Full notes
Full Project Myriad update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
- Performance
- UI and audio
- Maps
High Scores and any other save data have been cleared for this patch. Thank you for your patience as I tune the game properly.
Bug Fixes
Many tower damage per second stats were either calculated incorrectly or displaying incorrectly. They have been fixed.
Fixed a bug that was causing towers outside of the range of the damage boost and speed boost towers to still be boosted.
Adjusted the pathing algorythm for enemies. There were some levels where they were taking inefficient paths. It's still not 100% for example the pathing can be weird on Diamond Ring.
Fixed a bug where mushrooms weren't growing correctly 3 tiles deep on 20 degree angles from the mushroom tower.
The game should no longer crash when building a clone tower as it will no longer try to clone itself.
New Content!
Freeze Tile! This tile will freeze your enemies when activated. The cooldown is long, but it helps you maze.
Flying Bug Tile! This tile will periodically spawn an enemy that flies over your towers!
Cannon Tile! Once activated this is a new permanent tower that deals bonus damage to bosses.
Rubble Tile! This tile is filled with rubble that must be cleared before you can build here.
New Level! Diamond Ring
New Level! Slime
New Level! Swarm This level may be unbeatable. I wanted to let everyone try before I tried something different.
New Level! Chainmail
New Level! Ice Cube
New Level! Battlecruiser
New Level! Field of Dreams
New Level! Crumbs
New Level! Pyramid
New Level! Altogether Now
Updates
Restart button has been added to the right side of the menu overlay so you can restart without having to go back to the level select screen.
Game Speed button can now be used to increase speed to x3!
If you click the starting enemy tile to start the wave early, resource tiles will now generate resources for the time you skipped. This way building a resource tower doesn't force you to wait to spawn the wave on it's own.
Added error messages to explain why you can't build in certain places or if you don't have enough resources.
Hitting space during play will now pause without the menu overlay, hitting escape or clicking the menu button will still pause and bring up the menu overlay.
Selecting the resource tower will now show how many resources have been generated.
There are now icons and tooltips on the level select screen explaining what the special tiles do.
You should now be able to click off of a tower using either the left mouse button or the right mouse button, previously this was just the right mouse button.
Add a toggle to the menu overlay during a level that lets you show current enemy health as a number in addition to the bar.
Removed Clone Tower from the pool of towers for random mode. Random Mode is random enough.
When you upgrade a tower that tower will now stay selected so that you can upgrade it multiple times without having to click it again. It's range however will still disappear.
Enemy Balance Changes
Enemy Health Increased The health of all enemies is being increased accross the board. I like the feeling that you have to build almost every wave or get behind so the health of enemies in earlier waves is getting buffed by a higher percentage than later on. Reaching wave 30 is going to be the goal of the game, so I want reaching wave 40 to be difficult except on certain maps that are built to assist you. I will keep tuning enemy health until this is true. Also Boss/Star health is about where I want it so those waves, especially later on, will be getting less of an increase if any at all.
Speed Wave enemies have had their speed increased by about 7% and their health reduced to compensate. They just don't feel fast enough.
Minus Tile damage has been reduced. It's meant as a helper, but right now it does so much damage it basically plays for you.
Tower Balance Changes
Missile Tower
Range decreased to 2.45 from 3
Cooldown increased from 1 to 1.1
Cost changed from 30 / 70 / 110 / 150 to 20 / 70 / 120 / 170
DPS changed from 7.3 / 24.4 / 51.3 / 88 to 6 / 26.9 / 62.9 / 113.7
The goal here is to push each tower more towards their unique role. The missile tower is meant for early mazing, which should be easier with a lower initial cost. Then it has a high upgrade cost so that it stays relevant in the late game, unlike some other towers. Reducing the range makes it so it can't reach over maze lanes, a role meant for other towers, and allows me to increase the damage output. Mazing towers should be more useful now that enemy life is increased.
Cold Tower
Range decreased to 3.75 from 4
Cooldown increased from 1.25 to 1.3
Cost changed from 10 / 45 / 80 / 115 to 10 / 30 / 50 / 70
DPS changed from 1.3 / 7.1 / 17.3 / 32.1 to 2 / 7.8 / 17.6 / 31.3
This tower used to have it's damage cut by 70% to compensate for the cold effect. Through testing this seems like overkill. By reducing the cost of the tower the algorythm I made to calculate damage will automatically reduce the damage. Spending a lot of money late game to get a small increase in DPS was never where this tower should have been anyway. The range is being adjusted to match the poison tower's change. The cooldown is being slightly adjusted to change how frequently the tower will hit the same target before switching.
Mortor Tower
Range decreased to 4.75 from 5
Cost changed from 90 / 130 / 170 / 210 to 90 / 120 / 150 / 180
DPS changed from 16.5 / 40.3 / 71.5 / 110 to 20.3 / 47.4 / 81.2 / 121.8
This tower's range was just out of control, however this tower's role supposed to be the go to tower for long range, so some of the other single target tower's range will be decreased to compensate. The DPS shown in game wasn't accurate so the change to DPS shown here is the actual change. Upgrade cost is being reduced because in general I am reducing all upgrade costs that were above 200.
Poison Tower
Range decreased to 3.75 from 4.5
Cost changed from 50 / 75 / 100 / 125 to 60 / 90 / 120 / 150
DPS changed from 2-24.4 / 5.1-61.1 / 9.2-110 / 14.3-171.1 to 2.3-23.5 / 5.9-58.7 / 10.6-105.6 / 16.4-164.3
The range decrease is to get this tower in line with the rest of the single target tower changes. To compensate this tower will now ramp to full damage in one less hit than normal. When I add a mechanic to a tower that has a down side I have been increasing damage on the upside to compensate. This towers damage alternations were x0.25-x3. The reason was that initially I thought this tower would be under powered. I am changing the modifier to be x0.2-x2 which is what most of the other towers get. The cost has been increased to try to keep the damage close to what it was. The damage shown in the game was calculated incorrectly. The damage shown above is the actual change.
Strike Tower
Cooldown decreased to 4.25 to 5
I feel like I nerfed this tower a little hard. Going to ease up on the cooldown to start. DPS won't change it will just deal less damage per hit.
Fireball Tower
Range decreased to 4.5 from 5
Cooldown increased from 1.5 to 2
The fireball tower was meant to be the default line damage tower. I kept the cost so low that the algorythm that calculates how much damage the tower should do just made this tower useless. I'm tweaking the tower a little and adding a effect to compesate for the low cost instead of just increasing the cost. This tower will now add a burn effect that will cause additional damage to the enemy including from additional shots from this tower. The downside is that it will increase the speed of the enemy slightly. This however can be useful near a plus tile for example where you don't want them to heal as much.
Storm Tower
Cost changed from 40 / 100 / 160 / 220 to 60 / 100 / 140 / 180
DPS changed from 2-19.6 / 6.8-68.4 / 14.7-146.7 / 25.4-254.2 to 2.9-29.3 / 7.8-78.2 / 14.7-146.7 / 23.5-234.7
Adjusted the cost for all towers that have an upgrade that costs above 200. Damage is adjusted because of the lower cost.
Shadow Tower
Range decreased to 4 from 5.5
DPS changed from 1.9-28.5 / 4.3-65.6 / 7.3-111.3 / 10.8-165.5 to 3.7-36.7 / 8.4-84.3 / 14.3-143 / 21.3-212.7
This tower was meant to be placed towards the end of a maze where many of the enemies would have already been defeated. The damage was too low to be effective. Reducing the range allows me to increase the damage and allows each individual shot to deal more damage.
Shock Tower
Cost changed from 40 / 95 / 150 / 205 to 40 / 35 / 30 / 25
DPS changed from 1.3 / 4.5 / 9.5 / 16.3 to 26.7 / 50 / 70 / 86.7
Similar to the cold tower there was a variable the greatly reduced the damage of this tower to make sure the stun wasn't over powered. Since all of the area towers feel very powerful then you end up just using this for the stun and never wanting to upgrade it. So I allowing the damage to come through and then reducing the cost so that the damage doesn't get out of control. I am also reducing the duration of the stun.
Mushroom Tower
Cost changed from 50 / 100 / 150 / 200 to 30 / 80 / 130 / 180
DPS changed from 2.4-11.8 / 7.1-35.5 / 14.2-71 / 23.7-118.3 to 2.8-14.2 / 10.4-52 / 22.7-113.5 / 39.7-198.7
Similar to the poison tower this tower had a customer scaling modifier. Only for this tower it scaled to 1 because I thought the burst damage from a wave tower doing all it's damage at once would be over powered. This tower still doesn't seem to have a spot on line-ups so the modifier now scales to x2 just like the other towers. I reduced the cost to have no upgrades at 200 resource.
Block Tower The block tower can no be removed by clicking on it after it has finished it's cooldown.
Speed Boost Tower
Range decreased to 3.1 from 3.5
Range is being adjusted so that this tower will buff exactly three tiles deep in all directions.
Damage Boost Tower
Range decreased to 2.1 from 2.5
Cost decreased to 75 from 125
Range is being adjusted so that this tower will buff exactly two tiles deep in all directions. Cost is being adjusted because it can buff exactly half of the towers that a single speed tower can.
Source
Changelog.gg summarizes and formats this update. How we read updates.
