Thanks to all of our first rounds of public playtesting. As a result of the great feedback, we have already decided to make some changes!
First on the list is a pretty big change to our combat system. We are still working on the math for it and balance, but we are pretty confident that we are going to move forward with this design (unless feedback says otherwise).
We are switching from a "to-hit" style roll where players roll a large amount of dice, count up hit tokens, and determine if they exceed the armor rating to a much simpler system.
In our new design, you only roll 1 die for each tower attack to determine if you successfully hit. Each tower and level of tower now has variable damage that is applied after a successful hit. All damage that exceeds the enemy's armor rating is applied.
So as an example, lets say you hit a Rhino with the Cannon Tower at Level 1. It would deal 3 damage at default, but after armor is accounted for, it would only deal 1 damage Rhino.
If you shot the same Rhino with a Level 3 Cannon Tower, after armor, it would deal 2 damage to the Rhino.
But, if you attacked the Rhino with a Level 3 Gun Tower, you would be unable to damage it unless you loaded the Gun Tower with Armor Piercing Bullets first.