Update Logs

1.1.2 Alpha (3/25/2021)
Big content update especially for PvE, which needed some loving.

General


 * +2 NEW TOWERS!
 * PvE REVAMPED
 * +8 NEW ENEMIES!
 * +6 NEW TROOPS!
 * SMOOTH GRAPHICS FOR WEAK DEVICES
 * Big balance pass

1.1.151 Alpha (2/12/2021)
Big fixes and small additions in this update for PVP.

General


 * Ranked PVP consolidated into regular PVP
 * New PVP Elo gain/lose indicator in arena
 * PVP Elo progression fixed
 * Small balance pass
 * Lots of content coming soon!

Balance Passes


 * Troops
 * Chad now has 420 health, up from 69
 * Karen now has a much bigger bounding box, this will also help her aggro troops properly
 * Lurker Armor is now 50, up from 0
 * Hellspawn death explosion damage & radius significantly buffed Bug Fixes
 * Golem death animation should now play properly

1.1.15 Alpha (1/30/2021)
Ranked PVP was added, delivering a new competitive experience to the game. Players can now compete to prove their greater prowess over all others. And leaderboards were introduced for many categories so you can show off!

General


 * RANKED PVP MODE ADDED
 * Global Leaderboards added in Armory
 * Small balance pass & bugfixes
 * Karen tower/troop added
 * Lots of content coming soon!

Balance Passes


 * General
 * Easy mode is now twice as easy
 * Normal mode is slightly easier
 * Hard mode is slightly easier
 * Troops
 * Voidlord duplicates faster but only 1 Voidlord can be placed per player

1.1.13 Alpha (1/27/2021)
- NEW BOSS ADDED

- ‘Ashenvale’ PvP map added

- ‘Mournwood’ PvP map added

- ‘Light Explosion’ magic damage ability added

- ‘Cleanse’ utility ability reworked

1.1.0.9 Alpha (1/24/2021)
- new elite 'Gluttonous King' troop

- new elite 'Voidlord' troop

- new 'Warg' troop

- new pvp achievements

- ranked pvp coming soon!

1.1.0.5 Alpha (1/22/2021)
Statement

A quick update to add a buncha new thangs for PvP! Also a few balance passes over the PvE scene.

General


 * 3 New PvP maps
 * 2 New PvP troops
 * Helloc has made a return…
 * Balance Passes

Towers


 * Gold Mine is no longer affected by the gamemode gold modifier (gold mine earns much more in Hard/Legendary)
 * Great Cannon damage significantly increased
 * Astrapomancer Zap damage significantly reduced
 * Hoplite attack speed is now 2, down from 4
 * Crossbowman damage significantly increased

1.1.0 Alpha (1/19/2021)
Statement

Another mega update dropped, what a pleasant way to start the new year!

This update was monumental as another promised core gamemode was released; Player vs. Player! In this gamemode you buy Troops & Abilities in the lobby and then enter a PvP match. From there you choose a map and place down your troops in any fashion you desire! There are two (2) teams, yours, and your opponents. Get your oppositions health to zero (0) first and you win!

Along with PvP comes URF (Ultra Rapid Fire) and Legendary. Just incase you wanted to challenge yourself more!

Also some minor balance passes along with a Shard Squish. For reasons mentioned below.

Developer Statement

“Thank you all so much for your support to Tower Defenders, be it through purchases, playing the game, etc. This game is mostly solo developed, I cannot thank you enough. This decision was made due to the unhealthy amount of hoarded Shards from content droughts / lack of currency pits. If you have over 2,500 shards your shard amount will be reduced by 90% (but will not go lower than 2,500. This is a one-time effect and I apologize for any inconvenience. Thank you so much for playing Tower Defenders. Thank you, thank you, thank you.” - lysandr

General


 * PvP Gamemode
 * URF Gamemode (Ultra Rapid Fire, basically speed of everything is significantly increased)
 * Legendary Gamemode
 * Balance pass

-Shard Squish


 * 23 Troops added for PvP gamemode, along with 3 maps

Balance Passes


 * General
 * Endless mode is now harder
 * Endless mode now earns less shards
 * Hard mode earns less shards (to balance for Legendary)
 * Towers
 * Farm upgrade costs increased to 200k each level

Bug Fixes


 * Can no longer gain God of Death, God of Destruction, or God of Healing in according gamemodes as detailed in the achievements’ descriptions
 * Gold Mine now the gold it earns and the timer for the next gold generate

1.0.37 Alpha (11/3/2020)
Statement

There we soooooo many micro changes and a few big ones with this update. Most of them are ease-of-life changes to make the game feel smoother!

General


 * Enourmous balance pass
 * 2 new features; Buy Lives, Buy Gold
 * Multitude of ease of life changes

Balance Passes


 * General
 * Shard & Robux costs of towers adjusted
 * Shard gain in Easy mode increased to .75x, up from .5x
 * Normal mode health modifier is now .65x, down from .75x
 * Endless mode generates less Shards, was a little too much
 * Round skip payout increased
 * Rounds now auto-skip when there are 0 enemies on the map
 * Rounds can be skipped with number of players minus one (i.e. quads need 3 votes instead of 4 now)
 * Votes needed now properly adjust after a player leaves
 * Players now have 500 health, up from 100
 * Tower shard & robux costs adjusted
 * Healing Ward now heals for full 100% effectiveness on players
 * Moloc can now be the end boss for Hard or Normal matches
 * Towers
 * Knight barracks costs greatly reduced (should be viable again)
 * Golem costs greatly increased
 * Defender costs adjusted, health greatly increased
 * Berserker health increased, costs reduced
 * Gold Mine buffed, generates gold every 15s at all levels
 * Enemies
 * Moloc & Korlash now deal 5k damage each hit, up from 1.5k
 * Enemies can no longer have more than 60% armor/magic resistance on Normal mode
 * Enemies can no longer have more than 30% armor/magic resistance on Easy mode

1.0.33 Alpha (10/31/2020)
Statement

A quick little update to add a few little halloween goofs. While also delivering a new tower in the process.

Normal mode needed a nerf due to the incredible leap in difficulty from Easy mode to Normal mode, the game should now feel a bit more noob friendly. While the hardcore players go unaffected.

Now that there’s a new magical damager, Magei can finally relax its shoulders from carrying the magical damage scene as the Astrapomancer executes the early game job effectively.

General


 * A couple Halloween event goofs added
 * New shop & armory music
 * Astrapomancer early-mid game magical damager

Balance Passes


 * General
 * Normal mode health modifier is now .75x, down from 1x
 * Towers
 * Magei tower costs moderately increased
 * Magei Chain Lightning bounces up to 5 enemies, down from 10
 * Magei Firestorm cooldown is now 90s, up from 60s

1.0.3 Alpha (10/25/2020)
Statement

This update focuses on content as I was gone for a month or so, making sure to keep things running. There are some really cool towers/maps being added and a big switchup in enemy spawning.

Following this update will be the highly anticipated final boss Chronoss, this is prepping for it.

General


 * Every game you will be rushed by droves of enemies from one of the Dark Towers. The amount of rushes are determined by difficulty and the x amount of players.
 * Small Archer update
 * New ‘Crossbowman’ early-mid game physical damager
 * New ‘Golem’ late game barracks
 * New ‘Arcantech Commando’ mid-late game physical damager
 * ‘The Black Gate’ map added
 * ‘Dread Swamps’ map added
 * ‘Freehold’ map added
 * ‘The Nexus’ map added

Balance Passes


 * Towers
 * Archer now has scaling attack range
 * Berserker now heals for 1/3rd dmg dealt, up from 1/10th
 * Oathsworn Revenant Damnation ability cooldown is now 90s, down from 180
 * Only 1 ‘Damnation’ ability can be active at any given time
 * Only 1 ‘Naturebloom’ ability can be active at any given time
 * Aquamancer ‘Raging Waves’ ability cooldown is now 10s, down from 20s
 * Gold Mine received a huge buff, a minimum of 25,000g per tick
 * Enemies
 * Enemies have a more health in trio and quad matches, solo and duos stay the same
 * Korlash base health is now 500k, down from 800k
 * Korlash tower destroy ability cooldown is now (60 - (numPlrs-1) * 5) seconds

1.0.20 Alpha [7/10/2020]
Statement

This update introduces Korlash, The Tidecaller. He will be the permanent Normal Mode boss but will also be act as proxy in Hard mode until Chronoss is released. He flexes a difficult boss fight for players that will keep everyone on their toes. No AFKing!

Oathsworn Revenant is the new tower to add to the magical damager roster. He is a late game, very expensive, heavy hitting damager. You probably won’t be able to spam him.

This is also a huge update for certain mechanics of the game. Mainly the armor and magic resistance scene is completely reworked. Enemies Armor and MR are now % based and will pose a challenge to players at all difficulties. Armor and Magic Resistance reducing towers are now much more viable this way along with keeping a healthy diversity of towers in your loadout.

General


 * New ‘Oathsworn Revenant’ late game magical damager tower
 * New normal mode boss ‘Korlash’
 * Gold Mine rework

Balance Passes


 * Towers
 * Aquamancer
 * Aquamancer Queen’s Galleon damage per hit increased to 800, up from 750
 * Aquamancer Tempest damage increased to 1600, up from 800
 * Aquamancer Raging Waves cooldown reduced to 20s, down from 30s
 * Aquamancer now has scaling range
 * Gold Mine
 * Gold mine now gives gold based on % of players current gold (but will never give less than a set amount) every interval
 * You can now only place 1 gold mine
 * Gold Mine model is a lot… bigger
 * Enemies
 * All enemies received armor and magic resistance changes

1.0.15 Alpha [6/18/2020]
Statement

Another quick toss at the growing content pile! :^) I also implemented an opt-out automatic graphic integration. This will auto-adjust their non-Roblox graphics (the custom ones I made) to alleviate performance issues. This is to help those who are unaware that there are graphical options available.

I also took a look at Barrack towers failing performance as they were falling behind in the grand scheme, so they were all massively buffed!

Lastly, player healthbars have been long overdue and are finally out! I will be expanding on this with player titles & pins in the next update!

General


 * New ‘Great Cannon’ early-mid-late game physical damager tower
 * “Auto” graphics option that you can turn on or off
 * Barrack tower balance pass
 * Player health-bars / nameplates (you can toggle these on or off via Virtul UI toggle in game settings)

Balance Passes


 * Towers
 * All barrack towers (except Chad) now have twice their previous health and their scaling was doubled
 * Enemies
 * Wraith Witch Soul Expulsion now deals 75 damage to players, down from 100

1.0.6 Alpha (6/07/2020)
Statement

After the tsunami of love and support for the Mega Update that hit under a week ago. There has already been a release of a new tower, Hoplite. This tower’s goal is to provide a early-mid game carry until you start affording late game towers. The Hoplite can be slow but hits like a truck. Go try him out!

Along with numerous bug fixes, the map rotation system was rolled back to the original. This will be in place until the new Normal & Hard mode bosses are released.

General


 * New ‘Hoplite’ Physical Damager Tower
 * Map rotations changed
 * Cough I Carried, Renowned Physician, The Conqueror, God of Healing, and Defending The Realms were all changed

Balance Passes


 * Towers
 * Abilities
 * All abilities received gold cost tuning, they are not all the same anymore
 * Pyroblast now inflicts the same amount of damage to victims minus their magic resistance. Instead of the previous deals less damage to victims the further they are from the blast

1.0.0 Alpha (6/03/2020)
Statement

This is the biggest update the game has ever received. Hopefully the last delayed one too. We’ll be pumping out frequent updates from now on! There has been so much change it almost doesn’t even look like the old Tower Defenders anymore!

Systems have been recoded, features revamped, and possibilities renewed! There has been too much to cover in just one post. So I’ve compiled a little list below to state the major changes. Don’t forget to get out there and check out it our for yourself!

What’s newly added; Custom chat, custom playerlist, chat titles, chat pins, new boss, new map(s), new UI, 5 new player abilities, new premium economy, new lore, better functionality & compatibility with devices, huge optimizations, benefits for Roblox Premium players (Go buy it now!), improved tower placing, some towers can be elevated, better graphic options, many many more achievements, new enemy mechanics, new towers added for specific achievements, and much much more!

Balance Passes


 * Towers
 * Gold Mine costs adjusted
 * All barracks towers got stat rebalancing to accommodate the reduction of scaling block chance.
 * All barracks now have scaling Rally Range in which limits how far a barracks can rally to.

0.1.7.6 Pre-Alpha (8/25/2019)
Statement

This update will call forth the most powerful healer support tower currently, Grove Warden.

Rebalanced some of the barrack towers accordingly, Berserker really took the stage right from under the rest of the barracks. Time to fix that.

This update was very small in comparison to others as I have been working more on huge steps to improving the game quality and incoming updates like Augur Solis. Whom will be the point of ascension for Tower Defenders, as major features are immediately being worked on after he’s released. You can check those out here Tower Defenders Roadmap 2.9k.

Another huge deal is I have spent 200$+ on 10k+ files consisting of; sound effects, music soundtracks, and user-interface graphics. The quality of the game is going to be immensely boosted following updates after this. Grove Warden received just some of the benefits of this.

General


 * New Tower; Grove Warden

Balance Passes


 * Towers
 * Knight gold costs have been reduced
 * Defender now has 675 health at max level
 * Gold Mine now earns twice as much as it used to
 * Berserker now has 500 health at max level
 * Enemies
 * Helloc attack damage is now 1,500, up from 999

Bug Fixes


 * Paladin sometimes not healing when at level 3

0.1.7.4 Pre-Alpha (8/10/2019)
Statement

This update is a huge deal as I have finally organized the ITT, Internal Testing Team. This took up much of my time this week. However, it has huge implications for the game.

Now that there are 50+ testers for the game, updates will come out much smoother, better tested, and more fool-proof.

The cost of Tokens in Robux has been reduced, this was a foreseen change as the game gets closer to its alpha release.

Good feedback has been received and thoroughly read through. The lag fix seems to be running well.

Content is starting to pour out.

Enjoy a new tower!

General


 * Token Robux value is now 5 Robux per Token, down from 10 Robux per Token
 * New Tower: Berserker
 * Max gold cap raised to 100,000, up from 50,000
 * I can’t elaborate too much on what I did, but a very big step was taken that will reduce frame drops/network hogging when enemies are loaded in by quite a large margin
 * A few smaller optimizations to enemy logic were made

Balance Passes


 * Towers
 * Gold Mine gold award levels adjusted; Lvl1 = 125, Lvl2 = 350, Lvl3 = 1025, Lvl4 = 2000
 * Footman max unit cap now starts at 2 and maxes out at 4, up from starting with 1 and maxing out at 3
 * Rocket Battery starting base damage is now 50, up from 30
 * Enemies
 * Wraith Witch Magic Resistance is now 90, down from 120
 * Wraith Lord Armor is now 90, down from 120
 * Spectral Wight Armor is now 50, down from 200
 * Spectral Wight speed is now 10, down from 13
 * Spectral Wights can now be stunned
 * Spectral Wights can now be slowed
 * Wight speed is now 8, down from 10
 * Gronn speed is now 2, down from 2.5
 * Spawn of Helloc speed is now .75, down from 1
 * Lurker speed is now 6.5, down from 8 Quick stat tweak before his revamp
 * Helloc’s melee attack now deals 1,000 damage, up from 500

Bug Fixes


 * Diagnosing issues where the menu will not open
 * Infernal Steppes pathing arrow fixed

0.1.7.0 Pre-Alpha (8/4/2019)
Statement

This update is a huge deal for Tower Defenders. I am very excited to pronounce the lag problem completely resolved. Nearly all game aesthetics have been moved to the client. Except for Helloc as he is receiving a rework soon anyway. You can toggle these effects via the in-game menu.

And now with the lag out of the way content is going to pour out. So strap in and enjoy the ride.

There are also 2 new enemies, and 4 enemy revamps along with plans for a future Helloc model revamp. The game has also received a massive balance pass.

Lastly, an important note I want to hit on is Magei and Aquamancer auto-attacks have been removed. I did this is because I want to create a bigger distinction amongst towers. Not every damaging tower should have an auto-attack, and I had definitely missed that mark in the past. They have been number-tuned to compensate for the loss of their extra ability.

General


 * No more lag!
 * New enemy; Spawn of Helloc
 * New enemy; Spectral Wight


 * Gronn has been revamped
 * Gronnling has been revamped
 * Gold Mine functionality has been revamped, now gives gold every round
 * All tower descriptions, strengths, and weaknesses have been rewritten for quick and concise information
 * In-game tower costs have been adjusted per level (for some towers)
 * In-game music track now randomizes
 * I get statistical reports after every game, so I can listen more closely to the community

User Interface


 * The in-game menu has received a little revamp to better accommodate future functionality

Balance Passes


 * Towers
 * Leveling up a barracks tower no longer heals all living units to max health
 * Footman max unit cap now starts at 1 and maxes out at 3, down from starting with 3 and maxing out at 5
 * Archer total max level crit chance is now 10%, down from 35%
 * Archer total max level Attack Damage is now 25, up from 15
 * Archer attack speed is now 3 seconds, up from 2 seconds, attack speed multiplier upgrades stay the same
 * Mortar total max level attack damage is now 110, up from 60
 * Mortar attack speed is now 8 seconds, up from 4 seconds, attack speed multiplier upgrades stay the same
 * Magei no longer has an auto-attack, instead, it uses Arcane Explosion as a default ability
 * Magei Arcane Explosion base damage is now 50, up from 25
 * Magei Arcane Explosion base cooldown is now 5seconds, down from 7
 * Knight max unit cap now starts at 2 and maxes out at 4, down from starting with 3 and maxing out at 3
 * Defender max unit cap now starts at 1 and maxes out at 3, down from starting with 2 and maxing out at 3
 * Rocket Battery total max level attack damage is now 90, down from 140
 * Rocket Battery auto attacks no longer have a distance-from-center aoe factor to reduce damage
 * Aquamancer no longer has an auto-attack, instead, it uses Raging Waves as a default ability
 * Aquamancer Riptide was removed and was replaced with Anchor, which now periodically slows nearby enemies by 1.5x for 10 seconds, does not stack with itself or other slows
 * Aquamancer Raging Waves base cooldown is now 30 seconds, down from 60
 * Aquamancer Raging Waves speed is now 20, up from 9
 * Aquamancer Raging Waves starting damage is now 100, up from 10
 * Enemies
 * Whenever Helloc summons Proto-Drakes, he now summons 2, down from 4
 * Helloc now has 500,000 base health, up from 300,000
 * Helloc no longer destroys Gold Mine towers
 * Necromancer now uses Summon every 2-6 seconds
 * Necromancer’s Summon ability now has a small chance to summon Wights
 * Wight attack damage is now 25, down from 50
 * Wight now has 250 base health, down from 800
 * Proto-Drake now has 5000 base health, down from 1000
 * Proto-Drake speed is now 3, down from 5
 * Proto-Drake damage is now 400, up from 200
 * Bloated Corpse now has 325 base health, down from 425
 * Bloated Corpse explosion damage is now 450, up from 150
 * Bloated Corpse Armor is now 10, up from 0
 * Bloated Corpse Magic Resistance is now 10, up from 0
 * Bloated Corpse Speed is now 6, up from 5
 * Risen Corpse now has 300 base health, up from 150
 * Risen Corpse Armor is now 5, up from 0
 * Risen Corpse Magic Resistance is now 5, up from 0
 * Gronn now has 2.5 Speed, up from 1
 * Gronnling now has 4 Speed, up from 3
 * Gronnling Magic Resistance is now 10, up from 0

Bug Fixes


 * Menu should no longer not open sometimes
 * Units now attack enemies that come in range even when moving (Excluding units that are moving to rally point)
 * Many other Unit bug-fixes to functionality
 * Wraith Witch should now properly attack units and engage in melee combat
 * Aquamancer Queen’s Galleon will no longer end prematurely if no enemies are in range during a shot’s check
 * Still working on Helloc sometimes not dying, can’t seem to replicate it
 * Archer & Mortar attacks no longer stutter
 * Many other fixes, though, undocumented