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Tower Survivors

Tower Survivors

Roguelike Tower Defense



Description

Tower Survivors is a Roguelike TD where the player competes with up to 7 other players.
Inspired by games like Vampire Survivors and Halls of Torment, Tower Survivors takes passively killing enemies one step further,
removing your ability to move and interact with the world directly.
Instead, the player must manage which weapons and upgrades to purchase for their Tower,
balancing gold income, damage output and the Tower's survivability.

Features
  • Saves your wins, losses and last stands
    To win, be amongst the last half of players left.
    You lose if you're among the first half of players to die.
    You achieved a last stand if you're the last player alive.


  • Choose your game speed
    Map has multiple different game speeds available to cater to different kinds of players:
    Normal (100%) - Fast (150%) - Faster (200%)
    Player 1 (Red) decides the game speed
  • Complete challenges to unlock many different tower skins
    Skins are cosmetic and have no effect on gameplay


  • 90 different weapons to acquire
    Weapons can be Common, Uncommon, Rare or Epic.
    Weapons can have the Normal, Piercing, Magic, Siege or Chaos damage type.
    Additional extra damage types can be found on some Weapons.


  • Many different upgrades to acquire
    Upgrades can boost income, buff damage, increase survivability or provide utility.
    Many upgrades have the Spikes damage type, causing damage to enemies that attack the Tower.




==========BUGFIXES==========
  • Players who leave the game once again have their towers cleared


==========BUGFIXES==========
  • Save file: Fixed some cases where the map wouldn't save when a player was defeated/left the game, also re-added challenge completion timings as save points
  • Prestige Mode: Tauren Totem can now re-unlock for all players no matter Player 1's locked status (was checking Player 1's status only)
  • 12 minute challenges now actually take 12 minutes, not 13


==========BUGFIXES==========
  • Samwise: Fixed a bug causing Samwise to spawn for everyone and the game to not end properly


==========BUGFIXES==========
  • Save system: Fixed a bug causing the map to not save at all


===========CHANGES==========
  • Reroll: The probability of getting Income is reduced by 50% when rerolling
  • Challenges: All challenges except for the Survivor's Altar now require less time to complete
  • Creeps: Scaling increased
  • Magic Claw: Damage 225->150, attack cooldown 1.5->1.0, DPS unchanged
==========BUGFIXES==========
  • Save system: Made some changes that may help stop save file corruption, you should be aware that the map now only saves when a tower is destroyed, someone earns a last stand and when Samwise dies. Leaving instantly after completing a challenge will result in that challenge remaining incomplete, although I suspect VERY few people do this
  • Save system: Potentially fixed an issue where you couldn't re-unlock skins
  • Pocket Factory challenge: Was accidentally ignoring its locked status for Prestige Mode when determining whether the skin was pickable and you had the score for completion
  • Flamecaster: No longer considers instances of itself as "other weapons" for the Single Weapon challenge
  • Duplicator: Now duplicate Bouncing Shield when used directly


==========BUGFIXES==========
  • Another small set of fixes with the faint hope of helping solve save file issues


==========BUGFIXES==========
  • Prestige Mode: Fixed various bugs, including one where loaded save data was different to saved save data, resulting in plenty of problems


===========NEW==========
  • New: Prestige Mode: Allows you to lock all challenges to gain score, you then have to re-complete all challenges to unlock them again. Found in skin selection on the last page.
  • When selecting your Tower, the DPS meter ability icons now display a number showing how many of that weapon type you have
  • New Spikes Weapon Upgrade: Hungering Maw (5000 Gold): +80 Spikes Damage, +12 healing on hit
  • Protruding Spikes Reworked: Renamed to Armor-Plated Spikes. No longer deals bonus damage on the first hit, instead grants 1 Bonus Armor per second up to a cap, losing 1 Bonus Armor on hit
===========CHANGES==========
  • Creeps: CC reduction cap 95%->98%
  • Creeps: Damage reduction cap 99%->Uncapped (This will almost with absolute certainty only affect solo mode.)
  • Spell Glaive: Bonus damage from Mana Shield no longer disabled when Mana Shield is down, no longer gains +% damage equal to +% Mana Regen, no longer restores mana when mana Shield is down
  • Phoenix Claw: Now caps attack speed after 2 purchases, with every purchase after increasing damage instead, this was done to avoid the weapon misbehaving at high attack speeds
  • Meatapult: No longer gains +% damage equal to +% Max HP, damage bonus now checks actual Max HP instead of Max HP Gained
  • Goblin Land Mines: Removed expiration boom sound
  • Spikewheel Launcher: Replaced model with a new one by Villagerino
  • Blight Aura: No longer gains +% damage equal to +% HP Regen, damage bonus now checks actual HP Regen instead of HP Regen Gained
Optimisation
  • Storm Hammer: No longer needs a unit dummy to apply its stun effect
  • Basher: No longer needs a unit dummy to apply its stun effect
  • Chaotic Spirit: No longer needs a unit dummy to apply its poison effect
==========NERFS==========
  • Poison Spear: Poison damage 1200->1000
  • Net Thrower: Damage 1500->1150, DPS 750->575
  • Chain Heal: Damage 3600->3300, DPS 1200->1100
  • Splasher: Damage 325->250, DPS 325->250
  • Ballista: Damage 2500->2000, DPS 500->400
  • Spinning Glaive: Damage 2500->1750
  • Flame Generator: Damage 10000->8000, DPS 5000->4000
  • Poison Bomb: Damage 1150->800, DPS 575->400, Poison damage 750->800
  • Frost Bomb: Damage 2850->2550, DPS 950->850
  • Overloaded Catapult: Damage 10500->7500, DPS 1050->750
  • Poison Cloud: Damage 450->350, DPS 90->70
  • Parasite: Damage 1500->1200, DPS 1500->1200
  • Potent Poison: Now simply increases all Poison damage dealt, rather than separately buffing direct Poison damage and Poison damage over time
==========BUFFS==========
  • Shocker: Damage 125->175, DPS 250->350
  • Holy Bolt: Damage 300->320, DPS 150->160
  • Fire Bow: Damage 175->200, DPS 350->400
  • Frost Bow: Damage 175->225, DPS 350->450
  • Poison Glaive: Damage 750->1000, DPS 750->1000
  • Wind Spear: Damage 3250->3500, DPS 3250->3500
  • Soulstealer: Damage 100->125, DPS 100->125
  • Manastone: Damage 250->350, DPS 750->1050
  • Living Water: Damage 1200->1350, DPS 400->450
  • Phoenix Claw: Damage 1000->1500, DPS 1000->1500, Explosion damage 2000->3000
  • Mortar Launcher: Damage 650->700, DPS 325->350
  • Missile Barrage: Damage 140->150, DPS 140->150
  • Healing Sprayer: Damage 175->200, DPS 350->400
  • Ice Beam: Damage 125->150, DPS 375->450
  • Bombs: Damage 1350->1500, DPS 1350->1500
  • Cluster Rockets: Damage 250->325, DPS 750->975
  • Bouncy Cannonball: Damage 450->500, DPS 225->250
  • Tesla Gun: Damage 250->325, DPS 1000->1300
  • Goblin Land Mines: Damage 2500->3750, DPS 1000->1500
  • Spikewheel Launcher: Damage 4000->4500, DPS 2000->2250
  • Death Generator: Damage 500->550, DPS 1000->1100
  • Chaos Skulls: Damage 500->550, DPS 100->110
  • Chaos Swarm: Damage 1200->1350, DPS 400->450
  • Immolation: Chance for extra attack with longer range 10%->20%
  • Necromancer's Tome: Skeletal Mage damage 4000->6000, Skeletal Mage DPS 4000->6000
  • Inferno Stone: Damage 5000->10000, DPS 500->1000, Infernal damage 2000->2500, Infernal Immolation damage 2000->2500
  • Chaotic Spirit: Damage 450->700, DPS 450->700, Poison damage 450->700
  • Deflection: Damage reduction cap 50% of damage taken->75% of damage taken
==========BUGFIXES==========
  • Defeat: Effects etc should now always disappear even if your tower is destroyed after you win the map
  • Gold Wagon challenge: Now works properly with +% Bounty upgrades
  • Throwing Axes: DPS meter now works properly (did not affect actual damage dealt)
  • Poison Spear: Damage on tooltip updated to correct value (showed 1200, was 1000)
  • Splasher: Now properly fully benefits from Trueshot Aura and Splashfire (was only applying to the splashed damage)
  • Goblin Land Mines: Description is now correct for all hotkey variants in the shop
  • Necromancer's Tome: Skeletal Mage should no longer try to attack enemies outside of its range
  • Chaotic Spirit: Poison damage should now be able to critically strike
  • Chaotic Spirit: Direct attack damage dealt is now correctly attributed to the DPS meter of Chaotic Spirit instead of to Inferno Stone
  • Inferno Stone: Inferno Stone's attack should now be able to critically strike
  • Inferno Stone: Infernal's Immolation damage should no longer always display as a critical strike on game speeds above 100%
  • Inferno Stone: Infernal should no longer try to attack enemies outside of its range
  • Critical Decimation: Gold value of the upgrade according to the multiboard now matches the actual gold cost of the upgrade
  • Spiky Armor: Removed mention of different damage multipliers stacking together as to not suggest Spiky Armor is still its own damage multiplier, it has been additive with +% Spikes Damage for a while now


===========NEW==========
  • Frames: Shop & Reroll frames can now be turned off and even moved around, see commands in the Quest Log (will eventually add a way to do this without strings)
===========CHANGES==========
  • Creeps: Removed collision, this may improve performance
  • Creeps: 450 range enemies had their range reduced by 10 to avoid situations where certain weapons that should reach them rarely wouldn't
  • Creeps: Health scaling increased by 6.66%, post 10 minutes health scaling increased by 4%, post 15 minutes health scaling increased by 12.5%
  • Lightning Generator: Attack cooldown 3.0->2.0, damage 1050->700, DPS unchanged
  • Flame Generator: Attack cooldown 3.0->2.0, damage 15000->10000, DPS unchanged, changed the projectile model
  • Goblin Land Mines: No longer creates mines in a rotating pattern, instead creates mines at random locations 300 to 600 distance away from the Survivor's Tower, Attack cooldown 5.0->2.5, Damage 5000->2500, DPS unchanged, Stun duration 3.0->2.0, Mine duration 30->15
  • Immolation: Now has a 10% chance to flare up every second, dealing its damage to enemies within twice its usual range, damage 800->500, DPS 800->500, also now ticks more frequently with additional Immolation purchases instead of simply gaining increased damage
  • Parasite: Sound removed
  • Nature's Fang: HP Regen per hit 0.2->0.04, no longer has a 1 second cooldown
  • Spiked Masonry: Max HP per hit 5->1, no longer has a 1 second cooldown
  • Golden Medallion: Number of kills needed for the increase to bounty to happen now goes down with each upgrade purchased instead of the amount of bounty gold provided going up
Optimisation
Unit Dummies
  • Flamecaster: Now only requires 1 dummy per player instead of 1 per player + 2 per instance of the weapon(
  • Lightning Generator: No longer needs a dummy for every instance of the weapon
  • Goblin Land Mine: No longer needs a dummy for every instance of the weapon
Models
  • Shocker: Model optimised
  • Shockwave: Model optimised
  • Holy Bolt: Model optimised
  • Flame Pillar: Model optimised
  • Storm Hammer: Model optimised
  • Ale Launcher: Model optimised
  • Firebreather: Model optimised
  • Poison Bow: Model optimised
  • Frost Bow: Model optimised
  • Fire Bow: Model optimised
  • Serpent: Model optimised
  • Poisonspitter: Model optimised
  • Splasher: Model optimised
  • Basher: Model optimised
  • Lavaspitter: Model optimised
  • Poison Glaive: Model optimised
  • Flamecaster: Model optimised (thanks Villagerino for the new flame effect)
  • Living Ice: Model optimised
  • Magic Bolt: Model optimised
  • Flame Generator: Model optimised
  • Storm Generator: Model optimised
  • Mortar Launcher: Model optimised
  • Steam Cannon: Model optimised
  • Missile Barrage: Model optimised
  • Bombs: Model optimised
  • Blood Bomb: Model optimised
  • Healing Sprayer: Model optimised
  • Poison Bomb: Model optimised
  • Meatapult: Model optimised
  • Bouncy Cannonball: Model optimised
  • Frost Bomb: Model optimised
  • Liquid Fire Hurler: Model optimised
  • Tesla Gun: Model optimised
  • Spikewheel Launcher: Model optimised
  • Overloaded Catapult: Model optimised
  • Goblin Land Mine: Model optimised
  • Demon Eye: Model optimised
  • Death Coil: Model optimised
  • Chaos Heart: Model optimised
  • Poison Cloud: Model optimised
  • Chaos Swarm: Model optimised
  • Death Generator: Model optimised
  • Necromancer's Tome: Skeletal Mage projectile model optimised
  • Inferno Stone: Model optimised (thanks Villagerino for the edited Infernal)
  • Chaotic Spirit: Model optimised
==========NERFS==========
  • Golden Medallion: +50% bounty every 300 kills->+50% bounty every 500 kills
==========BUFFS==========
  • Living Wood: Healing 1000->1500
==========BUGFIXES==========
  • Defeat: Many effects that persisted after defeat should now stop
  • Toggle Damage Text: Should now work properly again without causing other issues
  • Gold Wagon challenge: Now finally actually checks for whether the challenge was succeeded instead of whether it was failed when deciding if you succeeded, you will need to re-earn the skin
  • Tomb Relics challenge: Challenge completion message now matches the style of all other challenges
  • Barrage Weapons: Should now properly function as a former patch change claimed: every attack should now seek out its closest target
  • Impaler: Fixed targeting system causing Impaler to deal no damage
  • Flamecaster: No longer reverts to its old damage values after a crit
  • Flamecaster: Actual range was slightly too high and has been corrected
  • Goblin Land Mines: Visual size of the mines now scales with the Areafire upgrade (this was purely cosmetic)
  • Golden Medallion: Now activates after 15 minutes in Solo Mode


===========CHANGES==========
  • Golden Medallion: 1% chance for +50% bounty on kill->+50% bounty on kill every 300 kills,
  • Spiked Masonry: +1 Max HP when attacked->+5 Max HP when attacked, max once per second,
  • Nature's Fang: +0.04 HP Regen when attacked->+0.2 HP Regen when attacked, max once per second,
==========BUGFIXES==========
  • Solo Mode Skin Bonuses: Added secondary checks to prevent any possible case of them somehow working in multiplayer,
  • Gold Wagon challenge should now track progress properly, progress on it had to be reset,
  • Thorn: Damage buff now counted for its DPS,
  • Shocker: DPS tracker fixed,
  • Quills: DPS tracker fixed,
  • Ice Spears: Damage fixed,
  • Glaive Thrower: Damage buff now counted for its DPS,
  • Living Water: DPS tracker fixed,
  • Arcane Blaster. DPS tracker fixed, damage buff now counted for its DPS,
  • Steam Cannon: Damage buff now counted for its DPS,
  • Death Coil: Damage buff now counted for its DPS,
  • Chaos Heart: Description updated to reflect it now doing Fire damage,
  • Golden Medallion: No longer activates after 15 minutes,
  • Gold Delivery: Now scales with +% Gold per second, this was originally intended, updated description to mention this interaction



===========NEW==========
  • Single Player: Skins now grant bonuses in single player and enemy scaling after 15 minutes heavily reduced,
  • NEW Income Upgrade: Gold Delivery (5000 Gold) +20 Gold per second, receive 1000 gold every round,
  • NEW Income Upgrade: Golden Medallion (5000 Gold) +100% Bounty Gold, 1% chance for +50% Bounty Gold on kill
===========CHANGES==========
  • Camera: Unlocked, now uses the default camera, but this does mean we've been zoomed in a little. I'll create a pool to find out whether people prefer this, long term I do want to sort out some proper zooming with buttons,
  • Weapon targetting has been overhauled: Weapons no longer prefer a certain armor type, and instead attack at random. I believe you will experience this as an improvement, and as a side effect this should slightly boost performance.,
  • Barrage Weapons: Nnow always focus the closest target with their main attack, matching the behaviour of their extra attacks,
  • Splash Weapons: Splash damage 50%->25%, damage buffed by 50%,
  • Shop, Reroll & Clear buttons are now greyed out when the Survivor's Tower is destroyed,
  • Chaos Heart: Damage 225->250, DPS 225->250, now a Fire weapon with the Fire ability,
  • Chaos Swarm: Added a new slightly changed icon to make it more green (thanks Villagerino),
  • Entangled Gold Mine: Gold cost 5000->2000, Gold per second 20->10, Gold per second per 30 seconds 3->1
Optimisation
  • Weapons: Most faster weapons now have a maximum of 2 dummies, up from 1. There were too many side effects of having only one where weapons would perform worse than intended, this will of course reduce performance,
  • Damage Event: Optimised to reduce calculations happening every time an enemy takes damage, there's still a lot of work I can do to make it better but hopefully this helps slightly,
  • Shockwave: Optimised projectile model,
  • Flamecaster: Optimised projectile model,
  • Cluster Rockets: Optimised projectile model,
  • Poison Bomb: No longer needs a dummy unit to apply its poison effect
==========NERFS==========
  • Flamecaster: Damage 120->100, DPS 600->500
==========BUFFS==========
  • Phoenix Claw: Damage 1500->1000, attack cooldown 1.5->1.0, DPS unchanged, Explosion damage 1500->2000 (actually 1000->2000 due to a bug),
  • Flame Generator: Damage 13500->15000, DPS 4500->5000 (based on new damage numbers, see changelog),
  • Critical Strike: Damage over time can now critically strike
==========BUGFIXES==========
  • Chaos Weapons Overview & Improved Chaos Attacks: Changed icon path so it wont overlap with an icon I believe is added by W3Champions(?),
  • Ancient of Lore Skin: Now unlocked at 7500 instead of 7501 score,
  • Bounty Box Skin: Now specifies +Gold per second is what's banned banned instead of the morevague +Gold Income,
  • Flamecaster: Fixed spelling error,
  • Phoenix Claw: Was dealing less damage when exploding than intended,
  • Blight Aura: Added the missing "Poison" tag for challenges,
  • Multifire: Now applies properly to Bouncing weapons, this became buggy due to recent bugfixes Blizzard made that the map was accounting for,
  • Rejuvenating Petal: Now works when you have negative HP Regen,
  • Maw of Death: Fixed button frame description so it refers to "Mana restored" and not "Mana Shield"


==========BUGFIXES==========
  • Bouncing Shield: DPS meter now resets,
  • Poison Glaive: DPS meter now resets, now has the "Glaive" tag for challenges,
  • Phoenix Claw: DPS meter now resets,
  • Tesla Gun: DPS meter now resets,
  • Inferno Stone: No longer displays debug messages


===========NEW==========
5 New Rare (5000 Gold) Weapons
  • Normal: Bouncing Shield: 300 Range, Bounce, +% Damage from Armor
  • Piercing: Poison Glaive: 1200 Range, Single Target, Poison damage, increases Poison damage taken
  • Magic: Phoenix Claw: 600 Range, Single Target, saves you from death, healing you and damaging nearby enemies but then hibernates for 30 seconds
  • Siege: Tesla Gun: 300 Range, Bounce
  • Chaos: Blight Aura: 600 Range, Area, Poison damage, +% Damage from HP Regen
Removed
  • Blight Aura: No longer exists as an Upgrade, instead being replaced by the new weapon.
===========CHANGES==========
  • Optimization: Weapons with an attack cooldown of less than 1.00 had their max instance count increased by 1 to help avoid weapons hitting an attacks per second limit
  • Critical strike font size 125%->137.5%
  • Mana Crystal Skin: Score 200->150
==========NERFS==========
  • Overloaded Catapult: Damage 8000->7000, DPS 800->700
==========BUFFS==========
  • Shockwave Axe: Damage 600->800, DPS 300->400
  • Impaler: Damage 4500->7500, DPS 4500->7500
  • Slicerglaive: Damage 150->200, DPS 300->400
  • Living Water: Damage 900->1200, DPS 300->400
  • Bombs: Damage 600->900, DPS 600->900
  • Spikewheel Launcher: Damage 2000->4000, DPS 1000->2000
  • Chaos Swarm: Damage 900->1200, DPS 300->400
==========BUGFIXES==========
  • Mana Crystal Skin: Fixed a bug that would sometimes disqualify players from the challenge because another player lost their Mana Shield, also now displays amount of times the challenge has been completed
  • Spinning Glaive: No longer does 0 damage if you don't have any Critical Strike upgrades
  • Spikewheel Launcher: Should no longer think all damage it does is a critical strike even when it's not
  • Healthstone: Healing can now critically strike
  • Chaos Skulls: Now benefits from Multifire on 150% game speed
  • Immolation: Should no longer think all damage it does is a critical strike even when it's not
  • Inferno Stone: Now stuns units again, and the meteor impact area of effect is increased by +% Areafire again
  • Puncturing Spikes: Tooltip no longer shows incorrect +Spikes Damage value


===========NEW==========
  • New Command: "-select blackmarket off" toggles auto-selection of Black Markets when purchased off, replace off with on to enable it again. This setting is saved between games.,
  • New Skin: Mana Crystal: Buy Mana Shield before the first round and never have Mana Shield break for 15 minutes.,
  • New Upgrade: Critical Strike (2000 Gold): +5% chance to do +150% direct damage, healing and mana restoration,
  • New Upgrade: Critical Decimation (5000 Gold) +10% chance to do +150% direct damage, healing and mana restoration, +10% more powerful critical strikes
===========CHANGES==========
  • Changed how targeting priorities for weapons are set. Weapons should work the same way as before with their targeting but I believe this change may slightly improve performance,
  • Game Speed: Hyper (x3) has been removed due to some problems with it. It's simply too fast and to properly support it without issues I would really just have to make the other speeds slower to the point Hyper was the new Faster (x2),
  • Weapons: Most weapons now only have 1 unit instance and their attack cooldown is instead reduced with more purchases, we'll see how this plays out with how the map feels, but this will obviously reduce lag,
  • Enemies: Damage scaling changed: Base damage increased by 100%, all per round damage growth reduced by 50%, CC reduction now caps out at 95% reduction instead of 99% reduction, except for Samwise who always has 99% reduction, damage growth after 10 and 15 minutes both increased by 20%, damage bonus per hit growth after 15 minutes 5%->10%,
  • Black Markets: Added the ability to select the shop (C) from within the Black Market, added a small delay between purchases and auto-selecting the shop to avoid misclicks,
  • Samwise: Movement speed 50->100,
  • Flamecaster: Visual should better match the timing when damage happens now,
  • Necromancer's Tome: Damage 2000->4000, Skeletal Mage duration 10->5, Skeletal Mage duration no longer scales with +% Attack Speed, +% Attack Speed now increases Skeletal Mage's attack speed,
  • Inferno Stone: Damage 4000->5000, attack cooldown 8.0->10.0, Stun duration 2.0->2.5, Infernal damage 1000->2000, Infernal immolation damage 1000->2000, Infernal duration 8.0->5.0, no longer screams when it dies
==========NERFS==========
  • Flamecaster: Damage 150->120, DPS 750->600
==========BUGFIXES==========
  • Lightning Generator: Damage was incorrect and did not match description: 1125->1050,
  • Frost Bomb: Damage was incorrect and did not match description at all after the recent change removing its after-explosion: Damage 1050->1875,
  • Liquid Fire Hurler: Fire Vulnerability's damage boost now applies before rather than after the damage over time for the Fire effect is set,
  • Inferno Stone: Impact delay now scales with game speed, now benefits properly from +% Stun Duration,
  • Growing Spikes: Button frame icon now shows up properly
  • Molten Spikes: Button frame icon now shows up properly



===========CHANGES==========
  • Creeps: Movement speed 75->50, reverted movement speed scaling experiment, adjusted damage per hit scaling
  • Gold Wagon: Movement speed 150->75
  • Clear: Now also restores your mana
==========NERFS==========
  • Bloody Spikes: Bleed damage 25->20
==========BUGFIXES==========
  • Spinning Glaive: Now deals damage again
  • Flamecaster: Now deals damage again
  • Spell Glaive: Now does its stated damage
  • Fixed a bug where some Spikes Damage upgrades didn't increase displayed Spikes Damage
  • Shredding Spikes, Nature's Fang & Spiked Masonry: Fixed description stating it adds more damage than it actually does
  • Poison Armor: Will no longer cause the next damage upgrade with a button frame to leave a gap, this bug was only visual


===========NEW==========
  • Added a death recap showing the last 5 instances of damage you took before dying
===========CHANGES==========
  • Players: Now neutral instead of allies, I believe this should prevent seeing other player's pings
  • Creeps: Attack speed doubled, damage dealt halved, base movement speed 50->75, no longer gain speed per round, instead the speed of spawning enemies increases every second before resetting every round, these are experimental changes so feel free to give feedback about them on the Discord
  • Optimization: 500 Gold (Common) Weapons now stack up to 4 instead of 6 unit instances before further purchases reduce attack cooldown instead of adding more. Firebreather, Spinning Glaive, Flamecaster & Icebreather now stack up to 8 unit instances after which further purchases simply increase the effectiveness of existing ones by 12.5%
  • Fire: Effect description updated to be more accurate, but still does the same thing as before
  • Power Generator Challenge: Score 250->300
  • Gold Wagons: Gold bounty 50->100, duration 20->18 seconds, bonus health 600->0, base speed 50->150
  • Survivor's Tower: Now has an inventory, allowing you to see and use items after 15:00
  • Frost Bomb: Damage 1050->1800, DPS 350->625, Frost stacks applied 10->20, no longer leaves behind a bomb that explodes after a delay
  • Spikes Damage Upgrades needed to be adjusted with the Creep attack speed changes
  • Spiked Barricades: Spikes Damage 40->20
  • Shredding Spikes: Spikes Damage 80->40
  • Dreadlord Fang: Spikes Damage 80->40, healing on hit 6->4
  • Growing Spikes: Spikes Damage 80->40, Spikes Damage per round 12->6
  • Protruding Spikes: Spikes Damage 80->40, bonus damage on first hit 200->120
  • Bloody Spikes: Spikes Damage 80->40, Bleed damage 50->25, Bleed damage tick rate 1 second->0.5 seconds
  • Nature's Fang: Spikes Damage 80->40, HP Regen on hit 0.5->0.4
  • Spiked Masonry: Spikes Damage 80->40, Max HP on hit 1.25->1
  • Sharpened Spikes: Spikes Damage 160->80
  • Deflection: Spikes Damage 160->80, damage reduction 25->15
  • Molten Spikes: Spikes Damage 160->80, Fire stacks 16->80
  • Poisonous Spikes: Spikes Damage 160->80, Poison damage 100->160
  • Puncturing Spikes: Spikes Damage 160->80
  • Crypt Carapace: Spikes Damage 400->200
  • Gnashing Teeth: Spikes Damage 400->200
  • Rejuvenating Petal: Regeneration 100% of HP Regen->400, scaling with +% HP Regen
==========BUFFS==========
  • Spell Glaive: Damage 300->325, DPS 300->325
  • Poison Cloud: HP Regen per enemy hit 0.125->0.2
  • Living Wood: Healing 500->1000
==========BUGFIXES==========
  • Game Speed: Should no longer bug out due to the game quickstarting
  • Icebreather: Now applies its stated 10 Frost stacks instead of just 6
  • Gnashing Teeth: Now actually provides +Spikes Damage
  • Blight Aura: No longer fails the Scaling challenge
  • Scroll of Piercing: Now adds to the damage field on the multiboard
  • Poison Armor: Button frame now goes in the Utility section on the left rather than the Damage section at the top-left
  • Magic Treasure: No longer fails the Scaling challenge


===========CHANGES==========
  • Enemies: Reduced health scaling, increased damage per hit scaling
  • Power Generator Skin: Time to survive is actually 10, description was incorrect and was also changed to be more clear, now also allows Magic Treasures
  • Blessed Armor: No longer grants 10 bonus Armor every round up to a cap, instead grants 1.5 permanent Armor every round
==========NERFS==========
  • Storm Hammer: Damage 825->750, DPS 275->250
  • Lightning Generator: Damage 1125->1050, DPS 375->350
  • Poison Cloud: Damage 600->450, DPS 120->90
  • Chaos Skulls: Attack cooldown 4.0->5.0, DPS 125->100
  • Immolation: Damage 1250->800, DPS 1250->800 (see bugfixes)
==========BUFFS==========
  • Ale Launcher: Damage 2000->3000, DPS 1000->1500
  • Impaler: Damage 4000->4500, DPS 4000->4500
  • Entangler: Damage 1500->1625, DPS 3000->3250
  • Serpent: Damage 225->250, DPS 450->500
  • Glaive Thrower: Damage 800->1000, DPS 400->500
  • Splasher: Damage 200->225, DPS 200->225
  • Lavaspitter: Damage 300->350, DPS 300->350
  • Wind Spear: Damage 3000->3250, DPS 3000->3250
  • Magic Bolt: Damage 450->500, DPS 450->500
  • Arcane Blaster: Damage 900->1000, DPS 450->500
  • Blood Bomb: Damage 250->300, DPS 250->300
  • Cluster Rockets: Damage 675->750, DPS 225->250
  • Meatapult: Damage 1200->1500, DPS 600->750
  • Inferno Stone: Damage 3000->4000, DPS 375->500
  • Chaotic Spirit: Damage 400->450, DPS 400->450, Poison damage 400->450
==========BUGFIXES==========
  • Entangler: Target priority updated to be the same as other Stun weapons (will deal more damage as a result)
  • Flame Pillar: Damage now matches the tooltip (150->175)
  • Quills: Damage now matches the tooltip (90->100)
  • Blood Bomb: No longer grants Max HP after 15 minutes in multiplayer
  • Immolation: No longer deals significantly less damage than intended when purchased multiple times
  • Spiked Masonry & Nature's Fang: Now grant Max HP/HP Regen in single player after 15 minutes
  • Puncturing Spikes: Catastrophic bug fixed where Puncturing Spikes was not working at all if purchased after having some amount of +Spikes Damage
  • Unbreakable Armor: Missing icon added


===========NEW==========
  • New Skin: Power Generator: Survive 15 minutes with only Weapons and Upgrades that grant stats over time or scale with those stats
  • New Epic (10000 Gold) Upgrade: Unbreakable Armor: +25 Armor, +1 Damage Reduction per 1 Armor
===========CHANGES==========
  • Floating Text: Reverted a recent experimental duration change to damage text, now has the old duration 1.00 seconds->0.25 seconds
  • Survivor's Altar Challenge: Score given 250->200
  • Clear: Now grants 1 second of invulnerability
  • Enemies: No longer gain bonus damage on their first attack, but the amount of bonus damage gained has been increased after 10 and 15 minutes
  • Entangler: Now deals damage instantly rather than over the duration of the root, damage 6000->3000, DPS 3000->1500
  • Lightning Ball: Renamed Arcane Ball, missile model changed. (I realised I want to use the lightning orb missile for something else in the future)
  • Cluster Rockets: Now gains +% Damage instead of +% Area of Effect from Areafire as the area of effect of the spell cannot properly update ingame
  • Deflection: Damage reduction no longer benefits twice from +% Spikes Damage, damage reduction 12->25
  • Living Wood: Now has a HPS meter in the frame button description
==========BUFFS==========
  • Spell Glaive: Damage 275->300, compensates for a bugfix
  • Ice Generator: Damage bonus per Areafire upgrade 20%->25%
  • Poison Cloud: Damage 300->600, DPS 60->120, HP Regen +0.1 per enemy hit->+0.125 per enemy hit
  • Death Coil: Damage 400->450, DPS 400->450
  • Energy Pulse: Stun duration 0.5->1
  • Living Wood: Heals when below 25% health->Heals when below 35% health
  • Shatter: Damage bonus 20%->25%
==========BUGFIXES==========
  • Knives: Attack range now matches increased effect range from Areafire
  • Flamecaster: Now actually applies the Fire effect (had to re-add it to a list I already added it to, so let's hope this time it sticks)
  • Spell Glaive: No longer receives more damage than intended from Mana Shield
  • Necromancer's Tome: Skeletal Mage attack range now matches increased effect range from Areafire
  • Death Generator: Damage gained for extra Death Generators 55->50
  • Inferno Stone: Infernal attack range now matches increased effect range from Areafire
  • Poisonous Spikes: No longer fail the Poison challenge
  • Magic Treasure: Buying a Magic Treasure while you already have one no longer leads to less gold growth per second


===========NEW==========
  • New Skin: Boneyard: Survive 10 minutes with 0 Upgrades
===========CHANGES==========
  • Enemies: Removed "Swarm" spawns (example: Militia)
I think these enemies have always been a little redundant, I already randomize enemy spawn counts any way. They had no armour type and so no weapon focused them down. This should reduce lag a little and naturally influences balance somewhat, but their removal didn't seem to affect things greatly
  • Healing Fountain Challenge: Time to complete 10 minutes->8 minutes
  • Slicerglaive: Model swapped for an alterred one by Villagerino that rotates faster and has a better death animation
  • Cluster Rockets: Damage 150->225, DPS 450->675, Area 400->300
  • Poison Cloud: Damage 150->300, DPS unchanged, duration 2->1, duration no longer scales with +% Attack Speed, now deals damage more frequently, damage and +HP Regen now scales with +% Attack Speed
  • Living Wood: Missing HP healing removed. Now heals for 500 over 10 seconds when damaged while below 25%, scaling with +% Max HP
  • Smiting Hand: Removed.
==========NERFS==========
  • Overloaded Catapult: Damage 10000->9000, DPS 1000->900
  • Poison Armor: HP regenerated 5->3
==========BUFFS==========
Due to the removal of "Swarm" enemies and a bug with some weapons causing them to sometimes do more damage, I ran another set of tests and buffed some weapons.
  • Holy Bolt: Damage 250->300, DPS 125->150
  • Flame Pillar: Damage 150->175, DPS 150->175
  • Quills: Damage 90->100, DPS 270->300
  • Ale Launcher: Damage 1600->2000, DPS 800->1000
  • Ice Bolt: Damage 400->500, DPS 800->1000
  • Flame Generator: Damage 7500->9000, DPS 2500->3000
  • Poison Bomb: Damage 550->750, DPS 275->375, Poison damage 550->750
  • Bouncy Cannonball: Damage 400->450, DPS 200->225
  • Frost Bomb: Damage 900->1050, DPS 300->350, Bomb damage 900->1050
  • Meatapult: Damage 1000->1200, DPS 500->600
  • Inferno Stone: Infernal damage 750->1000, Infernal DPS 750->1000, Infernal Immolation damage 750->1000
  • Magic Treasure: Starting gold accumulation per second 1->5, % increase to gold accumulation 5% per second->1% per second (same actual increase)
==========BUGFIXES==========
  • Hovering Coin Skin: Fixed description
  • Glaive Altar Skin: Copletion message when you complete the challenge now shows
  • A few weapons that got their splash/area damage triggered from their damage to the primary target no longer double-dip with the secondary target's armour type
  • Fire: Effect's damage is no longer being unintentionally halved
  • Impaler: Scaling with +% Spikes damage should now work as intended
  • Knives: Scaling with +% Spikes damage should now work as intended
  • Flamecaster: Now actually applies the Fire effect
  • Blood Bomb: Should no longer unintentionally fail certain challenges, now does Splash damage properly
  • Goblin Land Mines: Stun radius now matches damage radius when a mine explodes
  • Poison Cloud: Should no longer unintentionally fail certain challenges
  • Chaos Claw: Damage was incorrectly set as 65 instead of 75
  • Spiked Masonry: Should no longer unintentionally fail certain challenges
  • Searing Heat: Button frame description no longer mentions explosions
  • Rejuvenating Petal: Button frame description should show correct amount now
  • Molten Spikes: Now has the Fire tag for challenges
  • Spiky Armor: No longer displays -100% damage when you just bought the upgrade
  • Frost Armor: Now -actually- shows the button frame properly
  • Duplicator Now works properly with Puncturing Spikes
  • Entangled Gold Mine: Button frame should now be large enough to fit the description
  • Ignite: Fixed some weird behaviour, now actually applies the Fire special effect
  • Blight Aura: Should no longer unintentionally fail certain challenges


===========CHANGES==========
  • Enemy health & damage scaling slightly increased
  • Enemy damage scaling per second & per attack increased
  • Magic Coin, Gold Mine & Entangled Gold Mine: "+ x Gold Income" wording changed to "+ x Gold per second"
  • Soulstealer: Attack Type Single Target->Barrage (4 Targets), Damage 300->100, DPS 300->100, +10 mana per attack->+3 mana per enemy hit
  • Frostbolt: Renamed Ice Bolt. Has a new icon that hopefully reduces the tendency to mistake it for a Magic weapon
  • Blood Blaster: Renamed Blood Bomb, Attack Type Area->Splash, Damage 225->250, DPS 225->250
==========NERFS==========
  • Death Coil: Damage 450->400, DPS 450->400
  • Entangled Gold Mine: Gold per second growth 6->3
  • Magic Treasure: 50% less likely to appear in the first Upgrade slot reserved for 500 Gold Upgrades
==========BUFFS==========
  • Thorn: Damage 300->400, DPS 300->400
==========BUGFIXES==========
  • Quickstart should no longer sometimes create 2 timer windows
  • Samwise should once again charge at and attack your tower
  • Glaive Altar now shows amount of times completed
  • Missile Barrage description damage now matches actual damage
  • Missile Barrage's primary target damage now matches its secondary target damage (125->140)
  • Flame Pillar description now lists its damage type as "Normal & Fire"
  • Poison Cloud description now lists its damagw type as "Chaos & Poison"
  • Spell Glaive now has the "Glaive" tag for the Glaive Altar challenge
  • Blight Aura now has the "Poison" tag for the Poison challenges
  • Ankh of Reconstruction should no longer disappear from the inventory when you reroll
  • Frost Armor once again displays a button frame when purchased


===========NEW==========
  • The map now quickstarts when all players have picked a skin
  • Changed the terrain
New Skin: Goblin Laboratory: Area Weapons only for 10 minutes
New Skin: Glaive Altar: "Glaive" Weapons only for 12 minutes
New Uncommon Normal Weapon: Flame Pillar: Area, Fire, 900 Range
New Uncommon Piercing Weapon: Slicerglaive, Wave, 300 Range
New Uncommon Magic Weapon: Lightning Ball, Splash, 1200 Range
New Uncommon Siege Weapon: Ice Beam: Single Target, Frost, 1200 Range
New Uncommon Chaos Weapon: Poison Cloud, Area, Poison, 1200 Range
New Uncommon Spikes Damage Upgrade: Spiked Masonry, Stacks Max HP on hit
New Rare Spikes Damage Upgrade: Puncturing Spikes, Stacking +% Spikes damage on attacker when hit
  • Fire: New effect: Deals 10% of damage dealt every second, stacking
  • Frost: New effect: Slows by 1% per stack, up to 50 stacks, then Freezes for 3 seconds
  • Combustion: Renamed to Ignite: +25% of Fire stacks spread to a nearby enemy when a burning enemy dies
  • Ice Shard: Renamed to Shatter: +20% Damage to enemies who are or have been Frozen, new icon by Villagerino
  • Poison Armor: Reworked: +10 health regenerated per second for 3 seconds when damaged
===========CHANGES==========
  • Red Dragon Roost, Blue Dragon Roost and Green Dragon Roost skins: No longer require you to beat Samwise, score reduced slightly
  • Spikes Damage Upgrades now appear in the Shop in a manner more similar to Weapons despite being Upgrades, meaning the chance of seeing Uncommon, Rare and Epic Spikes Damage Upgrades increases over time and the chance of seeing a Spikes Damage Upgrade should be more consistent. +Spikes Damage provided by Spikes Damage Upgrades reduced by 20%
  • Damage Upgrades no longer appear more frequently than other upgrades, since the pool has shrunk down a lot with Spikes Damage getting its own pool
  • Income Upgrades are now more likely to appear in the beginning roll of the game and the free rerolls
  • Enemies: Base damage scaling reduced, but will now gain more damage than before with each attack
  • Shocker: Damage 150->125, DPS: 300->250, Stun duration 0.75->1.00
  • Ice Spears: Added a new icon by Villagerino
  • Impaler: No longer stuns. Now Impales the enemy, reducing damage dealt and causing the enemy to be considered Stunned. Damage 3000->4000, DPS 3000->4000, area of effect 300->450, now only benefits from half of your +% Spikes Damage
  • Serpent: Damage 250->225, DPS 500->450, Stun duration 0.75->1.00
  • Knives: Damage 200->300, DPS 100->150, now only benefits from half of your +% Spikes Damage
  • Frostbolt: Damage 500->400, DPS 1000->800, Now also applies 10 stacks of the Frost effect
  • Lavaspitter: Damage 500->300, DPS 500->300, now also applies the Fire effect
  • Basher: Damage 1250->300, DPS 1250->300, stun duration 3.00->1.00, attack type Single Target->Bounce (4 Targets)
  • Spinning Glaive: Damage 600->2500, Attack range 600->300, glaives now remain 300 range away at all times, damaging enemies within 150 range of them, new model
  • Ice Generator: Damage 750->1500, damage per additional Ice Generator 50%->0%
  • Flame Generator: Now a proper Splash weapon firing a projectile, DPS 1500->2500, attack cooldown 5.0->3.0
  • Spikewheel Launcher: Added a new icon by Villagerino
  • Gnashing Teeth: Effect changed, now increases Spikes damage taken by enemies by 1% per 2% of their missing HP
  • Entangled Gold Mine: No longer grants health regeneration based on income, instead grants +6 Gold Income every 30 seconds
  • Rejuvenating Petal: Duration 15->3, now occurs every 10 seconds instead of every 30 seconds
  • Blessed Steel, Enchanted Moon Arrow, Magic Gemstone, Refined Explosives & Chaos Legion: Damage bonus per 500 Gold (Common) Weapon is now a static +5% instead of a multiplicative 1%
  • Spiky Armor: Damage bonus is now a static 1% when hit by an enemy instead of a multiplicative 0.25%
  • Areafire: 10% bonus damage->0% bonus damage, 10% bonus area of effect->20% bonus area of effect
  • Ankh of Reconstruction: Now appears as an item in the shop inventory
==========NERFS==========
  • Fire Bow: Damage 150->125, DPS 300->250
  • Poisonspitter: Range 900->600
  • Splasher: Damage 175->150, DPS 175->150
  • Spell Glaive: Damage 300->275, DPS 300->275
  • Chaos Skulls: Damage 600->500, DPS 150->125
  • Death Generator: Damage 400->500, attack cooldown 0.334->0.5, DPS 1200->1000
  • Necromancer's Tome: Damage 2500->2000, DPS 2500->2000, Range 1200->600, Attack Type Single Target->Area
  • Blessed Armor: Now has a cap of 50 bonus armor per instance of the upgrade
  • Magic Treasure: No longer scales with +% Gold Income or +% Gold Bounty, starting gold value 250->0, gold per second 2->1 but increases every second
  • Philosopher's Stone: No longer scales with +% Gold Income
  • Cursed Treasure: No longer scales with +% Gold Income
==========BUFFS==========
  • Holy Bolt: Damage 225->250, DPS 112.5->125
  • Shockwave Axe: Damage 400->600, DPS 200->300
  • Quills: Damage 66->90, DPS 200->270
  • Net Thrower: Damage 800->1000, DPS 400->500
  • Poison Spear: Damage 800->1200, DPS 800->1200, Poison damage 800->1200
  • Ale Launcher: Damage 1350->1600, DPS 450->800, attack cooldown 3.0->2.0, Drunken Haze duration 3 seconds>2 seconds
  • Firebreather: Damage 450->600, DPS 300->400, area of effect 125->150, now alternates directions
  • Entangler: Damage 2000->3000, DPS 4000->6000
  • Chain Heal: Damage 3000->3600, DPS 1000->1200
  • Moon Glaive: Damage 115->150, DPS 230->300
  • Magic Bolt: Stun duration 1.5->2.0
  • Flamecaster: Damage 100->150, DPS 500->750, area of effect 100->125, final area 110->125
  • Arcane Blaster: Damage 800->900, DPS 400->450
  • Living Water: Damage 750->900, DPS 250->300
  • Lightning Generator: Damage 1050->1125, DPS 350->375
  • Icebreather: Damage 450->750, DPS 150->250, area of effect 125->150, now alternates directions
  • Storm Generator: Damage 5000->9000, DPS 1666->3000
  • Blood Blaster: Damage 175->225, DPS 175->225
  • Bombs: Damage 450->600, DPS 450->600
  • Steam Cannon: Damage 300->450, DPS 300->450
  • Poison Bomb: Damage 400->550, DPS 200->275, Poison damage 400->550
  • Bouncy Cannonball: Damage 350->400, DPS 175->200
  • Cluster Rockets: Area of effect 375->400
  • Frost Bomb: Damage 450->900, DPS 150->300, explosion damage 600->900
  • Liquid Fire Hurler: Damage 800->1250, DPS 800->1250, Fire Vulnerability duration 1.0->2.0
  • Meatapult: Damage 750->1000, DPS 375->500
  • Spikewheel Launcher: Damage 1800->2000, DPS 600->1000, attack cooldown 3.0->2.0, area of effect 250->300
  • Demon Eye: Damage 400->450, DPS 400->450, stun duration 1.5->2.0
  • Death Coil: Damage 300->450, DPS 300->450
  • Chaos Web: Damage 675->750, DPS 225->250
  • Immolation: Damage 500->1250, DPS 500->1250
  • Chaos Swarm: Damage 750->900, DPS 250->300'
  • Inferno Stone: Damage 2000->3000, DPS 250->375, Infernal damage 500->750, Infernal Immolation damage 500->750
  • Chaotic Spirit: Damage 300->400, DPS 300->400, Poison damage 300->400
  • Parasite: Damage 1250->1500, DPS 1250->1500
  • Bloody Spikes: Initial bleed damage 25->50, stacking damage is still 25
  • Black Market: Appears 50% more frequently in the shop
==========BUGFIXES==========
  • Players leaving should hopefully no longer sometimes cause bugs
  • Multiboard: Clear icon updated to the new icon
  • Credits: Added missing credits for some of the new icons by Villagerino
  • Holy Bolt: Should no longer sometimes fail to show its effect
  • Poisonspitter: Damage to secondary targets now same as to primary target
  • Spinning Glaive: Should no longer sometimes damage targets many times in one instant
  • Ice Generator: Now benefits from +% Attack Speed, now correctly considered 300 Range for challenges
  • Storm Generator: Now correctly considered 600 Range for challenges
  • Missile Barrage: Damage to secondary targets now same as to primary target
  • Spikewheel Launcher now benefits from Liquid Fire Hurler's +20% Fire damage bonus
  • Chaos Skulls: Now does the same damage to the primary target as the secondary targets (used to do less)
  • Inferno Stone: Area of effect in description now matches actual area of effect
  • Nature's Fang: Fixed button frame description


===========CHANGES==========
  • Changed the time of day to night
  • Map now remembers your damage text visibiltiy setting as part of your save file
  • Enemy damage scaling increased
  • Lifeleecher: Renamed Basher, no longer regenerates HP or grants HP Regen on hit, instead stuns for 3 seconds
Reasoning: I decided Basher would be a decently fitting name and gave it a stun, so now Piercing has Splasher and Basher. It kind of works and I plan to add another weapon that increases HP Regen down the line, the old weapon both applying "instant regen" and increasing HP Regen was a bit weird
More great icons by Villagerino
  • Bloodblaster has a new icon
  • Protruding Spikes has a new icon
  • Molten Spikes has a new icon
  • Spiky Armor has a new icon
  • Mastercrafted Masonry has a new icon
  • Philosopher's Stone has a new icon
  • Cursed Treasure has a new icon
  • Clear has a new icon
  • Bloody Spikes icon was improved slightly
  • Poison Armor icon was improved slightly

More mini-icons
  • Added missing HP Regen mini-icon to Entangled Gold Mine
  • Fixed HP Regen mini-icons being cut off by 1 pixel
  • Added Max HP and Mana Shield mini-icons made by myself and Villagerino together
==========NERFS==========
==========BUFFS==========
Spiked Barricades: Damage 40->50
Shredding Spikes: Damage 80->100
Bloody Spikes: Damage 80->100
Dreadlord Fang: Damage 80->100, healing 5->6
Natrue's Fang: Damage 80->100
Protruding Spikes: Damage 80->100, first hit damage 160->200
Growing Spikes: Damage 80->100, +Spikes Damage per round 10->15
Sharpened Spikes: Damage 160->200
Deflection: Damage 160->200, damage reduction 10->12
Molten Spikes: Damage 160->200
Poisonous Spikes: Damage 160->200
Crypt Carapace: Damage 400->500
Gnashing Teeth: Damage 400->500
==========BUGFIXES==========
Desyncs
- Disabled the feature that allowed you to preview stats provided by Gold Mine etc, this may or may not have been causing desyncs. Supposedly there's also desync issues on other maps and even older versions of Tower Survivors but I'll turn this off for now just to be safe. I've been told of a way that should prevent desyncs like this so I'll work on re-adding the feature.

  • Living Spittle: Fixed incorrect file path resulting in no special effect on poisoned enemies, also mostly fixed the weirdly thick hit effect
  • Storm Generator: No longer sometimes has Flame Generator's tooltip
  • Normal Scroll, Scroll of Piercing, Scroll of Magic, Scroll of Siege and Scroll of Chaos: No longer resets the displayed value when purchased (Actual damage mult applied was not affected by this bug)
  • I think I fixed other instances of the above bug in other upgrades it affected too. Let me know if you see any of them reset weirdly.
  • Magic Treasure, Multiplication Gems and Duplicator: Items now get removed at times when I think they might've somehow managed to get dropped on the ground, hopefully you wont see this bug again but if you do let me know this didn't fix it
  • Duplicator: No longer charges up to 5000 gold when directly used from your inventory, also fixed an issue where having more than 1 Duplicator and directly using it would consume them all but not give more than one duplicate


===========NEW==========
New terrain. Feels hot like a desert lately so it seems fitting

About the balance changes
- I've made changes to a lot of weapons now based on repeated tests, this obviously isn't a 1:1 to actual gameplay but should be an OK foundation

Quality of Life changes
UPGRADE DESCRIPTIONS
- A few upgrade descriptions now give more accurate information, such as how much +% damage they actually provide. More to come

ICONS
- Health Regeneration Upgrades: Added a green + icon Villagerino and I made together into each icon for health regen upgrades. Please give any feedback you have about this on the Discord
For upgrades, base stats like health, mana shield, health regen would display a mini-icon at the bottom center of the icon
For damage sources, their damage types would show as a mini-icon in the top-left (primary damage type) and top-right (secondary damage type) of the icon
- Some frame buttons give more information like healing per second
===========CHANGES==========
  • Added missing credits to Antares for 2 files used for the frames we've all been enjoying for so long.
  • Enemies: Scaling increased
  • Repair Crew: Reverted to original icon
  • Rejuvenation: Reverted to original icon
  • Renew: Reverted to original icon
  • Ice Shard: Changed icon to one from WoW
  • Frost Bomb: Icon edited by Villagerino
  • Bouncy Cannonball: New icon by Villagerino
  • Shadowglaive: New icon by Villagerino, also renamed to Spinning Glaive
  • Poisonous Spikes: New icon by Villagerino
  • Bloody Spikes: New icon by Villagerino
  • Poison Armor: New icon by Villagerino
  • Living Spittle: Now purple, with a new model by Villagerino, no more bricking your Chaos runs on accident
  • Improved volume mixing on some weapons
  • Fire: Stacks applied 5% of base damage->10% of base damage, base area of effect 150->125
  • Icebreather: Attack cooldown 2.0->1.5, damage 600->450, DPS unchanged, Frost stacks 4->3
  • Firebreather: Attack cooldown 2.0->1.5, damage 600->450, DPS unchanged
  • Steam Cannon: Damage 400->300, DPS 400->300, Damage vulnerability 10%->20%
  • Chaotic Spirits: Damage 250->300, DPS 250->300, Poison damage 312.5->300
==========NERFS==========
  • Quills: Damage 75->66, DPS 225->200
  • Ice Generator: Damage 800->750, DPS 800->750
  • Goblin Land Mines: Damage 6000->5000, DPS 1200->1000
  • Chaos Web: Damage 750->675, DPS 250->225
  • Parasite: Damage 2000->1250, DPS 2000->1250, damage per extra stack now the same as initial damage
  • Combustion: Fire explosion damage bonus 50%->25%
==========BUFFS==========
  • Thorn: Damage vulnerability 10%->20%
  • Poison Spear: Damage 600->800, DPS 600->800, Poison damage 750->800
  • Storm Hammer: Damage 750->825, DPS 250->275
  • Net Thrower: Damage 450->800, DPS 225->400
  • Ale Launcher: 900->1350, DPS 300->450
  • Impaler: Area of effect 250->300
  • Poison Bow: Damage 200->300, DPS 200->300, Poison damage 250->300
  • Frost Bow. Damage 150>175, DPS 300->350
  • Fire Bow: Damage 100->150, DPS 200->300
  • Poisonspitter: Damage 65->75, DPS 130->150
  • Serpent: Damage 200->250, DPS 400->500
  • Moon Glaive: Damage 100->115, DPS 200->230
  • Glaive Thrower: Damage vulnerability 10%->20%
  • Splasher: Damage 125->175, DPS 125->175
  • Knives: Damage 150->200, DPS 150->200
  • Lifeleecher: Damage 1000->1250, DPS 1000->1250
  • Frostbolt: Damage 400->500, DPS 800->1000
  • Lavaspitter: Damage 375->500, incidentally fixed bug where the secondary targets were taking more damage than the primary
  • Ballista: Damage 2000->2500, DPS 400->500
  • Shadowglaive (Renamed Spinning Glaive): Damage 375->600
  • Living Spittle: Damage 200->300, DPS 200->300, Poison damage 250->300
  • Flamecaster: Cone size 100->110
  • Magic Bolt: Damage 400->450, DPS 400->450
  • Living Ice: Damage 200->250, DPS 200->250
  • Arcane Blaster: Damage vulnerability 10%->20%
  • Flame Generator: Damage 2500->3750, DPS 500->750, now does the correct amount of splash damage over time and applies the correct amount of Fire stacks
  • Storm Generator: Damage 3000->5000, DPS 1000->1666
  • Mortar Launcher: Damage 300->450, DPS 150->225
  • Healing Sprayer: Damage 100->125, DPS 200->250
  • Bombs: Damage 400->450, DPS 400->450 (Fixed a bug where Bombs had a too large Splash radius)
  • Bloodblaster: Damage 150->175, DPS 150->175
  • Poison Bomb: Damage 300->400, DPS 150->200, Poison damage 375->400
  • Cluster Rockets: Damage 100->150, DPS 300->450
  • Frost Bomb: Explosion damage 450->600
  • Meatapult: Damage 600->750, DPS 300->375
  • Overloaded Catapult: Damage 7500->12000, DPS 750->1200
  • Chaos Heart: Damage 150->175, DPS 150->175
  • Immolation: Damage 400->500, DPS 400->500
==========BUGFIXES==========
  • Enemies: Fel Orc Raiders now actually appear in Fel Orc waves
  • Lightning Generator: Fixed damage dealt (was dealing 1200 instead of the stated 1050 damage)
  • Spell Glaive: Projectile speed now scales with game speed
  • Bombs: Fixed Splash radius (300->150)
  • Steam Cannon: Now properly calculates bonus DPS from damage vulnerability (No actual change in damage done)
  • Death Coil: Now properly calculates bonus DPS from damage vulnerability (No actual change in damage done)
  • Parasite: Description fixed, stacking damage fixed
  • Duplicator: Fixed a bug where it would fail to grant a Spikes Damage upgrade when used from the inventory
  • Imbued Masonry: Now finally scales correctly when multiple instances are purchased
  • Rejuvenating Petal: Button frame tooltip fixed, no longer incorrectly adds the Renew multiplier on top
  • Smiting Hand/Dreadlord Fang: Fixed buggy interaction between the two
  • Philosopher's Stone: Fixed bugged interaction with Ankh
  • Areafire: Fixed text cutting off in the frame button


===========CHANGES==========
  • Made the old version warning message appear much more frequently since many still never notice it
  • Samwise: No longer takes bonus damage from Spikes, damage required to kill lowered
  • Fire: No longer increases damage taken, instead only deals explosion damage. Stacks applied is equal to 5% of damage dealt
  • Thorn: Attack cooldown 0.5->1.0, damage 100->300, DPS 200->300, Normal vulnerability 5%->10%, no longer stacks and now lasts 1 second
  • Holy Bolt: Damage 600->200, DPS 300->100, healing 80->40 per enemy hit, attack type changed from Single Target to Area (150)
  • Glaive Thrower: Damage 400->800, DPS 200->400, Piercing vulnerability no longer stacks and now lasts 2 seconds
  • Magic Claw: Attack cooldown 2.0->1.5, Damage 300->225, DPS unchanged
  • Soulstealer: Attack cooldown 2.0->1.0, Damage 500->300, DPS 250->300, Mana Shield per hit 20->10
  • Arcane Blaster: Damage 400->800, DPS 200->400, Magic vulnerability no longer stacks and now lasts 2 seconds
  • Spell Glaive: Attack range 300->600
  • Icebreather: Frost stacks 3->4
  • Ice Generator: Damage 1500->800, DPS 1500->800, Frost stacks 5->4, further purchases now give +50% damage, Frost stacks and area of effect
  • Blaster: Renamed Blood Blaster. Damage 300->150, attack type changed from Single Target to Area (150), no longer deals bonus damage based on Stun upgrades, instead adds +3 Max HP per enemy hit on attack
  • Steam Cannon: Attack cooldown 0.5->1.0, damage 150->400, DPS 300->400, Siege vulnerability 5%->10%, no longer stacks and now lasts 1 second
  • Liquid Fire Hurler: Attack cooldown 0.5->1.0, damage 400->800, DPS unchanged
  • Frost Bomb: Icon changed
  • Death Coil: Damage 200->300, DPS 200->300, Chaos vulnerability no longer stacks and now lasts 1 second
  • Crippler: Damage 800->1000, DPS 800->1000, damage reduction 50%->25%
  • Arcane Mark: Gold cost 5000->10000, Mana Shield 4000->10000, damage bonus 20%->1% per 2000 Mana Shield
  • Energy Shield: Gold cost 10000->5000, Mana Shield 10000->4000, damage reduction 30%->25%
  • Growing Blaze: Now adds explosion area instead of damage vulnerability
  • Combustion: Damage rebalanced to fit with the new Fire effect
==========NERFS==========
  • Poison Spear: Movement speed reduction removed, attack speed reduction 50% -> 25%
  • Impaler: Damage 5000->3000, DPS 5000->3000
  • Entangler: Damage 3000->2000, DPS 6000->4000
  • Chain Heal: Damage 9000->3000, DPS 3000->1000
  • Splasher: Damage 150->125, DPS 150->125
  • Ballista: Damage 2500->2000, DPS 500->400
  • Wind Spear: Damage 5000->3000, DPS 5000->3000
  • Shadowglaive: Damage 2500->375
  • Lightning Generator: Damage 1200->1050, DPS 400->350
  • Living Water: Damage 800->750, DPS 266->250
  • Flame Generator: Damage 5000->2000, DPS 1000->400
  • Cluster Rockets: Attack cooldown 0.25->0.334, damage 125->100, DPS 500->300
  • Frost Bomb: Damage 600->450, DPS 200->150, Explosion damage 600->450
  • Goblin Land Mines: Damage 10000->6000, DPS 2000->1200
  • Spikewheel Launcher: Damage 3000->1800, DPS 1000->600
  • Inferno Stone: Damage 3000->2000, DPS 375->250, Infernal damage 2000->500
  • Chaotic Spirit: Poison damage 625->312.5
==========BUFFS==========
  • Throwing Axes: Damage 75->100, DPS 75->100
  • Shocker: Damage 125->150, DPS 250->300
  • Net Thrower: Damage 300->450, DPS 150->225
  • Storm Hammer: Damage 600->750, DPS 200->250
  • Fire Breather: Damage 400->600, DPS 200->300
  • Bow: Damage 75->100, DPS 75->100
  • Frost Bow: Damage 125->150, DPS 250->300
  • Poisonspitter: Damage 50->65, DPS 100->130
  • Ballista: Damage 2000->2500, DPS 400->500
  • Wind Spear: Damage 4000->5000, DPS 4000->5000
  • Serpent: Damage 150->200, DPS 300->400
  • Lavaspitter: Damage 300->350, DPS 300->350
  • Lifeleecher: Permanent HP Regen per hit 0.2->0.25
  • Magic Missile: Damage 75->100, DPS 75->100
  • Magic Bolt: Damage 300->400, DPS 300->400
  • Flamecaster: Damage 60->100, DPS 300->500
  • Icebreather. Damage 500->600, DPS 250->300
  • Manastone: Damage 200->250, DPS 600->750
  • Boulder: Damage 75->100, DPS 75->100
  • Missile Barrage: Damage 100->125, DPS 100->125
  • Healing Sprayer: Healing per enemy hit 4->10
  • Bombs: Damage 250->400; DPS 250->400
  • Overloaded Catpault: Damage 5000->7500, DPS 500->750
  • Chaos Orb: Damage 75->100, DPS 75->100
  • Demon Eye: Damage 250->400, DPS 250->400
  • Healthstone: Damage 125->150, DPS 375->450
  • Chaos Web: Damage 450->750, DPS 150->250
  • Death Generator: Damage 200->500, DPS 600->1500
  • Chaos Swarm: Damage: 600->750, DPS 200->250
  • Immolation: Damage 300->400, DPS 300->400
  • Necromancer's Tome: Skeletal Mage attack cooldown 1.5->1.0, Skeletal Mage damage 1500->2000, DPS 1000->2000
  • Parasite: Damage 800->2000, DPS 800->2000
  • Poison Armor: Poison damage 40->80
==========BUGFIXES==========
  • Samwise: Has the intended damage now: 50000 instead of 500000
  • Marine Skin: Fixed inaccurate description
  • Green Dragon Roost: Should now show its completion message
  • Splash Weapons: Net Thrower, Bombs and Chaos Web now deal splash damage and stun even if their primary target is killed by the damage dealt, also fixed some issues with their stun durations
  • Shockwave Axe: Damage and tooltip now match (400 damage)
  • Splasher: Now increments the Piercing weapon counter
  • Soulstealer: No longer messes up Mana Shield calculations for Spell Glaive's bonus damage
  • Flame Generator: Now counts as a 900 range weapon for challenges
  • Molten Spikes: Button fixed to use new icon and name
  • Entangled Gold Mine: Fixed :)
  • Duplicator: Now actually duplicates a Spikes Damage upgrade when used directly
  • Transmute: Fixed description
  • Rapdifire: Removed deprecated info in description


==========BUGFIXES==========
  • Magic Coins Only Skin: Now checks the correct challenge for completion state
  • Treasure Hoarder Skin: Should now be unlockable
  • Areafire: Fixed bug where it wouldn't fully unlock


===========NEW==========
  • Skins: Added 3 new skins
  • Magic Coin: Survive for 10 minutes with the only gold-granting upgrades you buy being Magic Coins, +250 Score for unlocking
  • Treasure Hoarder: Survive for 15 minutes after buying a Magic Treasure in the opening turn and never using it, +250 Score for unlocking
  • Marine: Come in first place (Last Stand) with the map author coming in second place (died as the last before you), gives 0 score
  • Upgrades: Added 1 new upgrade
  • Areafire: +10% damage and +10% area of effect for Area weapons.
===========CHANGES==========
  • Added new icons for some Upgrades
  • Samwise: More health, less damage
  • Enemies: Gain less damage per hit at first, but stacks over time
  • Enemies: Now also gain a small amount of damage each second
  • Enemies: Gain more CC reduction over time
  • Poison Weapons: Duration reduced from 3 to 2, damage per second increased by 25% but total damage reduced
  • Flamecaster: Rotates 25% faster
  • Lightning Generator: Targets hit 8->4, Attack cooldown 5.0->3.0, Damage 1250->1200, DPS 250->400
  • Flame Generator: Duration 2->1, Damage 6000->5000, now deals Splash damage
  • Ice Generator: Damage 1000->1500, now constantly rains ice shards down on the Tower, with the area of effect increasing by 75 with each additional purchase
  • Storm Generator: Damage 2000->4500, attacks per second 1.0->0.66, duration 10->15
  • Liquid Fire Hurler: Fire damage buff 30%->20%. Now also increases damage by Liquid Fire Hurlers.
  • Goblin Land Mines: Now an Area & Wave weapon that plants mines around the Tower in a circle rather than in a line outward. 300->600 range.
  • Spikewheel Launcher: Now a Wave weapon that shoots out a big wheel that goes +900 range out. 1200->300 range.
  • Locust Swarm: Replaced with Parasite: Stackable damage over time effect that heals.
  • Duplicator: Can now be used directly from the inventory to grant a copy of a 5000 Gold (Rare) Weapon you already have
  • Ankh of Reconstruction now gives 2000 Max HP instantly instead of when activated
  • Other changes I probably forgot because I accidentally deleted the list of changes.
==========NERFS==========
- Blessed Armor: Armor bonus/30 sec 15->10
==========BUFFS==========
  • Entangler: Damage 2500->3000 (In total 1500->3000 due to a bug being fixed)
  • Poisonous Spikes: Poison damage 50->100
  • Ankh of Reconstruction: Now adds its +2000 Max HP buff upon purchase
==========BUGFIXES==========
  • Solo Mode: Scaling from Upgrades, etc no longer stops at 15 minutes
  • Entangler: Damage was incorrectly set to 1500 rather than the 2500 it should be doing (also buffed to 3000 this patch), also no longer disqualifies you from the Stun challenge
  • Lightning Generator: Should obey its target priority now
  • Renew: Now works properly on 1.5x speed
  • Entangled Gold Mine: Now stacks properly


==========BUGFIXES==========
- Fixed Spikes not triggering


==========CHANGES==========
  • Disabled Up/Down Arrow Zoom Out/In, will make buttons for it eventually but think it's best to have it gone for now.
  • Enemies: Damage bonus per hit increased
  • Bloody Spikes: Base damage 20->25, no longer adds exponentially more damage as it stacks, instead it stacks normally
  • Shadowglaive: Changed how it detects units in range. Seems to work fine and should be less performance heavy
  • Overloaded Catapult: Increased attack arc 0.35->0.50, since some were saying it looked like it was shooting straight
  • Necromancer's Tome: Skeletal Mage can no longer move
  • Inferno Stone: Infernal can no longer move, Infernal size increased, Infernal damage 500->2000, Infernal Immolation damage 150->500, Infernal Immolation Fire stacks 50->100
  • Locust Swarm: Duration 15->12, no longer has to return to the Tower to heal it
Locust Swarm is likely to be redesigned so enjoy your bugs while you can.
==========NERFS==========
Impaler: Area of effect 300->250
==========BUGFIXES==========
  • Red Dragon Roost: Challenge completion message should now appear
  • New Weapons: Fixed some incorrect settings for challenge qualification
  • Shadowglaive: Fixed wrong hotkeys
  • Overloaded Catapult: No longer prints a debug message, fixed button positions, splashes damage properly

Hive release version.





Codeless Save and Load (Multiplayer) - v3.0.1 by TriggerHappy
Find it here: Codeless Save and Load (Multiplayer) - v3.0.1
GameStatus - Replay Detection - also by TriggerHappy, found on HiveWorkshop
BoxedText.fdf and BoxedText.toc files used for frames by Antares, whose resources can be found on HiveWorkshop
TasAbilityChargeBox by Tasyen, found on HiveWorkshop
Orb of Ice model by General Frank, found on HiveWorkshop
BTNSteelSword, BTNPiercingArrows, BTNMagicMissile, BTNBoulderSiege and BTNChaosBolt by genin32/Blizzard Entertainment, found on HiveWorkshop
Demon Tower model by HappyTauren, found on HiveWorkshop
Glaive Missiles model by Scythe Dervish, found on HiveWorkshop
Endemic Field Area by Xecutor_ShamanX, found on HiveWorkshop
BloodySpikes, BouncyCannonball, FrostBomb, PoisonArmor, PoisonousSpikes, SpinningGlaive, BloodBlaster, ProtrudingSpikes, MoltenSpikes, SpikyArmor, MastercraftedMasonry, PhilosophersStone, CursedTreasure, Clear, SpikewheelLauncher, Flame Pillar, Slicerglaive, Ice Beam, Ice Spears, Shatter Bouncing Shield, Lightning Bullet, Chaos Swarm, Hungering Maw and Wight icons by Villagerino
MagicAcidMissile, MagicAcidMissileTarget, IceBeam, IceDrainCaster, ImpaleMissTargetBigger, BouncingShield, LightningBullet and WightVillagerino models by Villagerino
Arcane Generator model & icon by bakr & Manastorm, found on HiveWorkshop
Explosion model by Karassu, found on HiveWorkshop
Fire Missiles (Firebolt Rough Major) by Vinz, found on HiveWorkshop

THANKS
Big thanks to Villagerino for helping me with so many great icons in particular and helping me with a purple Living Spittle
Thanks to Tasyen for helping me really bring the buttons to the next level, not just from his great guide but helping me out personally because I'm a dummy
Thanks to OverClocked for helping me set up the Clear button
Thanks to Mayday for helping me get started on editing icons




Big thanks to Villagerino for helping me with so many great icons in particular and helping me with a purple Living Spittle
Thanks to Tasyen for helping me really bring the buttons to the next level, not just from his great guide but helping me out personally because I'm a dummy
Thanks to OverClocked for helping me set up the Clear button
Thanks to Mayday for helping me get started on editing icons
Contents

Tower Survivors v1.90 (Map)

Reviews
deepstrasz
Quite a creative and smooth TD. Good use of core game mechanics and RNG. Small UI elements make it really enjoyable too. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map...
Quite a creative and smooth TD. Good use of core game mechanics and RNG. Small UI elements make it really enjoyable too.

Approved
.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
I need more than that, what disappears? The weapon stops firing? I can't even fathom what would cause this "disappearance" to happen, let alone what it means.
As if I never purchased it, never fires/displays again. And based on the damage report after the map it seems like it never firing seems to be the case.

I purchase a Glaive Thrower, which obviously has a 1200 range attack and should always be firing. Upon buying a spell glaive, it just neve fires again.
 
As if I never purchased it, never fires/displays again. And based on the damage report after the map it seems like it never firing seems to be the case.

I purchase a Glaive Thrower, which obviously has a 1200 range attack and should always be firing. Upon buying a spell glaive, it just neve fires again.
I can't replicate this at all, and I really doubt the code somehow... corrupts? in such a specific way as to only cause a specific weapon being purchased (an ability being cast) to remove a specific unit type from the map or cause it to just not acquire targets. I think this is an imagined bug, sorry.
 
Hello i have some questions and suggestions.
1. Discord server, map is quite popular
2. Area and glaives challenges seems very hard or even impossible, (there is only 3 glaive weapons, 2 of them are 300 range, I've made like 50 attempts and still nothing)
3. Knifes (area damage) seems pretty weak for 5k weapon
 
Hello i have some questions and suggestions.
1. Discord server, map is quite popular
2. Area and glaives challenges seems very hard or even impossible, (there is only 3 glaive weapons, 2 of them are 300 range, I've made like 50 attempts and still nothing)
3. Knifes (area damage) seems pretty weak for 5k weapon
1) I think the one we have already is fine.
2) They're very doable, and meant to be a bit harder.
3) It's quite strong, not weak
 
Can you get skins while playing on single player? I survived over 13mins while only using piercing damage, but I didn't get the skin or the survive over 12mins one. Do you have you be online to acquired skins
 
Can you get skins while playing on single player? I survived over 13mins while only using piercing damage, but I didn't get the skin or the survive over 12mins one. Do you have you be online to acquired skins
Yes, I decided to encourage playing online for it, you can't really win or lose in single player either, and you could just use cheats, I should make it clearer ingame though I know
 
Would you consider doing a potato mode where half the unit spawns but with double HP so the 2010 hardware peasants like me can survive the frame drops after 10 mins?
The problem is this would change the balance of the weapons, I did recently remove the swarming enemy spawns so the lag should be better, other than that I just need to optimize things but there's a limit to how much I can do with the time I spend on the map as I also need to work on other things
 
The problem is this would change the balance of the weapons, I did recently remove the swarming enemy spawns so the lag should be better, other than that I just need to optimize things but there's a limit to how much I can do with the time I spend on the map as I also need to work on other things
Yeah I tought that a bit after posting the comment, you'd have to reduce everything by half and would be a ton of work.
Still I love I could play the map, after 10 min I literally get less than 10 fps
I hope you come up with something to fix those, unfortunately I think my pc is so ass no matter the fix it would still lag, it's just a matter of unit quantity
 
Well made map, pretty fun and engaging, with great replayability thanks to being heavily rng and luck dependent. But aside from normal speed being too slow and way too many hosts play at normal speed, I'd say there is serious flaw in adding challenges to this map.

Adding challenges to a luck dependent game is not a good decision. Might as well call it a luck test. Sometimes I encounter idiots that call me stupid because I died first in some games that I was doing difficult challenges in, or idiots that yap about how they are so good and smart that they get few losses (lol). Its pretty easy to win or get last stand if you aren't locking yourself in challenges. No player doing a challenge likes getting flamed by some idiots who dont realize that doing a challenge means getting disadvantaged and it's easier to lose.

If possible, challenges should be changed into randomly selected or player-specified, and each player gets increased probability of getting weapons/upgrades that satisfy their own challenge.
 
Well made map, pretty fun and engaging, with great replayability thanks to being heavily rng and luck dependent. But aside from normal speed being too slow and way too many hosts play at normal speed, I'd say there is serious flaw in adding challenges to this map.

Adding challenges to a luck dependent game is not a good decision. Might as well call it a luck test. Sometimes I encounter idiots that call me stupid because I died first in some games that I was doing difficult challenges in, or idiots that yap about how they are so good and smart that they get few losses (lol). Its pretty easy to win or get last stand if you aren't locking yourself in challenges. No player doing a challenge likes getting flamed by some idiots who dont realize that doing a challenge means getting disadvantaged and it's easier to lose.

If possible, challenges should be changed into randomly selected or player-specified, and each player gets increased probability of getting weapons/upgrades that satisfy their own challenge.
1) Player 1 (Red) decides the game speed, so you can host games and set the speed yourself. I recommend playing the speed you want and letting other people play the speed they want.

2) Majority of players enjoy challenges, players enjoying the map is a good thing. They are optional, do not play them if you don't like the concept.

3) I can't change the behaviour of people playing the map.

4) Making the active challenge random would be horrible. Players would get frustrated and constantly leave lobbies trying to get the right challenge they want. I can't see any reason to doing this.

5) Players inherently decide their challenge by simply doing the challenge they choose.

6) The point of a restrictive challenge is to restrict yourself, if you make up for the restrictions there's no challenge. It'd also be a lot of work to add in a system to control probability of things that way and maintain it for future challenges.
 
how do I create a game at 150? I was host, but it didn't give me an option to change speed
 
how do I create a game at 150? I was host, but it didn't give me an option to change speed
You need to type "1.5" during the countdown. Some other possible variations, IIRC, are "150%", "x1.5", "fast". You can also join the Discord channel to follow the changelogs, post your best times, take tips and find other useful info 👍
 
Hosting an older version because 1.76 is consistently buggy 3 games out of 4, making the game an almost one long slideshow after 10 minutes or so. This is likely due to buggy weapons, for example, previously it was the 10k healing wave that caused some first-class slideshow experience here and there, but in 1.76 it seems to be not limited to that one weapon, and it's much worse.
 
Hosting an older version because 1.76 is consistently buggy 3 games out of 4, making the game an almost one long slideshow after 10 minutes or so. This is likely due to buggy weapons, for example, previously it was the 10k healing wave that caused some first-class slideshow experience here and there, but in 1.76 it seems to be not limited to that one weapon, and it's much worse.
Buggy is very vague here, you mention a slideshow after 10 minutes which would be lag, not bugs, regardless the changes made in 1.76 were simple number changes, it goes beyond any logic that this would cause some sort of bug, or buggy weapons, as for this hypothetical bug with Chain Heal, you mention it being "bugged" in the past yet I never made any change to "fix" that, and should this have been bugged Chain Lightning would likely have been as well as it's simply a Chain Lightning spell with a different projectile. If there are spontaneously occuring bugs with specific weapons unrelated to any changes actually made in a patch, I can't tell, maybe Blizzard thoroughly destroyed their game in the last patch but there's nothing I could do about that.
 
A big improvment would be to change the location of the 2 extra Buttons over the Normal UI somewhere else. I enjoy the Map but i cant read the description of a few Things. Pls change
 
A big improvment would be to change the location of the 2 extra Buttons over the Normal UI somewhere else. I enjoy the Map but i cant read the description of a few Things. Pls change
Sadly, this isn't possible.

You'll have to use the default UI scaling as Blizzard didn't feel like map makers should be able to know what UI scaling players have
 
Me and my cousin (we play Warcraft together evee since WC2) are addicted to this map.
If I could give it more stars I would

We get together all excited to play, get frustrated because we get shite weapons/no gold, we lose and after that we say "Lets do one more" (we gonna play 10 more matches)

11/10
Love/Hate the RNG
 
For the Power challenge, does the Blessed Armor(i think?) which grants 1.5+ armor each round count? or would that nullify?
 
I survived 10 minutes and didn't get the power challenge...
Soul Stealer, Spell Glaive
Blood Bomb, Meatapult
Poison Cloud
Blight Aura
Wisp, Magic Seeds
Scroll of Seige, Power Generator

What did I do wrong???
 
The map is really incredible, it's a shame that after 11 minutes the game becomes unplayable due to lag spikes, I literally can't do anything from then on.
 
On the latest challenge, we just need to buy any upgrade before game start that give + mana shield?

Nothing else would disqualify except the shield reaching zero?
 
Well polished game with good implementation of modern mechanics. Easy to get into with low time commitment. The competitive aspect isn't overtly stressful and can be completely ignored if the player doesn't want to participate in it. Would like to see an endless mode, though technical limitations may prevent it.
 
Well polished game with good implementation of modern mechanics. Easy to get into with low time commitment. The competitive aspect isn't overtly stressful and can be completely ignored if the player doesn't want to participate in it. Would like to see an endless mode, though technical limitations may prevent it.
Playing the map single player allows you to play endlessly if you can survive
 
Version 1.9 bug. +1hp when attacked item only gives the hp when not in shop. I click out of shop to check weps inventory and I gain hp but as soon as I go back into shop no more HP increase when attacked.

also, discord link says expired when I try to join. Maybe it needs to be updated???
 
Version 1.9 bug. +1hp when attacked item only gives the hp when not in shop. I click out of shop to check weps inventory and I gain hp but as soon as I go back into shop no more HP increase when attacked.

also, discord link says expired when I try to join. Maybe it needs to be updated???
Spiked Masonry works fine, for it to bug based on player unit selection would be baffling, only potential issue would be the shop deciding not to update to have the same health as the tower, which would only be a visual issue but I don't see it

Discord link confirmed working
 
I think I found the reason it wasn't working. If tower was attacked with existing mana shield it didn't add the hp to tower. Maybe that needs to be added to description. Kinda defeats purpose of ever getting that upgrade and mana at the same time unlike all the other stat giving upgrades that still work regardless.

Can you post the discord link you used and confirmed working on here?
Copy paste does not work in WC3. Maybe I typed it wrong or wrote it wrong?
 
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