· Version 0.19.0
The Last Maul
New
- The war goes on: the game is now 120 waves in four acts. Act I, The Gathering Dark (waves 1–30), Act II, The Long Night (31–60), Act III, The Broken Earth (61–90) and Act IV, The Last Maul (91–120). Clear Act I, II or III and your lives are restored
- Free play now goes to wave 30, all of Act I, and the Daily Challenge is 30 waves too
- Act I ends at wave 30 with the Void King's Host; the Triple Throne now waits at wave 25
- Giants end the later acts. At wave 60 the Abyssal Kraken rises: its Black Tide drowns the towers behind it, and its arms grab and stun towers ahead of it. At wave 90 the Deepmaw burrows under your maze and erupts, burying the towers around it. At wave 120 the Furnace Colossus tramples everything along his path and roars, staggering every tower nearby
- While a giant walks, selling refunds 100 %: sell what it has passed and rebuild ahead of it. A giant that breaks through costs 10 lives and the act's lives refill. If the Furnace Colossus gets through, the run is lost
- New tricks in Act III: Swift creeps run faster, Brood creeps break into smaller ones where they fall, Bulwark creeps carry an armoured shield and Menders heal the creeps around them
- And in Act IV: Burrowers dive under your maze, Wards give creeps an elemental shield, Veiled creeps can only be seen close to a tower, and Champions are six creeps in one. The wave preview shows which tricks each wave brings
- Relic towers: every race can build four new relics, two of each per player. The Wardbreaker arrives at wave 72 with the first Bulwark shields, the other three in Act IV. The Truesight Beacon reveals Veiled creeps, the Wardbreaker smashes shields, the Earthshaker keeps Burrowers from diving and the Headsman takes a share of its target's max HP with every hit
- Continue from Act: your run is saved at the start of every act. The host can pick a checkpoint in the lobby and carry on from there with the same towers, gold, lives and races. Continued runs aren't ranked
- New leaderboards for the 120-wave game, and new Daily boards for the 30-wave Daily
- Fire, Frost, Water, Light, Gale and Storm are Giant-banes: their towers deal extra damage to the great giants (shown on the race card and tower tooltips)
- Frost towers are Champion-breakers: their slows hold Champions at full strength, and they hit Champions harder
- Bulwark shields can no longer stack armour as high, so armoured siege beasts are easier to break
- The Broken Earth and The Last Maul acts are a little tougher across the board
- When a teammate sends you gold, you now see who sent it and how much
Improvements
- Arrow keys pan the camera much faster; hold Shift to go faster still
Fixes
- Fixed the home screen chat crashing the page on a slow connection
- Big creeps no longer turn into a different monster for a moment when they die, and the large new monsters can be clicked again to see their name, portrait and stats
- The creep panel now shows the gold a kill really pays on this wave, its real regeneration and Swift speed