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1a) Can we have tower information show up in more places? e.g. when a tower is selected, maybe hovering over the name in the lower left or icon, maybe have it show the tower description?
1b) When using tab to put items in a tower, can we possibly see the current damage/speed/rate of fire displayed as well as an indicator of how much the slotted items affect it?
2) With paths, can we use a second muted color for inactive paths? I played graveyard for the first time today and was blindsided by the second path because I did not notice it when I looked over the path when I started the level initially.
Thanks Bonne...
Oh, by the way... I was able to start a level on the steam deck... it seemed to do ok on the preset... not super fps by it did work fine. I'm sure a little tweaking and it will perform well. But, I am not familiar with gamepad controls and I did not know how to place towers. Also, my poor eyesight does not do well with text on the deck so I know tower placement when just over one bad map pixel will be impossible for me on such a small screen. (I like my steamdeck a lot, but my eyes and that small screen kill a bunch of otherwise playable games.)
I hope so :)
Hm, I'll see what we can do here.
How exactly do you imagine it? When you selected the tower instead of just hovering it you will at least see the change in the stats when (un)equipping the item. Or do you mean something like the global stats at the bottom, but instead for the currently selected/hovered tower?
Well... the idea was to have a mean surprise for the players by spawning a new portal and so a new path later in the game... so it's actually on purpose to not show the path :D I'll think of showing the inactive paths after having reached that point once, so you get the surprise, but just once.
That sounds good from the performance side. I mean I think I read it's at least as powerful as the old Xbox and the game runs on that one, so with proper settings it should be fine. Readability on small screen... well, nothing I tested due to the lack of a Steam Deck and as it doesn't run on Switch properly, but of course it's even worse in your case then. Will check it at some point when we have a Steam Deck here.
It's fine if you want to leave it as is... IMHO, leaving it hidden just gives an advantage to people who are familiar withe map over those who rarely (or haven't) played a specific map. Of course being mostly single player this "advantage" does not mean much and can be removed just by playing a few games on the same map.
Admittedly, the lower resolution of 1280x800 helps a lot, but yes, it does pack a bit of a punch. It easily beats out my $1000 laptop I bought in August in every hardware aspect except screen size and SSD capacity.
Funny that you mention the Switch though... The aspect of console/arcade emulation is quite popular on the steamdeck. I am interested in this mainly for 80's era arcade games; which I can see well enough even on the small screen.
But while I have not used it for this, you can actually emulate a Switch on the SteamDeck and from what I hear it works well. Normally emulation occurs a few years later due to processing overhead, but in the case of the switch it works fine because, well, Nintendo isn't really known for its bleeding edge top of the line hardware, even in new equipment, quite the opposite actually.
Really nice to have a change field for each slot, But I know that screen real estate and processing of the gui might make it a real pain to do. Of course, design was never my strong suit. I'm just looking to see how well items actually help a tower.
And FYI, my intent on the extra tower information is the same... mostly a reminder telling me what a particular tower is doing in both real damage and effects so that I can make a good judgement on its worth. (Plus, I'm still learning the differences from EW1 and trying to remember everything as I have not played in a while.)
Will talk with our UI designer if/how we can provide these informations.
Same here. Simplest approach would be as you mentioned to show the original tooltip on hover... a little tricky though because I changed that tooltip functionality wise to work in combination with the wheel menu, but no big problem :D
Endless mode is on our idea list for a bigger update, so absolutely possible we'll add it :)
When you hit [ESC] the game from the main menu, the games asks if you want to quit to desktop. At this point, the only option is OK, there is no cancel to stay in the game.
I had a teleport tower near the exit portal And I summoned the 2nd earth element. With nothing else on the board, a smaller earth elemental spawned behind the first. After the initial element exited (and cost me 5 lives) the teleport tower turned its attention on the smaller spawned in element and did not teleport it despite the amount of time passed since the last successful teleport.
Personally, I would expect the cooldown to only reset after a successful teleport and the spawned in element to be affected.
The cancel is just clicking on any other tab again. It's just no explicit cancel button.
Just checked it, the cooldown only starts when really a teleport happened. Maybe there were two smaller golems and it just ported one of them? Because it spawns one when clearing the first healthbar and another one for the second healthbar.
1.0.7 update with a few improvments (containing Rootweave again respecting the Buffer bonus damage) will go live today.