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 ]
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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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