Balance Changes/Changelog

-New temporary gamemode: Christmas

-Event Map: Frozen Fields

-New Event Towers:

Ice Factory (Placement Cost: 1200, Damage rating: High, Range: Very low, Damage Type: Spawn) (5% chance to drop upon completion)

Frostbiter (Placement Cost: 700, Damage rating: Very Low, Range: Medium, Damage Type: Freeze) (Guarenteed to drop upon completion)

-Snowy Lobby Theme

-Event Zombies: Frost Minion, Packed Frost Minion, Cloaked Spirit, Snow Golem, Present, Evil Elf, Frosted Ghost, Grinch, Dark Santa

-Waves 38-40 nerfed

-Laser gunner Nerfed:

Lvl 4: Damage: 70 -> 65

Lvl 6: Damage: 175 -> 130, Cost: 79250 -> 81500

-Sniper Nerfed

Lvl 5: Damage: 45 -> 38

Lvl 6: Damage: 70 -> 60

-Shotgunner Rebalenced

lvl 2-3: Range: 18 -> 15

Lvl 5: Damage: 10 -> 15, Range: 20 -> 18

-Fixed Mysterious Bosses having 10 HP

-Fixed Overlord Freezing

-Fixed Moving towers giving money for sent zombies

-Fixed more Versus Problems

### 11/29/20 Update

-Ice Factory Nerfed

Lvl 1: Cost: 1200 -> 1450

Lvl 3: Cost: 1350 -> 1500

Lvl 4: Cost: 5000 -> 6500

-Shotgunner Nerfed

Lvl 5: Damage: 15 -> 12

-Christmas Enemies buffed

Frost Minion: 50 -> 65

Cloaked Spirit: 145 -> 180

Snow Golem (Ice Spirit): 125 -> 200

Evil Elf: 3000 -> 3500

Grinch: 86000 -> 90000, Immune to Fire

Superior Elf: 7500 -> 8200

Dark Santa: Attacks faster

Why? Christmas seemed a bit too easy actually. It'd be best to try to buff the minions but if that makes the event unbeatable, DM me.

-Fixed Christmas not giving Ice Factories

### 1/08/21 Update

-Increased Drop rate of Ice Factory. This is your last 3 weeks to get the event towers! (5% -> 20%)

-Christmas Nerfed

Grinch: No longer immune to Fire

Evil Elf: 3500 -> 2950

Superior Elf: 7500 -> 7000

Snow Golem minions: 200 -> 150

### 1/28/21 Update

-Updated Game & Discord Server thumbnails

### 01/31/21 Update (1.4)

~END OF CHRISTMAS~

Frostbiter and Ice Factory are now unobtainable

-New Enemy: Resistor

This boss will really be the "Road Killer". (I'm worried it'll need a nerf.)

-New Tower:

Satellite (Placement Cost: 800, ~Support Tower~, Range: High, Support type: Firerate + Cost boosting), Firerate boost does not stack with Superior... yet.

-New Maps:

Frazed Fields by ahsMonster

Rooftops by kokobloxkokoblo, slava\_abramov, and dima234882

-New Tower Target: Strongest

-Added a small thing in Versus (Now called Competitive) that disables you from getting coins any earlier than Wave 12.

-Added a Losing Penalty in Versus mode. If you lose, you will now lose 25 coins.

-Added shooting visuals for Tesla, Inferno Gunner, and Lvl 4+ Railgunner

-Commando utilizes an R15 design and have been revamped slightly

-Grunt and Railgunner Revamped (Thanks to Joe\_Loid for the designs)

-Commando, Shotgunner, Grenadier, and Swordsman have animations (Grenadier and swordsman don't have animations for their max level yet..)

-Improved some Zombie animations

-Small Gui Revamps

-Rebalenced some waves

-Renamed some Zombies

-Giant Nerfed

Speed Lowered a tiny bit

HP: 1500 -> 1350

-Magician Nerfed

Spawns only 1 enemy at a slower rate

Minion: HP: 10 -> 35

Why? A simple "Lag Reducing" tactic to Magician and as a slight nerf.

-Overlord Buffed and Revamped

HP: 430000 -> 450000

Can rarely spawn a Dark Zombie

Stun ability now attacks random towers rather than the closest one (I don't know if anybody caught that) and can no longer stun permanently

Explode ability: Stuns Inferno gunner rather than reset their damage

-Strong Rebalenced

Speed Reduced, HP: 165 -> 200

-Metallic Small nerf

Speed reduced, HP: 10000 -> 9000

-Mystery2 Small Buff

Can no longer spawn Giants

But can now spawn Resistors

-Ice Factory Costs reduced

Lvl 1: 1450 -> 1300

Lvl 3: 1500 -> 1450

Lvl 4: 6500 -> 6000

Lvl 5: 10600 -> 9850

Why? Ice Factory wasn't that good and figured it's high cost was the main problem.

-Tesla Buffed

Level 4-5: Lowered Chain Distance a bit

Lvl 1-2: Can Attack Hiddens without chain

Lvl 2: Cost: 400 -> 260

Lvl 3: Cost: 910 -> 850

Lvl 4: Cost: 2350 -> 1500

Lvl 5: Cost: 6500 -> 4700

Why? This tower was not very strong for it's cost and maybe it's time to change it

-Railgunner Buffed

Lvl 1: Firerate: 5s -> 4.5s

Lvl 2: Firerate: 4s -> 3.5s

Lvl 3: Damage: 65 -> 70

Lvl 6: Cost: 36000 -> 30000

Why? Railgunner is quite underused. Although it's a good tower, not many people use it.

-Grunt Balence Overhaul

Attack Type: Single / Reloading

Lvl 1-3: Clip Size: 20, Burst Cooldown: 0.75s -> 2.5s

Lvl 1: Cost: 450 -> 600

Lvl 2: Cost: 220 -> 300

Lvl 3: Cost: 240 -> 500

Lvl 4: Clip Size: 30, Burst Cooldown: 0.75s -> 2.5s, Cost: 1350 -> 2000

Lvl 5: Damage: 7 -> 5, Clip Size: 40, Burst Cooldown: 0.75s -> 2.5s, Cost: 3600 -> 5300

-Rogue Nerfed

Lvl 5: Range: 40 -> 30, Reduced Overall effect on enemies, Can no longer stun Ancient, Dark Zombie, and Overlord. Resistor, Gold, Metallic, Rejuvenator and Dark Magician have reduced effects.

Why? I was cautious with this tower at the start with the max level. It's very op when there's a lot of them.

-Laser Gunner Nerfed

Stun impact from Overlord lowered

Lvl 2: Damage: 65 -> 60, Cost: 2000 -> 1750

Lvl 3: Damage: 70 -> 66, Cost: 3850 -> 3450

Lvl 5: Firerate: 2s -> 2.5s, Cost: 35000 -> 31500

Lvl 6: Damage: 260 -> 234, Firerate: 2s -> 2.5s, Cost: 81500 -> 80000

Why? I don't know about you guys but to me Laser gunner is still really op. I've been able to triumph solo Hard very easily just by using this tower without Rogue.

-Inferno Gunner Nerfed

Lvl 3-6: Charges/ticks slower

Lvl 6: Damage Cap: 250 -> 215, Cost: 28000 -> 37500

Why? While it's excellent for HP shredding, it's a bit too good for that. During my testing, I've been able to kill a 3,000,000 HP zombie on a 200 stud map.

-Shotgunner Nerfed

Lvl 1: Cost: 400 -> 375, Damage: 3 -> 2

Lvl 2: Cost: 250 -> 150, Damage: 3 -> 2

Why? Let's all agree on one thing, the Shotgunner was OP when there's a lot of them especially when it's a beginner tower.

-Commando Nerfed

Lvl 1-3: Reduced Sell cost

Lvl 5: Cost: 9150 -> 11000

Lvl 6: Cost: 14000 -> 16500, Damage: 8 -> 7

Why? Commando at max level was really OP when there's a lot as they were able to take down the Dark Santa alone (I think so at least), figured it needed a nerf.

-Mech Nerfed slightly

Lvl 1: Cost: 4000 -> 4250

Lvl 6: Damage: 30 -> 25, HP: 7100 -> 6800

-You can now see which target players set their towers to

-Lobby Enhancements

-Some towers are quieter

-Explosions no longer block tower placing

-Adjusted Tower Coin costs

-Small Lag Optimizations

-Optimized First Targetting a bit (It's still not perfect unfortunately)

-Attempted a fix for stuck waves

-Fixed Towers giving Negative cash

-Fixed a small upgrade typo for Mortar's lvl 3 upgrade

-Fixed Ancient and Overlord being unable to stun certain towers

-Fixed Mech/patrol getting stuck at the start when placing a superior near the base

-Fixed Mech, Patrol, and Ice factory lvl 1 units spawning on the other team

-Fixed map selection breaking

-Fixed Grenadier having a much bigger explosion radius than it looks

-Fixed Inferno Gunner attacking zombies way out of it's range

-Fixed Superior giving towers outside it's range hidden detection

-Fixed Tower Stacking (The Ability to put towers inside each other)

### 02/04/21 (HOTFIX)

-Rebalanced some waves

-Casual mode now has 2 gamemodes: Beginner/Expert (Just something for those starting out.)

-Laser Gunner Buffed

Lvl 6: Damage: 117 -> 125

Why? Ok I'll admit, this tower is actually no good without superior..

-Farm Buffed

Lvl 4: Income: 400 -> 425

Lvl 5: Cost: 5000 -> 4300

Lvl 6: Income: 1800 -> 2000

Why? Just to kind of encourage some use of this tower. I've noticed not very many people used this tower not because they don't have it, but because they thought it's too weak.

-Fixed towers not being removed when a player leaves

-Fixed Lobbies breaking sometimes

-Fixed inaccurate stat descriptions for Mech

-Fixed Ancients having no tower stun animations

-Fixed lvl 5 Patrol breaking

## 4/01/21

-Added a Golden Egg. Good luck trying to get this one..

-Removed Troll wave in Easter Event

1:42 PM -Added an index to show which eggs you have collected. (THE FOLLOWING ALL ONLY APPLY TO EASTER) -Nerfed Taser HARD (Cannot Stun Easter Guardians and Bunny Overlord and Egg Summoner, Golden Golem, and Demken all have massively reduced effects) (I know you're all gonna kill me for this but I did so..) -Buffed Golden Golem (15000 -> 18000) -Buffed Bunny Overlord (When it summons easter guardians, any inferno gunner attacking the boss will get stunned for a second.) -Fixed Bunny Overlord Breaking. also I nerfed Event tokens to cost 250 coins. Just as I expected, everybody bought them. You guys need to play competitive SOME time.

## 05/01/21 End Of Easter

-New Map: Inception by Spiritologists

-Event Tokens offsale (They'll be available again when a new event comes)

-Defender Offsale

-Slinger and Crazy Farmer are unobtainable

-Reset Map can now only be used once (Except for Beginner's Casual)

-Intermission will automatically end when everybody has voted -

Competitive rewards adjusted

-Defender Nerfed: Lvl 2-5: Burntime reduced Lvl 2: Cost: 400 -> 550, Speed reduction: 30% -> 20% Lvl 3: Damage: 85 -> 60, Cost: 1400 -> 1750 Lvl 4: Damage: 125 -> 96, Cost: 4600 -> 5300 Lvl 5: Damage: 275 -> 135, Cost: 9000 -> 13200 Why? Even in my tests with my friends, Defender is FAR too op since we easily beat chaos/extreme mode by just using defender for all of the early/mid-game defending.

-Fixed Defender lvl 1-2 breaking

-Fixed a Competitive mode visual bug for losing 25 coins upon a "Tie!".

-Fixed Superior not being buyable (There was no code to save it so that was my bad..)

## — 10/01/2021 (Halloween Update)

**-New Event: Halloween**

**- Event Tokens have returned**

(Price reduced to 200 coins and can be obtained from surviving after Wave 15 in any gamemode except beginners casual and Halloween. Seriously, you guys need to stop being lazy)

**-Halloween Lobby designed by kogatsu (aka. Syrisph)**

**-Event Map: Midnight Grave by APsolotas (aka. Doge. Such wow)**

**-New Event Tower:**

**Cursed Book**

(Placement Cost: 650, Damage: High, Range: N/A, Place Location: Ground, Damage type: Summon)

**-New Tower:**

**Mage**

(Placement Cost: 2500, Damage: Very High, Range: Very High, Place Location: Ground, Damage type: Projectile)

**Rebalanced waves 16-40**

**-Improved Mobile Tower Placing**

**-Zombie Animations slow down/speed up depending on their speed and stops if they are stunned**

**-Revamped Map voting functionality**

**-Tower Limit: 18 -> 20**

**-Upgrade Costs no longer display as decimals if price decrease results to it**

**-Made many towers quieter**

**-Base cash: 650 -> 600**

**-Revamped Following Zombies:**

-Magician

-Lava -> Burned

-Gold -> Golden

-Metallic

-Overlord

**-Added Animations and/or Revamps to the following towers:**

Rocket

Railgunner

Inferno gunner

Scout

Grenadier

**-Overlord Rebalanced:**

HP: 425000 -> 450000

Repulse ability: Nerfed explosion radius (Internal change, visually it’s still the same)

Changed Spawn-able Units

**-Hidden Boss Nerfed:**

HP: 680 -> 700

Speed Lowered

**-Metallic Nerfed:**

HP: 8400 -> 8000

**-Resistor Nerfed:**

HP: 2300 -> 2000

Speed increased slightly

**-Ancient Buffed:**

HP: 30000 -> 32000

Speed Increased

**-Gold Buffed:**

HP: 3250 -> 3500

Speed Lowered a tiny bit

**-Thunderbolt Buffed:**

HP: 1900 -> 2500

Speed Lowered

**-Lava Buffed:**

HP: 120 -> 145

Speed Increased

Can destroy Patrols and lower level Mechs instantly

**-Superior Rework**

Added a 6th Level

Level 5 and 6 have abilities

Can be stunned by zombies that attack

**-Taser Rework**

Lvl 1-3: Can only affect enemies that don’t have resistance to lvl 5 Rogue’s stun

Lvl 4-5: Can stun all enemies except Overlord and some event enemies

Lvl 3: Stun Time increased: 2s -> 2.5s, Damage: 4 -> 5

Lvl 4: Damage: 4 -> 7, Firerate reduced: 2s -> 3s, Cost: 1500 -> 1750

Lvl 5: Damage: 15 -> 12, splash range reduced, Cost: 6160 -> 6125

**-Satellite Buffed**

Lvl 5: Range: 50 -> 55

Lvl 6: Range: 55 -> 60

**-Defender Buffed:**

Lvl 3: Cost: 1750 -> 1600

Lvl 4: Cost: 5300 -> 4850

Lvl 5: Damage: 135 -> 155, Cost: 13500 -> 15000

Why? I didn't want/intend this tower to be an OP starting tower, but I feel I've nerfed it too hard. Since it's an all-round tower I didn't want it to be reliable in waves 32-40. I mean c’mon this is a mid-game tower, what do you expect out of it?

**-Rogue Buffed:**

Lvl 1: Slow impact: 25% -> 30%, Damage: 3 -> 5

Lvl 2: Slow impact: 25% -> 30%, Damage: 5 -> 7

Lvl 3: Freeze duration increased, Damage: 6 -> 10

Lvl 4: Range: 25 -> 30, Damage: 6 -> 12

Lvl 5: Resistance stun duration increased (0.5s -> 1s), Damage: 8 -> 12

Overlord and some event enemies are now the only zombies immune to stun and instead will get a slow down effect

**-Rocket Buffed:**

Added a 6th level

Lvl 1: Base Damage: 4 -> 5

Lvl 2: Base Damage: 4 -> 5

Lvl 3: Base Damage: 4 -> 5

Lvl 4: Base Damage: 10 -> 15, Range: 40 -> 45, Firerate: 4s -> 3s

Lvl 5: Range: 50 -> 55, Firerate: 4s -> 3s

Lvl 6: Range: 60 studs, Damage: 95, Firerate: 3s, Cost: 12000

**-Laser Gunner Buffed:**

Lvl 1: Cost: 3500 -> 3300

Lvl 4: Cost: 12000 -> 11500

Lvl 5: Cost: 31500 -> 29750, Damage: 100 -> 115

Lvl 6: Damage: 130 -> 142, Cost: 73000 -> 72000

Why? After some figurative testing in the new update with the new zombies, this tower is a liiiittle bit pricey. Figured reducing cost and increasing the damage would be good.

**-Mortar Buffed:**

Lvl 1-3: Increased splash radius and firerate

Lvl 4: Cost: 2500 -> 2000

Lvl 5: Cost: 10500 -> 9850

**-Crazy Farmer Buffed:**

Lvl 1-3: Increased firerate

Lvl 4: Damage: 18 -> 20, Increased Firerate

Lvl 5: Damage: 28 -> 30, Increased Firerate

**-Farm Rebalanced:**

Removed limit of 8

Lvl 1: Cost: 300 -> 400, Income: 50 -> 75

Lvl 2: Cost: 250 -> 300, Income: 100 -> 120

Lvl 3: Cost: 550 -> 650, Income: 200 -> 300

Lvl 4: Cost: 1000 -> 1500, Income: 450 -> 650

Lvl 5: Income: 1200 -> 1350, Cost: 4300 -> 4700

Lvl 6: Cost: 7000 -> 9000

**-Commando Nerf:**

Lvl 4: Range: 55 -> 52

Lvl 5: Range: 62 -> 55

Lvl 6: Range: 70 -> 62

**-Scout Rebalanced:**

Lvl 4: Damage: 4 -> 5, Firerate: 1.2s -> 1s, Cost: 600 -> 800

Lvl 5: Cost: 1200 -> 1600, Damage: 4 -> 5, Firerate: 0.8s -> 0.65s

Lvl 6: Cost: 2100 -> 2500, Firerate: 0.8s -> 0.5s, Range: 40 -> 35

**-Reset map can now be used 3 times for free but consecutive votes after that will take 25 coins multiplied by how much you refreshed (25, 50, 75, 100, etc)**

**-Competitive rewards changed (Defeat rewards 10 coins and victory rewards 150)**

**-Player stats list K/D to other players rather than Wins and Loses**

**-Fixed Mech, Patrol, and Ice Factory spawning on the other team on Competitive**

**-Fixed many towers being able to attack Hologram when they aren’t supposed to.**

**-Fixed Players being able to vote twice**

**-Fixed Zombies randomly stopping at corners of paths (Unless the game is extremely laggy)**

**-Fixed Inception (Broken Cliffs and unable to die from zombies)**

**-Fixed Zombies getting stuck on Spaceship**

**-Fixed a critical Superior bug I’m pretty sure nobody caught**

**-Fixed random Overlords spawning**

**-Fixed freezing effects sometimes breaking**

**-Fixed Commando Idle animation getting interrupted by the shooting animation**

**-(Hopefully) Fixed tower stacking for Mobile Players**

## — 10/01/2021 Patch

-Nightmare: HP: 1000000 -> 1150000 Uses abilities faster.

-Monster: HP: 10000 -> 12000

-Removed the need to have 4 people to join Halloween 2021

-Fixed Halloween not taking tokens

-Fixed visual bug saying maxed Cursed book ability costing 9500

## — 10/01/2021 ANOTHER Patch

-Small Commando Nerf: Lvl 6: Cost: 16500 -> 17000

-Rocket Nerf: Lvl 4: Range: 45 -> 40 Lvl 5: Range: 55 -> 45 Lvl 6: Cost: 12000 -> 15500, Range: 60 -> 55, Damage: 95 -> 80

-Fixed Superior Firerate boost ability breaking towers upgraded in range

## — 10/03/2021

-Fixed random people being able to use the Admin Panel (Don't even try to get it with exploits)

- Fixed Chaos getting stuck on Wave 34

## — 10/05/2021

- Event tokens now starting being taken when you play the event

## — 11/13/2021 End Of Halloween

-New Completionist UI (Unlock a special tower for completing a certain amount of it)

-Event Tokens offsale (They'll be available again when a new event comes)

-Cursed Book Unobtainable

BALANCES: -Overlord Rebalance: HP: 450000 -> 470000 Spawned Units changed

-Metallic Rebalance: HP: 8000 -> 7600 Speed Increased

-Ancient Rebalance: HP: 32000 -> 25000 Stuns towers every opportunity it has Speed Moderately increased

-Dark Magician Buff: HP: 28200 -> 35000 Can only spawn Mysterious Bosses Speed heavily increased

-Thunderbolt Buffed: HP: 2500 -> 3200

-Mortar Rebalanced: Lvl 5: Damage: 60 -> 35, Splash radius: 35 -> 28 Lvl 6: Damage: 85 -> 80, Cost: 28000 -> 25000, Fixed Sell cost

-Inferno Gunner Buffed Lvl 4: Base Damage: 8 -> 12, Cost: 5000 -> 6200 Lvl 5: Charges Faster, Damage cap: 150 -> 200 Lvl 6: Attacks faster, Base Damage: 23 -> 28, Damage cap: 215 -> 275, Cost: 37500 -> 51500

-Commando Nerfed: Lvl 6: Cost: 17000 -> 21700

-Swordsman Buffed Lvl 5: Swing rate: 0.65 -> 0.5 Lvl 6: Increased Sell Cost: Damage: 30 -> 65, Swing rate: 0.5 -> 0.35 Cost: 7500 -> 6000

-Railgunner Buffed: Lvl 1: Damage: 35 -> 45 Lvl 2: Damage: 35 -> 45 Lvl 3: Damage: 70 -> 82 Lvl 4: Damage: 100 -> 115 Lvl 6: Damage: 600 -> 780, Cost: 30000 -> 45000

-Laser Gunner Buffed Lvl 5: Damage: 115 -> 120, Cost: 29750 -> 27000 Lvl 6: Damage: 142 -> 165, Cost: 72000 -> 68500

-Tesla Buffed: Lvl 5: Damage: 25 -> 42

-Rifleman Buffed: Lvl 1: Cost: 800 -> 750, Firerate: 0.2 -> 0.17 Lvl 2: Cost: 200 -> 220, Firerate: 0.2 -> 0.17 Lvl 3: Firerate: 0.2 -> 0.17 Lvl 5: Damage: 3 -> 4, Cost: 5500 -> 4800 Lvl 6: Damage: 3 -> 5, Cost: 8400 -> 7000

-Mage Nerfed (I know you all saw this coming): Lvl 3: Damage: 50 -> 40 Lvl 5: Damage: 140 -> 125, Cost: 13500 -> 14000, Orb moves slower Lvl 6: Damage: 250 -> 200, Cost: 42000 -> 48000, Orb moves slower

-Cursed Book Rebalanced: Lvl 5: Giant Skeleton HP: 350 -> 500, 400 -> 700 Lvl 4-6: Shadow Rogue: -> Soul Stealer (Attacks enemies and is buff) Demon HP: 12000 -> 9250, Send Cost: 15000 -> 22000

-Removed Warnings on Maps for Casual and Chaos as I found out it's possible to beat all maps without event towers on Extreme

-Changed sending costs and cooldown times

-Attack type Descriptions modified

-Overlord now uses abilities on 500 Mile Run

-Small 500 Mile Run revamp

-First tower targetting functions the same as "Closest to Base" on 500 Mile Run (it wouldn't have mattered + it would be more reliable)

-Dark Magician Revamp

-Fixed Max Rifleman breaking all towers

-Fixed Level 6 Grenadier Cosmetic

-Fixed Strong not appearing properly when spawned by mystery

-Fixed tower target changing not displaying correctly

-Fixed Lvl 3 Rogue breaking Lvl 5 Rogue

-Fixed Frostbiter making unfreezable enemies immune to stun and slow downs

-Fixed Cursed Book and Ice Factory demolishing Burned

-Fixed players with 0 wins and/or losses displaying their W/L ratio as -nan(ind) or inf

-Fixed Dark Magicians not spawning enemies for the red team in competitive

-Fixed Overlord not working properly in competitive

-Fixed Inferno Gunner damage not resetting

-Fixed Satellite not decreasing Farm upgrade costs

## — 11/14/2021 Patch

-Fixed enemies being stuck in the ground

-Fixed map voting breaking on some maps

-Fixed Sentry being unobtainable

-Fixed random noises playing when you join

-Fixed Sentry visual bugs

-Fixed Soul Stealer ability cooldown timer

-(Hopefully) Fixed Tesla being unbuyable

## -11/20/2021

Additions:

-New limited Event: Christmas 2021

-2 Event towers:

Festive Totem

(Placement Cost: 300, Damage: Low, Range: Medium, Place Location: Ground, Support type: Freezing + Timed income)

Frost Gunner

(Placement Cost: 2700, Damage: Very High, Range: Moderately High, Place Location: Cliffs, Damage type: Splash + Freezing)

-Event Tokens returned

(You guys need to stop treating event access like TB or TDS where winning versus a lot is the requirement..)

-Added Private Games

(Choose who can join your lobby)

-Added small settings

(GUI easing, tower sounds, zombie sounds, Default tower targeting)

-Added an effect to explosion visuals

## -12/20/2021 (Basically an addition to the first one this day)

Here's a quick Balance change: Reindeer: HP: 1000 -> 650, Speed: 5 -> 4

Ice Ninja: HP: 250 -> 190

Cloak Master: HP: 2300 -> 1800, Cloak Time: 20s -> 10s

Yeti: HP 4000 -> 3500

## 12/20/2021 (Another addition)

Another tiny change:

-Increased income for grouped games in Christmas

-HP multiplier for the final boss has been reduced from 33% -> 20%

## 12/20/2021(Another addition)

-Removed Event tokens (It pains me to do this but for some reason literally nobody wants this in the game), If you had any event tokens before the removal, those will all get changed into coins upon joining new servers

-Slight change for Waves 9-11 in Christmas

## 12/21/2021

Small Patch:

-Frost Gunner Rebalanced: Lvl 1: Damage: 25 -> 30 Lvl 2: Damage: 25 -> 30 Lvl 3: Damage: 40 -> 42 Lvl 4: Freeze time: 2s -> 1.5s Lvl 5: Damage: 100 -> 90, Firerate: 1.5s -> 1.75s, Cost: 17500 -> 22000 Lvl 6: Firerate: 1.25s -> 1.75s, Cost: 46500 -> 50000

-Frost Gunner, Festive Totem, Frostbiter, and Lvl 1-3 Rogue no longer deal damage in Christmas (This was actually a bug)

-Changed Festive Totem Upgrade pictures

-Sentry requirement changed: 8 Maps on Hard -> 12 Maps on Hard (Forgot to mention this)

-Fixed Resistor being frozen by Frost Gunner 2 More things:

-Hopefully fixed a bug where Festive Totem is unobtainable if Frost Gunner was your first reward

-Fixed Holiday Conqueror randomly freezing on the spot when trying to throw candy canes

## 1/30/2022

Raised chances of getting Frost Gunner from 20% to 50%

## 2/01/2022

1. -New Gamemodes: Challenger's Mode (Play a modified version of Casual with 30 Waves and up to 10 different restrictions and/or goals. Only the creator of the server will be able to choose the challenges) Classic Mode (Play Casual mode like it was v1.0. All tower balances will match the 1.0 version and all major bugs like towers breaking and slow zombies will be fixed) -2 New Maps: Medieval Battles (Created by ZenNoahDeadPool and realguest3920, 113 Studs long) Temple of Perish (Created by realguest3920, 141 Studs long) -2 New Settings: Music Settings Explosion Effects -Competitive mode has a new enemy -New HP bar Effects -Revamped Taser (Thanks to The\_ParalysisDemon for the Designs) (edited)
2. BALANCES AND CHANGES: -Ancient Buffed HP: 22500 -> 25000 -Burned rework: Speed Increased HP: 145 -> 125 When attacked by ice, it'll turn into an Obsidian which is SUPER slow but beefy (Will not give cash). -Laser Gunner Buffed: Removed extra stun effects from Overlord Lvl 1: Firerate: 3s -> 2.5s Lvl 2: Firerate: 3s -> 2.5s Lvl 3: Firerate: 3s -> 2.5s Lvl 5: Damage: 120 -> 130 Lvl 6: Damage: 165 -> 185 -Frost Gunner Nerfed: Lvl 1: Cost: 2700 -> 3000 Lvl 2: Cost: 500 -> 700 Lvl 3: Damage: 42 -> 40, Cost: 2150 -> 2400 Lvl 4: Damage: 65 -> 58 Lvl 5: Damage: 90 -> 80 Lvl 6: Cost: 50000 -> 75000 -Grunt Rebalance: Reload time can be changed by Superior or Satellite Lvl 1: Cost: 600 -> 650, Firerate: 0.1s -> 0.125s Lvl 2: Firerate: 0.1s -> 0.125s Lvl 3: Firerate: 0.1s -> 0.125s -BIG Festive totem Nerf: Red Box size increased Can no longer splash holograms Lvl 4: Income: 160 -> 140 Lvl 5: Damage: 5 -> 3, Income: 300 -> 250 Lvl 6: Damage: 12 -> 8, Income: 700 -> 550 -Railgunner Nerfed: Lvl 6: Damage: 780 -> 700 -Farm Buffed Lvl 6: Income: 2000 -> 2400
3. -Cursed Book and Superior ability cooldowns no longer reset upon upgrading -Dark Magician, and Metallic now have a stun cooldown (No more stun locking) -Decreased Income for Chaos mode -25% HP multiplier (for grouped games) moved to Wave 37+ -Increased click detector ranges -Lag Patches: Superior and Satellite only attempt to boost towers whenever a tower gets updated/placed rather than trying to boost towers in one big loop The tower targetting script will no longer look at Superior, Satellite, Moving towers, and Farms -Previewing tower placements no longer remove the range preview if you got another tower selected -(Hopefully) Patched mobile placement exploit -Fixed Inferno Gunner visual bug where killing an enemy as soon as it locks on will make it look like it did nothing -Fixed completing maps on lower difficulties overwriting your completion status for higher difficulties

## 2/01/2022(bug fix 1)

-Fixed players not getting a Teleporting message when selecting Classic or Challenge

-also removed the "Randomize" button in Challenge..

## 2/01/2022(bug fix 2)

-Fixed Taser not stunning in Classic... Twice

-Fixed Mystery breaking in Classic

-Fixed some tower preview ranges being smaller than they're supposed to be -

Fixed players being able to join Challenge and Classic without having the requirements

-Fixed lvl 1-2 Rogue not turning Burneds into Obsidians

-Fixed Taser and Lvl 5 Rogue turning Burneds into Obsidians

## 02/02/22 - Balance Changes

-Challenge Mode requirements are now the 5 shortest maps (Lost woods and Perilous Heights have been added to the list)

-Sentry is no longer required to access Classic Mode

-Festive Totem Buffed: Lvl 5: Damage: 3 -> 5 Lvl 6: Damage: 8 -> 10

Why? Although this tower was super overpowered at the start, it would help lower the rant if it gets a small buff

-Frost Gunner Buffed Lvl 1: Cost: 3000 -> 2850 Lvl 2: Cost: 700 -> 550 Lvl 3: Damage: 40 -> 45 Lvl 4: Damage: 58 -> 65 Lvl 5: Damage: 80 -> 100 Lvl 6: Cost: 75000 -> 70000

Why? Same problem as the Festive Totem but with a bigger buff..

-Fixed Magician and Dark Magicians instantly killing players when it summons in Classic Mode

## 03/05/22 - Tiny Patch

-(Not sure if this was a thing for this game) Fixed animations being a little bit weird

-Changed Defeat music

## 7/11/22 - Samurai Raid Update

**Additions:**

-New Event: Samurai Raid

-New scavenger hunt along with the event (Find different types of objects to earn a special tower)

-New Event Towers:

Shuriken Thrower (Placement Cost: 450, Damage: High, Range: Very High, Place Location: Ground, Attack type: Single Projectile)

Dojo (Placement Cost: 4000, Damage: Very High, Range: N/A, Place Location: Hills, Attack type: Summon) CAPPED TO 6 PER PLAYER

-New Settings: GUI Color (Displayed in the form of RGB) and Tower placing mode: Quick, Precise, or Mobile (It’s not like TB where you click a button, you must double tap to place)

**Changes:**

-Revamped Rogue, Ice Factory Units, Inferno Gunner Lvl 3-5, and Mortar (Classic Mode will retain the original designs)

-Animation revamps to:

Inferno Gunner, Shotgunner, Overlord, Burned, Hasty, Ancient

-Revamped Basic, Hasty, Sluggish, Strong, Hidden, Mystery, Giant, Hidden Boss, Mystery2 (Classic Mode will retain the original designs)

-Tesla Sell costs lowered

-Rebalanced Challenge waves (Wasn't sure if it was too hard or people didn't do it but this should make it easier)

-Challenge mode requirement lowered: Beat Extreme on a map smaller than 200 studs either grouped or solo

-Adjustments to make the game faster

-Player HP multiplier now only applies on the final round and has been reduced to 20%

-Sentry Requirement: 12 maps on Hard -> 8 maps on Hard

-Optimized size of GUIs for phone users

-Map re-rolls no longer increase price and will now change maps faster

-Map Voting time increased: 20s -> 35s

-Chaos mode is harder (All waves except the last 3 move on without delay)

-You will now gain a loss for leaving competitive mid-game

-Towers no longer animate while stunned

-Mech no longer summons a unit instantly after being stunned

-New Defeat, Intermission, and Overlord theme

-Rebalanced some waves

-Mech and Patrol’s guns aren’t affected as much from lag

-Improved First tower Targetting (Towers should no longer attack enemies that are not actually first)

-Upgraded Range no longer displays as decimals when boosted

-Inferno Gunner causes less lag

-Attempted a fix for enemies flying in the air (They may slide for a tiny bit if they get stunned)

-Some towers and enemies are quieter

Lvl 1: Range: 18 -> 15, Splash Radius: 6 -> 8

Lvl 2: Range: 18 -> 15, Splash Radius: 6 -> 8

Lvl 3: Damage: 8 -> 12, Firerate: 2.5s -> 2s Splash Radius: 10 -> 12

Lvl 4: Damage: 20 -> 18, Firerate: 2.5s -> 2s

Lvl 5: Damage: 28 -> 32, Range: 30 -> 32, Firerate: 2.25s -> 2s

*-Slinger Buffed:*

Lvl 1: Cost: 500 -> 460

Charge speed is twice as short and can be affected by Satellite and Superior

Why? I think the balances are not the problem with this tower, it was its attack style. Lowering the time it needs to shoot would greatly improve effectiveness.

*-Cursed Book Buffed:*

Demons and Soul Stealers can now completely bypass Resistor’s damage cap

Lvl 6: Demon cost: 22000 -> 17000

Why? I know how the soul stealers look, but they aren’t as weak as they seem. I feel what made them look weak are Resistors as back in Christmas 2021, the soul stealers were the sole reason I was able to solo it consistently without any Cloak Master RNG, hence why Reindeer had 1k and Yeti had 4k. There’s no way in hell I would’ve gotten past the event if they were Shadow Rogues

*-Ice Factory Buffed:*

Lvl 1: HP: 80 -> 100, Spawnrate: 30s -> 25s, Movement speed significantly lowered

Lvl 2: HP: 80 -> 100, Movement speed significantly lowered

Lvl 3: HP: 380 -> 420

Lvl 4: Yeti can now run into Hologram, Yeti Spawnrate: 60s -> 45s, Snow Monster movement speed slightly increased, Immediately spawns a Snow Monster when upgraded.

Lvl 6: HP: 7000 -> 7500, Movement speed significantly increased, Can bypass Resistor’s damage cap

Why? Although I think this tower is balanced enough, I think it’d be cooler if lower levels were a bit stronger as I felt it was no good till lvl 5

*-Defender Buffed:*

Added a 6th Level

Lvl 4-6 slam time can be affected by Superior and Satellite

Lvl 1: Cost: 1150 -> 1000, Damage: 8 -> 7, raised sell cost

Lvl 2: Cost: 550 -> 400, Burn time: 8s -> 5s, raised sell cost

Lvl 3: Cost: 1600 -> 1450, Splash range: 8 -> 10, Burn time: 8s -> 5s, Burn Damage: 1 -> 3

Lvl 4: Cost: 4850 -> 4600, Range: 12.5 studs -> 15 studs, Attack speed: 2.5s -> 2s, Burn Damage: 4 -> 7, Slowdown effect: 50% -> 35%

Lvl 5: Cost: 15000 -> 12500, Burn time: 15s -> 12s, Burn damage: 4 -> 10, Slowdown effect: 50% -> 40%

Lvl 6: Cost: 30000, Damage: 200, Range: 20 studs, Stuns enemies hit for 1 second.

*-Frost Gunner Buffed:*

Lvl 6: Cost: 70000 -> 57500

*-Swordsman Rebalanced:*

Lvl 1-3: Range: 10 studs -> 8 studs

Lvl 4: Range: 12 studs -> 10 studs, Attack speed: 0.75s -> 0.5s

Lvl 5: Range: 15 studs -> 12 studs, Attack speed: 0.75s -> 0.5s

Lvl 6: Damage: 45 -> 55, Range: 18 studs -> 12 studs

*-Patrol Buffed:*

Lvl 1: HP: 30 -> 35

Lvl 2: HP: 70 -> 85

Lvl 3: HP: 70 -> 85, Death Damage: 15 -> 20

Lvl 4: HP: 70 -> 85, Death Damage: 15 -> 20

Lvl 5: HP: 750 -> 900, Death Damage: 35 -> 50, Turret Damage: 4 -> 7, Tank Missle Damage: 10 -> 40

Why? This tower is somewhat useless compared to many early game towers so it should get some usage.

*-Commando Buffed:*

Lvl 6: Damage: 7 -> 8, Cost: 21700 -> 20000

*-Railgunner Buffed:*

Deals 15% of their damage to Resistors at level 6

Why? This tower is almost never used and I believe Resistor is the only reason for that.

*-Mortar Buffed:*

Lvl 1: Damage: 3 -> 4, Cost: 800 -> 875, Explosion Size: 15 -> 12

Lvl 2: Damage: 3 -> 4, Cost: 320 -> 400, Explosion Size: 15 -> 12

Lvl 3: Damage: 3 -> 6, Cost: 480 -> 600, Can attack hiddens, Explosion Size: 20 -> 17

Lvl 4: Damage: 10 -> 15, Range: 70 -> 66, Explosion Size: 22 -> 20

Lvl 5: Damage: 35 -> 45, Explosion Size: 28 -> 25, Can splash Holograms, Range: 80 -> 73, Cost: 9850 -> 8000

Lvl 6: Cost: 25000 -> 18500, Can splash Holograms

*-Mage Rebalanced:*

Orb can no longer extend out of its range but it’s lifetime can be affected by Superior and Satellite

Lvl 4: Range: 60 -> 55

Lvl 5: Damage: 125 -> 130, Burntime: 12s -> 8s

-Lvl 6: Cost: 53000 -> 50000, Damage: 190 -> 205, Burn damage: 8 -> 12, Burntime: 12s -> 8s, Slowdown effect: 40% -> 30%

*-Inferno Gunner Rebalanced:*

Lvl 1: Range: 45 -> 40, Tick Delay: 0.35s -> 0.25s

Lvl 2: Range: 55 -> 45 Tick Delay: 0.35s -> 0.25s

Lvl 3: Range: 60 -> 52, Tick Delay: 0.25s -> 0.2s, Can now attack Holograms

Lvl 4: Range: 60 -> 58, Tick Delay: 0.25s -> 0.2s

Lvl 5: Range: 75 -> 60, Tick Delay: 0.25s -> 0.2s

Lvl 6: Damage Cap: 275 -> 230, Base Damage: 28 -> 30, Damage increase per tick: 6 -> 3, Range: 75 -> 65, Tick Delay: 0.25s -> 0.1s

Why? Inferno Gunner has always been known as the "infinite" range HP shredder. To slightly lower the effectiveness, it'd be best to lower its range.

*-Rogue Rebalanced:*

Lvl 1 - 2: Can no longer give perma-frost to zombies immune to freezing

Lvl 3: Can freeze enemies that are resistant to freezing for 0.5s

Lvl 4: Burn damage: 1 -> 5, Burn time: 22.5s -> 15s

*-Rocket Nerfed:*

Lvl 1: Cost: 750 -> 725, Splash Radius: 15 -> 12

Lvl 2: Cost: 200 -> 250, Splash Radius: 15 -> 12

Lvl 3: Cost: 650 -> 600, Splash Radius: 15 -> 12

Lvl 4: Splash Radius: 20 -> 18

Lvl 5: Damage: 35 -> 38, Range: 47 -> 45, Splash Radius: 27 -> 20

Lvl 6: Cost: 15500 -> 13000, Damage: 80 -> 72, Splash Radius: 27 -> 24, Range: 55 -> 50

Why? This tower seems to overpower the Mortar in terms of being a better splashing tower. Being a ground tower, it should have less range but being cheaper overall.

*-Shotgunner Buffed:*

Added a 6th Level

Lvl 1: Range: 12 -> 15

Lvl 2: Range: 15 -> 18

Lvl 3: Range: 15 -> 18, Damage: 3 -> 4, Firerate: 1.2s -> 1s

Lvl 4: Range: 18 -> 20, Firerate: 1.2s -> 1s

Lvl 5: Range: 18 -> 20, Damage: 12 -> 16, Firerate: 0.8s -> 0.75s

Lvl 6: Cost: 8600, Range: 25, Damage: 35, Firerate: 0.5, Splash radius: 18

*-Taser Rebalanced:*

Lvl 1: Damage: 4 -> 3

Lvl 3: Stun time: 1.5s -> 1.25s

Lvl 5: Cost: 6125 -> 6000

Lvl 6: Cost: 12500 -> 9600, Splash Radius: 15 -> 18

HP: 200 -> 170

Speed slightly increased

*-Magician Nerfed:*

Speed lowered

*-Giant Buffed:*

HP: 1350 -> 1500

Sendable after Wave 15

Resistant to Stunning

*-Resistor Nerfed:*

HP: 2000 -> 2250

Damage Cap: 30 -> 60

Why? Resistor has always had a bad rep ever since it made the swap to a Mystery2 spawn. Railgunner and other slow firing towers should work better now

*-Gold Nerfed:*

HP: 3000 -> 2750

*-Metallic Nerfed:*

HP: 7850 -> 7000

Send Cost: 12000 -> 8750

Send Interval: 4s -> 3s

*-Thunderbolt Nerfed:*

HP: 2700 -> 1350

Send Cost: 4500 -> 3600

Send Interval: 1.5s -> 1.25s

*-Rejuvenator Buffed:*

Heal time: 10 – 20s -> 7 – 15s

*-Obsidian Nerfed:*

HP: 938 -> 625

No longer immune to stunning

Why? Obsidian I felt was a bit too strong if you're using freezing towers. Stun and less HP should make it easier.

*-Mystery2 Nerfed:*

HP: 350 -> 200

Resistors are more rare

*-Mysterious Boss Nerfed:*

HP: 1000 -> 500

Ancients are more rare

*-Ancient Buffed:*

HP: 25000 -> 26000

Attacks a bit less often

Attack Range lowered

Stun time: 15s -> 30s

Send Cost: 42000 -> 30000

*-Overlord Nerfed:*

HP: 520000 -> 550000

Attacks less often

**Bug Fixes:**

-Removed invisible barriers on Temple of Perish

-Fixed Challenges not properly scaling coin rewards

-Fixed incorrect balances for classic mode towers

-Fixed the Destroyer breaking

-Fixed Sentry’s display range not being accurate

-Fixed Medieval Battles and Temple of Perish not working correctly in Competitive

-Fixed all towers being rotated upon placing

-Fixed a HUGE math error for player multiplier

-Fixed Mobile tower placing breaking all the time

-Fixed default tower targeting not working in Competitive

-Fixed towers still moving when being upgraded after attacking

-Fixed visual range being smaller than intended

-Fixed lvl 5 Superior’s ability breaking when stunned

-Fixed upgrade costs not displaying properly

-Fixed Superior and Satellite being unsellable when stunned and increasing tower limit

-Fixed enemies moving when using abilities while stunned

-Fixed a small technical issue with the HP multiplier

-Fixed Frost Gunner breaking status effects of enemies

-Fixed splash towers giving money for killing summoned enemies

-Fixed Kamikaze zombies challenge not stunning towers properly

-Fixed Mech and Tank sometimes not firing their Railgun/Cannon

-Fixed Mage orbs lacking behind visually

-Fixed Frazed Fields missing something

-Fixed Superior retaining their boost when stunned

-Fixed Frostbiter breaking

-Hopefully fixed summoner towers spawning on the other side in competitive once and for all…

## 7/11/22 - Small Patch

-Fixed not being able to start Samurai Raid events

-Fixed lobby dojo not having collision

-Another error message if you have more than 4 people in your lobby

## 7/12/22 - Hotfix

*-Sensei Nerfed:*

HP: 850000 -> 825000

Raged Speed: 1.25 -> 1

Illusionist Ability Time 10s -> 6s

Illusionist Ability Speed 2.25 -> 2

Cloak Time: 15s -> 10s

Cloak Speed: 1 -> 0.85

*-Small Shuriken Thrower buff:*

Shuriken has a bigger hitbox

*-Slight Dojo Buff:*

Lvl 6: Cost: 100000 -> 95000

-Event no longer needs 4 players to start

-Tower Stacking is no longer possible (hopefully)

-Fixed Shuriken Thrower not hitting some units

-Fixed event enemies freezing for no reason

-Fixed dojo breaking

-Fixed YOUGOTTROLLED breaking the game

-Fixed Super Yeti not bypassing Resistor's damage cap

## 7/15/22 - Small Bug Fix

-Fixed Explosion effects option not working

-Fixed Kamikaze Zombies challenge having a much bigger range than intended

-Fixed Satellite not being removed when a player leaves the game

-Fixed Festive totem preview range being inside the ground

-Nerfed Wave 30 in Challenger's mode

-Increased base income for Challenger's mode

-Fixed a bunch of balancing problems in Challenger's mode (Ancients and Resistor being more common from Mysteries, Explosion visuals from zombies lagging the game, Overlord theme, Thunderbolts and Lightnings sliding)

## 7/18/22 - Tiny Patch/Bug Fix

-No Cash grab made a bit easier: Wave income gives 3x more instead of 2x

-Trigger Happy made a bit harder: Stronger enemies from Mystery, Mystery2, and Mysterious Bosses now have a higher chance to spawn

-Fixed Player HP multiplier on Challenge mode not working

-Fixed Mystery2 and Mysterious Bosses not spawning anything

## 7/24/22 - Small Patch

-YOUGOTTROLLED should no longer break the game

-Added some additional dialogue if you manage to kill the YOUGOTTROLLED enemy

-No Cash Grab is made even easier: Only summoned/mystery enemies will give money and wave 1 income is tripled

-Fixed Challenge mode breaking