Monster/Tower rebalancing towards fewer but stronger monster spawns. i) Includes multiple changes to every tower upgrade path, monster stats & abilities, and some mechanics (beam upgrades). ii) Changed monster spawn order to random instead of by tier. Also added randomization/variety to wave design, so that each path sometimes has different monsters Map Generation i) Soft-control of spread of resources and plains tiles to build towers, reducing reliance on luck. ii) Added flowers near food tiles and mushrooms near metal tiles, to make exploring less RNG and more entertaining. iii) Forests near plains now have less trees, making it easier to find plains tiles. Quest rebalancing i) Enabling both very early and late game meta-progress by giving all ‘General’ Category quests 10 levels. Sound i) Sound//Video options now accessible in Main Menu, not just in-game/map ii) Improved transitions, quality and variety. Visuals, UI and QOL i) All tower models replaced, including aura, projectile and impact effects. Different models when upgrading towers along each branch. ii) Added Scouting Window, showing upcoming wave spawns as clickable bestiary icons/numbers, instead of previous text-based scouting report. Minimizable. iii) Monster targeting options added for relevant towers - first, last, close, strong, weak iv) Improved tutorial and related guidance features such as codex, bestiary, popups, animated notifications etc v) Main Menu makeover.