Version 0.6 Patch Notes

Axon TD: Uprising - Tower Defense

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] [hr][/hr] [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] [hr][/hr] [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] [hr][/hr] [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] [hr][/hr] [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] [hr][/hr] [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]!