The Elemental War co-op update is now available! With 1.1.0 you're able to play Classic and Survival Mode together with up to three friends. That was a feature that was requested by some players and now we're able to release it.
These two modes mostly behave the same as in singleplayer including all singleplayer features like calling waves and controlling the time to speed up, slow down and pause. We just slightly adjusted the gold so you're not lost due to the split resources.
You can have a look into the gameplay in our Let's Play:
Full changelog
Enhancements:
added co-op mode for Classic and Survial Mode for up to four players
added tooltips for setting events explaining what's happening
setting event notifications now can be clicked to jump to the place of the event
Balancing:
Shrine now deals more damage when attacking cursed monsters
Shrine weakens monsters longer now on higher upgrades
increased mine limit
slightly increased damage of Ritual Site
Shadow Golem now stays longer on the map
Fixes:
reduced amount of updates of Taxman tower damage in multiplayer
ranks 9-12 now are displayed properly in the leaderboards
probably fixed graphics issue on some Linux systems with Radeon GPU
disabling grid for map now works again
if connection to a server can't be established player isn't asked anymore if he wants to leave the lobby
status mode now can be configured for Hourglass tower
fixed path wall display issue on Accordion map (mod)
fixed potential error with status changes after loading savegame
leaving and re-entering lobby works now
when entering the challenge menu directly from the news ticker and then going up to the alliance menu the flag now is updated properly
buffs of other towers now are respected by Root Nexus (e.g. Buffer)
disabled create challenge button for players without alliance
fixed Money tower sometimes not dealing damage
ones doesn't get interest anymore in Classic Mode when already at wave 60
restarting a challenge without entering the main menu again now updates score properly so New Highscore message isn't displayed after every run
reduced network traffic in some cases
What's next?
We already mentioned parts in our monthly progress report, so the next big update will contain new maps. We'll start a contest for this in around a month. We also will test and improve gamepad controls and some other stuff. There'll also be some big announcement soon.
If you have any balancing concerns or bugs, please let us know, either as comment, in the discussions, via the Feedback functionality ingame or on Discord.
Here is the second progress report since we introduced them. This one will cover our work in August and give an outlook on September. And there is going to happen a lot again!
This report covers Elemental War, Spine, Tri6: Infinite and our new main project.
A new update for Elemental War is now available and we have a bunch of new quality of life improvements and bug fixes again. The changes include improvements for the alliance and challenge system, some performance improvements and user wishes like a display of the element of the next wave and the possibility to drop items also on the physical tower instead of on the inventory slot of the tower.
We're keeping up the updates and in September we will release a big one bringing co-op for Classic and Survival mode. That means you can play these two singleplayer modes on all maps including mods with your friends!
Full changelog
Enhancements:
challenges now can be created and accepted by any alliance member
players for alliance invitation now can be filtered by name and activity in the last 30 days
alliance stats now are displayed in flag tooltip in the scoreboard
items now can also be dropped onto physical tower
element for next wave now is always displayed
Balancing:
adjusted modifier prices a little
Fixes:
fixed Superfood modifier causing game to not work properly anymore
accepting a challenge now properly decreased notification marker in alliance menu
updating of the damage type of a tower now also updated the tooltip properly when this tower is selected
reduced offset of tower overlay for Tornado tower
improved mouse simulation using controller
limit of 2 alliances per multiplayer challenge works now
alliance scoreboard now is also displayed in alliance menu when not in an alliance
entering join alliance menu the first time during a session now still shows alliance list
invitation label now is properly disabled when last alliance invitation is declined
while loading stuff in the alliance menus a loading spinner is displayed now
lobby isn't removed anymore when a participant leaves it
buying a modifier now directly updates the available alliance gold
bonus/malus range handling for towers now is always relative to the current range instead of absolute
kills done via splash damage now directly update kill count in tower info screen
kills via status change now also count for the tower that caused it
fixed slots next to a path on the border of a map to being able to build on
too long map names now are displayed smaller in the level list
slightly improved performance of Money tower
improved performance and memory usage with multiple towers of the same kind
added some additional checks in case upload of a highscore doesn't work properly
restarting game while monsters/towers are on the map now keeps loading screen alive until all monsters are removed
restarting game while monster with Resurrection ability is on the map doesn't respawn Zombies for the new game
reduced CPU usage especially with many towers and monsters on the map
Tornado and death effect don't spawn in the air anymore for flying enemies
experience progress bar after match should show correct progress now
added check when trying to leave a multiplayer lobby
If you have any balancing concerns or bugs, please let us know, either as comment, in the discussions, via the Feedback functionality ingame or on Discord.
Welcome to our new monthly progress report. In this series we want to keep you informed about the progress on all our projects we worked on in the past month and give you an outlook for the upcoming month. This is the first of these reports and will cover July and give an outlook on what we're going to do in August.
This report will cover our already released projects Elemental War and Spine, officially announce Tri6: Infinite, a new small project we're working on, and tease our new main project.
Update 4 for Elemental War is ready to be played now. This time have a few bugfixes and improvements mostly for quests and challenges. We also added more of your feedback like timestamps in the alliance chat or an optional grid on the map.
We're still getting a lot of feedback and have some more updates plannend. And in September you can expect a big update introducing Co-op for Classic and Survival Mode!
Full changelog
Enhancements:
increased limit of chat messages in lobby
added hint to multiplayer menu that one can look for other players in the Steam discussions or on Discord
it's possible now in multiplayer to give money to teammates
added hint how chat in multiplayer works
map description now is saved in Editor
added timestamp to alliance chat
added optional grid on the map (game settings)
Balancing:
increased dps of Steam and Smoke tower
reduced explosion damage of Gas Bubbles
Fixes:
pressing RB/LB on controller while B is hold now keeps camera rotation
kills via status change now also count for the tower that caused it
changing alliance name works again
chat messages now stay visible for a longer time
typing chat message now doesn't trigger spawner anymore
when a player leaves the lobby his skills now are disabled too
new highscore notification for challenges now only appears when the score is better than the previous challenge score
improved performance on Island environment
alliance rank change news now contains the info, that it is for alliance
challenges now can also be created when the start day is in the next month
create challenge button now is removed when creating a multiplayer challenge and being already in challenge menu
it's now possible to create a new singleplayer challenge while one is running
added highlighting to mushrooms for Witch Cauldron quest when hovering them
in multiplayer only the monster sounds for monsters close enough (field currently observed) are played
apostrophe now is always correctly displayed in chat messages in alliance
projectiles now still fly to the target position and deal splash damage if the tower has it even though the target monster isn't there anymore
clicking on Play Challenge for a multiplayer challenge now opens multiplayer menu
improved spacing of chat messages in alliance
reset password working again
fixed condition for Gold Fever quest
fixed typo in English translation of Time Bombs quest
fixed Transform tower chance to transform
logout now disables the region selection
If you have any balancing concerns or bugs, please let us know, either as comment, in the discussions, via the Feedback functionality ingame or on Discord.
The launch week is over and we received a lot of awesome feedback. With today's update we add some bugfixes and improvements and target parts of your feedback. More will follow in the next weeks. And we're also working on integrating Co-op so you can play at least Classic and Survival mode together with friends.
Full changelog
Enhancements:
it's possible now play multiple challenges at once
Fixes:
disabled own screenshot functionality when playing on Steam
building or upgrading many towers at once doesn't increase volume of build sound anymore
fixed animations of Money and Pitch tower
flask for Witch Cauldron quest is now removed when quest is completed
progress for Witch Cauldron quest now is properly updated
added validation for map name in editor to avoid special characters that are incompatible with the filesystem
fixed several small internal errors
Battle Summary is now empty for alliance scores
fixed error when pressing Ctrl + (0-9) while no tower is selected
improved scores/gold for alliances actively participating in challenges
new highscores reached in a challenge now also count for leaderboard
fixed minimum size of alliance flag tooltip in leaderboard
alliance score properly restored now when challenge was played from alliance menu
when checking alliance score at last before leaving game Steam progress on score rank statistics isn't set to 0 anymore (visual issue only)
monster sounds of elementals now have a higher priority than normal monster sounds
background music now also continues during loading screen
loading a map/creating new map in Editor now clears the description
remaining alliance time now is also updated in challenges menu in alliance
fixed English translation for Frozen status
fixed English translation for Midas status
gold earned via Money Tower now appears directly in front of the tower
fixed condition for unlocking quests for Bloodseeker's Scythe and Wicked Knife
The launch weekend passed and we decided to release another small update to fix some more stuff that came up during the weekend. We also added two small features that have been requested. Of course we will continue fixing bugs and improving the game with the feedback we get, so make sure to share your experiences with us.
Full changelog
Enhancements:
Editor now shows grid lines
tower kills now are also displayed for all upgrades
Fixes:
fixed error in editor when trying to save a map with empty path
fixed several small internal errors
accepting/declining alliance entry requests now correctly updates the marker
fixed some cut off characters
tower kills in multiplayer now are displayed properly
If you have any balancing concerns or bugs, please let us know, either as comment, in the discussions, via the Feedback functionality ingame or on Discord.
Our release went pretty well and we already received some good feedback and also some new bug reports. This patch will tackle the first ones and increase stability in some edge cases. We will continue evaluating your feedback and improving Elemental War in the next days, so please don't stop telling us your opinions ;)
Full changelog
Fixes:
camera tutorial info now can be closed right from the beginning
fixed error leaving game in controller mode
fixed error loading savegame with many projectiles on the map
being not logged in doesn't highlight all alliances anymore in alliance leaderboard
Nature tower now uses correct idle sound
fixed several small internal errors
If you have any balancing concerns or bugs, please let us know, either as comment, in the discussions, via the Feedback functionality ingame or on Discord.
Today, after 9 months, Elemental War is leaving Early Access. We added a lot of features in this time and want to sum up the highlights in this news.
Highlights
During Early Access we added a lot of stuff. Some things were just bugfixes and optimizations, others were Quality of Life features and the biggest were new features like the Map Editor, Multiplayer and the Alliance System.
Alliance System
Already in update 0.9.2 in November we first introduced our alliance system. With it you can team up with other players, chat and increase your alliance rank by participating (and winning) challenges. Challenges are available both for singleplayer and multiplayer. The challenges can be played by as many alliances as like. The highlight are the modifiers you can buy for the challenges. For every challenge every team can buy up to on modifier that will affect all enemy alliances. We have five different ones in the game and they are pretty mean and can e.g. decrease the lives of your enemies or increase the hitpoints their monsters get. Gold is earned by playing challenges and even without winning the challenge you will earn some.
In update 0.9.11 end of March we released our Map Editor. With this editor you can create maps that can be played in the game, both for singleplayer and multiplayer! The maps will be uploaded both to Steam (when playing via Steam) and our own server (for everybody else) so you can play all mods no matter which version of the game you play. After the launch of the editor we even added some new features for maps in general like portals that don't need to be at the edges of the maps anymore.
Not that long ago, in update 0.9.13 end of April, we finally released the Clash Mode, our multiplayer. There you have to send monsters to the opponent team while at the same time defending your own map from the monsters your opponents send. Different tactics and more than 21 skills help you to get your enemy lives down. It can be played 1 vs 1 up to 4 vs 4.
added progress bar for interest countdown below gold panel
added earned interest below gold panel
added unlocked tower levels to tower info screen in main menu
increased frequency of swamp gas
Balancing:
reduced negative effect of Hourglass tower
slightly increased malus for multiple Root Nexus
decreased damage of Taxman tower in end game of multiplayer
Fixes:
restarting game when choosing elements yourself now works properly again
it's easier now to solve quest 'Gold Fever'
improved some tower upgrade tooltips
scrolling in achievement view works now
fixed animation of Money tower
added missing word in English description of Sustained achievement
fixed map editor not working for maps with start portal in a corner
DPS in damage tooltip now are updated when attack speed is changed while tower is selected
fixed an issue that caused some texts in some menus being cut off in the front
fixed error on Mac that caused UI elements becoming invisible after they've been highlighted
reduced RAM usage
decreased loading speed of ingame settings
fixed broken Mine tower animation
fixed performance problem in multiplayer
gold text now gets scaled in case it would overflow the box
fixed typos in English achievement descriptions
map editor now should be able to properly publish to Steam Workshop also on Linux
changing the alliance flag now also updates the preview
fixed tooltips sometimes causing game to hang up
background music in editor now uses same volume settings as the main game
fixed display error of T crossings in editor when loading a map
fixed error hinting player where to go with T cross in editor
hint to manually select next path for unclear paths in editor is triggered just once per path now
Gas Bubbles now raise again
What's next?
Even though Elemental War is finished now, we're not going to abandon it. If bugs or other problems come up, we will of course fix them. The rest will mostyl depend on your feedback.
If you liked Elemental War and want to see what we're doing next, join our Discord and/or subscribe to our YouTube channel to stay informed. You can also follow us on Steam.
If you have any balancing concerns or bugs, please let us know, either as comment, in the discussions, via the Feedback functionality ingame or on Discord.
Just two weeks left until the full release of Elemental War. Almost done!
Highlights
We'll leave specific highlights out this time as there is no big new stuff this time. In 0.9.18 we fixed a lot of bugs, partially they are related to the newly introduced achievements, but there is also other stuff. The Steam and Smoke tower got their smoke/steam highlighted which didn't look that good, so we removed it. Selling multiple towers was broken for a while now and on Mac the element buttons were invisible when starting a game and before hovering them the first time. There was way more than this, but these are some highlights.
On the feature side we made the score rank achievements to progress achievements so you can see your progress no reaching them in the Steam achievement view. This was already part of the hotfix for 0.9.17. We also added more monster sounds, so every monster now has a sound that is randomly played while it's on the map.
Full changelog
Enhancements:
score rank achievements are progress achievements now on Steam
added remaining monster sounds
Fixes:
fixed conditions for achievements 'Man of Steel', 'Combiner' and '3 in 1'
path preview for challenges now looks better
score rank achievement isn't triggered on every start anymore
reduced flickering of HP bar of monsters with regeneration
tried another minimap fix for Linux
fixed bug that caused element buttons to be inivisible at first on Mac
fixed target cursor sometimes being active in highscore panel
fixed rare bug that caused leaving the highscore menu sometimes not to work properly
tower build achievements aren't unlocked anymore in benchmark
fixed unlocking of Completionist also happening when just restarting the game often enough
fire of Smoke tower isn't highlighted anymore
it's possible again to sell multiple towers at once
steam of Steam tower isn't highlighted anymore
What's next?
The next two weeks we will have to prepare some stuff for the release, especially for the release party on July 19th. It will be in Nuremberg, Germany in the "Haus des Spiels". If you're in Nuremberg that evening, step by and talk to us.
Of course we're still testing the game to find also the last bugs and we also will add some new quests for release to unlock even more cool items.
If you have any balancing concerns or bugs, please let us know, either as comment, in the discussions, via the Feedback functionality ingame or on Discord.