Tower Petroleum Playtest update #3 - patch notes

Balance changes, new turret introduced, UI improvements, hero ability improvements, bug fixes

Tower Petroleum Playtest update #3 - patch notes

Hi there wanderers!

New week, new patch. This is what we got for you this week:

Balance changes:

  • As many of you asked: card cost goes waaaay down. Now you can use cards more freely. This gives you more different strategies to chose from: go turrets build with solid and steady placement and resource management, or play with the luck and destroy monsters with abilities and insane turrets variations. Or maybe find something in between.
  • Level 1 was rebalanced to make it "tutorial-like" difficult. As it was said by many - it's hard to wrap your head around all the mechanics if you just DIE constantly on the first level. However, level 2 and 3 are still difficult and unforgiving.
  • Minor ability changes, some monster HP and speed changes.

New turret: freezing aura pulse

Previous crowd control turret was a bit useless and to be honest. It was just one bullet to one enemy and it's purpose was not clear. Let us introduce to you it's successor: freezing pulse AURA turret. It's kinda like the old one but much better: it slows down a PACK of monsters so you real damage turrets can have some fun:


And yes can still use all the modules in this turrets - the fact that the default damage is 0.1 is not that important when modules picked up wisely. Let's find our what you can build with this one.

Hero ability improvements:

  • The ability will now longer auto-activate in between waves.
  • Better recharge icon for the ability

We replaced cat's gif placeholder to a more fitting BRUTAL animation of this deadly wanderer skill:

UI improvements

Bug fixes

  • fixed a bug when the card is being dragged and the petroleum changes but I still can't drop a card
  • don't auto trigger the hero ability when the wave is not running
  • for the Evil Wanderer his insta-kill ability would have an implicit cooldown.

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