Added additional support to allow game code to be executed! That is all... Mods for all.
[ 2024-11-25 09:39:44 CET ] [ Original post ]
Ver 0.4
NEW
MOD SUPPORT! You can now import mods into the game, found on the Main Menu under Extras -> Mods, enjoy TDS with wacky things happening
You will be warned THERE ARE NO MODS...YET! But keep an eye on our Discord Server as theres a new channel dedicated to such things including how to install/use mods
Discord
added an experimental multiplayer disconnection error message that SHOULD tell you why you've been disconnected
The game is now running in MONO rather than IL2CPP, which in general, makes it easier to snoop through the game files at the slight cost of performance. This was required to get the game to include modding! Because of that I will be monitoring pretty closely how things run.
The main change for regular non-modding folks is that the game will take a tad bit longer to boot up initially!
CHANGES
Adjusted parameters for the main menu's Idle scene so that it doesn't do it in other menus
Red enemies no longer can target things outside of units and towers (such as buster's speed pads)
Added a failsafe situation on Auraboro where you might get stuck on a upper floor, there is now a path downwards one-way
Gavel no longer scales with tier, drastically increased range
Improved the blasthead navigation AI to now avoid rocks
Buster's Speed pad Collision Course upgrade improved drastically, dealing SIGNIFICANTLY more damage the faster the dog and slightly wider
Buster's Totem Blaze debuff now ramps up slightly faster and automatically expires upon reaching a maximum damage (1000)
The burst variant of Blaze debuff now starts at 25 damage rather than 0, making it useful. still requiring assistant towers to keep the debuff going
Buster's Boost Pad now heals dogs as they pass
Buster's Speed Bump now deals damage based off of PERCENT health + speed, dealing significantly more damage to enemies with speed modifiers and the like
Buster's Pad Wrong Way and Speed Pad's slow and stun duration increased by a second each
Buster's Pad Tower boost increased slightly
Buster's Lap Dog damage ramp increased significantly
Buster's Rev Dog now is permanently Un-targetable rather than conditional
Buster's Dog slightly increased base health and damage
Buster's Checkpoint attack speed increased slightly
Reworked Buster's Checkpoint Lap 3, no longer grants a large amount of capacity, grants a reasonable capacity (that stacks off of Lap 1 and Lap2) and now ramps in gain the more resource it currently holds
Burst pedistals deal more damage
Buster's costs in general adjusted (trending lower)
Smacky's Quick bombs now give slightly more attack speed, there was a rounding issue making it so they don't display a change in attack speed. Cannon total attack speed should still stay the same
BUGFIXES
Fixed a navigation issue with a few maps causing certain mobs to get stuck. (Bitterfield + Fish, Ulu + Snobles)
Fixed the cardinal, Chimera Crystals
adjusted navigation on Hydroplane
Fixed medals of various new maps
made the non 'Brittle' surfaces on Thanh Bitterfield be selectable and placeable, should feel less gummy
Par time reduced on Flood maps
Generally, traps no longer can be damaged, leading to things seemingly invincible being destroyed being not the case anymore
[ 2024-11-23 22:40:23 CET ] [ Original post ]
Ver 0.3c Buster's Dogs no longer drop red upon death Gavel's damage has been adjusted to be more reasonable Buster's pads no longer can get destroyed by certain projectiles Buster's Checkpoint quick pass multiplier is increased, (x2 at speed 8) Buster's Checkpoint upgrade prices reduced for tier 3, 4 and 5 Garage's Jack up ability respawn time is now 0.5s Buster's Speed Pad price reduced Garage's base and scaling health increased Buster's pad now effects dogs straight away, rather than 1 tile past them Thrown aura from the moneybag now deals 50 damage and is no longer taxed if a successful donation is done Torrid Badge, the merchant is stronger and attacks faster. Claymores deal 15 damage now Various maps have been fixed up and adjusted
[ 2024-11-15 12:22:25 CET ] [ Original post ]
The first of the 3 major patches, also consisting of Blue and Yellow, comes RED.
Ver 0.3 RED
Much of it is geared towards continuing the game's progression and smoothing over various aspects for the near future with other patches
HIGHLIGHTS
5 NEW MAPS - Peppered through the main part of the Grand Aquilla, and part of Ome Sphere. All of which are completely unique
NEW VESSEL BUSTER - The fastest... Dog! Coming with a complete new set of towers, units, and upgrades. A totally new way to play
6 NEW CARDINALS - For all colors! Many give pretty wacky effects that should shake up the game and most are gained through the new maps!
NEW ENEMY + TIDE LAYOUT - Take on 20 tides that speed up, hit hard, and will challenge you in a different way
SWEEPING QOL CHANGES - Many new improvements to ui, gameplay, and flow! (Many new changes will also appear post this patch)
ALSO NEW
Added tool tips to various places in game! Hovering over some icons will tell you what they are. Including cardinals
Added tower highlighting whenever you enter build mode, sell mode, or hover over a player's name! (Multiplayer only)
Added tutorial prompting for when Rotating towers is relevant
Added new tutorial tips for when you lose early on in the Tides, they change depending on where you are in the game
Added indication in skyhook for where the ores are for first time players
Added a few new tutorial related helpers in the game to guide you early on
Steam Cloud now functions with this game!
Added a instance of saving at the end of a map for extra saving goodness
Added Camera Smoothing settings option - Will basically remove the general game's smoothing of the camera for both the overworld and the game. This is for anyone that may be prone to motion sickness or perhaps just like that experience
Added Invert Quick Build Controls settings option - Inverts building shortcuts from 1,2,3,4 to be 4,3,2,1! You can always do this manually, just keep note of this setting aswell
Some map may contain additional requirements to clear a map, such as reaching a certain medal threshold
New enemy modifier!
CHANGES
Map [spoiler]Kong[/spoiler] Camera has been adjusted
[spoiler]Kong[/spoiler] now counts towards progression of the next region
Adjusted all 'Difficulty' ratings above 4! Adding another blip between maps labeled as difficulty 4 and 5. Should help a bit more with the clarity on how hard some maps may be
Typhoon Severity type has been renamed to Downpour! It's the same thing, but with a more watery name to suit the most common style there is in the game. (And to differentiate from future severity types)
Slight adjustments to earlier waves in Downpour (Formerly Typhoon)
Adjustments to Smacky Bombs, a few upgrades (mainly the splitting bombs) now can hit slightly more enemies
Adjustments to Smacky tower pricing (Slightly cheaper tier 4)
Smacky Assassin's shot damage percent threshold lowered (Deals more damage)
Smacky Assassin's shot price lowered
Smacky's Bow squad now deals slightly more damage
Buff Miners now have a 'cost' for a silly very not important niche interactions
Sno Sno's Cannon Extra Frosty upgrade increased duration
Sno Sno's Wall Tip of the Iceberg increased damage and have slightly less gravity
Sno Sno Cannons (in most circumstances) will prioritize snobles over sno if available
Burnt Snobles now have a 'cost' for a silly very not important niche interactions
Boutman pricing adjustments (both up and down for various upgrades)
Bout barrels now require an open space above to be placed
Adjustments to Watertower fish's ai to potentially be 'smarter' and prevent crashes
The Money Bag Cardinal's ability has been switched with a completely different one. And it's unlock condition has been changed
HOWEVER, the original ability has been ported onto a new Cardinal, with the original unlock condition AND now applies to units aswell
Fish Bait Cardinal's Gabby Now deals 99 damage
Burnt Snobles power has been adjusted to be more damage focused
The Tide bomb (Projectile when the wave starts from the basin) now deals more damage to OLDER enemies, aka any pull over enemies receive additional damage each tide they survive
Mild adjustments to red enemy ai, while they still may get stuck (for now), it's less likely!
Health (and other variable stats) now PULL OVER damage already dealt if the max health is reduced. This should lead to better situations where an max health reduction effects wears off and the unit 'heals' more than they're supposed to. This is percent based
General navigation adjustments!
The connection between 'ledge' blocks have been changed! They in general do not connect to one another anymore which means units/things no longer 'hover' in the air above ledges.
Medals visuals adjusted! Some maps now have additional requirements for the 'waypoint' unlocks, and in conjunction, the cardinal unlock! These will appear later in the game
reduced the requirement for Ulu, Galbass, and Gridhead to unlock their waypoint
reduced the requirement for Sno Sno's unlock
Drives are now visible in the character select
BUGFIXES
Fixed the vintage watch cardinal
Fixed some hitboxing issues with smacky's walls
Fixed various 'special resource' map's interaction with Resource-altering cardinals and the like. Which some displayed a change but didn't actually do anything
Fixed up Ome Anchor's general sticky nodes issue
Sno Sno's Sno Fall upgrade now should show the indicator as soon as it's upgraded
Some niche situations where a stat is removed should now properly reflect when viewing a unit's stats
Fixed an issue with the vintage watch adding more time than it should
Fixed the game's camera having a component in it that worked off of frame rate, it should now be framerate independent
fixed a bug related to IP man of war not working with boutbro under certain circumstances
fixed a crashing bug with the final tower upgrade for boutman's barrel
fixed various map bounding/gridding/hitboxing issues!
Fixed an issue with beacon not applying growing health stats to respawned buildings
Various and large sweeping back-end changes for stability and general useage/speed of future patches
And more...
As always, join our Discord to send feedback and other goodies!
[ 2024-11-14 00:31:12 CET ] [ Original post ]
Hey everyone! I'm jumping on here to say that the next big item on our ROADMAP is coming along quite well and I'm working very hard... probably disgustingly hard to make sure it's the best it can be. I'm also going to be posting this while TDS is 20% OFF for the week! While truthfully I wanted to couple this with the update it needs a bit more time in the cooker and this sale just kinda lines up with other eventful things happening this year B) So grab a friend and enjoy the game as is! steamthumbsup So what's coming?
NOTABLE EARLY GAME CHANGES AND FIXES
Plenty of new quality of life, general balancing, and variety features are being added both for new players and old players to really help just overall clarity! Clarity and explaining things have been quite a divisive element in the game! Some people enjoy it while others might not! While I overall still want the process of learning involved as it serves a greater purpose of not making you ill-prepared for later in the game. We need to drive you to that understanding first! Definitely don't want anyone to be confused at their goal at any moment! So much is being done to guide you further across the world and to defeat the Tides >:) The journal coming later should ultimately help a great deal with that but on top of that there's plenty that can be done. We're talkin tool tips, tutorial tips, other tips, symbols, things!
NEW VESSEL
Buster, a really fast... Dog? Oh boy he's coming... OH GOD HE'S NOT STOPPING! *Big crash sound*
Buster joins the ranks of a yellow aura dude, a snowman, and a really buff anthropomorphic cat! More on him soon!
NEW MAPS
A bunch of new fancy shmancy maps on both ends of the difficulty scale are being added!!! Your adventure might not be as limited anymore and the world map is going get filled out more and more. Each map comes with vastly different mechanics and design as per usual! So I hope you enjoy them as they appear B) Here's a fancy concept of one of them!
There's plenty more. But these are the major things happening! Overall It's all new stuff to be expected but what I am not telling you is just how diverse these new things might be! Everything from full on gameplay changes to new enemies are in the midst so definitely look out when the update rolls around (TBD date) All of this stuff is actually ALREADY announced and explained on our Discord! Where I post every single day about the game. SO if you want to know what's truly going on head on there!
[ 2024-10-14 20:48:13 CET ] [ Original post ]
Here! Just a quick notification on here, Steam, that if you're ever curious about where the game is going, want to give us feedback and get involved, or just are stopping by to say hi, this is the place! I post EVERYDAY about this game on there and am listening really closely to anyone, so check it out <3
[ 2024-09-02 20:42:07 CET ] [ Original post ]
This is the first step on our big roadmap to 1.0, it addresses many issues, balancing and adds a tad bit more content!
Think of it more as a trial run with the much larger patches!
NEW
3 New Cardinals
1 New Secret Map
CHANGES
Added a button for Blurry photo to select your blurry counterpart (additional QOL on this front coming at a later date)
Minor optimizations
Boutman boss no longer targets resources
Alternate Boutman related boss significantly buffed
Fixed an issue with thin ice not respawning if particular cardinals were equipped
Fixed unlock condition for [spoiler]Paper Tower Cardinal[/spoiler]
[spoiler] Paper Tower Cardinal[/spoiler] now reduces tower health by 99% BUT increases the rest of the stats significantly more (no more attack speed debuff)
Shot snobles deal significantly more damage upon impact (including their burnt variants)
Sport Water Cardinal per tide effect INCREASED, but has slightly reduced permanent stats and duration
[spoiler] Glass Core Cardinal[/spoiler] now reduces current aura by a certain percentage when a sub basin is destroyed
BOUTMAN PREFACE: Going to do abit of a drastic power drop just to see where it lands us! Tested it quite abit and it SEEMS to be rather okay, but just to lyk, its definitely not permanent by any means and balance is going to shift quite alot with this guy B)
Boutman adjusted damage
Boutman upgrade prices adjusted abit
Fish dried armor reduced per level
Fish upgrade prices adjusted abit
AND barrel upgrade prices adjusted abit
Boutdad abilities (Stun and boosting) last slightly longer
[spoiler]Pubberfish Poison debuff toned down immensely, this was actually a funny number issue oopsie![/spoiler]
[spoiler] Watertower fish (buppy)[/spoiler] now takes damage when attacking, adjusted stats||
[spoiler] Janitorial bucket (Barrel) threshold increased to 20% health with the buff lasting less time, no longer builds into tier 5[/spoiler]
[spoiler] IT watercooler now builds into tier 5[/spoiler]
Updated [spoiler] Boutmom's[/spoiler] AI to be more reliable!
Specialty Fish no longer count towards additional fish costs when making new ones
Fixed an issue with boutman's barrel not having capacity when it should have it
Various map fixes, world fixes, and adjustments
FIXES
Various map fixes, world fixes, and adjustments
Chat scrolling should now work properly and appear
Fixed some sticky node issues in the world map
Fixed a handful of UI issues
Fixed issues regarding fish remaining tinted dark when fished
Sno Sno no longer gets stuck in certain situations (such as Woozy)
Saves generate a back up in the small case any saving issues may occur!
Fixed Buppies eyes being red (they're supposed to be regular fishies!)
Fixed various crashing/inconsistency issues across the game
[ 2024-08-30 20:18:30 CET ] [ Original post ]
Without further ado, have this nice image (:
The Early Access will be broken up into 3 MAIN PARTS all adding a very major feature/item to the game. All of which are also followed/preceded with a slightly smaller patch.
Simple stuff! I hope everyone will join us on this great journey and have fun with the game!
[ 2024-08-25 06:29:47 CET ] [ Original post ]
Changed the display value for Resources on stats to contain a decimal place if needed Various map fixes, visual fixes, and position issues fixed most maps Fixed an issue when a 'joined' player goes into photo mode Fixed various multiplayer issues and small soft locks Fixed various achievements and unlock conditions for cardinals. A handful were not able to be unlocked correctly Adjusted cardinals(s) (still not telling) Yay!
[ 2024-08-22 20:46:33 CET ] [ Original post ]
We are now out in Early Access I hope you enjoy it and let us know if you have any feedback or suggestions on our Discord! We're listening very very intensely and are changing things as we speak! Happy days TDS for all!
[ 2024-08-21 22:10:49 CET ] [ Original post ]
I'm very happy to announce that we will be launching our Early Access into the wild on...
August 21st at 2:00PM PDT (9:00PM UTC)
So be there! Be there! Oh yeah! Early access will serve as our first mark towards making this game truly the best Tower Defense, Real-Time Strategy hybrid it can be! And I believe it will go without saying that we're wanting to build this up with you all that try it out! If you like something, let us know! If you dislike something! Let us know please! The best way to get to us is through our Discord Hopefully you'll join us soon B)
[ 2024-07-29 17:00:57 CET ] [ Original post ]
Play with us! We're going to talk about it and invite some of you to join us on this endeavor! We're going to run this through our Discord mainly so join us there to be involved! Discord
[ 2024-05-30 20:20:22 CET ] [ Original post ]
Join our Discord!
https://discord.gg/AEzBEZ3 (It's our main form of communication and we're posting daily updates!)
Since we're finally done with the demo build, we'd like for everyone to try it out! See what TDS is all about and why we think it's pretty neat.
Sooo... You can play the demo over the weekend! For a limited run!!!!! So don't miss out!
We feel like this game does so well when played, to really get the idea of a Tower Defense, Real-Time-Strategy Hybrid (or atleast our interpretation of such a thing).
If you miss your chance, don't worry! We're coming back with it not too long after this small run! And obviously, if you do like it. PLEASE wishlist it for when the actual game comes out (:
[ 2024-05-10 23:58:01 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
- [0 B]
TDS Tower Defense Strategy is a Tower Defense, Real-Time Strategy Hybrid at its core. Build up, defend, and survive the Tides that approach.
Control a Vessel, they are your anchor to the world.
Vessels in themselves are both a unit and a tower. Control them to mine, fight, and build your defense. Each of which comes with their own set of extremely unique towers to help in this endeavor.
Towers, units. Simple yet deep.
Expand your defense through an extremely rich set of upgrades that all play off one another. Synergistic in nature, there are many combinations and strategies you can employ to increase your effective hold. Towers can expand on one another, Vessels can too.
Outsmart, overpower.
Placement is key; you can make it through by sheer power, but you can also do so through your wit. There are many points in which your actions have a bearing more than simply upgrading to the next best thing. Create an ultra powerful single tower, create an impenetrable wall. You can even beat whole areas utilizing no towers* (Please fact check me on this)
TDS is better with friends!
Play with up to 3 of your fellow Vessels and defend together! There are infinitely more combinations and strategies when you play with friends (including goofy cheese ones)
The game has challenges for all with areas containing all matters of difficulty. It CAN be really hard, expect resistance. But also have a fun time!
Join our Discord for frequent updates and progress on the game! :D https://discord.gg/AEzBEZ3
- OS: AnyMemory: 4 GB RAMGraphics: 2 GBStorage: 500 MB available spaceSound Card: Your voice!
- Memory: 4 GB RAM
- Graphics: 2 GB
- Storage: 500 MB available space
- OS: AnyMemory: 4 GB RAMGraphics: 4 GBStorage: 500 MB available spaceSound Card: Present
- Memory: 4 GB RAM
- Graphics: 4 GB
- Storage: 500 MB available space
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