Tide Fighters Changelog Known Issues / Planned Improvements ------ Triggers -- Make current more natural (should be cake now) -- Current pushes corpses at end of river v1.0 ------ Abilities -- Reduced Slow duration and mana cost, increased range ------ Triggers -- More spawning tweaks -- MENERGY-level spawning after wave 25 v1b6 ------ Triggers -- More spawning tweaks v1b5 ------ Doodads -- line-of-sight blockers to keep hostile guard tower from attacking mine ------ Triggers -- Tweaked spawn trigger for balance v1b4 ------ Triggers -- Footmen now 'attack-move' instead of 'move' when being re-issued orders -- Errr, forget the above -- New spawn trigger shouldn't choke ------ Units -- Better Casters now gives mana bonuses to Arcane Towers -- Added slow to Arcane Towers v1b3 ------ Difficulty -- Still too easy ------ Gameplay -- Tried to balance towers/Footmen -- Playable! ------ Triggers -- Got late enough in the game (too easy) to see that the spawn trigger DOES choke -- Reduced number of mur'gul reavers spawned later in the game -- Made couatls a bit more staggered -- Footman-saving trigger slightly smoother ------ Units -- Nerfed all Naga except for mur'gul reaver, HP/damage-wise -- Slightly upped the cost of Arcane Towers -- Gave Arcane Towers slow poison ------ Upgrades -- Better Casters (more damage+targets for Arcane Towers) -- Better Shells (more damage+splash for Canon Towers) v1b2 ------ Difficulty -- Way too easy ------ Gameplay -- Towers = the way to go -- Playable! ------ Units -- Guard Towers: less HP, more attack -- Canon Towers: can't build at beginning, restored power -- Reduced Footman cost from 115 gold to 105 gold ------ Upgrades -- Better Guards (damage+ranged^ for Guard Towers) -- Fixed War Training v1b ------ Difficulty -- Still way too hard! ------ Gameplay -- Tried to balance towers/Footmen -- Playable! ------ Triggers -- Fixed Steelshod BootsÑunits with them now are pulled less by the current -- Steelshod Boots doesn't keep the game from storing orders anymore ------ Units -- No more parasite -- Start with 4 more peasants, 1 less footman -- Made Water Elemental cost 8 food -- Reduced Footman cost from 135 to 115 gold -- Farms heal, have 100 mana, cost 10 more gold and 20 more lumber -- Towers cost less to build and have weaker attack ------ Upgrades -- War Training for footmen (more HP) -- Castles have better Devotion Aura v1a ------ Difficulty -- Way too hard! ------ Gameplay -- More focused on Footmen -- Playable! ------ Towers -- Default ------ Triggers -- Current -- Basic spawn that makes more (and harder) naga with time -- Leaderboard, counts footies saved+killed, hall health, wave # -- Allows victory and defeat ------ Units -- Peasants build towers, beefed up Water Elementals -- No call to arms -- Only armed unit = Footman (got rid of non-relevant upgrades) -- "special" Guard Tower at end of river -- Town Hall has devotion aura ------ Upgrades -- Attack and armor upgrades for Footmen (default) -- Throwing Swords for Footmen (ranged) -- Steelshod Boots (slow movement) -- Got rid of Defend