v1.6.0 Custom Unit Classes + Rebalancing


tl;dr

Replaced unit classes with unit traits and disciplines (custom classes)

Major optimizations

Colourful damage numbers

Tons of rebalacing

More useful enemy tooltips

Card weighting changes + skip mechanic added

There is a known bug where very infrequently an enemy may retain its invincibility buff even when no red shields are covering it. I am looking into this, but apologies if it affects your medal runs.

v1.6.0

Adds a handful of new cards

Adds stack and damage information to unit tooltips

Adds support for energy cost when using Aura and Zone scopes

Adds unit traits and attack scope selection

Adds autofire to the unit behaviour panel

Adds custom fx to the unit behaviour panel

Adds a new stage

Adds a random health multiplier (95%-100%) to enemies

Adds another card color (Divine)

Adds customization for each attack type

Adds option for not showing zero damage

Adds option for not showing damage below a certain value

Adds the option to skip a card reward for +1 reroll

Adds the new Echo stat for Impact type attacks

Changes the enemy tooltip to relay information better

Changes some stages to better fit new design guidelines

Changes stage graphics a bit

Changes formatter to show only significant digits

Changes some FX

Changes enemy acceleration to take at least 1 second (while invincible) to reach top speed

Changes damage numbers to show a color gradient based on damage dealt

Changes damage numbers to sort by the highest damage dealt

Changes damage numbers to show crits by number of exclamation marks

Changes the card option behaviour to allow finer control over card weighting

Changes Hyper Bugg mechanic (Perfect Dodge -> Damage Limit)

Changes Hyper Mite evade mechanic (can now dodge any damage, shows evasions through damage numbers)

Changes stage thumbnail generation to compile time

Changes to a manually handled gameplay loop for increased control over the performance and visuals

Changes the max turbo factor (16x -> 4x since 16x gameplay is unsightly and unreactable)

Changes the bounds of the hash grid allowing enemies to be targeted and hit from slightly outside the screen

Fixes Area fallback appearing as the incorrect size (this was only visual)

Fixes Energy on Critical only applying 1 energy per critical hit instead of the intended amount

Fixes some missing and misattributed card FX

Fixes incorrect tooltip for additive divide modifiers

Fixes a divison by zero crash that occured when stink bugs reduced a unit's Zone cast range to zero

Fixes auto fire not handling repeat or multishot correctly

Fixes cascade and repeat chances (absolute chance -> rollover chance) crashing if the chance was 100% or higher

Fixes incorrect cut tree FX visibility rect

Fixes projectiles sometimes escaping the range instead of bouncing off of it

Fixes only split projectiles retaining the custom bullet color

Fixes the difficulty drop down not showing the correct entries until a stage had been clicked

Fixes one track on Cross Over (now Junction) being too short

Fixes arrow hints only pointing at one side of each track

Fixes a bug where killing a bug on the frame it spawns another bug causes the spawned bug to wander off track and out into the vast expanse that is our universe

Fixes aura FX not being paused when changing cards while paused

Improves teleportation correction functionality

Optimizes damage number rendering a lot (+ threaded rendering support)

Optimizes pickup rendering a lot (+ threaded rendering support)

Optimizes enemy rendering a lot (+ threaded rendering support)

Optimizes area logic a lot (uses spatial hash grid)

Rebalances a lot of content across the game (too much to list here)

Removes show crits option

Removes Warp card (added warp as a trait)

Removes Spark card

Removes unit classes and levels

Files

cardtd.exe 61 MB
Version v1.6.0 Mar 17, 2023

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