v1.8.0 Deckbuilding + Mutations Major Update
v1.8.0 is here! Build your deck, upgrade your cards, customize your soldiers, and destroy more bugs than ever before. Confusing and esoteric card evolutions are gone, bugs grow in power dynamically, the enemy commander sends more powerful and varied bugs than before, and your soldiers can reach power levels previously impossible. If you weren't sold on the gameplay before, give cardTD another shot with this update.
A surprise to everyone including myself, I did not have plans to change the gameplay loop this drastically, but after trying it out I found this new deckbuilding gameplay to be vastly superior to the "cards as equipment" style. I will be taking the time to update screenshots and descriptions across itch and the game database to bring them up to date.
Depending on the feedback I get there will be a handful of smaller updates to address anything I missed since so much changed with 1.8.0, but the new gameplay loop is here to stay. The list of changes below is extremely likely to be incomplete.
v1.8.1
Fixes enemy tooltip not updating correctly
Fixes turns not capping at 30
Fixes a crash when using Zoners
Fixes the encyclopedia not unlocking cards consistently
Removes irrelevant options menu entries
v.1.8.0
Experimental changes to thread management to increase threaded performance (threading can be disabled in the options menu if issues arise)
Adds a visual warning indicator for bugs that are far along the track
Adds a target priority override by right clicking enemies
Adds a few more stats to enemy tooltips
Adds a cost marker to the energy bar
Adds a flash to the energy bar when the unit in incapable of casting due to excess energy cost
Adds more contextual stat information for units cards and enemies
Adds mechanics for each damage type
Adds the ability to throttle unit attack speed
Adds a defeat music track (thanks buraketto!)
Adds the ability to cancel a teleport (attempting to teleport while a teleport is underway cancels it)
Adds the tiny ant enemy
Adds a tooltip to trait entries that have additional stat info
Adds a bit more tutorialization
Adds an option to auto-slow the game while considering your card choices (intended to be a substitute for constantly pausing)
Changes the glossary to reflect the new gameplay loop
Changes the card system to more closely resemble a classic deck builder
Changes stat listing to always show as a tree for consistency
Changes enemy jitter logic to be smoother
Changes most damage increasing stacks to have a maximum to reduce single stat victories
Changes projectile split to a rollover chance and added damage and stack reduction per split
Changes the card encyclopedia filter to be additive
Changes the default aura fx
Fixes the enemy hash grid not being cleared when loading a new stage
Fixes the enemy hash grid not being cleared when there are no enemies
Fixes the enemy hash grid change in 1.6.0 only working on the right and bottom of the map
Fixes enemy and projectile threads not utilizing the full thread count
Fixes a few very infrequent crashes
Fixes cascades not intuitively working with force attacks
Fixes energy not being capped at total energy
Fixes the tooltip for flying enemies (they take NO damage from forces and impacts)
Fixes the game not saving unless you enter a stage (now saves on exit)
Fixes some modifier's unregistry being skipped when clearing stat trackers (caused lingering stat changes)
Fixes units creating their auras / shooting bullets before they teleport onto the battlefield
Fixes projectiles not correctly deflecting off of shields
Fixes OnAttack stack application and removal not including Areas / Zones
Fixes teleport and teleport impact not requiring or spending energy
Fixes too many warp stacks making teleportation take forever
Fixes pointlessly redrawing bugs while the game is paused
Fixes a hilariously long standing bug with stat tracker modifiers that didn't affect gameplay
Fixes an issue with the object pooler that caused small amounts of memory to leak every tooltip refresh
Fixes a crash where multiple areas (Zone user) request energy at the same time from different threads
Fixes amplify stacks not doing anything
Fixes some longstanding tooltip issues
Randomizes enemy stack accumulator to spread out stack ticks across more frames (performance smoothing)
Rebalances (Buff) Impacts base multipliers (50% -> 75%)
Rebalances (Buff) wither tick rate (deals damage twice as fast)
Rebalances (Buff) bullet base pierce count (0 -> 2)
Rebalances (Buff) smite base cascade chance (0% -> 30%)
Rebalances (Nerf) all attack scopes to cost at least 1 base energy
Rebalances (Nerf) Impacts to have 10% damage and stack falloff per hit
Rebalances (Nerf) enemies to have more health at the start and slightly less health at the end
Rebalances (Nerf) base critical multiplier (300% -> 200%)
Removes many cards
Removes pickups
Removes the megabug (a different final wave design will be added in the future)
Replaces relics with unique cards
Replaces treasure chests every minute with treasure chests every second and fifth turn
Optimizes stack ticks (multithreaded support)
Optimizes enemy rendering (simplified logic)
Optimizes enemy health bars (moved to visual server + multithreaded rendering support)
Optimizes areas (multithreaded support)
Optimizes impacts (multithreaded support)
Optimizes pickup rendering a ton (~1575% when idle)
Optimizes pickup logic to the extreme
Optimizes unit targeting logic a ton (design change, amortization)
Optimizes damage numbers (skip sort + skip visual server updates where possible)
Files
Get Get Those Bugs
Get Those Bugs
A tower defense focused on card combos, mechanical synergies, and a limited tower count
Status | In development |
Author | goki_dev |
Genre | Strategy, Card Game |
Tags | 2D, Cute, Godot, modular-weapon-system, Roguelite, Tower Defense |
Languages | English |
More posts
- v2.2.066 days ago
- Small UpdateJul 03, 2024
- July 1st Steam ReleaseJun 16, 2024
- v2.1.1 Rebrand + RewardsJun 05, 2024
- New Name and v2.0.1May 28, 2024
- v2.0.0May 26, 2024
- cardTD is still in development!Apr 29, 2024
- v1.6.0 Custom Unit Classes + RebalancingMar 17, 2023
- v1.5.0 Zone Rework + Performance ImprovementsMar 05, 2023
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