# Changelog

# 18.02.2026 – Internal System Changes

CTD is built on multiple interconnected systems.  
With this update, we are replacing a central component with our own custom solution for the first time.

---

## 🆕 Custom Twitch Bot (Test Phase)

CTD is now running with a self-developed Twitch bot.

### Background

Standard bot solutions regularly reach their limits when it comes to our specialized features.  
CTD uses mechanics that are often irrelevant for other streams, which means required features were frequently missing or difficult to integrate cleanly.

### Benefits

- Full control over functionality
- Direct communication with the game
- Flexible future expansion
- No more workaround-based solutions

---

## 🔧 Changes &amp; Improvements

### 1. Voting Commands (`/map` &amp; `/diff`)

Commands have been converted to a unified parameter-based system.

**Old**

<div class="contain-inline-size rounded-2xl corner-superellipse/1.1 relative bg-token-sidebar-surface-primary" id="bkmrk-%2Fmap1-%2Fdiff1"><div class="overflow-y-auto p-4" dir="ltr">`/map1/diff1`</div></div>**New**

<div class="contain-inline-size rounded-2xl corner-superellipse/1.1 relative bg-token-sidebar-surface-primary" id="bkmrk-%2Fmap-1-%2Fdiff-1"><div class="overflow-y-auto p-4" dir="ltr">`/map 1/diff 1`</div></div>There is now a space between the command and the number.  
This cleanly separates command and parameter and ensures consistent internal processing.

---

### 2. Votes Can Now Be Changed

Previously, submitted votes were final.  
Votes can now be overwritten.

**Example**

<div class="contain-inline-size rounded-2xl corner-superellipse/1.1 relative bg-token-sidebar-surface-primary" id="bkmrk-%2Fmap-2"><div class="overflow-y-auto p-4" dir="ltr">`/map <span class="hljs-number">2</span>`</div></div>This is especially useful during tie-break situations or tactical adjustments.  
The same logic applies to difficulty voting.

---

### 3. Dragon &amp; Unicorn – Intelligent Channel Point Handling

The bot now understands the current in-game situation and reacts automatically.

#### Dragon

- If a selected map starts with a Dragon → the Channel Point purchase is disabled
- If a Dragon has already been summoned → no second purchase is possible
- Prevents accidental double purchases

#### Unicorn

- Can only be summoned during an active wave

---

### 4. Bits / Subs / Hype Train

Core functionality remains unchanged.

However, we are now testing a more precise subscription evaluation method, as Twitch’s subscription events can be inconsistent.

If a mission is not counted correctly, please notify us in chat.

# 2025



# 29.10.2025 – Rewards / Missions / Changes

#### 💰 Updated Reward System – More Fairness, Clear Calculations

Today's update focuses entirely on **rewards for completed rounds**.  
Previously, each boss simply dropped a chest with gold and silver coins – depending on the difficulty level.  
This system has now been completely overhauled and replaced with an **individual evaluation** based on clear, transparent values and multipliers.

[![rewardspage.png](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/kxxdXAIJwUico5u8-rewardspage.png)](https://wiki.c-td.de/uploads/images/gallery/2025-10/kxxdXAIJwUico5u8-rewardspage.png)  
*Click on the Game ID in the Gold Coin entries to open this overview:*

*[![gctransactions.png](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/vCSI7mdZTWHYGrzg-gctransactions.png)](https://wiki.c-td.de/uploads/images/gallery/2025-10/vCSI7mdZTWHYGrzg-gctransactions.png)*

At the end of each round, every player receives their **own evaluation**, taking multiple factors into account:

---

##### 🧱 Base Value

Each wave generates an individual **base value**, depending on the map.  
This base value forms the foundation for all further calculations.  
All bonuses are **applied multiplicatively** on this value.

**Example:**  
If your base value is 5 and you have a Twitch subscription Tier 1 (+10 %), you will receive **5 + 10 % = 5.5** in total.

---

##### ⚔️ Difficulty Level

The higher the chosen difficulty, the greater the multiplier applied to your reward.  
More challenging rounds are therefore noticeably better rewarded.

---

##### 🎁 Twitch Subscription Bonus

Players with an active Twitch subscription receive an additional bonus:

- Tier 1 = 10 % of the base value
- Tier 2 = 30 % of the base value
- Tier 3 = 50 % of the base value

---

##### 🏰 Tower Levels

The **average level of your Boost cards** plays an important role.  
This value is applied as an additional multiplier on the base value.  
It has a higher impact, as high tower levels are essential for team success.

**Important:** The **average of all cards** counts, not just your highest tower – you can play with lower levels without receiving fewer rewards.

---

##### 🏆 Round Completion Bonus

If a round is successfully completed, you receive a small additional bonus.

---

##### 👀 Viewer Reduction

CTD thrives on the interaction between the stream and the game.  
Players **not registered as Twitch viewers** receive a significant penalty:  
**–50 % on the total sum** of all rewards (Gold Coins, Silver Coins, and experience points).

All other bonuses (difficulty, subscription, tower levels, etc.) are **added first**, and the viewer reduction is applied **afterwards**.

---

#### 🎯 Missions – Less Restriction, More Freedom

Most missions have been removed to ensure players are no longer forced into a specific playstyle.  
You can now experiment freely without penalties on your rewards.

A future **achievement system** will eventually allow players to complete missions based on specific playstyles – but this will be entirely **optional** and **without pressure**.

---

#### 🧠 Level Cap Increased – More Room for Progress

The maximum player level has been raised from **100 to 120**.  
This provides **20 additional points** for your skill tree!

---

#### 🐉 Dragon – Now Summonable

The dragon still appears with a **30 % chance** on one of the three maps during map voting.  
New: It can now also be **manually summoned using 25,000 Twitch channel points**.

**Important:**  
Only **one dragon** can appear per round – regardless of whether it is summoned via channel points or appears through map voting.

# 17.10.2025 - Visual Update / Maps Removed / Behind the Scenes

#### 🌄 **Visual Overhaul – The First Step Toward a New CTD Look**

Today’s update marks the beginning of a major visual improvement for CTD!  
The first changes are already visible in your browser:

[![old_9.jpg](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/v29ktIQTmKp0CcKk-old-9.jpg)](https://wiki.c-td.de/uploads/images/gallery/2025-10/v29ktIQTmKp0CcKk-old-9.jpg)  
*Before*

[![new_9.jpg](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/LWR0EzdIZs62YgLJ-new-9.jpg)](https://wiki.c-td.de/uploads/images/gallery/2025-10/LWR0EzdIZs62YgLJ-new-9.jpg)  
*After*

But that’s just the beginning.

The old, blocky “voxel-style” visuals are being replaced with a **true terrain system** – offering smoother transitions, improved lighting, and far greater flexibility for environmental design.

The difference speaks for itself:

[![old_day.jpg](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/CgQJoh7QA1K6FoHY-old-day.jpg)](https://wiki.c-td.de/uploads/images/gallery/2025-10/CgQJoh7QA1K6FoHY-old-day.jpg)  
*Before*

[![new_day.jpg](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/JfCsgKWIF0egr9gG-new-day.jpg)](https://wiki.c-td.de/uploads/images/gallery/2025-10/JfCsgKWIF0egr9gG-new-day.jpg)  
*After*

[![old_night.jpg](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/h6h74DFQecuvapkG-old-night.jpg)](https://wiki.c-td.de/uploads/images/gallery/2025-10/h6h74DFQecuvapkG-old-night.jpg)  
*Before*

[![new_night.jpg](https://wiki.c-td.de/uploads/images/gallery/2025-10/scaled-1680-/ZwilMWurf9zpmIM9-new-night.jpg)](https://wiki.c-td.de/uploads/images/gallery/2025-10/ZwilMWurf9zpmIM9-new-night.jpg)  
*After*

#### 🗺️ **9 Maps Removed**

With the switch to the new system, several older maps have been retired.  
A total of **9 maps** were removed from the game – including the **Easter and Christmas event maps**.  
These will be rebuilt from scratch for future seasonal events, featuring the new terrain and lighting systems.

Less popular maps are **not planned to return** due to the effort required for complete reconstruction.

#### ⚙️ **Behind the Scenes – A More Modular Enemy System**

There’s also a lot happening under the hood.  
The **enemy system** has been completely restructured to be **highly modular**, paving the way for future enemy types such as *demons* or other special variants.

While this modularity was part of the original vision, the earlier implementation lacked the necessary flexibility.  
That foundation has now been rebuilt – making future expansions far easier to integrate.

# 20.09.2025 – Support / Dragon / Tower Relocation

🛡️ **Support Towers significantly nerfed**

Support towers had turned into true *multiplication monsters* – a single one could boost the effectiveness of ten or more regular towers.

- Originally intended to make support towers more appealing, this scaling eventually got completely out of hand.
- A 10% bonus may sound small, but multiplied across 16 towers, it added up to 160%.
- Even worse: critical hit damage could be boosted to 500% or more – multiplied by all nearby towers, things escalated quickly.

The current adjustment tones down this extreme effect.  
It’s likely not the final balance, but it’s a step in the right direction for healthier scaling.

🐉 **Dragon – DoT effects re-enabled**

The Stage 2 Dragon can now once again be affected by damage-over-time (DoT) effects like *Burn* or *Poison*.

- Many players enjoy stacking DoTs for fun damage builds.
- With support towers now heavily nerfed, these effects should no longer produce absurd damage values.  
    This brings both fairness and enjoyment back into play.

🏰 **Tower Relocation – new control feature**

A select group of players can now actively influence the battlefield by repositioning towers of other teammates.

How it works:

1. Right-click the desired tower
2. Left-click **“Relocate Tower”**  
    [![TowerMove1.png](https://wiki.c-td.de/uploads/images/gallery/2025-09/scaled-1680-/fIKt6O7fHnklsQTU-towermove1.png)](https://wiki.c-td.de/uploads/images/gallery/2025-09/fIKt6O7fHnklsQTU-towermove1.png)
3. Left-click the new position  
    [![TowerMove2.png](https://wiki.c-td.de/uploads/images/gallery/2025-09/scaled-1680-/VZS6UNw9GXp6FO6F-towermove2.png)](https://wiki.c-td.de/uploads/images/gallery/2025-09/VZS6UNw9GXp6FO6F-towermove2.png)

This feature allows for more flexible strategies and dynamic adjustments during the game.

# 13.09.2025 – Maze Mode / Red Towers

🌀 **New Game Mode: Maze Mode**

CTD has so far been a classic tower-defense game with fixed zombie paths – except for the *Random1* map, where paths were randomized each wave.  
With the new **Maze Mode**, we’re taking it a step further: by strategically placing their towers, players can now actively shape the zombies’ route.

- By default, zombies move straight from entrance to exit:  
    [![Maze1.webp](https://wiki.c-td.de/uploads/images/gallery/2025-09/lzaw5PRaSpfOFNro-maze1.webp)](https://wiki.c-td.de/uploads/images/gallery/2025-09/lzaw5PRaSpfOFNro-maze1.webp)
- Placing towers blocks the direct path and forces zombies to take a longer route:  
    [![Maze2.webp](https://wiki.c-td.de/uploads/images/gallery/2025-09/USolMzO2FQZ7muo8-maze2.webp)](https://wiki.c-td.de/uploads/images/gallery/2025-09/USolMzO2FQZ7muo8-maze2.webp)
- All players together create the maze – meaning teamwork is more important than ever in CTD.
- Since the path length depends heavily on the number of players, the difficulty level of this mode has initially been slightly reduced.

📹 The two examples show how the route dynamically changes when towers are placed.  
It’s now up to the team to build clever layouts that maximize the zombie path length.

We’re excited to see how the community will embrace this new mode!

🚩 **Red Towers – Inactive Players Visible**

A new marking system now shows which teammates are not actively watching the stream.

- Towers of inactive players will appear **red** on the battlefield.
- This is based on regular checks via the Twitch API: viewers registered on c-td.de and currently in the stream are marked as *active*.
- Players without a linked account or without the stream running are marked as *inactive*.
- In the future, additional parameters will be considered to make the distinction even clearer.

# 03.09.2025 – Items, Items, Items

🎁 **Items reworked – no more “trash” drops**  
Up until now, most generated items felt random: attributes were mixed together wildly, and finding a useful one was rarer than winning the lottery.  
From now on, attributes are selected from matching categories only.

- Tower items now combine *Tower*-stats with up to *one* status effect type. No more chaotic mixes like Bleed, Slow, and Poison on the same item.
- Support tower items always combine Buffs with Team Bonuses.  
    Existing items remain untouched, but new drops and shop items will immediately feel much more useful.

[![items1.png](https://wiki.c-td.de/uploads/images/gallery/2025-09/scaled-1680-/54Z4xpdfk1CNptYN-items1.png)](https://wiki.c-td.de/uploads/images/gallery/2025-09/54Z4xpdfk1CNptYN-items1.png)

[![items2.png](https://wiki.c-td.de/uploads/images/gallery/2025-09/scaled-1680-/DyxjiAW0zQ7T9xV9-items2.png)](https://wiki.c-td.de/uploads/images/gallery/2025-09/DyxjiAW0zQ7T9xV9-items2.png)

⚡ **Power-Ups made convenient**  
No more hundreds of clicks: Power-Ups can now be applied in bulk using a slider.

- Currently capped at 100 Power-Ups per player per action.
- In the future, this cap will scale with difficulty (e.g. Diff1: 100, Diff2: 80, …).  
    This reduces server load and makes Power-Up usage far more comfortable.

[![powerupdis.png](https://wiki.c-td.de/uploads/images/gallery/2025-09/scaled-1680-/FvPRaq3csg7aSFs1-powerupdis.png)](https://wiki.c-td.de/uploads/images/gallery/2025-09/FvPRaq3csg7aSFs1-powerupdis.png)

🐉 **Dragon – stronger and more consistent**  
The Stage 2 Dragon is now immune to status effects.  
A poisoned or burning flying skeleton made little sense anyway – this change restores some of the Dragon’s intended might.

🛠️ **Fixes and improvements**

- Support tower inventory now properly displays status values.
- Fixed issues with skill tree abilities and legendary items in the inventory.
- Damage calculation bug fixed: bonus damage from penetration exceeding resistance was ignored.
- Various smaller fixes and adjustments to improve overall stability.

# 16.07.2025 - Hotfix #5 (important)

#### 🕒 **Cooldowns drastically reduced**

All cooldown reductions from **items, skills, and boost cards** have been nerfed by up to **90 %**.  
Why? Because the goal of the game is **not** to make every turret feel like a Gatling gun in the end.

- **Heavy turrets** are meant to fire slowly but hit hard.
- **Fast turrets** should deal their damage through many small hits.

All existing items have been **retrospectively adjusted** to match the new cooldown values.

---

#### 🧱 **Updated cooldown limits**

The cooldown rules introduced with the last update have been slightly extended:

- **Standard turrets** can now reach a minimum cooldown of **0.2 seconds**.
- **Heavy turrets** (Railgun, Nova, Chain Lightning) have a lower limit of **1.0 second**.

---

#### 💰 **Selling/salvaging items = 100 % refund**

Due to the major changes, dismantling an item now refunds the **full amount of Silver Coins** –  
this applies to both existing and newly purchased items.

- Previously, you only received 50 % back.
- This rule applies **indefinitely for now**, but we will monitor how things develop.
- **Upgrading items is now significantly easier**.

---

#### 🛠️ **Fixes &amp; improvements**

- **Support turret cooldown buff** is now correctly displayed in the turret overview.
- The **inventory now clearly indicates cooldown limits**:  
    If a turret falls below the minimum cooldown (e.g., Flamethrower),  
    it will show **“0.2 seconds” in green**, indicating the value has reached its cap.

---

#### 🧠 **A note from the dev team**

We know these changes won’t be everyone’s favorite.  
But please remember: **The game is still in active development**, and updates like this are sometimes necessary.

> Here’s an example for context:  
> When the **Cooldown Boost Card** was introduced, there were no skills or items yet.  
> The card alone gave **20 % cooldown reduction** – with zero effort.  
> The **Team Card** added another **1 % per player**, so with 40 players that’s **40 % for everyone**.  
> Combined with skills, items, and more, players were reaching **almost 200 % cooldown reduction** – far too much.

We’re not planning any further drastic changes at the moment.  
Right now, our focus is on **balancing turret damage output**,  
so that each turret feels distinct and useful in its own way –  
but still performs within a comparable damage range.

# 11.07.2025 - Hotfix #4

#### 👁️‍🗨️ **Reduced visual effects – improved clarity**

We’ve further toned down visual effects to help you better follow the action – especially when facing large enemy waves or with many turrets firing at once.

---

#### 🎯 **Improved missile targeting at close range**

Missiles now have better accuracy when locking onto nearby, fast-moving enemies.  
Previously, missiles would sometimes fly past targets and make a dramatic loop before hitting – which looked cool, but wasn’t exactly helpful in combat.  
This issue has been resolved.

---

#### 🧪 **Status effect system optimized (Performance)**

The recent update introduced significantly more status effects per target, each linked to specific players and their skills.  
This system has now been streamlined, resulting in noticeable performance improvements – especially during large-scale fights with many active effects.

---

#### 💰 **More credits – less frustration**

This change was already tested on Wednesday but wasn’t mentioned in the previous changelog:  
In some cases, no credits were awarded for zombie kills, which became a serious issue in higher waves.  
This problem has now been fixed.

---

#### 🛠️ **Additional fixes**

Various minor bugs and issues have also been addressed to further improve gameplay stability and experience.

# 05.07.2025 - Hotfix #3

With this hotfix, we've made further adjustments – both to improve clarity and to enhance overall game balance.

### 🌈 **Less glare – more clarity**

To give your eyes a break, we've once again toned down some of the visual effects – sunglasses should no longer be required when watching the battle unfold.  
The following elements are affected:

- **Nova Turret:** Visual effects have been further reduced.
- **Flamethrower:** Particle effects have also been softened.

Bright, flashy effects are great – but in a tower defense game with 40+ turrets on the battlefield, they can seriously impact visibility.

---

### 📏 **Increased range for Rockets and Railgun**

- **Rocket Launcher** and **Railgun** now have a higher **base range**.
- The **range gained through upgrades** has also been significantly increased (more than doubled) to better reflect their role as long-range weapons.

---

### ⚠️ **Cooldown Power-Ups &amp; Support Turret nerfed**

- **Cooldown power-ups** have been significantly weakened and are now **limited to 50 per round**.
- The **Support Turret** can now provide a maximum of **10% cooldown reduction** (without items).
- **Turrets themselves** have also been adjusted: their cooldown reduction via upgrades is now **limited**.

**Why this change?**  
Cooldown is one of the most powerful stats in the game. Instead of being "given away for free," it should now be earned strategically through the **skill tree**, **items**, **boost cards**, etc.  
This also helps reduce visual overload when not every turret is firing at maximum speed all the time.

---

### 🧱 **Bosses now immune to CC**

- **Slow and Stun** no longer affect **bosses**.  
    This has always been the intended behavior — but due to the last update, this rule was unintentionally bypassed. The issue is now fixed.

---

### 💀 **Health scaling reverted**

- The previously planned **enemy HP scaling** has been reverted to **normal values**.  
    Since many players have now adapted to the new mechanics, further increases are currently not necessary.

---

### 🌐 **Server reconnection restored**

- Automatic **reconnection to the server after a disconnect** is now working again.  
    This feature used to function correctly but broke due to technical changes. We’ve reimplemented it, and it should now work reliably again.

# 04.07.2025 - Hotfix #2

**This hotfix addresses numerous issues and includes several minor improvements.**

---

### 🔧 **CTD Game**

- The Flamethrower has always struggled to reach the dragon — the root cause has now finally been identified and fixed.
- Since the last update, Slow and Stun effects were not working correctly.
- Status effects like Bleed, Burn, etc. were not applied properly to the dragon — this has been resolved.
- Damage from status effects is now correctly displayed in the statistics.
- The visual effects of the Nova turret’s attacks have been toned down to improve visibility during gameplay.
- Enemies no longer walk backwards when Slow exceeds 100%. The maximum slow effect is now capped at 70%.
- The Nova turret had targeting issues, which sometimes caused significant delays in attacking enemies — this behavior has been corrected.
- General optimizations: While performance is not yet where we want it to be, we are actively working on further improvements.

---

### 🌐 **Web Interface (C-TD.de)**

- Gatling turrets with the *HyperAccelerator* ability can now be upgraded to a minimum cooldown of **0.1 seconds**.
- Once this limit is reached, the cooldown can no longer be reduced further.

---

### 📺 **Twitch**

- The chat commands for power-ups have been updated. The old `#ts` command has been replaced with `#tc`.  
    For example, `#tc 10` will use 10 team cooldown power-ups at once.  
    *(Tip: Use `#info` to get a list of all current commands directly in chat.)*

---

### 🌳 **Skill Tree / Abilities**

- You can now share your current skill point distribution with other players — useful if you want to help others build their own skill tree.

---

### 📌 **Note on Importing Skill Tree Templates**

  
Click the **clipboard icon**.

[![Skillshare.png](https://wiki.c-td.de/uploads/images/gallery/2025-07/scaled-1680-/QqUbZyXn3M00iua3-skillshare.png)](https://wiki.c-td.de/uploads/images/gallery/2025-07/QqUbZyXn3M00iua3-skillshare.png)

After that, you can share the displayed code with other players.

[![Shillshare Code.png](https://wiki.c-td.de/uploads/images/gallery/2025-07/scaled-1680-/3m2ytDzelSPgeWc3-shillshare-code.png)](https://wiki.c-td.de/uploads/images/gallery/2025-07/3m2ytDzelSPgeWc3-shillshare-code.png)

# 02.07.2025 - Hotfix

While the test run yesterday was a small success on our end, it was more of a disaster from your perspective.

Alongside numerous fixes, we’ve also made a few adjustments to help restore confidence among the player base:

1. Power-up purchases have been refunded.
2. The number of power-ups has been reset to the state before the update.
3. Power-up prices are back to their pre-update levels.

# 01.07.2025 - The update is here

Today’s update introduces a wide range of exciting new features and deep changes to the game. Much has been reworked behind the scenes, and other parts are visibly altered – time for a detailed overview:

---

## 🎮 CTD – The Game

### 🧠 Skill-Based Attacks

The turret functionality has been fundamentally reworked.  
Previously, most turret parameters were hard-coded and could only be modified to a limited degree via upgrades or power-ups – any changes required major effort.

With the new system, nearly every parameter – from the number of chain lightning targets to damage values or upgrade effects – is now defined in a central database.  
The game itself only reacts to the bundled, externally calculated values.  
**Turrets are now "dumb" in-game and completely rely on external data**, which gives us maximum flexibility for future expansions.

---

## ☠️ Damage Types

Each turret now uses one of six damage types:  
**Kinetic, Fire, Ice, Lightning, Poison, Plasma**

- All but **Plasma** are linked to a unique **status effect**.
- Turrets can learn alternate damage types via the skill tree (and later, items) – for example, *Fire Chain Lightning*or *Lightning Rocket Launcher*.
- Some effects are still placeholders, but already lead to diverse and exciting battles.
- **Plasma** currently has no status effect but offers unique skill nodes and excels at **pure damage output**.

---

## 🛡️ Resistance Penetration

Enemy resistances from wave 10 onwards previously turned higher difficulties into war-of-attrition scenarios.  
To counter this, **Penetration** has been introduced:

- Starting at **turret level 2**, turrets automatically gain a small penetration value.
- This value can be increased further through the skill tree or with items.

**Example:**

> Enemy has 50% Fire Resistance, turret has 10% Penetration → effective resistance: 40%.  
> If penetration exceeds resistance, bonus damage is applied.

---

## 🧭 Pathfinding

In addition to classic pathfinding (where enemies choose their path dynamically), there is now a **waypoint system** that enforces a predefined path.  
This allows:

- Crossroads, loops, or repeated runs through the same area
- Dynamic switching between both systems (useful for special maps)

---

## ⚖️ Balancing &amp; Difficulty

Due to the complete overhaul of turret logic, many balance values had to be reconsidered.  
The game is currently **deliberately unbalanced** – which makes it unpredictable and (hopefully) more exciting.

---

## 💣 Bomber &amp; Nuke

These power-ups can now once again be used **at any time during a wave**.  
Especially noticeable on small maps with short paths.

---

## 🗺️ New Map: Green1

To showcase the new waypoint system, a new map is available:  
**Green1** – featuring multiple direction changes and re-entry points.  
Ideal for fresh tactical approaches!

---

## 🌲 Skill Tree – Bigger, Deeper, Smarter

- Expanded from ~500 to over **1150 nodes**
- New damage types, many specialized effect nodes
- Reworked existing values
- New **search field** at the bottom right (e.g. search for “Cooldown”, “Team Cooldown”, “Turret Cooldown”, etc.)

---

## ⚡ Power-Ups – Reworked &amp; Repriced

**Changes:**

- *GameSpeed* is now called **Enemy Speed** – only affects enemy movement speed
- **Team Power-Ups** are now tiered and repriced
    
    
    - Previous values were converted at a 5:1 ratio (rounded up)
- **Effect strength** now varies:
    
    
    - Team Damage = +5%
    - Cooldown or Range = start at +1%

---

## 🤝 Team Bonuses – More Fair, More Controlled

**Team Damage** no longer doubles a turret’s total damage.  
It now only affects the **base damage** (excluding item, boost, or skill modifiers).  
This keeps total damage output in check and prevents runaway scaling.

---

## 🌐 CTD WebUI – New Features &amp; Improvements

### **New:**

- **Diamond shop** with high-level items
- Turrets with multiple damage types can now switch damage type in their inventory
- The active damage type is displayed in the top-right corner of the turret inventory
- Three new in-battlefield options:
    
    
    - *Show animated paths* – visualizes enemy movement
    - *Show level bars* – color-coded turret level indicators
    - *Show names permanently* – permanently show player names (use CTRL to toggle visibility temporarily)

### **Changes:**

- The term **“Speed”** has been replaced by **“Cooldown”** throughout the interface
- **Item upgrade prices** have been reduced – in some cases by up to 90%
- The turret overview now shows **all parameters of all damage types, including status effects**
- **Boost cards** have been updated with correct English names

### **Temporary:**

- **Status effect missions** are currently disabled – they are not yet compatible with the new system
- **Statistics display** in the battlefield is still a work in progress – will be updated in a future patch

---

## 🧑‍💻 Note on the Update

Although this update is not fully completed in every area,  
**we had to release it within a narrow time window**.  
The reason is the **team’s vacation schedule** – to ensure we could respond quickly and collaboratively in case of **critical issues**, this release timing was essential.

---

**Thanks to all players and supporters!**  
This update is a huge leap forward – technically and in terms of gameplay.  
**Enjoy discovering all the new features and possibilities!**

# 21.05.2025 - Status Report

It’s been a while since the last changelog – time to give you a proper update on what's going on behind the scenes.

Some of this has already been mentioned in Twitch chat and on Discord, but since not everyone sees that, we’re putting everything together here in one place.

---

## What’s coming – and what’s already done?

Currently, we’re working on three major areas:

---

### 1. Pathfinding &amp; Waypoints

Since the early days of CTD, enemy movement has gone through a lot of changes.  
Originally, it was a simple waypoint system: enemies moved from one coordinate to the next.

Later, we switched to a pathfinding system. That made the maps more dynamic, but also introduced new challenges – especially with intersections or tight paths.

The upcoming update will support both systems: classic waypoints **and** dynamic pathfinding – even with the ability to switch during an active round.

While the implementation was quick, there’s more behind it:

- Integration into the map editor
- Support in the web interface
- Sync with the management server
- Connection to the central API

The goal: Make enemy paths visible on the website – super helpful especially for new players.

In-game (WebInterface), a visual path preview will be shown for all players by default – but can be disabled in the settings.

[![Green1(new).png](https://wiki.c-td.de/uploads/images/gallery/2025-05/bc9Mn3tevdjaDQvR-green1new.png)](https://wiki.c-td.de/uploads/images/gallery/2025-05/bc9Mn3tevdjaDQvR-green1new.png)  
(Complex path example. WIP)

---

### 2. Turret System Overhaul

The old turret system has grown over time – and not always in the cleanest way.  
Some of it was literally quick test code from the early days of CTD.

This update completely rebuilds the core turret systems:

- Modular shooting logic
- Support for different damage types and effects
- Reworked status effects (burn, bleed, etc.)
- Unified upgrade and buff logic
- Better balancing options

Previously, everything was hardcoded – e.g. “this turret deals 100 damage every 2 seconds with 30% crit chance”.  
Now, we use a skill-based system: the server sends instructions, and the turret handles all effects based on that.

This makes the system much more flexible and easier to maintain.  
However, it also means a lot more data – up to **208 parameters** per turret and per damage type.

We’ve spent what feels like an eternity in spreadsheets just to bring some balance into the chaos.

---

### 3. New Calculation Logic

Previously, many bonuses and effects were calculated directly in code, which made balancing difficult.

Now, everything is based on the turret’s base value. External effects are applied as additive or multiplicative bonuses – much easier to track and tweak.

#### Example: Gatling Turret

- Base damage: 200
- Upgrades: +50%
- Team bonus: +30%
- Skill tree: +20%
- Boost card: +20%
- Items: +10%
- Support buff: +20%

**Result:** 200 + 150% = **500 damage per shot**

This logic also applies to things like crit chance, bleed chance, burn duration, and so on – all bonuses are just added together.

**Simple, transparent, and predictable.**

---

## So, when is the update coming?

That’s the big question – and not one we can answer precisely yet.

Because so many systems are involved, the update has to go live all at once. Partial releases won’t work here.

The good news: Most of the technical foundation is already done, including server support.  
What’s still missing is testing, fine-tuning, and some integration with the web interface.

We’re aiming for a 2-week window at the end of June or early July – fingers crossed that everything’s ready by then.

---

## Thanks for all the support!

Last but not least: a huge thank-you to everyone supporting CTD – whether with feedback, donations, bug reports, or just being part of the community.

**This project wouldn’t exist without you – so thank you!**

# 12.03.2025 - Bomber/Nukes

The team limits for the Bomber and Nuke power-ups have been removed. Instead, a per-player limit has been introduced to encourage teamwork while preventing a single player from negatively impacting the overall gameplay experience.

From now on, each player can use a maximum of **1 Nuke** and **3 Bombers** per game round.

# 10.01.2025 - Adjustments to the Hype Train

In the latest update to the Hype Train system, the reward mechanism for level progression has been revised. Previously, reaching a new level would trigger the appearance of a single unicorn in the game, which was deemed disproportionate to the increasing level.

From now on, the number of unicorns appearing in the game will correspond to the Hype Train level achieved:

- **Level 1**: 1 unicorn
- **Level 2**: 2 unicorns
- **Level 3**: 3 unicorns
- and so on.

With each level progression, the unicorns accumulate. For example, reaching Level 3 will result in a total of 6 unicorns (1 + 2 + 3).

This adjustment ensures a more balanced reward system, maintaining clarity while encouraging the community to collaborate in reaching higher levels. More unicorns mean more chests for everyone.

# 08.01.2025 - Unicorns / Hype-Train / Bans

**Changes to Twitch Integration**

- **Unicorn Spawns Removed for Bits Donations**: Previously, a 100 Bits cheer would spawn a unicorn in the game, which left a chest for all eligible players upon defeat. This mechanic has been removed to prevent uncontrolled distribution of chests. Unicorns can now be obtained for 5000 channel points or by reaching a new level in the Twitch Hype Train.
- **New Missions for Bits Donations**: Instead of unicorns for Bits, players now receive individual missions that can be completed through their own Bits donations. These missions range from €1 to €100 per round. Initially, the cap was set at €10, but it was adjusted to accommodate the Hype Train mechanics without penalizing players who want to boost the level.
- **Missions for Twitch Subscriptions**: New missions have been introduced that reward players for completing or gifting Twitch subscriptions. These missions are entirely optional and are not intended to pressure players.
- **Changes to Power-Ups**: Bombers and Nukes no longer count towards missions that involve using power-ups.

**Introduction of "Strictness" for Inactive Players**

- **Measures Against Inactive or Disruptive Players**: Players who do not actively participate or intentionally disrupt the game flow will now be permanently banned from playing. This rule specifically targets players who place towers in ineffective positions or waste all power-ups (bomber/nuke) early in the game, hindering progress.
- **Exceptions for New or Distracted Players**: Players who are new or occasionally make mistakes are exempt from this rule. The focus is on repeated and deliberate disruptions.

**Hype Train Mechanics on Twitch**

- **Activation and Process of the Hype Train**: The Hype Train is triggered when at least two viewers cheer Bits or subscribe within a short period. During the Hype Train, viewers can contribute more Bits and subscriptions to increase the level, resulting in rewards in the game and on Twitch.
- **Strategy for Using the Hype Train**: Viewers should coordinate to trigger the Hype Train and efficiently complete mission goals. After the Hype Train concludes, there is a cooldown of 60 minutes before it can be triggered again.
- **Voluntary Participation**: Participation in these mechanics is entirely optional and not expected from any viewer or player.

# 2024



# 30.10.2024 - Chests / Adjustments / Halloween

### Chests

- Drop rates for boss-dropped chests have been adjusted to smooth out progression.
- This change was necessary to prevent level 5 chests from dropping on difficulty level 6.

**New drop rates by difficulty level:**

<table id="bkmrk-difficulty-level-1-l"><thead><tr><th>Difficulty</th><th>Level 1</th><th>Level 2</th><th>Level 3</th><th>Level 4</th><th>Level 5</th></tr></thead><tbody><tr><td>1</td><td>95%</td><td>5%</td><td>-</td><td>-</td><td>-</td></tr><tr><td>2</td><td>85%</td><td>15%</td><td>-</td><td>-</td><td>-</td></tr><tr><td>3</td><td>65%</td><td>30%</td><td>5%</td><td>-</td><td>-</td></tr><tr><td>4</td><td>35%</td><td>50%</td><td>15%</td><td>-</td><td>-</td></tr><tr><td>5</td><td>-</td><td>70%</td><td>30%</td><td>-</td><td>-</td></tr><tr><td>6</td><td>-</td><td>49.9%</td><td>50%</td><td>0.1%</td><td>-</td></tr></tbody></table>

### Adjustments

- Map voting has been expanded into a two-step process where viewers can now vote not only on the map but also on the difficulty level.
- The voting overview now also includes details on drop chances and scaling for each difficulty level.

### Halloween

- The Halloween map now has a new experimental mechanic: 
    - After zombies are defeated, they have a 5% chance to drop a treat-filled pumpkin.
    - Pumpkins can be collected with the `!collect` command on Twitch, and each collected pumpkin grants a small bonus to a random team buff, including team lives.
    - These extra bonuses are not tracked in the web interface and are added as a multiplier in-game.

# 25.09.2024 - Video guides / fixes

##### Video guides:

- **New Content**: Another video guide has been made available on YouTube. The topic of today's video is the **Item System**.
- **Linking**: A direct link to YouTube has now been added at the top of the inventory. A link to the corresponding video for the skill tree will follow soon.

##### Fixes:

- Thanks to **MystoganCy**, an error in damage calculations within the game was identified and fixed.
- Item bonuses were sometimes not correctly factored into calculations. This issue has now been resolved.

# 11.09.2024 - Skill reset / Profiles

We’ve made an important change to the skills system, which required resetting all existing skill points.

**Previous Situation:** The skill tree used to apply to all turrets universally. This created certain limitations, as players were forced to specialize in one turret and were ultimately tied to that specific turret, limiting flexibility in gameplay.

**New Feature: Skill Profiles** To address this issue, we’ve introduced a new profile system. You can now create profiles that are assigned to individual turrets, providing much greater freedom and allowing players to adjust their playstyle without being locked into a single specialization.

**How it works:**

**1. Open the menu**: Click on "Skills" on the left side of the menu.

**2. Select a profile**: Choose "Profile 1"

[![image.png](https://wiki.c-td.de/uploads/images/gallery/2024-09/scaled-1680-/FxpvJt7ObStRou6s-image.png)](https://wiki.c-td.de/uploads/images/gallery/2024-09/FxpvJt7ObStRou6s-image.png)

**3. Distribute skill points**: Allocate your skill points as usual.

**4. Rename profile**: Click on the edit icon in the top-left corner to give your profile a name if needed.

[![skilltreerenameEN.png](https://wiki.c-td.de/uploads/images/gallery/2024-09/scaled-1680-/ApsXQUaACY73DyI1-skilltreerenameen.png)](https://wiki.c-td.de/uploads/images/gallery/2024-09/ApsXQUaACY73DyI1-skilltreerenameen.png)

[![skilltrename2EN.png](https://wiki.c-td.de/uploads/images/gallery/2024-09/scaled-1680-/sZVaUYTjphUVEhRt-skilltrename2en.png)](https://wiki.c-td.de/uploads/images/gallery/2024-09/sZVaUYTjphUVEhRt-skilltrename2en.png)

**5. Assign profile to turret**: Open your inventory, and for the desired turret, select the newly created profile. The profile name will be shown in the selection to avoid confusion.

[![towerprofileEN.png](https://wiki.c-td.de/uploads/images/gallery/2024-09/scaled-1680-/3hU7Mh3CkTSKRBLO-towerprofileen.png)](https://wiki.c-td.de/uploads/images/gallery/2024-09/3hU7Mh3CkTSKRBLO-towerprofileen.png)

This update is designed to make gameplay more dynamic and customizable. Enjoy exploring the new feature!

# 06.09.2024 - Fixes

The big update on Wednesday presented some unexpected challenges, as many elements couldn't be tested. Overall, the process went largely smoothly.

**Bug Fixes:**

- **Status Effects on Bosses:**  
    There was an issue where status effects like Bleeding weren't applied properly to bosses. This happened because bosses are immune to crowd control (CC) effects, such as Stun and Slow. Due to a misclassification, Bleeding and similar effects were mistakenly treated as CC effects and therefore blocked.

**New Features:**

- **Status Effect Chance Overhaul:**  
    Previously, having a status effect chance over 100% simply guaranteed the effect. Now, it works more like critical hit calculations: 
    - For example, if you have a 130% chance to apply Bleeding, it will guarantee one Bleed effect and give an additional 30% chance for a second one.
    - For Stun and Slow, the duration increases instead, since stacking these effects wouldn't make sense (e.g., a double Stun wouldn't be useful). Additionally, a 100% Slow would essentially act as a Stun, which would be too strong, since Slows generally last much longer.

**Important Note:**

- **Reset Cost (Skilltree):**  
    This week only, resetting will cost 10 Diamonds. Starting next week, the price will increase significantly. This lower cost is intended to give players the chance to thoroughly test the new system.

# 04.09.2024 - Major Update

Today's update brings the most extensive upgrade in the history of CTD. Here are the key changes:

### Skills

- **Completely New Skill System**: The old system has been replaced with a complex skill tree containing over 400 nodes. This forms the foundation for future expansions and offers numerous customization options.
- **Usage**: In the center, select one (or more) of the 6 yellow-bordered nodes and activate it with a click. Connected nodes will also turn yellow and can be activated accordingly. Remember to click "Accept" at the bottom to save your selection.
- **Reset**: The skill tree can be reset at any time for 10 diamonds, allowing you to redistribute your points.
- **Unique Skills**: Each turret now has an exclusive skill that only applies to that specific turret.
- **Damage Types**: Skills that modify turret damage types have not yet been implemented; more information on this is provided below.

### Items

- **Item System**: Missions now reward players with items that have different rarity levels, upgrades, and attributes. Items of rarity 1 to 3 can be obtained through missions.
- **Bonus Calculation**: 
    - **Base Values without Percentages**: Values like damage are increased by a percentage. Example: 1000 damage + 10% = 1100 damage.
    - **Values with Percentages**: Values like critical chance are increased additively. Example: 5% crit chance + 10% = 15% crit chance.
- **CTD Quickstart Guide**: The guide has been updated and now explains the new item system in detail.

### Navigation

- **Updated Menu**: The navigation on C-TD.de has been improved and shortened for easier use.

### Shop

- **New Shopping Options**: 
    1. **Items**: New, random items are offered every hour, with each item being available only once. The usefulness varies, as the attributes are randomly combined. Prices can be high, especially for "Special Offers."
    2. **Upgrades**: The inventory can be expanded by 9 slots for Gold-Coins. The price increases with each expansion.

### Leveling

- **Level System**: All accumulated levels have been carried over 1:1. The current level is now visible in the menu, and progress can be viewed with a click.
- **Map Voting**: The selection in stream voting has been expanded back to 3 maps.
- **Dragon Voting**: One of the three maps in the voting has a 50% chance of featuring a dragon that appears at the start of the first wave.

### Scaling

- **Enemy Scaling**: The first 10 waves now establish a base difficulty. Starting from wave 11, the game continues to scale based on the map's difficulty. Previously, scaling started only after wave 21.

### Resistances

- **New Mechanic**: From wave 11 onwards, resistances against different damage types will be displayed. These resistances increase as the game progresses, making it harder to advance since there are initially no ways to reduce them.

### Other Changes

- **Flamethrower**: The flamethrower now deals direct damage again and has its own missions.

### Note

This update took longer than expected due to unforeseen issues. One problem alone required over 30 hours to resolve.

### Next Update

The next update will focus on damage types and their customization. It will allow turrets to be decoupled from fixed damage types and status effects, enabling, for example, a Gatling turret to deal poison damage.

Current damage types:

- Gatling / Railgun: Physical
- Rocket Launcher: Explosive
- Chain Lightning / Nova: Lightning
- Flamethrower: Fire
- Support: None

# The timeframe for the major update is planned.

<div class="flex-shrink-0 flex flex-col relative items-end" id="bkmrk-"><div><div class="pt-0"><div class="gizmo-bot-avatar flex h-8 w-8 items-center justify-center overflow-hidden rounded-full"></div></div></div></div>In recent months, we have been hard at work on a major update packed with new features, and now the release window has been set.

*\*Drumroll\** Starting from September 1st, we will put C-TD.de into maintenance mode and make all the necessary changes so that the update will be available for the following stream on September 4th. Since this update is very complex and affects all systems, the site may remain in maintenance mode for a few days.

But what exactly does this update include?

#### 1. Skill-Tree

The concept of a skill tree is well-known from many role-playing games. For leveling up, you receive a skill point that can be used for improvements. Currently, there is a rudimentary system in place that allows players to use skill points gained from leveling up for minor upgrades, but this system was always intended as a simple placeholder.

[![skilltree1.png](https://wiki.c-td.de/uploads/images/gallery/2024-08/scaled-1680-/XDNuiSllVOKUl7cA-skilltree1.png)](https://wiki.c-td.de/uploads/images/gallery/2024-08/XDNuiSllVOKUl7cA-skilltree1.png)

The skill tree now consists of around 290 nodes, which can be activated and linked in any order, each for 1 skill point. The possible bonuses range from +1 team life to x% attack speed, all the way to new functions for turrets. For example, there is a skill for the Nova Tower that triggers a special attack with double range and double damage every 25 attacks. There will also be other modifications—for instance, the missile focus for the rocket launcher, which directs all rockets to the targeted enemy (dragon?) instead of randomly choosing targets.

[![skilltree2.png](https://wiki.c-td.de/uploads/images/gallery/2024-08/scaled-1680-/x0bRfcCLglJINCI0-skilltree2.png)](https://wiki.c-td.de/uploads/images/gallery/2024-08/x0bRfcCLglJINCI0-skilltree2.png)

At launch, each turret will have one such skill available. The support turret is an exception, as it will receive two skills. However, one of these is already known and has been in the game for testing for a while: enemies that die nearby give double the amount of credits.

The skill tree will continue to expand in the future, with more skills of all kinds being added.

#### 2. Items

What would a skill tree be without items?

Each turret will have an item slot where any item can be placed to enhance the turret.

[![inventory_preview1.png](https://wiki.c-td.de/uploads/images/gallery/2024-08/scaled-1680-/mQM9XML4O3rR4LTu-inventory-preview1.png)](https://wiki.c-td.de/uploads/images/gallery/2024-08/mQM9XML4O3rR4LTu-inventory-preview1.png)

Items can be purchased in a special shop but can also be acquired through gameplay. They will come in different quality levels, with random bonuses of varying strength, and can also be upgraded. Unneeded items can be "salvaged" so you can use them to upgrade other items.

[![rocketlauncher_inventory.png](https://wiki.c-td.de/uploads/images/gallery/2024-08/scaled-1680-/CvM4t5mdRnQrF7gl-rocketlauncher-inventory.png)](https://wiki.c-td.de/uploads/images/gallery/2024-08/CvM4t5mdRnQrF7gl-rocketlauncher-inventory.png)

**3. Resistances**

[![resistances_preview1.png](https://wiki.c-td.de/uploads/images/gallery/2024-08/scaled-1680-/WHthxykcd239qFzJ-resistances-preview1.png)](https://wiki.c-td.de/uploads/images/gallery/2024-08/WHthxykcd239qFzJ-resistances-preview1.png)

Starting from wave 20, the game will become more challenging, as enemies will gain increasing resistances to the damage types of the turrets with each wave. These resistances will increase by 1% per wave and will also change from wave to wave. The higher the wave reached, the more resistances will be present simultaneously.

[![resistances_preview2.png](https://wiki.c-td.de/uploads/images/gallery/2024-08/scaled-1680-/wInP6jMN6e4TcyvX-resistances-preview2.png)](https://wiki.c-td.de/uploads/images/gallery/2024-08/wInP6jMN6e4TcyvX-resistances-preview2.png)

However, in the long run, there will be options in the skill tree and through items to break these resistances.

#### 4. Optimizations

In addition to the obvious new features, countless improvements, optimizations, and fixes have been made under the hood. This is essentially an ongoing process but, of course, a necessary one.

#### 5. Future

This update adds new elements, but it also completely replaces some existing elements (like certain abilities) to create a more cohesive overall experience with more possibilities. Moving forward, we will stick to this update policy, releasing larger updates with significant functionality after longer periods, rather than the previously practiced regular updates with limited functionality. This approach simply allows us to develop a feature much more thoroughly because there isn't such extreme time pressure.

Well, let’s see if everything comes together on time.

# CTD Development: Major Update in Progress

CTD usually receives new features, revisions, or adjustments on a weekly basis. However, in the coming weeks (or possibly months), there will be an apparent standstill. This is not due to a lack of motivation but because of the preparation of the most extensive update for the game since its development began.

#### What does the update bring?

The update includes revisions and new features across all systems:

- **Game Server** (the game itself)
- **Socket Server** (the link between all systems)
- **Website**
- **API**
- **Database**

CTD caters to different target groups: from players who just want to shoot some zombies to those who want to get the most out of their turrets. The update will introduce deep mechanics to allow for the customization of turrets and further development of preferred play styles.

#### Skill System

The current rudimentary skill system has always been communicated as a placeholder. The new skill system will be significantly more complex and less reliant on chance. Players can specialize in different areas. In addition to general attributes like "Increase Damage," there will be special abilities that will be expanded over time. An example would be a Nova Turret that no longer slows enemies but instead deals poison damage.

#### Item System

CTD will introduce a comprehensive item system. While turrets don’t have fingers for rings or hands for gloves, each turret will have a slot for the item "Advanced Turret Control." This control will offer abilities also found in the skill system – from basic attributes like increased damage, range, and speed to the ability to manipulate the Nova Turret.

These items will have various quality levels and can be upgraded to a limited extent.

#### Long-Term Goals

Not every new feature will interest all players, and some may ignore them. However, CTD aims to be more than just a casual game and wants to give players the long-term opportunity to get the most out of their turrets and enjoy tinkering with the game.

# 31.05.2024 - Target modes / Dragon

##### Reverted Changes

Two changes introduced in the last update have now been reverted:

##### Prioritization by Lowest and Highest Health:

- The maximum possible health of different enemy types was used as the basis to prioritize the dragon or zombies instead of the actual health.
- This change caused issues and has therefore been reverted.

##### New Target Modes

Instead, two new target modes have been added:

1. **Boss (weakest)**:
    
    
    - Priority: Unicorns/Bosses &gt; Dragon
2. **Boss (strongest)**:
    
    
    - Priority: Dragon &gt; Unicorns/Bosses

These target modes exclusively target bosses, unicorns (considered bosses due to their rewards), and the dragon, ignoring all other enemy types.

##### Other Changes

- All other target modes do not target the dragon but continue to target bosses and unicorns as before.

<table border="1" id="bkmrk-modus-zombies-einh%C3%B6r" style="border-collapse: collapse; width: 90.246914%; height: 303px;"><colgroup><col style="width: 43.228454%;"></col><col style="width: 18.057456%;"></col><col style="width: 20.246238%;"></col><col style="width: 18.331053%;"></col></colgroup><tbody><tr style="height: 45px;"><td class="align-center" style="height: 45px;">**Modus**</td><td class="align-center" style="height: 45px;">**Zombies**</td><td class="align-center" style="height: 45px;">**Unicorns / Bosses**</td><td class="align-center" style="height: 45px;">**Dragon**</td></tr><tr style="height: 26px;"><td style="height: 26px;">**Slowest Enemy**</td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(224, 62, 45);">**-**</span></td></tr><tr style="height: 29px;"><td style="height: 29px;">**Fastest Enemy**</td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**<span style="color: rgb(224, 62, 45);">-</span>**</span></td></tr><tr style="height: 29px;"><td style="height: 29px;">**Least life**</td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**<span style="color: rgb(224, 62, 45);">-</span>**</span></td></tr><tr style="height: 29px;"><td style="height: 29px;">**Most life**</td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**<span style="color: rgb(224, 62, 45);">-</span>**</span></td></tr><tr style="height: 29px;"><td style="height: 29px;">**Close to start**</td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**<span style="color: rgb(224, 62, 45);">-</span>**</span></td></tr><tr style="height: 29px;"><td style="height: 29px;">**Close to goal**</td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 26px;"><span style="color: rgb(45, 194, 107);">**<span style="color: rgb(224, 62, 45);">-</span>**</span></td></tr><tr style="height: 29px;"><td style="height: 29px;">  
</td><td style="height: 29px;">  
</td><td style="height: 29px;">  
</td><td style="height: 29px;">  
</td></tr><tr style="height: 29px;"><td style="height: 29px;">**Boss (weakest)**</td><td class="align-center" style="height: 29px;"><span style="color: rgb(224, 62, 45);">**-**</span></td><td class="align-center" style="height: 29px;"><span style="color: rgb(45, 194, 107);">**++**</span></td><td class="align-center" style="height: 29px;"><span style="color: rgb(45, 194, 107);">**+**</span></td></tr><tr style="height: 29px;"><td style="height: 29px;">**Boss (strongest)**</td><td class="align-center" style="height: 29px;"><span style="color: rgb(224, 62, 45);">**-**</span></td><td class="align-center" style="height: 29px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td class="align-center" style="height: 29px;">**<span style="color: rgb(45, 194, 107);">++</span>**</td></tr></tbody></table>

<table border="1" id="bkmrk-%2B%2B-priorit%C3%A4t-%2B-kann-" style="border-collapse: collapse; width: 33.580247%; height: 203px;"><colgroup><col style="width: 19.117647%;"></col><col style="width: 80.882353%;"></col></colgroup><tbody><tr style="height: 29px;"><td style="height: 29px;"><span style="color: rgb(45, 194, 107);">**+**</span><span style="color: rgb(45, 194, 107);">**+**</span></td><td style="height: 29px;">Priority</td></tr><tr style="height: 29px;"><td style="height: 29px;"><span style="color: rgb(45, 194, 107);">**+**</span></td><td style="height: 29px;">Can be targeted</td></tr><tr style="height: 29px;"><td style="height: 29px;"><span style="color: rgb(45, 194, 107);">**<span style="color: rgb(224, 62, 45);">-</span>**</span></td><td style="height: 29px;">Can not be targeted</td></tr></tbody></table>

These changes make dragon hunting more challenging but also more tactical.

##### Revamped Dragon

Without any prior announcement, a revamped version of the dragon was presented in the last stream:

- After being defeated, the dragon now reappears in a skeletal form with significantly increased health and can be defeated again.
- A higher reward is offered for defeating the dragon in its skeletal form compared to the initial stage.

# 29.05.2024 - Team-Damage / Fixes

#### Changes

- Bleeding and burning now benefit from team damage from all sources.
- This also applies to solo damage.

#### Fixes

- The incoming bomber now reliably marks targeted enemies again. A previous change had made this feature faulty and unreliable.
- Additionally, several minor corrections have been made in various places.

# 24.05.2024 - Power-Up Adjustments

**Power-Ups have been mostly limited for some time:**

- **Team Damage**: Unlimited
- **Team Range**: 30 uses
- **Team Speed**: 30 uses
- **Team Crit Chance**: 100 uses
- **Team Crit Damage**: 100 uses

**Adjustment for Team Speed and Team Range:**

Instead of the hard limits for Team Speed and Team Range, there is now a "soft" limit:

- **1-30 uses**: +1% per use
- **31-100 uses**: +0,5% per use
- **101-200 uses**: +0,1% per use
- **From 201 uses**: +0,01% per use

**Detailed Explanation:**

- The first 30 Power-Ups now give the full bonus of 1% each.
- The next 70 uses (31-100) each give only 0.5%.
- 101-200 uses each give 0.1%.
- From 201 uses, each gives only 0.01%.

**Example Calculation for Team Speed:**

If 100 Team Speed Power-Ups are used, the total bonus is no longer 100% but:

- **1-30 uses**: 30%
- **31-100 uses**: 35%

**Total: 30% + 35% = 65% Team Speed**

This change currently applies only to Team Speed and Team Range.

# 22.05.2024 - Skins

##### Skins: 

<div class="group/conversation-turn relative flex w-full min-w-0 flex-col agent-turn" id="bkmrk-new-menu-item-in-the"><div class="flex-col gap-1 md:gap-3"><div class="flex flex-grow flex-col max-w-full"><div class="min-h-[20px] text-message flex flex-col items-start whitespace-pre-wrap break-words [.text-message+&]:mt-5 juice:w-full juice:items-end overflow-x-auto gap-2" data-message-author-role="assistant" data-message-id="ac62cef6-298b-45cb-98ff-626103b2db98" dir="auto"><div class="flex w-full flex-col gap-1 juice:empty:hidden juice:first:pt-[3px]"><div class="markdown prose w-full break-words dark:prose-invert light">- **New Menu Item in the Shop:** The "Skins" menu item is now available in the shop section.

</div></div></div></div></div></div> Skins are used to customize your turret.

##### Currently Available Categories of Skins:

<div class="group/conversation-turn relative flex w-full min-w-0 flex-col agent-turn" id="bkmrk-twitch-season-%22lines"><div class="flex-col gap-1 md:gap-3"><div class="flex flex-grow flex-col max-w-full"><div class="min-h-[20px] text-message flex flex-col items-start whitespace-pre-wrap break-words [.text-message+&]:mt-5 juice:w-full juice:items-end overflow-x-auto gap-2" data-message-author-role="assistant" data-message-id="ac62cef6-298b-45cb-98ff-626103b2db98" dir="auto"><div class="flex w-full flex-col gap-1 juice:empty:hidden juice:first:pt-[3px]"><div class="markdown prose w-full break-words dark:prose-invert light">1. **Twitch**
2. **Season**
3. **"Lines"**
4. **Solid Colors**
5. **Hall of Fame**

</div></div></div></div></div></div>##### Skin Details:

<div class="group/conversation-turn relative flex w-full min-w-0 flex-col agent-turn" id="bkmrk-twitch-skins%3A-there-"><div class="flex-col gap-1 md:gap-3"><div class="flex flex-grow flex-col max-w-full"><div class="min-h-[20px] text-message flex flex-col items-start whitespace-pre-wrap break-words [.text-message+&]:mt-5 juice:w-full juice:items-end overflow-x-auto gap-2" data-message-author-role="assistant" data-message-id="ac62cef6-298b-45cb-98ff-626103b2db98" dir="auto"><div class="flex w-full flex-col gap-1 juice:empty:hidden juice:first:pt-[3px]"><div class="markdown prose w-full break-words dark:prose-invert light">- **Twitch Skins:**
    
    
    - There are 3 different Twitch skins.
    - These are automatically unlocked after a subscription (this may take a few minutes).
    - The higher the subscription tier, the more skins are unlocked.
- **Season Skins:**
    
    
    - These skins can be earned through activity and permanently unlocked.
    - Missed skins will be available for purchase with diamonds after a season delay.
- **"Lines" Skins:**
    
    
    - Animated skins in various colors.
    - Cost 250 diamonds each in the shop.
- **Solid Color Skins:**
    
    
    - The cheapest option at 50 diamonds per skin.
    - These skins are not animated and simply change the turret’s color.
- **Hall of Fame Skin (Rainbow):**
    
    
    - A special skin unlocked once you appear in either of the leaderboards (Bits/Donations).
    - The skin will be removed if you are displaced from the leaderboards.

</div></div></div></div></div></div>#### General Rules for Skins:

<div class="group/conversation-turn relative flex w-full min-w-0 flex-col agent-turn" id="bkmrk-applicability%3A-skins"><div class="flex-col gap-1 md:gap-3"><div class="flex flex-grow flex-col max-w-full"><div class="min-h-[20px] text-message flex flex-col items-start whitespace-pre-wrap break-words [.text-message+&]:mt-5 juice:w-full juice:items-end overflow-x-auto gap-2" data-message-author-role="assistant" data-message-id="ac62cef6-298b-45cb-98ff-626103b2db98" dir="auto"><div class="flex w-full flex-col gap-1 juice:empty:hidden juice:first:pt-[3px]"><div class="markdown prose w-full break-words dark:prose-invert light">- **Applicability:** Skins apply to the turret at all upgrade levels.
    
    
    - For example, a skin purchased for your level 1 Gatling turret will also apply to all other levels up to 10.
- **Assignment:** Skins can be set in the CTD-HQ, but there will be an option to do this directly on the page in the future.
- **Cosmetic Adjustment:** Skins are purely cosmetic and provide no bonuses of any kind.
- **Diamonds:** Diamonds cannot currently be purchased or exchanged.

</div></div></div></div></div></div>

# 15.05.2024 - Dragon / Diamonds / Fixes

#### Dragon Event  


By popular demand, a dragon has been implemented as an event. Currently, it can only be summoned manually by the streamer and remains active until the end of the round. The dragon has an extremely large amount of health points and requires the cooperation of all players.

**Targeting Mode Adjustment**  
Turrets cannot target the dragon by default because the two targeting modes for the set path only aim at zombies. Therefore, it is advisable to switch to "Highest Health" so that the dragon is prioritized. It's important to maintain balance by not only changing the targeting mode for the dragon and ignoring the zombies.

**Victory Reward**  
If the dragon is defeated by wave 110, all players will receive a tier 4 chest. The usual rules for obtaining the chest still apply.

#### Website

**Menu Adjustments**  
Several adjustments and corrections have been made to the c-td.de website. The menu navigation has been changed, and rarely used elements are now located in the menu at the top right when you click on your nickname.

**Discord Widget Removed**  
The Discord widget has been removed from the dashboard.

**New Currency: Diamonds**  
Diamonds have been added as a new currency in the header. They will be used in the future to purchase skins for turrets. Currently, diamonds can only be collected as the option to purchase skins is not yet available. Since diamonds are rewarded from level 4 chests, the display of the account balance is now required.

#### Fixes

**Rocket Launcher Targeting**  
The targeting of the Rocket Launcher (all levels) has been corrected. Previously, there were situations where the turret would detect a target but could not aim at it. This mainly affected flying enemies.

**Gatling Level 1 Targeting**  
The targeting of the Gatling level 1 has also been corrected. Similar to the Rocket Launcher, the turret would detect a target but could not aim at it. This issue did not affect normal enemies but was an issue for flying enemies. The turrets can now properly aim upwards.

# 01.05.2024 - Turrets / Lights / Bomber and Nukes

#### Turrets:

The turrets underwent extensive revisions, particularly due to past issues with the Gatling turret. The main problem was an unreliable firing rate, which ultimately led to faulty behavior. Although target changes and turret rotations naturally cause fluctuations in the firing rate, maintaining a consistent performance was practically impossible. The extensive redesign now ensures that high firing rates can be reliably achieved.

In tests, this was even demonstrated with 200 shots per second.

In addition to the general adjustments, a new projectile firing system has been implemented.

All changes now apply for testing purposes only to the Gatling turret.

#### Turret Spotlights:

In recent days, much effort has been devoted to replacing the turret spotlights with more realistic lighting effects. This made the game much more atmospheric at night.

Unfortunately, there were issues with the implementation on Windows, causing the game to crash when loading a map. This was a severe setback as it had been working fine all along and suddenly stopped on the CTD server.

It is hoped that these problems are due to a bug in the current engine version and can be re-evaluated at a later time.

#### Bombers / Nukes:

Previously, bombers and nukes were activated as soon as a new wave began.

From now on, bombers and nukes will only be launched after the last enemy of the current wave has appeared.

This change increases the difficulty level, especially in very long waves, such as wave 110, but it also avoids wasting bombers and nukes on individual targets at the start of a wave.

# 17.04.2024 - Optimizations / Fixes

#### Optimizations

An extensive revision and optimization of the game has been conducted, resulting in a remarkable reduction of the project size by 32 GB, significantly shortened compilation times, and a reorganization of the code. Although the game itself is compact, the underlying project remains relatively enormous.

#### Server Communication

Previously, connection disruptions posed a challenge in the game, as the connection could not be restored correctly. This issue has now been addressed, ensuring seamless continuation of the game even after extended interruptions or IP changes. During an ongoing round, the game pauses and awaits server clearance to automatically resume.

#### Rocket Launcher

The rocket launcher has undergone several optimizations, including improved targeting and resolution of a shooting issue. While this did not affect damage calculation, it notably enhanced the game's performance.

#### Nova Towers

A minor bug affecting the targeting of Nova Towers, leading to unnecessary delays in target acquisition, has been fixed. Additionally, the new effect has been seamlessly integrated into the game.

# 05.04.2024 - New Spawnsystem / Adjustments

We have now tested the new version of the game on two evenings, and after encountering a few bugs and minor issues, this version is now the basis for further development.

The cause of the memory leak discovered on Wednesday was identified fairly quickly and fixed.

#### New Version

The new version mainly features a massive rebuild of several core systems that have existed since the beginning and were rather primitive due to lack of expertise.

##### Spawn System

The core of a tower defense game is the spawn system, which determines when, where, and which enemies appear on the battlefield. The old system offered few options:

- Which enemies can appear
- How many per wave
- Spawn interval

In this case, the chosen types of enemies were random, and for most situations, it was sufficient. However, it wouldn't have been possible to spawn a boss with 10 other enemies because randomness would have determined the number of bosses.

The new spawn system is much more sophisticated:

- Which enemies can appear
- Whether they should be randomly chosen or the number should be fixed
- Spawn intervals
- Sub-waves - It is now possible to define additional waves with their own intervals, delays, etc., which appear parallel to the main wave. This allows for an infinite chaining of various spawn behaviors within a wave.
- Where should the enemies spawn: randomly or sequentially

The new spawn system will naturally be further expanded over time, but the groundwork for a highly extensible system has been laid. The most important extension now is the ability to save entire rounds as templates and simply load the desired template at the start of the game. Thanks to the templates, it would now be possible, for example, to define a unique gameplay flow for each map or to implement game modes with an endless mode without having to delete and reconfigure all waves each time. It would also be possible to have zombies as enemies today and demons tomorrow. However, for now, there is only one template in the proven configuration with a few minor adjustments.

##### Adjustments

The lightning tower has been revised and no longer fluctuates as much in its damage output. The technical process is relatively simple: Due to its ability to shoot chain lightning, this tower is actually designed to hit the maximum number of targets, but for a boss, for example, this is not possible. In the past, the lightning tower received a damage bonus against bosses so that it wouldn't be entirely useless, but the solution wasn't optimal either because this rule applied to all levels.

Now, just before firing, the lightning tower determines the number of possible targets and grants a damage bonus based on the number of targets. So, if the tower can hit 10 targets and there are only 8 within range, all 8 targets will receive increased damage. The fewer targets, the higher the bonus. The bonus also corresponds to the maximum damage:

If the lightning tower can hit 10 targets, each dealing 1000 damage, the damage pool is 10,000. If it can only reach 5 targets, each enemy will suffer 2000 damage. For a boss, it would then be 10,000 damage with a single hit - the full blast.

# 16.03.2024 - Trivial things

#### Trivial things

The !Craft game has been shortened from 120 to 60 seconds.

Missions have significantly reduced SC rewards.

The scaling of life energy that was integrated yesterday via hotfix has been reset and now only applies from wave 101 to 110.

# 15.03.2024 - Lightning / Support towers

#### Lightning

The effect of the lightning towers has been replaced and substituted with another.

#### Support Test

Support towers now have direct effects on the damage of the bomber and the nuke. Each support tower on the battlefield increases the damage of both power-ups by 100% each.

So, with 3 support towers, the nuke power-up no longer deals 1,000,000 damage but 4,000,000 damage.

#### Corrections

Some corrections have been made, but unfortunately, a few minor, persistent bugs still exist. For example, the death animation of the zombies doesn't always correspond to the desired effect.

# 13.03.2024 - Missions / UI

#### Missions - New Freedom for Players

Previously, many players found missions to be disruptive as they heavily influenced the gameplay experience. For instance, players who wanted to try a specific skill set with a turret felt disadvantaged when corresponding missions weren't available. Additionally, players often had to switch turrets during gameplay to complete as many missions as possible, disrupting the flow of the game.

That's now a thing of the past.

The new missions no longer impede player choice. Now, every player can choose their preferred turret and skill set since missions can now be selected as a set. For example, if one wants to play with a Gatling turret with bleeding damage, they simply choose the "Status Effects" set and receive 23 missions to complete in the current round.

Most missions still reward with gold coins, but some now also reward with silver coins. All turrets receive 23 missions, which mostly do not differ. In fact, currently only 6 of these missions vary from turret to turret.

##### Important

After placing the turret, a set of missions can be selected directly, and this set is bound to the chosen turret for the current round. So, if one logs out or gets disqualified, the missions associated with the turret will be cleared, and a new set must be chosen when they want to participate again.

#### UI

The statistics overview has now been expanded for support turrets, as they introduce the "Buff Value" for missions. The Buff Value results from the skill set, the buffed time, and the number of affected turrets multiplied by it.

# 09.03.2024 - New map / Optimizations

#### New map

After the new map was well received yesterday despite its massive size, a compact 17x17 variant has now been implemented into the game.

The map is now the same size as the Spiral, offering a good alternative to prevent playing the same maps over and over again.

<table border="1" id="bkmrk-normal-kompakt" style="border-collapse: collapse; width: 100%;"><colgroup><col style="width: 50%;"></col><col style="width: 50%;"></col></colgroup><tbody><tr><td class="align-center">Normal</td><td class="align-center">Kompakt</td></tr><tr><td>[![image.png](https://wiki.c-td.de/uploads/images/gallery/2024-03/scaled-1680-/KbfdMvYNPfZ9n7Am-image.png)](https://wiki.c-td.de/uploads/images/gallery/2024-03/KbfdMvYNPfZ9n7Am-image.png)</td><td>[![8.png](https://wiki.c-td.de/uploads/images/gallery/2024-03/scaled-1680-/14XO6K0BBe3d54Y4-8.png)](https://wiki.c-td.de/uploads/images/gallery/2024-03/14XO6K0BBe3d54Y4-8.png)</td></tr></tbody></table>

#### Optimizations

Internally, things are constantly changing at CTD; elements are being reworked or sometimes even rebuilt entirely.

In today's test run, changes to the Bomber, Gatling, and Railgun are being tested. The hope now is to significantly improve performance and reduce or eliminate frame drops.

While there's still a challenging road ahead to reach optimum performance, every improvement contributes to enhancing the overall experience.

If everything works correctly, players won't notice any difference, as the optimizations are purely technical in nature.

# 08.03.2024 - Maps / Fixes

#### Maps

Recently, the number of playable cards, or maps, was a bit sparse because of extensive rebuilding, requiring the creation of new maps. Currently, there are only ice and green area maps available, but desert maps will soon be revitalized. The necessary adjustments have become somewhat more complex, as now the nuke dynamically interacts with trees and other elements, but this painstaking work will enable more flexible creation of new maps in the future.

New (old) maps

Additionally, five old maps are now back in the game, but three of them are merely event maps that are not always played. In line with the upcoming Easter season, the Easter Bunny head is now also included.

Ice 2  
Ice 3  
Halloween 1  
Easter 1  
Xmas 1

#### New map

On a whim, a new map has been implemented into the game, currently bearing the name "Ice 4".

This is the largest map ever introduced into the game, measuring a whopping 23x23 squares. With 200 building slots, extremely long pathways, and a lot of time-consuming gameplay, it offers a significant challenge.

[![7.png](https://wiki.c-td.de/uploads/images/gallery/2024-03/scaled-1680-/zU0RzJHs4YzcYgkh-7.png)](https://wiki.c-td.de/uploads/images/gallery/2024-03/zU0RzJHs4YzcYgkh-7.png)

#### Fixes

For a long time, the preview of the turrets on the battlefield had the same parameters (bars) for damage, range, and attack speed. This has now been corrected, as it somehow went unnoticed.

In the game itself, there has been an issue with categorizing cards in the tabs of difficulty levels (card selection in the main menu) for quite some time. This bug has finally been identified and fixed.

The map Test1 has now been permanently immortalized in the game under the name "Random1" and has been slightly adjusted in difficulty. In particular, bosses now scale a bit less steeply.

Additionally, there have been numerous adjustments and corrections in the game's code itself. For example, it was possible for the bomber's rockets to linger indefinitely on the battlefield in the target tower if a zombie deducted a team life at the moment of impact.

# 02.03.2024 - Fixes

#### Fixes

- Fixed significant issues with the rocket launcher from level 7 onwards. Due to a bug in the game, it was only dealing 40% of the intended damage.
- Damage calculation for critical status effects (especially bleeding) contained a calculation error that could lead to a sudden increase in damage.
- In a Game Over scenario, it was possible for the zombies' life bars to overlay the interface.

# 23.02.2024 - Additional effects / Fixes

#### CTD

In the latest update, a few effects were tested, and after being well-received, more were added.

- Bleeding zombies now have blood splatters around them for the duration of the effect.
- Slowed zombies have a small lightning effect around them.
- A poisoning effect has also been implemented for future use.

Death animations have also been expanded.

- Died from bleeding.
- Died from lightning tower.

#### Fixes

- The unicorn had an incorrect texture after the last update and was almost entirely transparent.
- The worm (phase 2 of the second boss) had an issue with the new effects - this should hopefully be resolved now.

# 21.02.2024 - Skins/Effects/Fixes

#### CTD

The size of the health bars has been reduced to ensure a less intrusive display.  
All status effect icons have been removed from the health bars.  
Status effects are now visualized directly on the zombies. Burning effect is the first to be implemented.  
Zombies now have several different visible "death animations".  
The unicorn's lighting has been improved, making it more recognizable and sparkling.  
Various effects, such as explosions caused by the Bomber, have been exchanged.  
Corrections

#### Corrections

A bug causing "Boss 2" to crash the game under certain circumstances when taking too much damage before its explosion has been fixed.  
Health bars were causing a variety of errors under certain conditions, which have now been corrected.  
Boss textures have been fixed after being incorrectly displayed in the last stream.

#### Skins

The first skins are now available:  
Twitch Sub 1 - This skin is unlocked as long as a Tier 1 subscription is active.  
Twitch Sub 2 - This skin is unlocked as long as a Tier 2 subscription is active.  
Twitch Sub 3 - This skin is unlocked as long as a Tier 3 subscription is active.  
Rainbow - This exclusive skin is reserved for players who have immortalized themselves in the Hall of Fame (CTD HQ).

The skins will be automatically unlocked as long as the corresponding conditions are met. For example, if a subscription expires, the associated skin will also be automatically deactivated.

In the coming weeks, an additional 15+ skins will be unlockable.

#### CTD HQ

An issue where incorrect skin settings were loaded has been fixed.

#### Known Issues

There are still minor display issues with certain skins at the Nova Tower in the CTD HQ.

# 16.02.2024 - Skins / Changes

### CTD

- Internal optimizations to the calculations of status effects  
    Although the effects themselves haven't changed in terms of values, the calculations have been completely revised and optimized.
- Zombie health bars  
    The health bars of the zombies were previously implemented in a quick and dirty manner. Since this unnecessarily consumes resources, everything has been overhauled here as well, opening up many new possibilities.
- Support towers have received a new function for testing purposes  
    If a zombie, boss, or unicorn dies within the radius, all players receive double the amount of credits (in-game currency) for the kill.

### Fixes

- Tower spotlight fixed.
- The range indicator of the support tower now displays the range indicator in the game instead of the tower's texture.
- Gatling projectiles slightly reduced in size visually.
- Corrections made to the Gatling gun.
- All turret skins standardized in color.
- Unicorns now grant fewer credits upon death - the value has been adjusted to match bosses (50).

### Skins

- Skins will remain randomly assigned for now.

# 14.02.2024 - Skins / Changes

### Skins

Currently, each turret contains 15 different skins, which contribute to the long-term customization of the turrets.

It is currently not possible to unlock skins.

Initially, the focus is much more on testing the effects in the game, so currently, each turret placed in the game is given a random skin.

### CTD

The game has long had the ability to increase game speed through power-ups, but the approach was never meaningful, as it simply increased the overall speed of the entire game and all processes.

In the current version, a different approach has been chosen because turrets, zombies, projectiles, etc. now use a shared multiplier to simulate calculations according to the desired game speed.

Specifically affected currently are:

- Turrets (fire rate / maximum rotation speed)
- Status effects (such as how often, for example, the burning effect ticks)
- Power-ups (how fast the bomber flies)
- Enemy walking speed
- Projectile speed

### CTD HQ

Feel free to take a look :)

# 24.01.2024 - Chests / Shop

#### C-TD.de

##### Chests

- Chests now generally no longer contain any power-ups. Silver coins have been added instead.

##### Shop

- Power-ups can now be purchased as desired for silver coins in the shop.

##### Missions

- Power-up missions now only count the use of team power-ups, so that bombers and nukes are not just wasted on missions at strategically unfavorable times.

##### Miscellaneous

Minor corrections and adjustments have been made. For example, the booking total in the transactions is now displayed in red or green so that the booking type is easier to recognize.

# 17.01.2024 - Wiki / Changelog

CTD finally gets a place for all kinds of information.

The system used for this is quite powerful and offers interesting functions.

Would you like to help maintain the information? In German, English or even another language?  
Simply contact us at support@c-td.de or in the Discord and we'll take a look.