Full notes
Full TANCRUSH update
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What changed
- Maps
- Balance
- UI and audio
- Store
- Gameplay
- Fixes
Major Updates in This Version
From 6 to 9 minutes after a game begins, some monsters become stronger. Strengthened monsters gain slightly increased movement speed, HP, and attack power. Strengthened monsters drop slightly more gold. The game map now changes by stage. The damage display has been revised.
A Rage Mode gauge that charges when tanks take damage has been added. When the Rage Mode gauge is full, the tank is strengthened for a limited time. During Rage Mode, attack power, attack speed, reload speed, and movement speed increase. UI for checking the Rage Mode gauge and cooldown has been added. A dedicated Rage Mode effect has been added.
The Overclock system has been reworked. Overclocks are divided into Attack, Sustain, Gold, and Control types. Overclock choices prioritize types you selected previously. Overclock descriptions now show the actual stat changes. You can check your selected Overclock list on screen. Detailed information about selected Overclocks can be checked with mouseover tooltips. Overclock types that have already reached Level 3 no longer appear again in additional Overclock choices.
Tower level effects have been reworked. Tower Level 1 adds 1 buff area. From Tower Level 2 onward, an explosion occurs when a tank is destroyed. From Tower Level 3 onward, the tower slowly recovers HP. From Tower Level 4 onward, Manual Rage can be used. Tower Level 5 adds 1 buff area. From Tower Level 6 onward, purchase discounts apply. From Tower Level 7 onward, tank attack power increases. Tower Level 8 adds 1 buff area. Tower Level 9 grants an additional Overclock upgrade. When the tower levels up, all tanks receive a brief Rage effect.
Manual Rage has been added. After Tower Level 4, press G or use the Manual Rage button to enrage all living tanks. Manual Rage has a cooldown. Manual Rage does not consume the normal Rage Mode gauge. If normal Rage Mode is already active, its remaining duration does not decrease during Manual Rage.
Tower mouseover tooltips have been added. Tower tooltips let you preview all tower level effects. Achieved tower level effects are shown in green. Tower level effects not yet achieved are shown in gray.
Item tooltip features have been added. Hover over an item slot to check its item description. Mouseover descriptions are also available on item icons in item draw results and the game result window. In-game tooltips show the effects of items equipped by the selected tank. Item effects currently active because the required tank level has been reached are shown in green. Item effects that are not active yet because the required tank level has not been reached are shown in gray.
An equipped-item priority sort option has been added to the inventory. You can choose whether equipped items are grouped near the top of the inventory list. Inventory list display is smoother when many items are stored. Click a selected item again to deselect it. Right-click an item slot to equip or unequip that item immediately.
Item draw rate display has been added to the shop. You can check each draw's grade rates to one decimal place.
Boss defeat progress display has been added during gameplay. You can check the number of bosses defeated in the current stage together with your previous boss defeat record.
Sound is automatically muted when the game window becomes inactive. Sound is restored when the game window becomes active again.
Tank control hotkeys have been added. Press Q to set the enemy nearest to the mouse position as the selected tank's target. Press E to target the nearest enemy within the selected tank's attack range. You can see a line to the enemy currently targeted by the selected tank. You can choose whether each tank prioritizes enemies with high HP.
Per-tank combat information display has been added. Hover over the tank information on the right side of the screen to check each tank's targeting state and combat information. For each summoned tank, you can check all-time DPS and DPS over the last 30 seconds.
Enemy buildings have been removed.
Existing Feature and Balance Changes
The Railgun Tank's base damage has been reduced from 55 to 40. The Drone Tank's damage has been increased from 2 to 3. The Drone Tank's drone duration has been increased from 3 seconds to 5 seconds. The drone duration upgrade has been increased from 1 second to 2 seconds.
Early-stage monster HP has been adjusted. From Stage 1 to Stage 5, monster HP is reduced until the first boss is defeated.
Monsters become more threatening when they remain alive for too long or pile up in large numbers. Monsters that survive for a long time gain attack power as time passes. Monster attack power increases further when many monsters are alive.
The item acquisition EXP flow has been revised. Items no longer receive extra EXP beyond the grade granted on acquisition.
The item enhancement selection state has been fixed. If another tank is selected during item enhancement selection, the enhancement state is now cleared correctly.
The chip cost calculation for tank upgrades has been revised. Upgrades at 4-level milestones require chips equal to that level. Other levels require 1 chip by default, with additional chip costs based on 4-level milestone progress.
The tower upgrade display has been revised. Special 1 and Special 2 upgrades are no longer split into separate headings and are grouped under Special Effects. Special Effects show the applied special upgrade values together with Rage duration increases.
Gold objects dropped by monsters have been adjusted. The maximum amount of gold held by a single gold object is limited to 10 gold. Gold above 10 is split into multiple gold objects when dropped. The 10-gold object is shown at the base size. The 1-gold object is shown at half the size of the 10-gold object. Objects from 2 to 9 gold become larger as their gold value increases.
The boss reward chip calculation has been revised. Boss defeat reward chips increase in 10-kill steps. Rewards are displayed and granted as 1 chip for kills 1 through 10, 2 chips for kills 11 through 20, and so on. The expected reward display before claiming uses the same calculation.
The Gold Level 3 Overclock effect has been revised. It now charges the Rage gauge when gold is gained.
Patch Details
Rage Mode charges based on the actual damage a tank receives. Only final damage after defense and damage reduction is reflected in the Rage Mode gauge.
Manual Rage works separately from normal Rage Mode. Activating Manual Rage leaves the normal Rage Mode gauge unchanged. Overclock effects tied to Rage apply during Manual Rage. The brief Rage caused by tower level-ups also applies actual Rage effects. Tower level-up Rage does not consume the Manual Rage cooldown.
Overclock choices are displayed in a way that prioritizes growth of previously selected types. Types not yet selected can still appear as new Level 1 choices under certain conditions. Types that have reached Level 3 do not appear again in additional Overclock choices.
After Tower Level 2, an explosion occurs when a tank is destroyed. The explosion damage is based on the destroyed tank's maximum HP.
After Tower Level 4, Manual Rage can be used. Activate it with G or by clicking the Manual Rage button.
Q targeting is based on the mouse position, so the tank can move toward distant enemies. E targeting is based on the tank position and attack range, so enemies outside range are not selected.
Tower mouseover tooltips show all effects, including effects not yet unlocked. Gray effects are not active yet, and green effects are currently active.
Gold objects no longer exceed 10 gold each. Large gold amounts are split into multiple gold objects when dropped. Gold object size is a rough visual indicator of gold value.
Source
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