And now onto the longest patch notes to date. Here's the full release notes for Version 1.00!
Chapter 4
- Chapter 4 of the Campaign is here, with 7 more missions to cap it out! The maps are bigger, the challenges are harder, and it packs some diabolical surprises, including:
- Adaptive Creeps: Each wave, these become highly resistant to one of your elements. Whatever tower tops the damage tracker for the wave, Adaptive Creeps will take 25% damage from that tower's element on the next wave.
- Spawners: Every 15 seconds, it spawns 3 small creeps with 15% HP each. There is no cap on the number of creeps these can spawn, so kill them fast!
- And 3 New Bosses!
- Adaptive Creeps: Each wave, these become highly resistant to one of your elements. Whatever tower tops the damage tracker for the wave, Adaptive Creeps will take 25% damage from that tower's element on the next wave.
- New Upgrade Column in the Loadout. These are passive upgrades that can help bolster your defenses. Requires beating Chapter 2 before you gain access to them.
- Income: At the end of each wave, gain 5% / 10% / 15% end-of-wave bonus.
- Extra Lives: Start with 10% / 20% / 30% more lives.
- Range Bonus: All towers gain 10% / 20% / 30% more range, but they cost 5% / 10% / 15% more gold.
- AoE Bonus: All AoE towers gain 10% / 20% / 30% more AoE, but they cost 5% / 10% / 15% more gold.
- Essence: Gain 1 / 2 / 3 Essence to be used for building Level 4 Single Element or Periodic Towers
- Income: At the end of each wave, gain 5% / 10% / 15% end-of-wave bonus.
- New Achievements for Chapter 4:
- Trebuchets Only: Clear Mission 22 on Hard using only Towers with 1250 Range or more (including Range upgrades)
- Splash Defense: Clear Mission 23 on Normal using only towers with 200 AoE or more
- Triad of Light: Clear Mission 24 on Normal using only Light, Water, and Nature Elements
- Set of Annihilation: Clear Mission 25 on Hard without building a single tower during the last wave
- Triad of Darkness: Clear Mission 26 on Normal using only Darkness, Fire, and Earth Elements
- Full Support: Clear Mission 27 on Normal using only Buff, Slow, and Damage Amp Towers
- Portal Master: Clear Mission 28 on Very Hard without using Infernal Towers
- Wizard Prime: Clear all Mission in Chapter 4
- Annihilator: Get 4 Stars on every Chapter 4 Mission
- Master of Elements: Clear all 28 Missions in the Campaign
- Trebuchets Only: Clear Mission 22 on Hard using only Towers with 1250 Range or more (including Range upgrades)

You can reach some pretty silly ranges on certain towers now, thanks to the new upgrades.
Features
- 4th Co-op Map added: Tundra!
- In Campaign, you can now pick up where you last left off, thanks to a new Continue button!
- How it works is whenever you reach a Checkpoint (aka every Wave Break), it'll save your progress for that mission, letting you quit the game and later continue where you last left off.
- However, you can only hold onto one Checkpoint at a time, so if you try changing to a different mission, it'll warn you that it'll erase your previous Checkpoint.
- How it works is whenever you reach a Checkpoint (aka every Wave Break), it'll save your progress for that mission, letting you quit the game and later continue where you last left off.
- In Campaign, there is now a Hint Box in the bottom-left corner, which you can toggle on/off. This gives extra insights on the game and tips for specific missions.
- New Builder: Master Captain
- New Builder: Titan
- New Builder: An Actual Duck
- New Builder: ???
- New Hat: Super Galaxy
- New Trail: Nebula
- New Trail: Elemental Master
- Additionally, some of the high level Cosmetics can now be unlocked by completing certain Achievements. You'll still need to buy them with Shop Points though.

Introducing Tundra, the 4th Co-op Map! And one of the new missions in Chapter 4.
Improvements
- When hosting a Multiplayer lobby, the default map is now set to Random Map.
- Added a Random Map option to Co-op Mode.
- In Singleplayer, the game now remembers the last Mission you were playing, as well as what difficulty.
- War Mode now gives you a primer about how the game works during the loading screen.
- UI shrunk by about 10%.
- Maps now have actual borders and skyboxes instead of the darkness of Fog of War
- Switched Tropical Variant out with the second version that shows up in the Campaign, which is a far more interesting map.
- Winter Variant is back to 2-Path by default, but its short path moves at 80% speed
- Adjusted Advanced Paths for:
- Wasteland now speeds up creeps by 20%
- Desert paths are asymmetrical
- Autumn paths are asymmetrical
- Winter paths are asymmetrical
- Forest Variant third path no longer pingpongs. Instead, it goes to its own portal at 75% speed.
- Winter Variant short path is reversed and moves at full speed
- Wasteland now speeds up creeps by 20%
- In No Sell Mode, you can now cancel building/upgrading. But once it finishes, you're locked in.
- Right-clicking on the Mini-map no longer moves your camera
- Geyser bounce has been slowed and looks considerably smoother
- Earth, Fire, Bloom & Money Towers now have status icons that track their bonuses.
- Removed the In Good Health Achievement from the game, as it no longer exists.
- Missions now give you a decent amount of XP when clearing them.
- When you clear a mission, it now displays a Mission Cleared message.
- Chapter 2 has been made roughly 10% easier
- The second half of Mission 11 has been redesigned, it should be much more fair than it was before
- The last wave of Mission 18 has also been toned down, particularly the boss
- Minor optimization improvements

As you load into a War Mode game, it now briefly tells you how it works.
Bug Fixes
- Attempt #63849 on fixing the Ranked Disconnect error.
- We're pretty sure we nailed down the exact cause, and we've added some stopgaps that should prevent it. Should.
- We're pretty sure we nailed down the exact cause, and we've added some stopgaps that should prevent it. Should.
- Coincidentally, fixed the zombie lobby bug.
- Fixed a bug where, if you upgrade a tower, then cancel the upgrade, it'd reset your changed target priority.
- Fixed a bug where Fire Tower's damage could stop going up and get permanently stuck.
- Fixed a bug where Wisp Tower was doing 40% less damage than intended.
- Fixed a bug where the VFX of Fast Creeps would flash across the whole map on leak.
- Fixed a bug where winning a Co-op game counted as 2 Wins instead of 1.
- Fixed checkpoints not saving Damage Overview information.
- Fixed manual targeting not overriding your Focus Target setting.
- Fixed loading from a checkpoint turning Focus Target setting to off.
- Fixed loading from a checkpoint resetting statistics for Towers Built/Sold, Creeps Killed, and Total Interest statistics at the end of the mission.
- Fixed tooltips going off-screen,
- Fixed hover tooltips vanishing upon clearing the wave,
- Fixed Mission 10 Achievement being clearable on Normal Difficulty,
- Fixed Geyser's AoE displaying 300 AoE for its standard attack and 0 AoE for its ability (this was purely a UI issue)
- Fixed toggling Show VFX off not actually removing the Shoot/Hit effects. It should only be showing projectiles.

One of the new missions features a spiral heading down several tiers, with interlacing paths on the corners.
General Balance
- Income Upgrade extra creeps spawned reduced from 6 / 12 to 4 / 8. However, you now gain a 5% / 10% end-of-wave gold bonus.
- DIminishing Returns increased from 6% to 7% per stack
- Bulky HP Multiplier increased from x2.25 to x2.5
- Bulky creep spacing reduced from 1.5 to 0.75
- For reference, all other waves have a spacing of 0.5
- For reference, all other waves have a spacing of 0.5
- Temporal now triggers its ability when it loses 25% of its Max HP and only jumps half the distance.
- Temporal now has a cooldown of 15 seconds, meaning it can trigger multiple times.
- Level 4 Singles & Periodic cost increased from 14000 to 15000.
- However, their damage was increased by 20%.
- However, their damage was increased by 20%.
- Wave Order adjusted again:
- Wave 7 is Composite Fast
- Wave 10 is Nature Temporal
- Wave 12 is Water Bulky
- Wave 13 is Earth Shield
- Wave 14 is Composite Cursed
- Wave 15 is Light Healing
- Wave 17 is Earth Temporal
- Wave 7 is Composite Fast

You can make a pretty decked out builder, thanks to all the Cosmetic options.
Tower Balance
- Arrow damage reduced from 70 to 60
- Cannon damage reduced from 80 to 75
- Light Level 4 damage increased from 36000 to 43200
- Darkness Level 4 damage increased from 100800 to 120960
- Water damage increased from 80 / 480 / 2880 / 28800 to 85 / 510 / 3060 / 36720
- Fire Level 4 damage increased from 11520 to 13824
- Damage gain increased from 360 to 432
- Damage gain increased from 360 to 432
- Nature Level 4 damage increased from 28800 to 34560
- Earth adjusted:
- Attack speed reduced from 1 to 0.66
- Damage increased from 80 / 480 / 2880 / 28800 to 125 / 750 / 4500 / 54000
- Shockwave damage increased from 45 / 270 / 1620 / 16200 to 60 / 360 / 2160 / 25920
- Attack speed reduced from 1 to 0.66
- Atom consecutive damage bonus reduced from 15% to 10%
- Lightning damage increased from 140 / 560 / 2240 to 150 / 600 / 2400
- Bounce range increased from 1200 to 1500
- Bounce range increased from 1200 to 1500
- Poison duration increased from 14 to 15 seconds
- Disease damage increased from 100 / 400 / 1600 to 110 / 440 / 1760
- Damage formula no longer adds +1, meaning it no longer deals double damage vs. full health creeps. In general, it deals less damage than before, up until creeps are about 10% HP or less, at which point it does more.
- Damage formula no longer adds +1, meaning it no longer deals double damage vs. full health creeps. In general, it deals less damage than before, up until creeps are about 10% HP or less, at which point it does more.
- Vapor damage increased from 170 / 680 / 2720 to 175 / 700 / 2800
- Solar damage-per-second reduced from 140 / 560 / 2240 to 125 / 500 / 2000
- Mushroom damage increased from 120 / 480 / 1920 to 125 / 500 / 2000
- Bloom adjusted:
- Projectile speed increased by 20%
- Damage increased from 500 / 2000 / 8000 to 550 / 2200 / 8800
- While not attacking, it gains 30% Attack Speed per second, up to a max of 300%
- While attacking, it loses 20% of its bonus Attack Speed per second
- Projectile speed increased by 20%
- Flooding damage increased from 375 / 1500 to 400 / 1600
- Consecutive AoE gain reduced from 20 to 15
- Consecutive AoE gain reduced from 20 to 15
- Haste attack speed gain increased from 5% to 7%
- Decay rate reduced from 50% to 30% of its bonus per second
- Decay rate reduced from 50% to 30% of its bonus per second
- Money damage reduced from 3200 / 12800 to 3000 / 12000
- Damage bonus now caps at x2 of its base damage. Note that this takes about 40,000 Unspent Gold, so this mainly only affects Teams/Co-op.
- Damage bonus now caps at x2 of its base damage. Note that this takes about 40,000 Unspent Gold, so this mainly only affects Teams/Co-op.
- Incantation base amp reduced from 10% / 20% to 8% / 16%
- Solo amp search radius increased from 200 to 300 AoE
- Solo amp search radius increased from 200 to 300 AoE
- Periodic damage increased from 45000 to 56000

RIP Atom TD 2. You will
Campaign Balance
- Frost Aura Boss AoE reduced from 700 to 600
- Inferno Boss build locations now come back after 120 seconds instead of being permanently scarred
- Earth Spec 2 attack speed reduced from 0.66 to 0.33
- Damage multiplier increased from x3 to x4
- Damage multiplier increased from x3 to x4
- Well Spec 1 attack speed bonus reduced from 10% / 30% / 90% to 8% / 24% / 72%
- Blacksmith Spec 1 damage bonus reduced from 10% / 30% / 90% to 8% / 24% / 72%
- Trickery Spec 1 clone damage reduced from 40% / 120% / 360% to 32% / 96% / 288%
- Infernal Spec 1 reduced from 125 to 100 AoE
- Geyser Spec 1 damage is reduced by 25% instead of 30%
- Geyser Spec 2 AoE reduced from 300 to 100
- It wasn't supposed to be dealing 300% damage AND 300 AoE, that was unintentional
- It wasn't supposed to be dealing 300% damage AND 300 AoE, that was unintentional
- Poison Spec 1 damage-per-second increased from 125 / 500 / 2000 to 150 / 600 / 2400
- Solar Spec 1 damage-per-second reduced from 90 / 360 / 1440 to 80 / 320 / 1280
- Solar Spec 2 damage-per-second reduced from 300 / 1500 / 6000 to 250 / 1000 / 4000
- If you were using this before and wondering why Levels 2 and 3 melted everything before, I may have multiplied it wrong. I blame maths.
- If you were using this before and wondering why Levels 2 and 3 melted everything before, I may have multiplied it wrong. I blame maths.
- Mushroom Spec 2 attack speed increased from 0.66 to 1
- AoE reduced from 300 to 250
- Damage multiplier reduced from x4 to x3
- AoE reduced from 300 to 250
- Bloom Spec 1 range reduced from 750 to 600
- Bloom Spec 2 now increases max attack speed from 300% to 500%
- Disease Spec 1 damage reduced by 25% instead of 20%
- Atom Spec 2 consecutive damage gain reduced from 30% to 25%
- Impulse Spec 1 damage reduced by 20%
- Range increased from 1750 to 1800
- Range increased from 1750 to 1800
- Impulse Spec 2 damage increase is now 25% instead of 20%
- Windstorm Spec 1 duration increased from 12 to 15 seconds
- Windstorm Spec 2 AoE increased from 300 to 400
- Nova Spec 1 slow reduced from 16% / 32% to 10% / 20%
- Nova Spec 2 damage increased by 20%
- Jinx Spec 1 damage increase is 80% instead of 70%
- Flamethrower Spec 2 napalm duration increased from 10 to 15 seconds
- Incantation Spec 2 base damage amp changed from -40% / -80% to -30% / -60%
- Solo damage amp increased from 40% / 80% to 60% / 120%
- Solo damage amp increased from 40% / 80% to 60% / 120%
- Root Spec 1 damage reduced by 20%
- Root Spec 2 no longer doubles damage-per-second, it just doubles the slow

You know those April Fools notes from yesterday? As it turns out, one of those notes might have been true...
Ranked & Leaderboards
- First off, congratulations to __Tobias__, HerrDirektor, and Funkelinchen and wadebbqwall2 for topping the Ranked Leaderboards!
- Double congrats to __Tobias__ and HerrDirektor for being top two on both of them. You monsters.
- Double congrats to __Tobias__ and HerrDirektor for being top two on both of them. You monsters.
- Now that we've officially released, Scoreboards & Ranked Leaderboards have been wiped. That said, we've tweaked some values for Ranked:
- Starting MMR reduced from 500 to 300
- Rank up thresholds reduced to actually achievable values: 400, 600, 800, 1000 and 1200
- MMR Search Range reduced from 300 to 150.
- In time, as the Ranked Leaderboards fill back up, we'll be looking into a proper scaling solution for this, as well as improvements to Ranked in general.
- Starting MMR reduced from 500 to 300

It's Forest, but not the one you know...
It's been a long journey since the start of Element TD 2. In the beginning, our vision was to make a faithful successor to original, but when we launched into Early Access, we found that alone wasn't enough. Over time, we've added an insane amount of content and features, including Co-op, New Maps & Modes, Achievements, Cosmetics, and even a full on Campaign. We've also seen tremendous growth in our community and our Discord Server.
All in all, we couldn't have done it without you, so this is a thank you to everyone that's supported us along the way. Enjoy the Official Release, and we hope you'll stick around for a while longer as we transition into Post-Release!
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