Variants

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Versus mode features numerous variants which can alter the gameplay, including basic rule changes, arena status changes and altering the spawning of Powerups. Powerups and Curses can be made active for all players or assigned on a per player basis by pressing the Right Shoulder button when highlighting the desired variant. Some variants require certain stages to be unlocked in Quest mode before becoming available.

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Disable All
Unselects all Variants, returning to the default settings.
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Randomize
Automatically selects 3-5 random variants.
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Tournament Rules
The standard variant set for competitive play. It includes No Autobalance and Symmetrical Treasure.
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Team Tournament Rules
The standard variant set for team competitive play. It includes No Autobalance, Symmetrical Treasure and Team Revive.
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PresetB.png
Presets A, B, C, D and E
Up to 5 custom Variant presets can be stored and easily recalled using the presets labelled A, B, C, D and E. Press the Right Trigger button to clear a stored preset.

Rules

NoAutobalance.png
No Autobalance - disables score-based arrow and shield advantages
When autobalance is active, players who are leading start with fewer arrows whilst players who are trailing by 3 or more points start the round with a shield. No Autobalance is a standard variant in competitive play.
WeakAutobalance.png
Weak Autobalance - disables score-based shield advantages.
Players who are leading will start with fewer arrows.
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No Friendly Fire - prevents hurting self or teammates
Arrows will pass harmlessly through their owners or teammates. Brambles will not harm their owners or teammates. All stage hazards and explosions are still lethal to all players.
NoTimeLimit.png
No Time Limit
Disables the Sudden Death miasma. Rounds can last indefinitely.
SuddenDeath.png
Sudden Death
Sudden Death miasma appears at the beginning of each round.
TeamRevive.png
Team Revive - in Team Deathmatch mode, resurrect your dead friends
Fallen players can be revived by having a teammate stand by their corpse for a few seconds. The resulting electric burst can kill opponents. A standard variant in competitive play.
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Gunn Style
The game will freeze frame on every death in a manner similar to [http:maxistentialism.com/samuraigunn/ Samurai Gunn]//. Gun Style is a secret unlockable variant.

Treasure

These variants affect the spawning of treasure chests. For a complete list of powerups that can be found in treasure chests refer to the Powerups page.

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No Treasure
Prevents all treasure chests from spawning.
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Max Treasure
The maximum number of treasure chests will spawn in each round.
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Always Big Treasure
Big treasure chests release 3 powerups rather than 1. One will spawn in each round and prevent other treasure chests from spawning.
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Bottomless Treasure
Bottomless treasure chests continually eject new powerups, whether they are collected or not. One will spawn in each round and prevent other treasure chests from spawning.
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Bomb Chests
Bomb chests will spawn continuously on each level until all treasure chest positions are utilized. The bomb chests open automatically and result in a self kill for any player killed by the explosion.
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Symmetrical Treasure
Treasure chests on opposite sides of the level will have the same contents. A standard variant in competitive play.
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Show Treasure Spawns
Transparent markers will indicate where treasure will spawn in each round.
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Treasure Draft - choose your treasure at the start of each round
All players take turns choosing from a limited selection of powerups to begin each round with. The draft order is determined by player score, starting from lowest to highest.

Arrows

Press the Right Trigger button to assign these variants on a per player basis.

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No Arrows
Players start each round with no arrows.
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Single Arrow
Players start start each round with a single arrow instead of the standard 3.
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Max Arrows
Players start each round with the maximum 6 arrows onstead of the standard 3.
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Regenerating Arrows - if you have no arrows, you will gain one
Players who are holding no arrows will receive a single standard arrow after a few seconds. Start with "special" Arrows variants change the regenerating arrow type.
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Secret Arrows - hides arrow inventories
Arrow inventories will only appear when aiming and firing and upon collecting arrows.
BombArrows.png
Start with Bomb Arrows
Every arrow a player holds at the beginning of each round will be of this type.
LaserArrows.png
Start with Laser Arrows
Every arrow a player holds at the beginning of each round will be of this type.
BrambleArrows.png
Start with Bramble Arrows
Every arrow a player holds at the beginning of each round will be of this type.
DrillArrows.png
Start with Drill Arrows
Every arrow a player holds at the beginning of each round will be of this type.
BoltArrows.png
Start with Bolt Arrows
Every arrow a player holds at the beginning of each round will be of this type.
SuperBombArrows.png
Start with Super Bomb Arrows
Every arrow a player holds at the beginning of each round will be of this type.
FeatherArrows.png
Start with Feather Arrows
Every arrow a player holds at the beginning of each round will be of this type.
TriggerArrows.png
Start with Trigger Arrows
Every arrow a player holds at the beginning of each round will be of this type.
PrismArrows.png
Start with Prism Arrows
Every arrow a player holds at the beginning of each round will be of this type.
RandomArrows.png
Start with Random Arrows
Every arrow a player holds at the beginning of each round we be of a type randomly selected for each round. The selected arrow type will be the same for each player.
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Start with Toy Arrows
Every arrow a player holds at the beginning of each round will be of this type. Toy Arrows are a humorous non-lethal arrow type that merely bounce players back when hit, though they can still open chests and trigger stage hazards.
InfiniteLasers.png
Infinite Lasers
Lasers bounce forever
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Infinite Drills
Drills drill forever
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Infinite Brambles
Brambles stay forever
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No Seeking Arrows
Disables the standard target seeking behavior of all arrows fired by the player.
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Super Seeking Arrows
Amplifies the target seeking behavior of all arrows fired by the player.
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Anti Gravity Arrows
All arrows fired by the player will not be affected by gravity.

Archers

Press the Right Trigger button to assign these variants on a per player basis.

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Start with Shields
Players start each round with a shield.
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Regenerating Shields
Players have shields that continuously regenerate a few seconds after being broken.
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Start with Wings
Players start each round with wings.
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Start with Speed Boots
Players start each round with Speed Boots.
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Start Invisible
Players will be invisible in the same manner granted by the Looking Glass.
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Stealth Archers - archers do not give off light
Players will not emit the small radius of light that is present by default, without which they become less visible in darkness.
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Double Jumping - jump again in the air
The player has an extra jump that can be used while airborne and is restored only after standing on a surface or clinging to a ledge.
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Exploding Corpses
Player corpses explode a few moments after dying. Points are awarded in Headhunters to players for killing opponents with their exploding corpse.
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Trigger Corpses - hold Shoot button to explode your corpse!
Player corpses will remain idle and explode only after continuously holding the Shoot, Jump or Dodge button for a few moments. Points are awarded in Headhunters to players for killing opponents with their exploding corpse.
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Return as Ghosts - seek revenge from beyond the grave
Players return as ghosts after dying with the ability to kill opponents by touching them. Ghosts can freely float about the level and perform a short dash attack by pressing either the Shoot or Dodge button. Ghosts can be killed by arrows and explosions or by opponents jumping on their head. If a ghost opens a treasure chest then it will always release a bomb trap. Points are awarded in Headhunters to players for killing opponents as a ghost. The time at the end of a round is extended slightly when this variant is active.
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Corpses Drop Arrows
Player corpses will drop all arrows in their possession upon death.
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Encumbrance - arrows in inventory reduce movement speed
A player's horizontal movement speed when either walking or airborne is reduced when holding 2 or more arrows, with greater numbers of arrows resulting in slower speeds.
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Small Quivers - archers can only hold three arrows
Reduced from the maximum of 6.
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No Quivers - archers can only hold a single arrow
Reduced from the maximum of 6.
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No Dodging
All dodging and catching abilities are nullified and the Dodge buttons will have no effect.
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Super Dodging
The player's dodge range is nearly doubled, from 3.5 tiles in length to 6.5 tiles in length.
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Clumsy Archers - drop an arrow whenever you dodge
The first arrow in the player's inventory will be dropped.
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Show Dodge Cooldown
Small stars will appear above a player's head after they dodge indicating that they cannot dodge for the interim.
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Free Aiming
Allow players to aim in 360 degrees instead of the standard 8 ordinal directions when using the analog stick.
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No Slipping
Players will not slide on ice covered floors.
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Slippery Floors
All floors cause players to slide as if they were covered in ice.

Curses

Press the Right Trigger button to assign these variants on a per player basis.

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Cursed Bows - shooting with an empty quiver kills
The player will die when releasing the shoot button if they are holding no arrows. Counts as a self kill and results in a point deduction in Headhunters.
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Cursed Dodges - dodging without catching an arrow of stomping kills
The player will die if they execute a dodge that ends without catching or stomping; stomping on shields will prevent death whilst cancelling a dodge before either a catch or a stomp will result in death. Counts as a self kill and results in a point deduction in Headhunters.
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Big Heads
Player sprites have enlarged heads. Does not affect player hitboxes.

Arena

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No Hazards
Removes the potentially lethal hazards from all stages, including hanging orbs, swinging spikeballs, moving blocks and icicles.
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Always Dark
The Dark Orb powerup will take effect at the beginning of each round and last for its entirety.
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Slow Time
The Time Orb powerup will take effect at the beginning of each round and last for its entirety.
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Always Lava
The Lava Orb powerup will take effect at the beginning of each round and last for its entirety. Dying by lava counts as a self kill and results in a point deduction in Headhunters.
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Always Scrolling
The Space Orb powerup will take effect at the beginning of each round and last for its entirety.
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Offset World - just try it
Offsets the level positioning relative to the screen so that the center of the level becomes the corners and vice-versa.
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Dark Portals
A single Dark Portal will appear in each round which spawns both Green Slimes and Eye Bats to a maximum of 3 at a time. Dying to an enemy counts as a self kill and results in a point deduction in Headhunters.

Powerups

These variants determine which Powerups will spawn in treasure chests, overriding the default spawn rates of each tower.

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Ignore Tower Item Set
Allows all Powerups to spawn on all towers
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Arrow Shuffle - picks two random arrow types to include
The arrow types remain the same for the entirety of each match and override the default arrow types of each tower.
NoShield.png
No Shield
NoWings.png
No Wings
NoSpeedBoots.png
No Speed Boots
NoLookingGlass.png
No Looking Glass
NoExtraArrows.png
No Extra Arrows
NoBombArrows.png
No Bomb Arrows
NoLaserArrows.png
No Laser Arrows
NoBrambleArrows.png
No Bramble Arrows
NoDrillArrows.png
No Drill Arrows
NoBoltArrows.png
No Bolt Arrows
NoSuperBombArrows.png
No Super Bomb Arrows
NoFeatherArrows.png
No Feather Arrows
NoTriggerArrows.png
No Trigger Arrows
NoPrismArrows.png
No Prism Arrows
NoDarkOrb.png
No Dark Orb
NoTimeOrb.png
No Time Orb
NoLavaOrb.png
No Lava Orb
NoSpaceOrb.png
No Space Orb
NoBomb.png
No Bomb
Removes bomb chests from the pool of powerups. Opening a treasure chest as a ghost will still release a bomb trap.