 2 Line Damage Tower) (New Color Scheme) Tower’s functionality stays the same. I decided to shorten up the range and decrease the cool down.
Blade Tower (Previously the Cyan Tier 1 Line Damage Tower) (New Color Scheme) This tower just always felt like a weaker option than the Fireball(Red) tower. I increased the cost which will increase the damage output so that it can occupy a higher cost spot in someone’s group. In addition the weapon will now shoot across the whole screen. The damage for increased distance caps off at around 7 tiles to keep the damage ramp similar to the original tower.
NEW! Shadow Tower This tower deals increased damage for having fewer active enemies. This means it’s more useful towards the end of the maze and it helps those that are having difficulty killing the star/boss wave.
Life Tower (Previously the Dark/Forest-Green Tier 3 Line Damage Tower) The functionality of this tower will stay the same. I am adjusting range, cooldowns etc.
REMOVED Teal Turquoise Tier 3 Tower This tower was terrible and didn’t really have a purpose. I’m removing it to give room for other towers.
----- Area Damage Towers -----
Thorns Tower (Previously the Bright Pink Tier 2 Area Damage Tower) The damage over time effect was too fast and thus this tower could be placed almost anywhere. The goal is to make this more of a beginning of the map tower so the initial damage was removed and the damage over time effect will take longer to deal its damage. Reduced cost to 90 to make it pair with a 10 cost tower as an opener if possible on a map.
Wave Tower (Previously the Blue Tier 1 Area Damage Tower) This tower mainly got a graphical update. Also it wasn’t always spawning all of its damage markers so I fixed that. It should go 2 hexagons deep in all 60-degree incremental directions and 1.5 deep off the corners.
Shock Tower (Previously the Yellow Tier 1 Area Damage/Stun Tower) This towers functionality will stay the same though I am reducing the damage and increasing the cooldown a bit.
NEW! Reaper Tower This tower will deal increased damage the lower the health of the enemy is.
NEW! Mushroom Tower This tower places mushrooms on the path hexes around it. When enemies run through them they take damage. When no enemies are present for each cooldown the tower will add more mushrooms to that tile.
----- Support Towers -----
Resource Tower (Previously the Orange Tier 2 Support Tower) The goal of this tower was to create a way to maze that wouldn’t cause any changes in damage and give you the bonus of generating additional resources. To try to achieve this goal more accurately this tower now costs 10 and has no upgrades. Instead of generating additional resources based on a kill in the area it will instead automatically generate 1 resource every 3 seconds.
NEW! Block Tower This is a free tower non damaging tower that you can use for mazing. Since there isn’t, and won’t be, a selling mechanic in the game I wanted to provide a way for people to complete their mazes on levels that are particularly tricky or more open. The downside is once this tower is placed that hex will never deal damage.
Speed Boost Tower (Previously the Light Green Tier 2 Support Tower) (Color Scheme Change) Damage Boost Tower (Previously the Purple Tier 2 Support Tower) The goal of the speed tower and the damage tower were to create a high cost mazing towers that would give a bump in damage/speed to other towers. Since I am removing levels from support towers it opens up my ability to just make each of these towers cost a high amount to build and then you don’t have to worry about them from then on.
NEW! Clone Tower This tower will randomly selects a tower from your pool and clones it. Damage is adjusted for the lower cost of this tower but the functionality remains the same.
Source
Changelog.gg summarizes and formats this update. How we read updates.
