In this update2
Full notes
Full The Tower Must Fall update
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What changed
- Gameplay
- Performance
- UI and audio
- Balance
- Maps
- Workshop
The Tower Must Fall changes
Hello Everyone!
I'm back with a sneaky demo update even earlier than the promised early August! It’s a chonky one so let’s get straight into it and focus on the major things, since a lot has changed.
As always, join the Discord for questions, feedback and to brag about your towers.
Changelog:
- Performance improvementsThe game should now deal *much* better with late game madness. I’ve added lots more effects and you can now build bigger towers - but the game now also tracks performance and will respond to FPS dips by scaling down purely cosmetic features. So hopefully the worst thing you’ll notice is a somewhat reduced collapse VFX. Do let me know if the game still struggles on your machine!
New Looks: Blocks, backgrounds, UI, VFX have all been evolved by the fantastic Under_Silva.
UI Do-Over: I’ve rearranged the in-game UI pretty significantly. Gone is the building popup - the block selection is now always accessible. To make space for this, some info, like wave composition, is now on-hover.
Special Blocks: Every few waves you get to choose one of three blocks. These can be powerful weapons (e.g. anti-air gun, hot oil), support blocks that give a bonus to their neighbours (e.g. repair, cooldown reduction), building aides (e.g. pillars you can place anywhere) or other special blocks (e.g. traps, explosives, resource generators).
- Lightning BlocksA new weapon type that replaces Murder Holes in the standard rotation. Powerful against groups of enemies and fast fliers - but fairly short ranged.
New Boss: The Airship has moved to a different biome, but something else stirs…
Economy: There was a bug in how block cost was calculated, fixing that should generally take care of the issue where folks would have plenty of one resource but be soft-locked on another.
RNG: I gave the random generator a whack with the hammer, now it should give you a much nicer spread of options.
- UpgradesA bunch of upgrades have been added/removed/moved around. It should make for a very different playthrough experience - with roughly similar scope.
Quality of life:
You can now zoom in the game view and pan the camera up and down. Make those towers even larger!
When placing a weapon block you’ll now get a preview of its range.
Keep the feedback coming! I hope the above shows that I'm listening :)
Ben
Source
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