In this update14
Full notes
Full Total Incremental Battle update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Gameplay
- Events
Total Incremental Battle changes
Steam Closed Playtest available NOW!
We are starting a Closed Playtest for our core community.
If you are interested, join our discord and see this post to apply!
Major game update
Currently the update can only be played in the Playtest.
Total Incremental Battle - Playtest Patch Notes
First of all, thank you everyone for all the feedback on Demo 1! We received a lot of great ideas and suggestions, and we believe Playtest is now much more fun and engaging to play.
Making Tactics More Meaningful
One of the biggest pieces of feedback we received was that tactics should matter more — and we agree. At the same time, we still want to maintain a good balance between the idle gameplay and tactical preparation. Requiring players to completely reorganize tactics every single stage would quickly become frustrating.
With this update, we feel we’ve found a much better balance. Let us know what you think!
Stage Structure Rework & Persistent Orders
Orders now persist between battles, so you no longer need to set them up every time.
We also reworked the stage structure:
Enemy layouts now change between stages
Each stage after Stage 10 now contains 5 floors
Every floor within a stage shares the same enemy layout
The goal of this rework is to make tactical setups stay valuable for longer periods of time. In most cases, you’ll only need to prepare your tactics when entering a new stage.
Improved Group Management
Group management has been heavily reworked and now includes several new features:
Collision and group overlapping
Custom group sizes
Formations per group
New Player Unit
Catapult — deals powerful AoE damage
New Enemy Units
Spear Orc — effective against Cavalry, but weaker in most other situations
Armored Orc — uses a shield to reduce incoming archer damage, but deals less damage in melee combat
Archer Orc — dangerous when left unchecked, but vulnerable to flanking Cavalry
Traits, Counters & Synergies
Each unit now has a set of traits. For example, the Knight has the traits: Frontline, Infantry, and Sword.
Traits interact with each other through a counter system. For example:
Archery is weak against Shields
Sword is effective against Shield
Additionally, Synergies can now be activated by combining specific traits together, similar to systems found in games like Teamfight Tactics. Activating Synergies grants powerful special buffs.
Additional Changes
Flanking — attacking enemy groups from the side or behind now deals increased damage
Kiting — units can now attack while moving, making movement orders much more important
Army resets are now free, allowing players to experiment with tactics more freely
New and Improved Progression Systems
Prestige Tree
The Prestige Tree is now over 2x larger — and it will continue to expand in future updates
Improved UX with dragging, zoom-out functionality, and popup information
Rebalanced progression curve for smoother and more satisfying progression
Annihilation
A new progression system based on your total number of kills. It can also unlock some unusual and fun statistics, such as Movement Speed or Weight bonuses. Have fun experimenting with it!
Research
Research is a new time-based progression system. It’s still in an early stage of development, but we plan to expand it significantly in future updates. Let us know what you think about it!
Achievements, Statistics & Battle Statistics
You can now view your Campaign Statistics and current Battle Statistics in the Authority tab.
There are also several hidden achievements to unlock. We plan to continue expanding the achievement system with many more challenges and rewards in future updates.
Puzzle Mode
A completely new game mode, separate from the main Campaign mode.
In Puzzle Mode, you can solve tactical challenges using limited resources and compete against other players on the online leaderboard.
We’ve also added a new Player Profile system where your achievements and progression can be displayed. Currently, it includes a title selection dropdown, but we plan to expand it further in future updates.
Our goal with Puzzle Mode is to let players enjoy both game modes simultaneously. You’ll be able to leave the Campaign running in the background and quickly switch to Puzzle Mode to solve a few challenges whenever you want. We plan to implement this functionality soon.
Let us know what you think!
Source
Changelog.gg summarizes and formats this update. How we read updates.
