v2.2.1 Rebalance Update
v2.2.1 Changelog
tl;dr
Adds a handful of cards, a new stage, fixes glitchy tooltips, adds more options, formats tooltips better, many balances changes (mostly buffs), many bug fixes (some resulting in nerfs)
Unfortunately I changed the prize system and didn't plan to do so, so you'll have to unlock stuff again. Any tickets you had will still be there though.
Adds a new stage
Adds a handful of cards
Adds the ability to scroll tooltips that are too long to fit on the screen
Adds the ability to bookmark cards using the mouse wheel
Adds the ability to move cards in the hand (can be disabled in the options)
Adds additional information to the unit overview tooltip
Adds additional stat info across the game
Adds show targets option to unit behavour panel again (must have accidentally removed it at some point)
Adds fortune charges (gained from lucky hits)
Adds Special Hit and Lucky Hit damage number icons
Adds a handful of traits (mostly some missing build options to reduce reliance on card rng)
Adds a roles tooltip to the unit button
Adds Force naturalize trait for removing Echo chance
Adds a Tooltip section to the options menu and some options to control the verbosity of the in-game unit tooltip
Adds Hide Damage Numbers and Ignore Priority Targets unit behaviours
Adds execution damage number highlighting
Adds the ability to reset button options to default by clicking their label
Adds an extra unit button icon for when a card is impossible to play (duplicate power or no card plays remaining)
Adds a unit info bar scaling option
Changes summon priority target behaviour to override normal targeting (so that no matter what their targeting settings they focus all of their attention on the commander's priority targets)
Changes damage number colouring to be influenced by context (lucky hits tint green, special hints tint blue, executions are red, criticals tint purple to offset damage limit)
Changes how calculated stat modifiers are handled internally (no intended balance changes, hopefully everything should be the same as before, but now I have finer control over when calculated stats are applied)
Changes the default stack limit (buff, 9999 -> 1,000,000,000, this fixes extreme ignite and hydro damage being unintentionally limited)
Changes selected card highlight visual
Changes retaliation damage (can no longer crit, though it didn't deal critical damage, can no longer be evaded)
Changes Unit Roles to be unlocks (this is for unrolling, to prevent confusion, limit new player power, and dangle a carrot)
Changes how card rewards are unlocked (no longer need to unlock duplicates of unlockable cards)
Changes how enemy attacked tracking logic works (enemy buff, hitting a bugs armor results in first hit being consumed)
Changes how knockback works by interpolating knockback direction away from the source 50% (this roughly ensures knockback is always away from the caster, mostly affects zone and impact)
Changes the party tooltip to show unit role information instead of the same information as the unit tooltip
Changes instant recovery mechanics (health and energy recovery are no longer instant but pooled and applied over time limited by their respective regeneration per second, this is a nerf in most situations but can be a buff in cases where a lot of instant recovery was wasted)
Changes how special cards are drawn (buff, once every other turn -> once every turn, ensures you get special cards early enough to get your build online, mostly important for apocalypse difficulty)
Changes Energize (buff, damage and energy up -> damage limit and energy cost up based on energy total, had too much overlap with Potential, more damage limit options are necessary)
Changes Divine Rearguard role (max health up 100 -> apply sin to attackers)
Changes Fire Support role (energy recovery up 20% -> recover 10 energy on kill)
Changes Wind Support role (energy recovery up 20% -> recover 5 energy on lucky hit)
Changes trait list sorting (missing from previous updates changelog)
Changes some localization entries (mostly clarified information or added missing entries)
Changes the unit overview tooltip (more organized)
Changes power charge mechanic (bonus damage if you have at least 1 power charge when dealing damage -> spend 1 power charge to add the Empowered tag to a cast)
Changes power charge per second card to power charge on retaliate
Changes summoner targeting logic (each summon searches for a better target each tick, this is a performance compromise since aggressively searching for the best target every frame is costly)
Changes card stat multiply method (multipliers are now exponential instead of multiplicative, this was a nerf to Energize which was the only modifiable multiplicative card, but has been rebalanced, so affects only legendary multipliers now)
Changes how enemies spawn in Four Sided Coin (more random but still roughly split between the dimensions)
Changes healthy and injured calculations (healthy nerf, injured buff, now takes into account accessible health, so enemies affected by pressure or with reduced max health now can actually be injured and aren't always healthy)
Changes Impact cascade requirement (buff, requires 50% -> 20% percent completion to cascade)
Changes how damage is displayed in the unit tooltip to match the fact that it is rounded up before being dealt
Changes a lot of cards to be locked behind rewards (mostly cards that might be confusing or not useful to a new player trying to beat normal mode, but also some particularly powerful cards)
Changes the language around execution to hopefully make it more clear
Changes how Support is calculated (it has been inverted so that nearby and support are the same, this is a buff to summoners)
Changes special cast tracking to special hit tracking (this also fixes Auras not tracking special casts)
Changes how attack type modifiers are applied (internal change, might fix some bugs i didn't know about, not sure, was necessary for minion sizing)
Changes summon line width depending on area stat (only visual)
Changes Bullet cascades to fail and not consume energy if there is no cascade target (this was causing bullet to waste excessive amounts of energy when combining repeats and cascades)
Fixes Special not updating Aura and Summon units (this is a hacky fix but should be good enough)
Fixes cooldown skip not working in every situation (buff, attack accumulator was setting to 0 too late)
Fixes adaptive armor bugs' natural adaptive armor rounding down to 0 (they were still affected by evolutions)
Fixes Mega Minion not granting the damage limit bonus
Fixes show targets to work with summoners
Fixes shield not appearing on unit health bars
Fixes steam api based game crashes when the steam api is missing or fails to load
Fixes enemy aura pooling issue that could cause player aura's to disappear
Fixes energy recovery algorithm (not clear if this affects anything, but it was slightly wrong)
Fixes retaliate damage being classified as generic unique damage (fixes stun thorns and freeze thorns)
Fixes Blade not abiding by dimension
Fixes access to dimension 5 by teleporting onto a very specific spot
Fixes Impact cascades consuming 2 cascades per cascade (buff)
Fixes chance to apply stack stats always applying their stack (nerf)
Fixes some damage numbers appearing even when damage numbers were disabled
Fixes Specialization not being able to target Party cards
Fixes teleport impact trait
Fixes base execution chance (nerf, was 20% instead of 10%)
Fixes tooltips (fifth attempt at it, hopefully for real this time)
Fixes special only lasting 2 seconds instead of 3
Fixes stat modifier list formatting error
Fixes edge case where Special tagged cards would show as not relevant to units despite being relevant
Fixes accuracy of ignite damage portion of enemy health bars
Fixes electric tactician modifier to work with any damage type not just electric
Fixes auto cast powers not bypassing the attack accumulator (buff)
Fixes unit info bars not being drawn over enemy health bars
Optimizes enemy aggression (slight speedup, staggers targeting updates across enemies every 0.2 seconds instead of every frame)
Optimizes card controls hover tooltip (no longer wastes processor time adding labels for unchanging text)
Rebalances Decay stacks (nerf, limit 9999 -> 50, reduces healing by 1%x -> 1%, decay could effectively remove the danger of enemy health regen by playing it once on a single unit)
Rebalances Heavy Cast (nerf, damage up 150% -> 100%, was too efficient)
Rebalances Draft card (buff, +2 base mana cost, now Immortal, it was underwhelming and the ability to trade 4 mana for 3 cards should still serve the original purpose without incentivizing cycling too much)
Rebalances Specialization (buff, adds immortal tag, allows more build potential)
Rebalances Potential (nerf, damage up by 4%x -> 2%x of energy total, now capped at 100%x)
Rebalances a handful of cards that felt weak (and still may feel weak)
Rebalances Install (buff, damage up 100% -> damage up 60%x, there aren't enough damage multipliers in the game)
Rebalances Double Dip (buff, damage up 30%x -> 60%x)
Rebalances Photosynthesis (buff, energy regen up 30% -> 40%, stronger decision power versus Leyline)
Rebalances Damage Limit Trait (buff, cost 11 -> 7)
Rebalances some damage cards (buffs, there isn't enough access to damage)
Rebalances unit base energy regeneration rate (30 per second -> 20 + 10% of maximum energy per second, this doesn't change starting energy but does buff all sources of additional total energy)
Rebalances Untether (buff, secondary cast 50% damage, 50% energy cost -> secondary cast 75% energy cost)
Rebalances Gambler's Fallacy (no longer destroys the card, 2 guaranteed mana is too much better of a value proposition than a chance to destroy the card, added immortal and glass tags)
Rebalances energy regeneration trait (buff, 15% -> 35%, since total energy now positively affects energy regen this needed to be stronger, also regen per second is just weak)
Rebalances total energy trait (nerf, 100 -> 50, since total energy now positively affects energy regen)
Rebalances execution cards (much lower execution multiplier and lower threshold, these cards trivialized late waves if you played heavily modified copies)
Rebalances Heavy Cast, Light Cast, High Power, Low Power traits (buffs, still can't decide how these should be designed, but making them less than 100% efficient was not the answer)
Rebalances Adaptive Armor (player buff, maximum 90% -> 75% resistance, this was disproportionately making Four Sided Coin very difficult)
Rebalances bug evolutions (player buff, adaptive armor max evolutions 10 -> 5, adaptive armor per evolution 1.5% -> 1%, major adaptive armor per evolution 5% -> 2.5%, adaptive armor was too oppressive)
Rebalances Damage Limit cards and traits (buff, easier to increase damage limit)
Rebalances Immortalize (buff, cost +1 per play -> cost + 1, the value proposition was just not high enough compared to other legendary cards)
Rebalances Sleight of Hand (buff, 33% -> 50% chance to return the next played card to your hand)
Rebalances Last Resort and Immortalize (buff, unmodified Unit cards -> unpromoted Unit cards, this allows them to be played on cards that have been modified by Alchemy, Gambler's Fallacy, Misprint, etc but not Double, Party, or Support)
Rebalances Land Decimator (buff, bonuses are lower but energy cost is proportionally halved, was cool but too gimmicky to be useful outside of Zone)
Rebalances Mega Minion (huge buff, was way underpowered and always resulted in a large DPS loss, now is slightly higher DPS than Extra Summons in a single target scenario but will still suffer from target indecision and travel time)
Rebalances Electric Charge (nerf, switches from additive to multiplicative to ensure it scales appropriately across attack types)
Rebalances Encroach (buff, attack size up 30%x -> 100%x)
Rebalances Third Eye (buff, cast range up 30%x -> 100%x)
Rebalances Added Damage (buff, added damage up 2 -> 4)
Rebalances Fundamental Law (buff, true hit damage up 1 -> 2)
Rebalances Bullet base stats (neutral, less damage but removed the damage reduction per target because they can no longer deal AoE damage as of the previous update, this was missed)
Rebalances Aura base stats (buff, not sure what i was thinking before but greatly reduced the damage damage loss per target hit and the damage, this is more in line with how Aura is used)
Rebalances Blade base stats (buff, higher damage, slightly lower energy cost, more damage reduction per target, this reduces the reliance of blade on hitting many targets to be efficient since it's supposed to be a melee type attack)
Rebalances Zone base stats (buff, energy cost 56 -> 50, prevents unit from going into exhaustion with each cast at base stats)
Rebalances Impact base stats (buff, damage buff, still requires a decent amount of hits to be efficient, but less reliant on it)
Rebalances role modifiers (largely buffs, aiming for about 3-4 times the value of a card played on the party where applicable)
Rebalances Lockdown (higher difficulties reduce the card play limit more)
Rebalances Overpower (nerf, damage up 75% -> 60%, was a little too efficient)
Rebalances the enemy minimum health curve (player buff, less final wave health on the lowest difficulty, but steeper curve so that you're incentivized to play cards earlier, this does not affect apocalypse)
Removes duplicate trait
Removes 1000 Cuts (conceptually superseded by Specialist, loved the concept but did not like it being Blade specific)
Removes Peak Load (not a very good card, not clever either)
Removes Charm (no longer necessary since Enmity is acquired in the same way and performs the same function)
Removes Knockback Inversion card and trait (these were basically never worth it)
Removes Tokens from the reward system (they were originally consolation prizes but now you always unlock something new until you run out of stuff to unlock so they were useless)
Removes Pressure Force (i just don't like the design of it, it's too specific and triggers at an inopportune moment)
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
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- 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
- v1.8.0 Deckbuilding + Mutations Major UpdateApr 16, 2023
- v1.6.0 Custom Unit Classes + RebalancingMar 17, 2023