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KR6 Guide

Patches and news

What Ironhide has announced and changed, newest first, and which pages of this guide each post affects.

  1. Devlog #30: bug fixes first, then balance, and two mini-campaigns this year

    After launch

    Ironhide says the next few days are mostly bug fixes, and that it is reading reviews for balance because some fights feel unfair rather than challenging. It restates the roadmap: two mini-campaign updates this year, each with 3 stages, 1 hero, 1 tower and 1 spell. The weekly devlogs end here. It also hints that Gerald gets his helmet back if you take him into Classic Rush.

    Changes: Is it worth it?, Gerald, Classic Rush

  2. Known issues on Steam version 1.00

    Launch day

    Launch-day workarounds: a missing-executable CD Key error fixed server-side (restart Steam); slow running fixed by setting FPS to 30 and/or turning off VSYNC on page 5 of Options; a wrong screen resolution fixed by deleting settings.lua and global.lua and holding left Alt (Option on Mac) at the splash screen; custom keybinds live in the in-stage settings, tab 4; a hero drag line that can freeze at path corners.

    Changes: FAQ

  3. Classic Mode announced

    Before launch

    A mode that replays every stage with the first game's lineup: one hero, the four classic tower lines with their original upgrade paths, and only Rain of Fire and Reinforcements. The same post sets out the other challenge modes: Iron Challenge (one elite wave, one life), Blitz (three faster waves, more gold, three lives), Hero Party (four heroes, no spells) and Spell Rush (no heroes, faster spells, three lives).

    Changes: Classic Rush, Modes and difficulty

  4. Individual tower levelling removed

    Before launch

    After the demo, Ironhide dropped the per-tower levelling system because it could not remove the need to replay old stages to keep towers up to speed, and announced the interface rework.

    Changes: Towers

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