Difference between revisions of "Workshop"
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The blueprint is where [[modules]] become active, and are inactive when in storage. | The blueprint is where [[modules]] become active, and are inactive when in storage. | ||
− | Double clicking a | + | Double clicking a module places them in the blueprint. Click and dragging also works. |
− | Blueprint has a | + | Blueprint has a module limit. |
==Skills== | ==Skills== |
Revision as of 03:42, 27 February 2021
Workshop | |
---|---|
Max. Tier | 12 |
Conversion rate | 50:1 |
Color theme | Blue |
The workshop is a building where you can upgrade your tower using modules.
Contents
Building Tiers
Upgrading the workshop increases the blueprint module cap.
Modules
Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.
Clicking a module opens the info and upgrade menu above the module storage area. is information; is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.
Modules can be upgraded up to level 100 at the base tier.
Additional module tiers are unlocked using the military inside the headquarters. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module.
Percentage based modules are usually capped at tier 5, additive modules are usually infinite.
Currently, there are 272 modules, but there is planned to be 800.
There are five categories of modules:
Offensive
Increases damage output or ability to kill enemies.
Defensive
Increases tower survivability.
Utility
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities.
Ultimate
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)
Special
Very rare modules that has special attribute and can change the entire tower type entirely. This category is hidden on the workshop filter but will be revealed once received at least 1 special module. Can be found in hard challenges.
Active Modules
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.
Blueprint
The blueprint is where modules become active, and are inactive when in storage.
Double clicking a module places them in the blueprint. Click and dragging also works.
Blueprint has a module limit.
Skills
- See also: Skills (Upgrade)
- Analysis - Doubles the chance to randomly unlock new modules.
- Recycling - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.
- Examination - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.
- Engineering - Increases the blueprint size per workshop tier from 3 to 4.
Exotic Skills
- See also: Exotic Skills
None.