Full notes
Full Throbax TD update
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What changed
- UI and audio
- Gameplay
- Events
- Performance
Throbax TD changes
Dear ThrobaxTD community - after our vacation we are back and can inform you about some cool news:
Improvements
Remix home-level background-music. It was not loud enough.
Split up limit-queues for sounds in order to free some memory.
Move textures from always- to on-demand-loading in order to free some memory.
Debug fader-model of soundEngine for mem-leaks.
Change soundEngine so that it disposes of unused resources more frequently.
The rune-circle is not clearly visible when casting spells. Rework the circle with some glow and change the colors for better visibility.
When casting spells you need to aim at an enemy first, change the click-handler from direct hit only to on-same-tile fallback in order to improve the hit-selection possibility. Many gamers miss the enemy with the click.
Make the PowerTower II and III cheaper.
Add next-wave control.
Make the next-wave control extensible to show the number of coming enemies as well.
Make the next-wave control extensible to show the resistances of coming enemies as well.
Add research entries for the next-wave control and extensions.
Add the new research-buttons for hero-abilities.
You should be able to see into the Enzyklopedia when you're in the main-menu.
Add shield parameters to spawningjob variables.
Bug fixes
When the player is in the home-level and a multi-player game invitation is activated the lobby should pop up immediately.
The hero 'sign' on the respective research-building is too small.
Using the mouse-drag selection it is possible to select towers and monsters because the active selection isn't cleared before selecting the new ones.
Reposition the selectionInfo. It's off most of the time.
Delete the 'unlock the source power tower' achievement from game and from steam.
The icons of the resistances are gone in this version. Transparency bug.
It is possible for spawned enemies to have points and a reward.
When enemies have a shield, the min-max calculation of towers for hitlists is off.
Power-indicator on enemies doesn't show even if the enemy has a shield.
When i try to enter the research buildings, the game crashes. Every time. After playing the first map this error does not occur anymore. Was an error with the initialization of the ScreenManager. Hard to spot actually. Thx.
After the last refactoring the first two 'achievements', the unlocking of the wooden- and power-tower, isn't triggered any longer in the main-menu.
Game crashes when entering the third tutorial level. Typo in level-descriptor.
When buying an upgrade, the upgrade tree gets scrambled.
Some trees flicker when scrolling because of depth level. Was an error in the depth-calculation. Like expected.
When you finished a level with time speedup enabled, the new level would start at that speedup level.
Tower discharge static sound becomes annoying on speedup. Toned it down a little.
When switching rapidly between the pause-screen and the main-game-screen using the mouse to press the gear-icon and immediately exiting it again using ESC, sometimes the game gets stuck in a loop between those two screens (pause- and main-game-screen).
There still is an error with the depth-algorithm. The hero gets drawn underneath decals when he's clearly below them.
There still is an error with the depth-algorithm. The hero gets drawn underneath the tower-signs on the research-buildings when he's clearly below them.
When moving the hero really short distances, the collision-detection for the waypoints gets out of hand and the hero rotates trying to turn around,
Source
Changelog.gg summarizes and formats this update. How we read updates.
