Tower numbers
Damage, range, fire rate, price and every other stat of each level and fusion; the accuracy of each projectile tower and how far a miss lands; upkeep.
towers.stat_overrides, towers.accuracy · example_balance_towers
Economy and difficulty
Starting gold and lives, kill rewards, the health curve of the waves and each difficulty's multipliers.
general, economy, enemies, difficulty · example_balance_hard_mode
Cards
The pool, rarities, the wave each card first appears, their effects and the worm's risk; new cards added to the game's pool by id; or no cards at all, the next wave joining straight on.
cards, cards.pool_add, cards.enabled: false
Skill tree
Each node's costs, limits and minimum level, and the picture on it.
PurchasableStats · Node art
How a run starts
Every tower and feature unlocked, a stock of every material, chosen towers already open, the cockpit open and without a stopwatch. The mod's own profile can start at a level of your choice with every skill point, from the menu on.
run_start, run_start.player_level, run_start.skill_points, cockpit.unlimited_time · All resources
Which towers exist
Retire tower types from the run, and let levels 2 and 3 skip the skill tree.
towers.disabled, towers.upgrades_need_skills · A board's own rules
A tower of your own
A new tower beside the game's ten, built on one of them: its own name, levels, soldiers and 3D models, icons baked from those models, and a card that unlocks it.
"base" in tower_data.json, Towers/<Key>_1 · A tower of your own
Batteries and a tower's powers
Units that drain a factory material while they fight and go home without it, a tower's card that brings supplies, and powers that belong to a tower: cast from its ring and window, each spending a charge the factory makes one at a time. The game's Mech Hangar is built this way.
battery_seconds, start_supply, requires_tower, charge, max_stock · A tower of your own
A tower's hero
A hero that comes out of a tower once a skill node is bought: driven and striking by hand, healing at rest, gaining levels whose points go into damage, health or defense on its ring, a jetpack at the top level, and back to its starting level when it falls. How hard the insect it struck hits back is a share of its health. Its numbers, model, name and ring pictures are all data.
hero in tower_data.json, start_level, struck_share · A tower of your own · Veteran Commander
Camouflage and the final boss
Which waves are camouflaged, which towers see them and whether they share the sight, the Brood Mind's numbers and model, and the Adaptive Optics card.
cloaked_waves, bosses.final_boss · Final encounters
Weather against towers
What rain and sandstorms do to the towers: by default rain weakens the Flame and strengthens the Bolt, and sand spoils aim. Any tower stat can be listed.
weather.tower_effects · Weather