Full notes
Full Tower Escape update
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Repeated intro
Hello Necromancers! Hold onto your cowls, because this is a big one! If you don't have time to read, feel free to skip to the sneak preview at the bottom.
What changed
- Maps
- Balance
- Gameplay
- Performance
- UI and audio
- Store
Tower Escape changes
First a note: saves created with previous versions will not be recognized in v1.10. If you want to finish a 1.9 save before updating, you can access the old version in the betas labeled "v1.9".
It's been about 2 weeks since release, and the feedback has been absolutely amazing! I've been reading every single review, playthrough video, discussion post, and discord message that I can, and furiously scribbling in my trusty notepad. I then burn those notes, say an incantation, and line after line of c# code starts to fill my screen. Or maybe I just drink a lot of coffee and start typing, it's hard to remember.
A number of balance issues have been addressed. The map generator has bene tweaked significantly to reduce run-ending bottlenecks. They can still happen, but should at least be only smaller portions of the amp rather than multiple screen-spanning hallways that have to be repeated each wave. In particular, the Lava and Maze levels will now have multiple possible paths to the exits instead of a single "solution" to the maze. A number of minions have been tweaked or changed significantly, especially in The Damned clan (who was widely considered to be the weakest at higher difficulties).
Most of all though, people asked for more. More gems, more relics, more minions. Your wish is my command, as they say, so let's start with the gems.
There are now 42 gems total, mostly expanding on the trade-off style of gems, where they buff one or more stats significantly at the expense of a debuff elsewhere, but also included are 7 new gems with unique special abilities. Jet and Amber will help you control aggro on your minions, and the 5 new Legendary gems can add brand new abilities to any minion.
You'll find 6 new relics, all of which are unlocked from the start and mostly fill in the common and uncommon tiers. Even more relics will be following soon.
For minions, we've added a 3rd combine tier to the common (2-star) minions, same as the basic (1-star) minions already have. This should really help get some extra mileage out of those minions you pick up at the start of the game, so they can be combined into something even more powerful rather than just getting shoved to the back or stuck next to a Vamp. I know that's not exactly *new* minions, but we're saving those for something special.
Our next content update will introduce a full new clan, The Exiled:
The clan is still a work in-progress, but they will be taking a new direction for the game, with offense-focused abilities. This will not be a full attack mode however, but rather a focus on reducing the capabilities of the tower guards.
Full change list:
Replaced save/load function with a more robust system that should fix game locks and crashes
Fix Avarice description wrapping
Progress bars go all the way to end
Starting clan selection tooltip is more clear
Card names change when language changes
Permadeath Coffin now adds Stitch
Permadeath Lantern now adds Riff
Permadeath Bub now adds Stitch
Minion stat bonuses now show in the deck panel on win
Fix Delay tooltip on spells, actually fix the win screen stat bonuses (and fix on lose screen too)
Sort cards properly in new unlocks display
Remove chips from chests in last 2 levels
Show rarer cards slightly later
Reduce base scores on easier difficulties but increase bonus scores for clean sweep and perfect survival
Lock UI controls when the level/wave complete panel is shown
Properly remove combine icons on store page after combining a card
Show X/Y for minions survived
Slightly reduce coin spawns on later levels
Slightly reduce coin rewards in chests
Specify "Small" shield in text for Infinity shield and Verve elixir
Key bonus levels have even more keys
Fix store errors
Chest rewards always have at least 2 coins
Show map on-screen for top levels if tips disabled
Tweaked map gen for more distinct map types (crypt has more defined rooms, cave hos tiny chambers, maze has a horizontal bias, lava unchanged)
Improved scroll buttons disabled visibility
Buff doc & chomp
More map get tweaks: lava now has open sides and maze has random wall sections punched through to create more options
New Gems!
Added Opals
Rare & Legendary cards are more rare
Adds new tier 3 minions for 2-stars
Fixed issues with feathers and potions and sound
Reduced duration of speed potions
Doc gets Cultist's ability
Cultist now spawns imps each level
Scott now gives bonus coins each level
Increased projectile speeds slightly
Fixes a bug when starting a new game with advanced start after being scrolled down to the end of the minions page in a previous game
Fixes Sentry and spells allowing negative delay
Fixes an exploit with duping minions
Kobold buff
Remove advanced start free rerolls
Buff enchiridion
Add more resolution options
New relics: Hero's Helm, Coward's Boots, Rancor Shield, Dried Clover, Shroom of Us, Lock Pendant.
Bogle less ally healing
Don't spawn items near entrance/exit
Source
Changelog.gg summarizes and formats this update. How we read updates.
