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 & 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 & 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 & 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 & 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!