Since our last announcement, we've released several updates to the game. Here is a round-up of this month's changes!
Tier I and Tier II units now grant a gold bounty of 50% of their construction cost. This is intended to make the the early stages of the game a little more forgiving of mistakes, and help the losing player rebound.
Multiplayer games (Ranked and Unranked modes) now have a randomly increased starting pool of gold and Battle Points. This gets you to the interesting part of each game quicker, and should get us away from a tired old build order formula. You can read more extensive commentary on this forum post.
Fixed a bug with keys or mouse buttons getting "stuck" in an inverted state where pressed = not pressed, and vice versa.
Decompression errors in PNG files no longer automatically quit the program. This will hopefully make TW more tolerant to corrupted PNG files.
Network communications with our servers are now more fault-tolerant and should fail more gracefully, and are less frequent and shorter in duration. This will hopefully reduce freezing behavior due to server load, and due to poor internet service.
Disabled an unused and broken screenshot feature which seems to have somehow unintentionally triggered on one user's game. This has no effect on Steam screenshots -- those still work.
Casualty Creek: fans and hammers orient correctly on the blue side.
Casualty Creek: collision fixes to stop units from getting stuck or falling through the map.
GUI: Tower update UI, upon opening, now properly refreshes to the currently selected tower.
Casualty Creek: fan wind visual effect seems to blow in reverse in some locations. Please note that the gameplay effect of the fan still works correctly. It's a subtle bug in the visuals only.
In any update, there is a small chance of files failing to download properly. If you have any trouble, please Verify Integrity first before reporting a bug.
On the heels of our latest update which introduced NEW MAPS to all play modes and many balance changes within the game, today marks the start of Tower Wars Season 3! Both Season Play and participation is really simple and it doesn't require any special sign-ups or setup. All you need to do is play the game! From here on out, any time you play a Ranked game, it will count toward the current season! Easy! The more you play, the more you have a chance to climb the Season Leaderboard!
Of course, there is still a full suite of options for unranked, bot matches and custom game setups all which are playable on the new maps, so no pressure! We will finalize the end date and reveal prizes soon, so stay tuned!
For those who might have missed the information on the latest update, check out below!
Tower War Update v.1.1133 Information
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.
Increased damage boost effect to 15 / 25 / 35%.
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.
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.
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. (type /off in the chat window)
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.
Fixed the elusive random "navmesh" crash.
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.
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.
Huzzah! The Tower Wars soundtrack is now available! 7 tracks from composer extraordinaire Robb Mills (who is much more talented than the TW house band...as you can see). Now enjoy the music of Tower Wars while doing things besides raiding castles and firing cannons at your enemies...things like sitting in a traffic jam, or pretending to study!