Full notes
Full Project Myriad update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Balance
High Scores have NOT been cleared. Any score achieved on the previous standard or random modes will go towards your normal difficulty wave scores. Any score achieved on the previous traditional mode will go towards you easy difficulty wave scores.
Bug Fixes
Resolved many of the text alignment issues for those not playing in english, menus should be easier to read.
Resolved a bug that would require you to play and beat another level in order to get some achievements you have already earned.
Only kind of a bug because I knew about it and chose to leave it it but now I've decided that level scores will be based on the wave you beat not the wave you get to.
Fixed a bug where towers weren't always targetting the enemy farthest down the path and the cold (now poison dart) tower wasn't switching targets aftering added it's status effect.
Fixed a bug where the resource (now goldmine) tower was showing its cooldown always full even though it was correctly generating resources.
New Content!
5 New Levels
Caterpillar
Poodles
Puddle Stomp
Manta Ray
Sleepy Time
Added sounded effects to many of the towers firing their weapons.
Huge overhaul of the game's graphics
Updates
Replaced the Current Mode and Tower Select system with the new Upgrade and Difficulty system. When I originally decided to make a tower defense game there was a list of things I wanted to make sure were absolutely part of the game. This list was something like this.
The game must have mazing, too many new tower defense games create the path for you.
The game must have a lot of options (aka "viable builds") to avoid the player only building the best damage thing plus whatever stuns/slows are available.
The game's towers' damage should be based on how effectively they are placed in an optimal position.
Number 1 - Check. Unfortunately when it comes to number 2 and 3 the game comes up short. 2 more than 3. The Problem I watched a playthrough of someone who played the game for the first time and the first 20 minutes was them just reading the towers. The game was meant to be played based on position of towers. While number 3 was kind of accomplished in the sense that after playing for a while there is a flow to where things need to be placed and how you should maze the game really took some trial and error to actually get playing. The other issue was that in terms of viable options every level you use roughly the same towers. Poison/Mortor as your primary single target damage depending on the range you need. Wave as your primary damage dealer for everything else. You cap the ends of rows with either thorns, shock or reaper and then you grab the resource tower and one of the buff towers. Line towers are very situationally good and even then its either blade or storm. It's not to say the game isn't fun, it just means picking towers isn't really fun when you just pick the same ones. The Solution: Tower Options --become--> Upgrade Options I have reduced the 20 towers into 7 core towers. I then took the towers that were elimated and pulled the more fun aspects of them and made them upgrade options for those 7. In theory you have close to the same number of options but you no longer have to wade through a pool of towers and instead you get to make active choices based on the range and effect needs of a given level. This should both highlight the need for good position but also make different levels have different upgrade paths to find. For example a missile tower placed close to a curve/turn around point for the enemies will likely focus on boss damage where as one that is farther away could focus on upgrading range. While you are now definitely using the same towers each level, you should be upgrading them in different ways on each level. This should create the feel of the original goal I had which was to create multiple viable builds. Difficulty and Modes Having only 7 towers eliminates the random mode unfortunately. From here the only different between standard and traditional was the ability to sell towers. After alot of testing different methods I decided that you can sell towers but you can only do it in between waves while no enemies are on the board. Once I was down to one mode again I knew I was going to have an issue with play time. In early access it was very clear some players enjoyed going for wave 100+ while others prefer a quicker, shorter, harder experience. The simple solution here is to add difficulty levels to the new single mode. The wave goal for normal remains 30 and the game has been balanced around that. But those looking to hit really high waves can play on easy. Others that want a quick game can play on hard.
Enemy Balance Changes
Boss now takes 5 points off Old version or new version the bosses didn't feel scary. Getting to 30 needed to mean more than just getting their while letting 3-4 bosses through. So I increased how much they take off the end tile to 5.
Double the Skull Waves I added in a skull wave to also make the bosses more rare so they feel more unique and special. In addition being pushed back a wave means they will have more health. The new missile tower should do the job though.
Rebalance The whole game has been rebalanced so expect to have to learn the new flow of enemies and what towers to build.
Tower Balance Changes
All towers have their damage upgraded with their level and cost. So regardless of the upgrade option you chose their damage will go up. The point of this is so that you pick abilites based on position and what the ability does instead of just counting out dps.
Missile Tower The old missile tower was meant as a way to maze early and get damage late. The new missile tower just wants to kill bosses. Ideal placement is where it can get extra hits on the boss. Upgrade options are range to make it more like the old mortor tower or boss damage which really makes it feel more like the old poison tower.
Poison Dart Tower This combines the concepts of the cold tower and the damage tower. It applies a slow effect and is low cost and then in place of buffing the damage of surrounding towers it lowers the enemies defense so the towers deal more damage to it. Ideally you get at least two of these and have them specialize it slow or weaken. But you may end up needing more slows for some levels.
Blade Tower The blade tower has the old storm towers drain ability where it would deal more damage if the enemy has higher health. However it can be upgraded for range in situations where there are long paths and it can hit a lot of enemies.
Thorns Tower The thorns tower absorbs the shock tower so now it both applies a damage over time and temporarily stuns enemies.
Storm Tower This was the old wave tower. It's the only tower on the list that just upgrades damage. It's meant as the primary damage dealer tower, you will build a lot of these.
Reaper Tower The reaper tower absorbs the old strike tower in a sence. It has it's own old ability of cleave ability where it was deal increased damage based on missing health but now it also has an execute ability that will automatically kill an enemy under 1%/2%/3% health, which gives it the feel of the strike tower.
Goldmine Tower This is a clone of the resource tower with a slight nerf so that it costs a little more per goldmine you build.
As always thank you for playing my game!
Source
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