In this update7
Full notes
Full Slot Theory update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Performance
Slot Theory changes
Premium card rebalance + tooltip pass
Pass driven by player feedback. No new cards.
Stacking math reworks (multiplicative → additive, matches player intuition):
Hot Loaders: per-copy -10% attack interval (additive, cap -80%). 3 copies = -30%.
Overclock Doctrine: per-milestone -6% interval (additive). 6 milestones = -36%.
Cold Circuit: per-copy +0.15 slow strength (additive). 3 copies = ×1.45.
Specialization Bonus rework:
New formula: +10% damage per duplicate modifier (+40% on a tower with 4 duplicate mods)
Max copies of Specialization Bonus lowered 5 → 3 (max bonus +120% on a fully-duplicate tower)
Damage curve tuning:
Compound Interest: 2.0% → 1.5% per wave per copy (wave-80 ceiling 320% → 240%)
Escalation Engine: max copies 4 → 3 (wave-80 ceiling 360% → 270%)
Crosslink Array: 2% → 3% damage per unique type per copy (wave-80 ceiling 36% → 54%)
Deep Slotting: amplification 20% → 50%
Thermal Runaway coverage fixes (card claimed coverage that code wasn't doing):
Blast Core splash damage now gets the Thermal Runaway multiplier
Rift mine final pops now get the multiplier
Premium card tooltip fixes
Kinetic Calibration: tooltip stops reading the volatile flat field; now computes actual per-mod bonus from copies × tier × base
Singularity Core: tooltip shows how many towers currently have all mod slots filled
Deep Slotting: tooltip lists which mods actually qualify; shows live count of benefiting towers
Monomania: rewritten to say "EACH dominant tower" instead of aggregate-sounding total; card text adds a copies-stack worked example
Cold Circuit: card text now shows the full stack progression (30 → 34.5 → 39 → 43.5) so multiplicative scaling is explicit
Per-modifier DPS annotations (Blast Core, Wildfire, Chain Reaction, Split Shot) on tower tooltips now factor in the live Thermal Runaway multiplier
New chill icon row on tower tooltips showing effective slow strength + duration
Endless waves balance
Endless mode (wave 21+) was spawning hundreds of low-HP enemies that towers shredded into a boring stream. Retuned so waves favor fewer, tougher, clumpier enemies.
Enemy count growth per wave: 5% → 3.5% (-30% growth)
Per-enemy HP growth per wave: 4% → 5%
Tier HP step bonus: 22% → 25%
Walker pack groups now start at wave 27 (was wave 31)
Spawn-interval shrinkage decoupled from count growth (new EndlessSpawnIntervalScalePerWave = 0.025)
Net effect at wave 40: ~25% fewer enemies, ~27% more basic-walker HP, packs of 4 walkers from wave 27
Late-game crash fixes
Hard cap on simultaneously-alive enemies (300) so pile-ups can no longer crash the game
Accordion's backward pull capped per pulse so leaders can no longer be held indefinitely (stalemate-proof)
Latch parasite crash fixed (ObjectDisposedException when a host was freed via certain paths)
Accordion feel tuning
Backward-pull reference interval widened to 2.3s so compression is fully visible in normal play; cap only kicks in for extreme late-game pile-ups
Source
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