A Mazing Tower Defense where you expand the map layout itself. A huge arsenal of towers and a wide variety of enemies clash in a battlefield that grows to your whims. Engage in single, cooperative, and roguelite gameplay.
The next version is here! [b]Version 0.6[/b] includes New Defenses & Axons, reconnect support for Co-op, new Co-op maps, more Qol, a bunch of balance updates, fixes, and more. Check out the 0.6 Overview for the fancy nutshell; full notes are below!
[previewyoutube=vbNqbiN-oaI;full][/previewyoutube]
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[h1][b]New Defenses[/b][/h1]
[h3]New MegaCorp Tower: [b]Discharge Blaster[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/2a076e60163921b2cffc7d1295d44f09bf5fa871.jpg[/img]
Uses a battery to overcharge its attacks. Starts at a low cooldown, but the cooldown increases by 0.05 for every attack, until it hits the upper cap.
After 3 seconds of not attacking, the cooldown is reduced by 0.1 per second, until it hits the attack speed cap.
[u]Stats[/u]:[list]
[*][b]Cost[/b]: 100
[*][b]Range[/b]: 2
[*][b]Damage[/b]: 18
[*][b]AoE[/b]: 1.5
[*][b]Attack speed[/b]: 2.5 to 0.42
[/list][u]Upgrades[/u]:[list]
[*][b]Upgrade 1[/b]: Stuns all Axons hit for .25 seconds.
[*][b]Upgrade 2[/b]: While it is attacking and has battery charge left, increase adjacent Towers’ attack speed by 15%.
[*][b]Upgrade 3[/b]: Damage is doubled, no longer has an AoE. Now prioritizes support units.
[*][b]Global Upgrade[/b]: The battery recharges twice as fast.
[/list]
[h3]New Vex Industries Tower: [b]Axon Factory[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/57d80d5ac67ab7c7592095f8b3834f5ec3940c4e.jpg[/img]
Spawns a radioactive Replicant that paths from the placement location to the nearest spawn point. Explodes upon collision with an Axon and leaves a pool of radioactive waste on the ground dealing damage per second through Armor & Shields. Pool lasts for 4 seconds.
Spawned units have a lifespan of 10 seconds, then they self-detonate.
[u]Stats[/u]:[list]
[*][b]Cost[/b]: 100
[*][b]Range[/b]: N/A
[*][b]Damage[/b]: 125 + 8 area damage per second
[*][b]AoE[/b]: 1.5 + 1
[*][b]Cooldown[/b]: 15
[/list][u]Upgrades[/u]:[list]
[*][b]Upgrade 1[/b]: Instead spawns 2 Boosters over 3 seconds before it goes on cooldown.
[*][b]Upgrade 2[/b]: Radioactive pool lasts longer but deals less damage, and applies a 20% Damage Amp on passing Axons for 3 seconds.
[*][b]Upgrade 3[/b]: Spawns in a phased out Booster that passes through Axons until it expires, slowing them by 20% for 2 seconds.
[*][b]Global Upgrade[/b]: Every 15 seconds, EMP an Axon adjacent to the factory for 4 seconds.
[/list]
[h3]New Astrosys Labs Tower: [b]Duplicator[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/f900049cbfb83d8442d5f590f151f1e2da4db16d.jpg[/img]
Transforms into a Tower that can deal damage, dealing 160% of the original tower’s damage.
Once a Tower has been copied, it cannot be copied again for 60 seconds. Transformation lasts 12 seconds.
[u]Stats[/u]:[list]
[*][b]Cost[/b]: 100
[*][b]Range[/b]: 5x5
[*][b]Damage[/b]: N/A
[*][b]AoE[/b]: N/A
[*][b]Cooldown[/b]: 20
[/list][u]Upgrades[/u]:[list]
[*][b]Upgrade 1[/b]: Transformation lasts 3 seconds longer.
[*][b]Upgrade 2[/b]: Increases range of the transformed Tower by 0.5. Does not work with area towers.
[*][b]Upgrade 3[/b]: Transformed Towers costing 75 Credits or less instead deal 225% damage.
[*][b]Global Upgrade[/b]: Casting an Overload on a Duplicator Tower casts the same Overload again on the same Tower 10 seconds later for free.
[/list]
[h3]New New Frontier Mine: [b]Catapult Mine[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/fbd827d333137d4bc766e30f37b78591055ec1f2.jpg[/img]
Directional Mine. Throws an Axon on the mine 3 tiles in the aimed direction. If it collides with a tower, the Axons are stunned for 0.5 seconds. If they’re thrown towards an empty tile and have less than 10% HP, they fall off the map and are destroyed. Otherwise Axons are slowed by 40% for 3 seconds after landing.
Cannot throw Colossus, Juggernaut, Vanguard, Marauder or Architect.
[u]Stats[/u]:[list]
[*][b]Cost:[/b] 75
[*][b]Range:[/b] 3
[*][b]Damage:[/b] N/A
[*][b]AoE:[/b] N/A
[*][b]Cooldown:[/b] 20
[/list][u]Upgrades[/u]:[list]
[*][b]Upgrade 1:[/b] Increases throwing distance by 1.
[*][b]Upgrade 2:[/b] Deals 40 damage in a 1.5 AoE around where the thrown Axon lands.
[*][b]Upgrade 3:[/b] Temporarily removes Armor and Shields from thrown Axons. Duration of 10 seconds.
[*][b]Global Upgrade:[/b] Mini-stuns Axons passing under a thrown Axon for 0.2 seconds.
[/list]
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[h1][b]New Axons[/b][/h1]
[h3]New Axon: [b]Skipper[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/5f354beb875edc6541327313cccfc9fe67f7acbf.jpg[/img]
Ignores Mines and Traps.[list]
[*][b]HP[/b]: 100
[*][b]Move speed[/b]: 1.2
[/list]
[h3]New Axon: [b]Reverser[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/35e94506be74bb0d59772941f29b817883dc626a.jpg[/img]
Starts at the exit and leaks at the entrance. Every 10 seconds, it phases forward, healing all the damage it has taken in the last 3 seconds. If it passes any other Axon, that Axon gets a 100% speed boost for 3 seconds. [list]
[*][b]HP[/b]: 170
[*][b]Move speed[/b]: 1.8
[/list]
[h3]New Axon: [b]Architect[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/156d12e1d8f1437e5caba5c7034c51fb34f906ed.jpg[/img]
Every 15 tiles traveled, the Architect stops where it's at and adds a new temporary tile to the grid for 8 seconds. [list]
[*][b]HP[/b]: 250
[*][b]Move speed[/b]: 1.2
[/list]
[h3]New Axon: [b]Marauder[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/9984b7b185fec5cda0e3e6d8155f370c306f486c.jpg[/img]
Every 10 seconds, the Marauder goes debuff immune for 4 seconds and gets a 100% move speed boost. [list]
[*][b]HP[/b]: 240
[*][b]Move speed[/b]: 1.2
[/list]
[h3]New Axon Boss: [b]Creator[/b][/h3]
[img]{STEAM_CLAN_IMAGE}/43877500/e8e635d252a525072d6666766c607188d416c918.jpg[/img]
Every 10 seconds, it spawns 6 Axons depending on its current stage. [list]
[*]Stage 1: Berserker Mk II
[*]Stage 2: Booster Mk II
[*]Stage 3: Replicator Mk II
[*]Stage 4: Armored Infector Mk II
[*]Stage 5: Shielded Teleporters Mk II
[*]Stage 6: Marauder Mk II
[/list]
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[h2][b]General[/b][/h2][list]
[*]Axon TD now supports Steam Rich Presence, displaying your in-game Status in the Steam community.
[*]Drag-selecting Defenses no longer include Defenses that are unable to target.
[*]You can now set a targeting priority while having multiple Defenses selected.
[*]Added the ability to select all Defenses that can target by pressing 'H'.
[*]Added a Contextual Warning message for when you first encounter Architects and Hover Jets/Carriers. This is to warn newer players about their abilities.
[*]Adjusted Tutorial mission 3 to include a mention of Recycles and their new functionality of being able to remove Obstacles.
[*]Adjusted attacking towers to say "attack speed" instead of cooldown.
[*]In Campaign, you can now rewatch unlocked cutscenes in your Journal.
[*]EMP is now indicated by a magenta-colored bar on top of the HP bar.
[*]Axons that are debuff immune now have a distorted HP bar indicator.
[/list]
[h2][b]Co-op[/b][/h2][list]
[*]A new Co-op Survival Map has been added called Big Platforms, based on the Platform map from singleplayer Survival, but without checkpoints.
[*]New 2-player map: [b]Across[/b].
[*]New 3-player map: [b]Freehold[/b].
[*]New 4-player map: [b]Roundabout[/b].
[*]Co-op solo is now played offline.
[*]Co-op sessions can now be restarted from in-game after passing a vote.
[*]You can now resume a Co-op game from a checkpoint as long as you don't lose from the Co-op menu.
[*]You can no longer pick up more than one Tower, Upgrade or Tech in one wave in solo Co-op.
[/list]
[h2][b]Survival[/b][/h2][list]
[*]Added 6 new end waves to the wave 30+ list featuring the new Axons.
[*]Blank Canvas
-- Reduced the HP multiplier for waves 30+.
-- Slightly increased the HP multiplier for waves 80+.
[*]Platform
-- Reduced the 30+ waves HP scaling.
-- Reduced the amount of tiles on the map.
[*]Each Survival map now has a rotation of 3 Bosses after wave 30 instead of being random. However, the wave 120 Boss will always be either the Goliath or Creator. [list]
[*][b]Blank Canvas[/b]
– Revenant → Guardian → Iron Centipede → repeat | Final Boss is Goliath.
[*][b]Islands[/b]
– Guardian → Iron Centipede → Goliath → repeat | Final Boss is Creator.
[*][b]Platform[/b]
– Creator → Revenant → Goliath → repeat | Final Boss is Goliath.
[*][b]Divider[/b]
– Goliath → Revenant → Creator → repeat | Final Boss is Goliath.
[*][b]Big Platform[/b]
– Revenant → Guardian → Iron Centipede → repeat | Final Boss is Creator.
[/list][*]Added descriptions to the Survival maps in the Survival and Lobby menus.
[/list]
[h2][b]Map Editor[/b][/h2][list]
[*]Added a tutorial video for the Map Editor.
[*]Added tooltips to most of the value boxes.
[*]Added the ability to press Tab to cycle through value boxes.
[*]Made various UI adjustments, most notably in the Axon and Tech selection screens.
[*]You can now simulate the player count when testing your map.
[/list]
[h2][b]Visuals[/b][/h2][list]
[*]New death visual
[*]Updated Reaper Tower attack visuals
[*]Updated Seeker Drone Tower attack visuals
[*]Updated Orbital Cannon Tower attack visuals
[*]Updated Plasma Cannon U2 & U3 attack visuals
[*]Added a Debuff Immunity visual for Purger & Lifter
[*]Various tweaks to backgrounds
[/list]
[h2][b]Fixes[/b][/h2][list]
[*]Fixed Bosses giving almost no additional score.
[*]Fixed an issue where Command Link wasn't buffing the range of Electron Launcher.
[*]Fixed a visual issue where the Command Link "link" would remain after selling a Tower connected to it.
[*]Fixed an issue where Mass Driver was hitting twice on every shot.
[*]Fixed an issue where the Temporal Mine Global Upgrade was triggering multiple times per activation.
[*]Fixed an issue where Siphon Cannons couldn't target Axons with Seeker Drones attached to them.
[*]Fixed an issue where the Colossus frontal shield was blocking multiple effects that it wasn't supposed to be blocking.
[*]Fixed an issue with Hover Jet pathing.
[*]Fixed an issue where the "Place a Tower on a Blocker to gain Credits" Tech was causing your Blocker count to go negative.
[*]Fixed an issue where the UI cost display didn't update on wave reset with the Mega Expansionist Survival Upgrade.
[*]Fixed an issue causing you to stay connected to Co-op lobbies you had left.
[*]Fixed an issue in Survival where you could get stuck with only 7 Defenses in your loadout.
[*]Fixed some Techs accidentally being removed from the Survival Tech pool.
[*]Fixed Blockers having a target priority setting.
[*]Fixed an issue where some parts of the descriptions got cut off in the tooltips.
[*]Fixed an issue where the UI got cut off at higher resolutions.
[*]Fixed being able to click a spawn point through UI elements.
[*]Fixed various issues with Co-op lobbies.
[*]Fixed various tooltip errors.
[/list]
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[h2][b]Balance[/b][/h2][list]
[*]Added Architect and Lifter to the Smart Targeting support priority list.
[*]Smart targeting has been updated for single-target towers to more reliably target down high priority support units.
[*]Defenses on Default targeting will now prioritize Bosses that are close to leaking.
[*]Drilling Laser now also prioritizes support units.
[/list]
[h3][b]Axons[/b][/h3][list]
[*]Carrier base HP reduced from 160 to 150.
[*]Lifter adjusted:
-- Now Lifts an Axon for 10 seconds then drops it. Cooldown of 3 seconds.
-- Lifters can no longer Lift Medivacs.
[*]Mass Teleporter:
-- Now has a max cap of 15 Axons it can teleport at once.
-- Cooldown increased from 10s to 12s.
[/list]
[h3][b]Defenses[/b][/h3]
[b]Artillery[/b][list]
[*]U3 adjusted
-- Power cost increased from 25 to 30.
-- Damage reduced from 15 to 13.
-- Cooldown reduced from 2 to 1.5.
[/list]
[b]Blast Cannon[/b][list]
[*]U2 Power cost increased from 25 to 30, and slow reduced from 40% to 35%.
[/list]
[b]Cryo Beam[/b][list]
[*]Slow per stack reduced from 20% to 15%.
[/list]
[b]Drilling Laser[/b][list]
[*]Range increased from 2.5 to 3.
[/list]
[b]Electron Launcher[/b][list]
[*]Damage increased by 1 for the base tower and all upgrades.
[/list]
[b]Energy Saw[/b][list]
[*]Base damage increased from 5 to 6.
[/list]
[b]Frag Hammer[/b][list]
[*]U3 damage reduced from 65 to 50.
[*]Stun duration reduced from .8s to .7s at base, U3 from .4s to .3s.
[/list]
[b]Gravity Trap[/b][list]
[*]Passive slow now automatically applies to all upgrades.
[*]Passive slow reduced from 25% to 20%.
[*]U1 stun reduced from 2.5s to 2s.
[*]Global Upgrade replaced:
-- [b]Old[/b]: Increases passive slow rate to 30% and the passive slow applies to all upgrades.
-- [b]New[/b]: Increases passive slow rate to 25% and slow linger duration to 2 seconds.
[/list]
[b]Mass Driver[/b][list]
[*]Base damage increased from 60 to 65.
[/list]
[b]Missile Launcher[/b][list]
[*]Base damage increased from 18 to 22.
[*]U1 damage increased from 13 to 16.
[*]U2 stun duration increased from .5s to .7s.
[/list]
[b]Nuclear[/b][list]
[*]Repair debuff increased from 35% to 50%.
[*]Base damage increased from 5 to 6.
[*]U1 cap increased from 12 to 15.
[*]U3 Power cost increased from 35 to 40.
[*]U3 damage increased from 50 over 10s to 64 over 8s.
[/list]
[b]Orbital Cannon[/b][list]
[*]U2 damage increased from 36 to 38.
[/list]
[b]Plasmathrower[/b][list]
[*]Now resets its remaining salvo count when not firing continuously.
[/list]
[b]Plasma Cannon[/b][list]
[*]U2 EMP duration increased from 4s to 6s.
[*]U3 Amp increased from 25% to 30%.
[/list]
[b]Portable Generator[/b][list]
[*]Base cost reduced from 40 to 30.
[*]Credit cost now increases by 2 for each Portable Generator you build, with a cap of 50.
[*]U2 Power Cost increased from 30 to 35.
[*]Global Upgrade damage bonus reduced from 25% to 20%.
[/list]
[b]Radiation Vent[/b][list]
[*]Global Upgrade amp per debuff type increased from 3% to 4%.
[/list]
[b]Siphon Cannon[/b][list]
[*]Global Upgrade replaced:
-- [b]Old[/b]: Increases the range of the Siphon Field by 0.5.
-- [b]New[/b]: Increases the damage of adjacent Defenses by 15% for 4s when firing.
[/list]
[b]Temporal Mine[/b][list]
[*]Credit cost increased from 50 to 75.
[*]Upgrade costs increased from 25 to 30 for all upgrades.
[*]Global Upgrade damage increased from 75 to 90.
[/list]
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[h3][b]Overloads[/b][/h3][list]
[*]Compound Rounds has been reworked:
-- Is now called Shredder.
-- Removes Armor and Shields from Axons in an AoE of 3 around it for 10 seconds.
-- The Shredder Overload Tech increases the duration of this debuff by 5 seconds.
[*]Nuke damage reduced from 50 + 10% to 75 + 6%.
[*]Amplify base Amp reduced from 50% to 40%.
[/list]
[h3][b]Techs[/b][/h3][list]
[*]Power On Leak Power bonus increased from 10 to 15 in Quickplay and Co-op.
[*]Wave End ADD now has a minimum wave of 10 and gives an ADD every 3 waves instead of every 2 in Survival.
-- [i]Getting this one early pretty much ensured you were good with ADDs for the rest of the game.[/i]
[*]+1 ADDs if you don't pick an ADD from the end of wave reward now has a minimum wave of 20.
-- [i]Combined with the Tech above, this resulted in an insane abundance of ADDs.[/i]
[*]Interest per wave reduced from 15% to 10% in Survival.
-- [i]Another source of free income that was too easy to just get every wave and fed into itself.[/i]
[*]Global Credit Cost reduction reduced from 10% to 8% in Survival.
[*]Global Power Cost reduction reduced from 10% to 8% in Survival.
-- [i]These techs stack up too much in late game Survival.[/i]
[*]The Nuke Overload Tech has been adjusted to instead give +1 AoE.
-- [i]The high HP damage in an AoE scaled disproportionally well in late game Survival.[/i]
[*]The Amplify Overload Tech Amp bonus reduced from 25% to 20%.
-- [i]This has a very high value in late game Survival.[/i]
[*]+5% Damage for all Defenses for the next 5 waves now has a minimum wave of 10 in Survival.
[*]Deployment Aura no longer deactivates from selling.
[*][b]Big Spender[/b] reworked:
-- [b]Old[/b]: +1 ADD when spending 100 Credits or more in one wave. Can only trigger once per wave.
-- [b]New[/b]: +1 ADD at the start of the wave when spending 150 Credits or more without selling.
[*][b]Lone Tower[/b] replaced:
-- [b]Old[/b]: +1 ADD when placing a Tower with no adjacent Defenses. Selling deactivates this Tech for the duration of the wave.
-- [b]New[/b]: Renamed to [b]Hard Materials[/b]: +1 ADD when Recycling an Obstacle.
[*][b]Sweeper[/b] reworked:
-- [b]Old[/b]: +1 Recycle when placing a Defense within 3 range of the exit. Selling deactivates this Tech for the duration of the wave.
-- [b]New[/b]: +1 Recycle if you place down a damage dealing Tower within 3 range of the exit during the wave.
[*][b]Buy Low, Sell High[/b] reworked:
-- [b]Old[/b]: +10 Credits when selling a Defense costing 50 Credits or less.
-- [b]New[/b]: +30 Credits when selling 3 or more Defenses in one wave.
[*][b]Power Build[/b] reworked:
-- [b]Old[/b]: +3 Power per adjacent empty tile when placing down your first Defense in a wave.
-- [b]New[/b]: -8 Upgrade cost for the first Defense you build this wave. Selling deactivates this Tech for the duration of this wave.
[/list]
[h3][b]Survival Upgrades[/b][/h3][list]
[*]"Mega Kill" reworked:
-- Now gives a constant 10% damage bonus to all MegaCorp Defenses that cost 50 Credits or less.
[/list]
[hr][/hr]
As usual, with a major update that adjusts balance, [b]Leaderboards[/b] have been wiped. Experiment at will with the new Defenses, and look forward to more updates as we near our [b]Official Release[/b]!