What changed
0 fixes1 addition2 changes0 removals
added⚡ Endless mode goes the distanceDeep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle. We added a safety throttle on draw calls and an automatic "lite" effects mode that kicks in as waves pile up, with surge pacing tuned in real time.
changed🗺️ Campaign briefings, unifiedStarting a campaign stage used to throw a stage intro that disappeared on its own, followed by a separate rules dialog. Now it's a single briefing: stage name, flavor, and the full rule set (tower/modifier pools, enemy modifiers, locked slots) in one panel. Nothing auto-disappears - you read it and click OK when you're ready.
changed🎯 Cleaner tower placementTwo-tap placement is clearer and more reliable: a prompt appears right on the tower, double-click confirms consistently, and the on-screen verb matches how you're playing.
Slot Theory changes
addedDeep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle. We added a safety throttle on draw calls and an automatic "lite" effects mode that kicks in as waves pile up, with surge pacing tuned in real time.
changedStarting a campaign stage used to throw a stage intro that disappeared on its own, followed by a separate rules dialog. Now it's a single briefing: stage name, flavor, and the full rule set (tower/modifier pools, enemy modifiers, locked slots) in one panel. Nothing auto-disappears - you read it and click OK when you're ready.
changedTwo-tap placement is clearer and more reliable: a prompt appears right on the tower, double-click confirms consistently, and the on-screen verb matches how you're playing.
⚡ Endless mode goes the distance
Deep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle. We added a safety throttle on draw calls and an automatic "lite" effects mode that kicks in as waves pile up, with surge pacing tuned in real time.
👁️ Callouts you can actually read
The big mid-run banners were vanishing before you could read them. WAVE N, the ARMORED WAVE INCOMING threat warning, and the HALFWAY beat now hold on screen long enough to register before they fade. No more "wait, what did that say?"
🗺️ Campaign briefings, unified
Starting a campaign stage used to throw a stage intro that disappeared on its own, followed by a separate rules dialog. Now it's a single briefing: stage name, flavor, and the full rule set (tower/modifier pools, enemy modifiers, locked slots) in one panel. Nothing auto-disappears - you read it and click OK when you're ready.
🎯 Cleaner tower placement
Two-tap placement is clearer and more reliable: a prompt appears right on the tower, double-click confirms consistently, and the on-screen verb matches how you're playing.