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Mod

Sample mod - Traditional path

Le guide ai mod sono in inglese, come vengono distribuite con il gioco.

Enable in Options → Mods and restart. This bundled sample starts disabled.

The pit becomes a classic tower defense board. The insects follow one fixed path from the north nest to the south cave. It loops three times and crosses itself at each loop, and the insects walk all of it, every crossing included. Every other cell of the pit is a low concrete platform where towers stand, so a tower inside a loop or between two passes fires on both. Nothing can be built on the path, and nothing walks on the mesas.

The board is the game's internal traditional scene, laid over the game's own arena: scenarios.json names it with "builtin": "traditional", and "tower_fences": false leaves the towers on the mesas without fences. This folder ships no model. The platforms have worn light concrete with fine pores and scratches, while the insect road retains the arena's natural soil. Rain darkens the concrete and adds a wet surface response.

Rules (balance.json, map_data.json)

  • No cards between waves (cards.enabled: false).
  • Every tower except the Collector is open from wave one (run_start.towers); the Collector, and with it the factory, never appears (towers.disabled).
  • Towers cost money only, to build and to upgrade (factory.tower_material_mult: 0), and upgrade without the skill tree (towers.upgrades_need_skills: false). Their prices (towers.stat_overrides) spread the stronger towers across the 50 waves.
  • The cockpit is open (run_start.cockpit), and no rubble is scattered, since nothing could clear it.
  • Without the shield cards, shields are softer: ordinary rounds take 60% of their damage off a shield (towers.shield_damage_multiplier: 0.6) and bosses carry a smaller one (bosses.shield_ratio: 0.35). Bolt, Laser and Frost still break shields fastest, and Flame and Poison cannot touch them, so mix them in before wave 20.

Multiplayer

Co-op and PvP work when every player enables this same mod; a lobby with other mods is refused. Without cards there is no card turn, bounty boss or sabotage, and without the Collector there is no factory, so PvP has no barracks troops or radar: each player defends their own path, and the last one standing wins. PvP waves keep their full health here (multiplayer.pvp.health_mult: 1.0), since the usual half exists to make room for troops.

Like every gameplay mod, it plays on its own profile: what you win here, difficulties included, never reaches the game without mods.

Make your own board

Replace the scene with your own arena GLB:

"scenes": {"traditional": {"file": "Models/MyArena.glb"}}

Your GLB replaces the whole arena, and needs a GameplayTiles Empty with Walkable and Buildable Empty groups, plus a Route group for a path that crosses itself. Source/tile_layout.json lists this board's 72 path cells and 137 mesa cells, the mesa height (10) and the route's 14 turns. Source/tile_markers.py creates those empties in a Blender scene: run it from Blender's Text Editor beside the JSON. Each Buildable empty stands at the height of the surface its tower stands on; Walkable and Route empties stay at height 0. Route_0, Route_1... mark the walk's turns in order. Model your path's floor at height 0 and your mesas' tops at their markers' height. See SCENARIOS.md in the parent Mods folder for the full coordinate contract, loading behavior and authoring rules.

This example adds no executable scripts.