Tower Wars > General Discussion > Topic Details
[SVS] Ar-Pharazon Jun 12 @ 4:16pm
Tower Wars update
Build notes

New Map
We've added a new map for use in ranked/unranked Multiplayer and in Meat vs. Metal -- "Casualty Creek".

Maps added to multiplayer dedicated servers
  • Lava You Deeply (reinstated)
  • Casualty Creek (new)

Game balance update
Units:
  • Increased Zoombot’s BP generation by 10%.
  • Buffed Mortimer by 10% to health, armor, and shield. Buffed Gold-level Mortimer by 20% to H/A/S.
  • Reduced gold cost to unlock Mortimer by 10% (leaving BP unlock cost alone).
  • Reduced gold cost to produce a Mortimer by 10%.
  • Removed 10% of Mortimers from scripted waves in single-player "tower defense challenges".
  • Bounties: all tier 3 units and up, gold bounty for killing these units increased to a flat 1/3 of build cost.
  • Increased berserk response to juggling -- units move faster and stay berserk longer, especially with repeated juggling.

Scout Tower:
  • Increased damage boost effect to 15 / 25 / 35%.

Lava Tower:
  • Specialized damage to health and armor; now does minimal damage to shields.
  • Damage-over-time to anyone who walks through, with an extra hit to anyone making a bucket pour.
  • The net result is expected to be a significant upgrade to the damage output of this tower.

Hammer Tower:
  • Increased stun duration to 2 / 2.5 / 3 seconds.

Level 3 Mines and Miners:
  • Reduced cost of a Level 3 miner to 300 gold, 90 BP.
  • Increased the gold disadvantage of Bots 1, 2, and 3, to prevent them from benefiting from this change.

Miscellaneous changes
  • Tips added to loading screens.
  • "Interactive tips" added to bots 1, 2, and 3 -- we chat hints and situational updates to the player.
  • Bots 1 and 2 made easier (slower progress up the tech tree). They are still allowed to win.
  • Clicking on a tower no longer upgrades the tower -- use shift-click to upgrade.
  • Text chat can be disabled.
  • Music volume reduced while in multiplayer queue.
  • Pre-game "ready" box no longer times out in bot games, so you can go to the fridge during the loading screen.
  • Bugfix: elusive random "navmesh" crash fixed.
Last edited by [SVS] Ar-Pharazon; Jun 16 @ 3:42pm
Showing 1-15 of 15 comments
< >
Axe Jun 12 @ 4:31pm 
Just got the update.

Thankyou fellas :-)
[PA] -Z8-> Jun 12 @ 5:06pm 
the game just gets stuck before i even get to play
[SVS] Ar-Pharazon Jun 12 @ 5:20pm 
Are you still stuck? Please try the following:
  1. Opt out of the beta.
  2. Make sure the update downloaded. (Restart Steam, if necessary, to detect the update.)
  3. Verify Integrity.
  4. If none of the above helped, please post on the bug reporting forum, and give me details on where it gets stuck, and what happens exactly.
Last edited by [SVS] Ar-Pharazon; Jun 12 @ 5:49pm
[PA] -Z8-> Jun 12 @ 6:19pm 
seems to be working now, everytime i retried i got a bit further.
[SVS] Ar-Pharazon Jun 12 @ 6:21pm 
Weird, but... good, I guess? Hope it gives you no further trouble.
Darkside331 Jun 13 @ 6:12am 
Hello,
I have played TW for a while now. it's a great game but, when i'm building my maps full I have lagg. Serious lagg. Have you been aware of this problem?
[SVS] Ar-Pharazon Jun 13 @ 6:52am 
Originally posted by Darkside331:
Hello,
I have played TW for a while now. it's a great game but, when i'm building my maps full I have lagg. Serious lagg. Have you been aware of this problem?

Hi! It's possible your computer is below min-spec in some way. TW uses a lot of CPU, in particular. Please try lowering the graphics settngs; that usually helps a lot, whether the problem is CPU or GPU performance. I know because my computer is below min-spec. :-)
Last edited by [SVS] Ar-Pharazon; Jun 13 @ 7:26am
Darkside331 Jun 13 @ 7:50am 
Hmm that seems a little bit weird. My CPU is an intel i5 3570k. Witch is running allot of games on high at least (games like shogun). These games seem harder to run then TW. My GPU is an Nvidia 670. Witch again isn't that low for a game like this. Sure there must be something else causing this bottleneck?

Originally posted by SVS Ar-Pharazon:
Originally posted by Darkside331:
Hello,
I have played TW for a while now. it's a great game but, when i'm building my maps full I have lagg. Serious lagg. Have you been aware of this problem?

Hi! It's possible your computer is below min-spec in some way. TW uses a lot of CPU, in particular. Please try lowering the graphics settngs; that usually helps a lot, whether the problem is CPU or GPU performance. I know because my computer is below min-spec. :-)
[SVS] Ar-Pharazon Jun 13 @ 9:31am 
Well, I can't say what is happening in your case. I can say that single-core CPU speed is more important than the number of cores. Some people have laptops with two GPUs -- a low-power integrated motherboard graphics card, and a high-performance graphics card for when it matters. On these machines (especially if running Windows 8), you may need to specify on the nVidia control panel which card to use for Tower Wars.

Anyway, this discussion has nothing to do with the update, so please let's continue it under the bug reports & tech support forum.
zetthen Jun 13 @ 12:57pm 
Hello guys!

Well done, nice to some some updates to the game. After the first playthrough against Lucrum on the new map as a test, my impressions/comments:

1) Have you changed something about Lucrum? He seems to be weaker than before. In particular, he does not take looping across "non-agressive" areas like the stairs in the new map very cleverly. He basically chose to loop my units into a looong loop, with low firepower, leading to huge BP-generation. And then it snowballed from there. I only built towers on a little less than half the map and he never made it to the castle with a single unit.

2) I never made it to any of the tower changes, so cannot comment on those, but they look interesting.

3) You should review the graphical representation of castle walls in thje new map. As they are solid, they lead you to believe that the towers will not be able to fire through them - which they do. This is very counter-intuitive, in particular for newer players.

Cheers,
[SVS] Ar-Pharazon Jun 13 @ 2:02pm 
Hi zetthen!

Lucrum should not have changed at all. Maybe he just had a bad game? It happens. Bad luck with the RNG, didn't find a good path?

Thanks for the comment about the new map, I'll pass it on.
[SVS] Ar-Pharazon Jun 14 @ 8:11am 
By the way, we at SVS would like to acknowledge the feedback we've gotten from the community, leading up to this update. Some members of the player base were very involved in the specs of the change (you know who you are). To everyone who contributed a little or a lot, thank you!
[SVS] Ar-Pharazon Jun 16 @ 3:39pm 
We updated Tower Wars today. These were purely client fixes, so we didn't need to bring down the servers this time.

Build notes
  • Fixed invisible ready timer in multiplayer games. Now works as before.
  • Fixed text chat disable only working for bot tips. Now works for regular chat too.
  • Fixed high-level bots falsely introducing themselves as low-level bots, promising tips that never happen. Now high-level bots don't chat, as intended.
[SVS] Ar-Pharazon Jun 18 @ 5:19pm 
Build notes
  • Fixed a bug in Unranked Private Match: if the host selected Random Map, and it picked Lava Mines or Casualty Creek, then the host would see many missing textures.
  • Bug: We're having some trouble with Casualty Creek. Certain hexes won't let you build on them. Please avoid this level for now.
[SVS] Ar-Pharazon Jun 19 @ 3:27pm 
Build notes
  • Casualty Creek map fixed.
Showing 1-15 of 15 comments
< >
Per page: 15 30 50