Full notes
Full Tower Knight update
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What changed
- Gameplay
- Balance
Version 0.8 has many changes. Overall, the game looks better and is less based on luck when it comes to the locations of enemy towers.
Graphics
I've updated the graphics -- I'll continue to iterate on the graphics as I approach 1.0, but 0.8 is the biggest graphics update so far.
Game Mode Update
Enemy towers are no longer found by expanding. So, feel free to build as much as you can without fearing the RNG of tower placement.
There is now an Enemy Card, which must be played when it is drawn. So you get to choose where enemy towers are.
New Cards
- HealthFully restore health when added to deck.
Bank: Gain 1 coin when drawn.
Medic: Heal 1 hp when drawn.
Enemy: An enemy tower, which must be placed when drawn.
Platform: Doubles the range of an attack tower.
Shoppe: Shoppe appears only when this card is in hand.
Game Modes
There are now 2 game modes: Squire and Knight (easy/hard).
Squire mode starts the game with 1 enemy card in your deck, and Knight mode starts you off with 2 enemy cards.
What's Next
With this new Enemy Card System in place, I am now ready to work on a campaign mode.
I'm still working on the idea, but I imagine there will be a campaign mode where 6 lands have to be captured. In between each land, I would like an "Enchanter" Character to offer the player cards for their starting deck at the cost of de-buffs or new enemy types.
I'd also like to add a unique objective for each land, so that lands can be won without having to capture all enemy towers.
Thank you all for the support -- your reviews and discussions really motivate me, and have helped me improve Tower Knight.
Source
Changelog.gg summarizes and formats this update. How we read updates.
