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0.6 QoL Mid-Way PATCH!
New Discovery tab! this tab will record your travels, cardinals, and unlocks relative to when you unlock them! And also act as a guiding hand to your adventures. This should a pretty helpful tool for mainly newer players! But also very helpful for returning players aswell! (You might need to rediscover a few items if you're returning!) The 'Docks/Fast Travel' System has been overhauled! You can now travel from ANY buoy (Yes they're called buoys) to any Stilled map! from ANYWHERE! Not only that, but there are more waypoints to travel to including Buoys for traveling between whole regions. More information and visuals such as difficulty and medals have been added to help give a sense of both accomplishment and spatial awareness across the world. The Buoys are organized by distance to also help with this! New Save Slots and more Robust save/load! I've created a new menu to manage, change, and start multiple new save slots! Found in 'Extras', You can do everything you might expect save slots would have! There's also a 'Auto Save' feature in the small case your saves STILL get funny, there's a backup that saves your last real save state! And a *backup* to that backup that you can apply IN GAME! AND even though I triple checked everything worked, there's an ADDITIONAL backup with your old data called "Oldversionbackup.es3" to restore to case this doesn't work! - Note: you WILL need to at least press 'embark' once to convert your save to the new system, otherwise the save screen will appear blank! New Cardinal Fragment - Have the Artrio Barrier survive to at least Tide 20 Greatly improved overworld UI! Many aspects have been made streamlined and added buttons to better communicate these features! Access your equipment right away from anywhere! Revamped Overworld tutorial sequence! There shouldn't be any more confusion with the start for people with all new tutorial prompts and tabs to help guide folks along! (Hopefully) A much better time to get friends on board :3
Hovering over command/build buttons now will show their corresponding Shortcut key if they have one! There are now specific buttons on screen for the pause menu and 'focusing' the vessel in a match! These were the only two items that didn't have direct controls (outside of camera controls)
Buoys information now scales with distance! Making certain UI elements much easier to see when the camera is zoomed out more Fie's Silo Circular Routing now has a limit gaining 50 aura (PER TYPE, PER SILO) which is obtained at roughly 1000 Aura (5%) This shouldn't really effect it's capabilities, but will keep her eco in more line with other vessels late game Fie's Silo Front Line pipes range has been increased by 1.5 and is now always visible Fie's Silo made abit more expensive, BUT the Flow upgrade now ticks an extra 25% more on resources Fie's Rapid Response Buff now lasts twice as long 10 -> 20s Fie's Silo Old Pipes no longer has a downside, and acts as a pure x2 your mining Fie's Shop starting attack speed has been reduced Fie's Shop Side of Calamari damage has been increased to 8 (Inbetween spikes and bramble) Fie's Shop Side of Ramen heal rate has been reduced to 3 per tick Fie's Shop Side of Sushi effect increased by 50% Fie's Knight Commander's Base health multiplier increased by 50% and Damage multiplier increased by 25% Cost increased by 50 Fie's True Knight's range improvement has been reduced Fie's Lone Knight's Damage increased by 15% Fie's Convoy costs has been reduced by 750 total Fie's general keep pricing adjusted, generally 'multi knight' items have been made more costly Fie's Battalion Damage buff increased by 25% (double) Fie's Orange Knight attack speed reduced by 10% Fie's Yellow Knight attack speed increased by 10% & Commander effect increased by 25% Fie's Purple Knight base damage reduced by 2 (equivalent to Shotguns) HOWEVER: Fie's Purple Knight's special effect now INCREASES base damage alongside the death bombs **Important!** General, non enhanced Knights now start at 75% Commander buff effectiveness HOWEVER: Fie's Knight Trailblazer stays at 100% and commanders will enhance this to 150% with commanders themselves being 200% effectiveness! Fie's Sword Hand reworked now does a massive Slash upon entering the range, but with a much much slower attack speed. (Usually would end up doing 1 attack per encounter) Fie's TRUE wall's effect has been changed! It now will TELEPORT and DAMAGE any enemy that first hits the Wall, returning them to their basin. This effect PROPAGATES Fie's FAKE wall propagations now will Inherent the stats of the wall that it is propagating FROM. So both the resistance and health will be gained! and can be compounded on more! - I found the armor effect kinda boring (dare I say alittle lazy on my part) and obviously too strong for the late game. So here's a potentially also funny busted ability! - Overall, Fie I'd say is already in a really good spot power-wise. I just feel like there's a handful of upgrades that felt like 'gimmies' a bit too much and the over-reliance of quantity over quality needs to be touched on. She's strong, and that's great! - It looks like alot of changes (and it is!) but it shifts alot of the power spike towards tier 4, making that much more of significant jump, making it more worth getting bigger, better buildings rather than amount Rebound the wall building command to the Quick action button (usually right click) Buster's Dog Diesel Dog Upgrade - The fire no longer 'ticks' on non-mobs (such as ores) but will still deal damage Buster's Dogs Charge Pad Upgrade - Reduced the default 'max' momentum possible by 1, however, increased the momentum gained per-pad significantly (overall higher uptimes on speed) Buster's Dogs - When passing through friendly buildings, this is now considered an 'interaction' which will slow down dogs (regardless of Mechanic's friend upgrade) Pedestal Blink Experimental! Chain beams now target the FARTHEST pedestal rather than the closest! Pedestal Blast now can hit more targets 50% more The second Dog from a garage's cost now matches other 'secondary unit' tower upgrades at Tier 2 - There are nerfs here (to pretty niche interactions), but it's definitely less about the nerf and more about the 'Buster is crashing our games w/ the amount of silliness happing' fixes. Hopefully it'll be more tame but viable things to play with! But also a few improvements to Tier 4 power spikes! Smacky's Bouncing Bombs damage increased by 2.5 (75%) - Compared to it's counterpart, Splitting bombs, Bouncing Bomb's value is still pretty good at always x2 power, but Splitting is abit more reliable at dishing 2x - 4x on the same target which becomes relevant at this point in the game
Fixed a few overworld node issues! Fixed blocks and placements found on Elgu Bounde Fixed an significant issue with Boutman that prevented that 'net' trap tower from spawning into the game, making it when fishes die that tile was broken Fixed an issue with Buster's Refuel pad allowing multiple placements on the same block Fixed an issue with Fie's Wall lifeline allowing for multiple placements on the same block Fixed an issue of the camera moving slow in the overworld due to fps for various reasons Fixed a clicking issue that prevented the boat form being clicked under certain circumstances Fixed a niche keybind that prevented the shortcut for 'Dash' to be used when Money bag is in use Fixed interaction with Fie's wall and Beacon visually being inconsistent with it's values (the effect still works as intended) Fixed (refixed) an issue with Buster's Final lap compounding on other final laps General Stability improvements Fixed a few spots in the overworld that felt clunky General Ui improvements and visual upkeep Probably a lot more that I forgot to write down lol
[ 2025-02-23 02:07:49 CET ] [ Original post ]
This update brings, as the title says, a massive amount of QoL features and extra balancing to help keep the game funky fresh!
Just a preface, this patch, compared to the last few, are much more up and down with Vessel balancing for those who care! Notable touch ups for our lovely Fie once more.
0.6 QoL Mid-Way Patch
HIGHLIGHTS
New Discovery tab! this tab will record your travels, cardinals, and unlocks relative to when you unlock them! And also act as a guiding hand to your adventures. This should a pretty helpful tool for mainly newer players! But also very helpful for returning players aswell! (You might need to rediscover a few items if you're returning!) The 'Docks/Fast Travel' System has been overhauled! You can now travel from ANY buoy (Yes they're called buoys) to any Stilled map! from ANYWHERE! Not only that, but there are more waypoints to travel to including Buoys for traveling between whole regions. More information and visuals such as difficulty and medals have been added to help give a sense of both accomplishment and spatial awareness across the world. The Buoys are organized by distance to also help with this! New Save Slots and more Robust save/load! I've created a new menu to manage, change, and start multiple new save slots! Found in 'Extras', You can do everything you might expect save slots would have! There's also a 'Auto Save' feature in the small case your saves STILL get funny, there's a backup that saves your last real save state! And a *backup* to that backup that you can apply IN GAME! AND even though I triple checked everything worked, there's an ADDITIONAL backup with your old data called "Oldversionbackup.es3" to restore to case this doesn't work! - Note: you WILL need to at least press 'embark' once to convert your save to the new system, otherwise the save screen will appear blank! New Cardinal Fragment - Have the Artrio Barrier survive to at least Tide 20 Greatly improved overworld UI! Many aspects have been made streamlined and added buttons to better communicate these features! Access your equipment right away from anywhere! Revamped Overworld tutorial sequence! There shouldn't be any more confusion with the start for people with all new tutorial prompts and tabs to help guide folks along! (Hopefully) A much better time to get friends on board :3
ALSO NEW
Hovering over command/build buttons now will show their corresponding Shortcut key if they have one! There are now specific buttons on screen for the pause menu and 'focusing' the vessel in a match! These were the only two items that didn't have direct controls (outside of camera controls)
CHANGES
Buoys information now scales with distance! Making certain UI elements much easier to see when the camera is zoomed out more Fie's Silo Circular Routing now has a limit gaining 50 aura (PER TYPE, PER SILO) which is obtained at roughly 1000 Aura (5%) This shouldn't really effect it's capabilities, but will keep her eco in more line with other vessels late game Fie's Silo Front Line pipes range has been increased by 1.5 and is now always visible Fie's Silo made abit more expensive, BUT the Flow upgrade now ticks an extra 25% more on resources Fie's Rapid Response Buff now lasts twice as long 10 -> 20s Fie's Silo Old Pipes no longer has a downside, and acts as a pure x2 your mining Fie's Shop starting attack speed has been reduced Fie's Shop Side of Calamari damage has been increased to 8 (Inbetween spikes and bramble) Fie's Shop Side of Ramen heal rate has been reduced to 3 per tick Fie's Shop Side of Sushi effect increased by 50% Fie's Knight Commander's Base health multiplier increased by 50% and Damage multiplier increased by 25% Cost increased by 50 Fie's True Knight's range improvement has been reduced Fie's Lone Knight's Damage increased by 15% Fie's Convoy costs has been reduced by 750 total Fie's general keep pricing adjusted, generally 'multi knight' items have been made more costly Fie's Battalion Damage buff increased by 25% (double) Fie's Orange Knight attack speed reduced by 10% Fie's Yellow Knight attack speed increased by 10% & Commander effect increased by 25% Fie's Purple Knight base damage reduced by 2 (equivalent to Shotguns) HOWEVER: Fie's Purple Knight's special effect now INCREASES base damage alongside the death bombs **Important!** General, non enhanced Knights now start at 75% Commander buff effectiveness HOWEVER: Fie's Knight Trailblazer stays at 100% and commanders will enhance this to 150% with commanders themselves being 200% effectiveness! Fie's Sword Hand reworked now does a massive Slash upon entering the range, but with a much much slower attack speed. (Usually would end up doing 1 attack per encounter) Fie's TRUE wall's effect has been changed! It now will TELEPORT and DAMAGE any enemy that first hits the Wall, returning them to their basin. This effect PROPAGATES Fie's FAKE wall propagations now will Inherent the stats of the wall that it is propagating FROM. So both the resistance and health will be gained! and can be compounded on more! - I found the armor effect kinda boring (dare I say alittle lazy on my part) and obviously too strong for the late game. So here's a potentially also funny busted ability! - Overall, Fie I'd say is already in a really good spot power-wise. I just feel like there's a handful of upgrades that felt like 'gimmies' a bit too much and the over-reliance of quantity over quality needs to be touched on. She's strong, and that's great! - It looks like alot of changes (and it is!) but it shifts alot of the power spike towards tier 4, making that much more of significant jump, making it more worth getting bigger, better buildings rather than amount Rebound the wall building command to the Quick action button (usually right click) Buster's Dog Diesel Dog Upgrade - The fire no longer 'ticks' on non-mobs (such as ores) but will still deal damage Buster's Dogs Charge Pad Upgrade - Reduced the default 'max' momentum possible by 1, however, increased the momentum gained per-pad significantly (overall higher uptimes on speed) Buster's Dogs - When passing through friendly buildings, this is now considered an 'interaction' which will slow down dogs (regardless of Mechanic's friend upgrade) Pedestal Blink Experimental! Chain beams now target the FARTHEST pedestal rather than the closest! Pedestal Blast now can hit more targets 50% more The second Dog from a garage's cost now matches other 'secondary unit' tower upgrades at Tier 2 - There are nerfs here (to pretty niche interactions), but it's definitely less about the nerf and more about the 'Buster is crashing our games w/ the amount of silliness happing' fixes. Hopefully it'll be more tame but viable things to play with! But also a few improvements to Tier 4 power spikes! Smacky's Bouncing Bombs damage increased by 2.5 (75%) - Compared to it's counterpart, Splitting bombs, Bouncing Bomb's value is still pretty good at always x2 power, but Splitting is abit more reliable at dishing 2x - 4x on the same target which becomes relevant at this point in the game
BUGFIXES
Fixed a few overworld node issues! Fixed blocks and placements found on Elgu Bounde Fixed an significant issue with Boutman that prevented that 'net' trap tower from spawning into the game, making it when fishes die that tile was broken Fixed an issue with Buster's Refuel pad allowing multiple placements on the same block Fixed an issue with Fie's Wall lifeline allowing for multiple placements on the same block Fixed an issue of the camera moving slow in the overworld due to fps for various reasons Fixed a clicking issue that prevented the boat form being clicked under certain circumstances Fixed a niche keybind that prevented the shortcut for 'Dash' to be used when Money bag is in use Fixed interaction with Fie's wall and Beacon visually being inconsistent with it's values (the effect still works as intended) Fixed (refixed) an issue with Buster's Final lap compounding on other final laps General Stability improvements Fixed a few spots in the overworld that felt clunky General Ui improvements and visual upkeep Probably a lot more that I forgot to write down lol
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[ 2025-02-23 02:07:49 CET ] [ Original post ]
TDS - Tower Defense Strategy
Blockage
Developer
Blockage Studios
Publisher
2024-08-21
Release
Game News Posts:
18
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(115 reviews)
Public Linux Depots:
- [0 B]
Defend your Basin, it must stand.
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
![]()
![]()
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
MINIMAL SETUP
- 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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