1. Axon TD: Uprising
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  3. Version 1.1 Patch Notes

Version 1.1 Patch Notes

At long last, Version 1.1 has arrived! Its major features include PvP Mode, Skins, & Stats Profile. And as per usual, it comes with a bevy of balance, fixes, and other updates. Check out our video overview for the quick rundown, and below is our full notes!

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General
  • Added PvP Mode!
    • Is played in 1v1.
    • You start with 30 lives and 3 pre-selected Defenses and see who can survive the longest, or who has the most lives left when the game ends.
    • You can also play it with the same random loadout, or a completely random loadout for both of you.
    • You can send Axons at your opponent. This costs Credits. The quality of Axons you can send increases as you send more.
    • If your sent Axons are killed, your Credits are refunded during the wave. If they leak on the opposing side, those Credits are lost.
    • If you leak, you get free spawns. These do not contribute to upgrading your Axons.
    • This mode features 4 different maps and has 4 wave lists that it randomizes between.
    • Various Defenses have had their base costs adjusted for this mode to be more viable.
      -- Note: You can play this mode solo by starting a lobby with only one player. The opposing player will be replaced by a bot.
  • Added 3 Skins for each Defense. You unlock them by completing achievements.
  • Added a Profile page! This can be accessed from the top-right corner in any menu (click your name or portrait). You can view your stats, achievements, and equip tower skins from here.
  • Added the ability to draw lines on the grid by holding down Ctrl + Left-click.

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Balance


[h2]EMP Rework[/h2]
EMP no longer completely shuts down Axon abilities. It instead reduces their effectiveness by 50%.

Affected Axons
  • Repairer: Reduces healing amount to 16 + 0.75%.
  • Spectre: Revives with 37.5% HP.
  • Cloaker: Duration reduced to 1.5 seconds.
  • Infector: Duration reduced to 2 seconds.
  • Protector: Damage reduction reduced to 20%.
  • Regenerator: Healing reduced to 2 + 0.25%.
  • Adv. Reparier: Healing reduced to 50 + 0.75%.
  • Replicator: Replicant HP is reduced to 50%.
  • Teleporter: Tiles teleported reduced to 3.
  • Architect: Duration reduced to 3 seconds.
  • Carrier: Hover Jet HP is reduced to 50%.
  • Colossus: Takes 50% damage from the front.
  • Disruptor: Attack speed reduction reduced to 12.5%.
  • Mass Cloaker: Duration reduced to 1.5 seconds.
  • Mass Teleporter: Tiles teleported reduced to 1.5.
  • Medivac: Reduces healing amount to 22.5 + 0.75%.
  • Overcharge Tank: Boost reduced to 160%.
  • Reverser: Temporal time reduced to 1.5 seconds.
  • Scarab: Nano Scarabs spawn with 50% HP.
  • Scarab Lord: Scarabs spawn with 50% HP.
  • Linked Squadron: Reduces healing amount to 10 + 0.25%.
  • Supply Tank: Reduces healing amount to 2.5 + 0.25%.
  • Vanguard: Taunt duration reduced to 3.
Unaffected Axons
  • Berserker
  • Scout
  • Sentinel
  • Nano Scarab
  • Squadron
  • Transport
  • Booster
  • Hover Jet
  • Juggernaut
  • Replicant
  • Skipper
  • Avenger Squadron
  • Adv. Transport
  • Lifter
  • Marauder
  • Purger

[h2]Survival[/h2]
  • Lowered HP multipliers across the board.
  • Added the ability to remove a Defense from your loadout at wave 30.
  • Adjusted waves 18 and 19 on Blank Canvas to stand out a little bit less in terms of difficulty.

[h2]Axons[/h2]
  • Marauder base HP reduced from 210 to 200.
  • Reverser base HP reduced from 160 to 150.
  • Reverser ability cooldown increased from 10 to 12s.

[h2]Defenses[/h2]
Arc Reactor
  • Global Upgrade no longer increases bounce range.
  • U3 damage reduced from 18 to 16.
  • U3 bounce damage multiplier reduced from 1.35 to 1.3.
Artillery
  • Impact damage increased from 8 to 9.
Axon Factory
  • Global Upgrade EMP duration increased from 5 to 6.
Catapult Mine
  • Range increased by 1.
Cryo Beam
  • Base damage increased from 9 to 10.
  • U1 damage increased from 5 to 6.
Drilling Laser
  • U3 upgrade cost increased from 25 to 30.
  • U3 AoE damage increment per second increased from 4 to 4.5.
Duplicator
  • Duration increased from 12 to 14s.
  • U1 duration increased from 15 to 18s.
Electron Launcher
  • U2 EMP duration increased from 1 to 2s.
EMP Gatling
  • EMP Max duration increased from 4 to 6s.
  • EMP duration applied per shot increased from 0.75 to 1.2s.
EMP Mine
  • Now deals 20 damage when triggered.
  • U2 damage increased from 30 to 40.
Energy Saw
  • Base damage increased from 6 to 7.
Frag Hammer
  • Base damage increased from 90 to 100.
  • U3 damage increased from 45 to 55.
Inertia Blaster
  • Base damage increased from 8 to 10.
  • Range increased by 0.5.
  • U3 Power cost increased from 25 to 30.
  • U3 no longer loses damage per shot, it is now per kill.
Link Blaster
  • Base damage increased from 10 to 12.
  • U3 damage increased from 12 to 14.
Network
  • U3 Credit Cap per wave reduced from 36 to 30.
  • U3 Credit Cap increase per U3 Network tower reduced from 6 to 5.
  • U3 no longer generates Credits from Squadron units.
  • Global Upgrade reworked. Every 2 Network towers in the chain, up to 8, now increases the base damage by 1 and cap by 1.
Plasmathrower
  • U2 and U3 damage increased from 14 to 15.
  • Global Upgrade damage bonus against Armor reduced from 250% to 200%.
Plasma Cannon
  • U2 EMP duration increased from 5 to 6s.
Plasma Vent
  • U3 Power cost increased from 25 to 30.
  • U3 now has a damage cap of 12 damage per second.
Reaper
  • U3 upgrade cost increased from 25 to 30.
  • U3 base damage increased from 20 to 24.
  • Global Upgrade EMP duration increased from 3 to 4s.
Seeker Drone
  • U2 stun duration reduced from 2 to 1.5s.
Target Marker
  • Maximum damage cap reduced from 2000 to 1500.

[h2]Overloads[/h2]
  • Boost Range now increases range by 1, but is active for the entire wave.
  • Hypercharge duration increased from 6 to 8s.
  • EMP Blast Duration increased from 6 to 7s.
  • Nuke base damage increased from 60 to 70.
  • Radiation Cloud DoT damage increased from 6 to 7.
  • Zeus Cannon Damage ratio increased from 20% to 25%.
  • Zeus Cannon Overload Tech bonus increased from 20% to 25%.

[h2]Techs[/h2]
  • Scaling Economics reworked and has been reenabled in Survival:
    -- Old: Placing down a Defense reduces the Credit cost of the next Defense of the same type, up to a cap of 6.
    -- New: When placing down a Defense, reduces the Credit cost of the next Defense of the same type within the same wave by 3. Up to a cap of 12 Costs reset every wave.
  • Feedback Loop reworked and has been reenabled in Survival:
    -- Old: Gain 1 Power for each upgraded Defense, up to a cap of 10 per wave.
    -- New: If you did not sell this wave, gain 3 power for each Defense you upgraded at the end of the wave. Up to a cap of 12.
  • Cheaper Traps reworked and has been reenabled in Survival:
    -- Old: Reduces the Credit cost of traps by 4.
    -- New: When placing down a Trap or Mine, each adjacent Trap or Mine of a different type reduces the Credit Cost by 3.
  • Just a Scratch reworked and has been reenabeld in Survival:
    -- Old: Axons take 10 damage when they spawn in.
    -- New: Axons take 10% additional damage within 5 range of the entrance.
  • Bonus Sell Charges reworked and has been reenabled in Survival:
    -- Old: Gain 2 extra Sell Charges each wave.
    -- New: Gain an extra Sell Charge and 10 Credits when leaking.
  • Trap Master reworked and has been reenabled in Survival:
    -- Old: Reduce Trap and Mine upgrade costs by 5%.
    -- New: If a Trap or Mine has been active on the field for 5 waves, reduce its Upgrade Costs by 5 Power.
  • Elite Killers reworked and has been reenabled in Survival:
    -- Old: +1 Credits when an upgraded Tower gets a kill, up to a cap of 30 per wave.
    -- New: If you didn't Sell this wave, each Defense you upgrade gains +10% Damage for the duration of the wave.
  • Blocker Exchange reworked and has been reenabled in Survival:
    -- Old: +1 Blocker when you sell a Tower, Can only trigger once per wave.
    -- New: When a Blocker is consumed, gain +8 Power. Can only trigger once per wave.
    Note: Other Techs that consume Blockers are pre-requisites for this Tech showing up in Survival.
  • Sentinel reworked and has been reenabled in Survival:
    -- Old: +2 Credits per unupgraded Tower kill. Up to a cap of 30 per wave.
    -- New: Every 5th kill from an unupgraded Tower gives +2 Credits, up to a cap of 20 per wave.
    • Note: This means that any one tower needs to score 5 kills individually to trigger the bonus once. Also, for Network, this doesn't count if ANY of the Network Towers in the chain are upgraded.

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[h2]Audio[/h2]
  • Added a new music track to the game.
  • Updated most of the music tracks in the game.
  • Added a sound effect for the contextual ping in Multiplayer

[h2]Visuals[/h2]
  • Each manufacturer now has a unique fade-in animation when built
  • Improved Start/Exit Portal visuals
  • Teleport Portals now show up as yellow and have a teleport visual
  • On Leak visual updated
  • Updated colorizations on several Defense upgrades, including Pulseray, EMP Gatling,
  • Frag Hammer jet trail improved
  • Link Blaster U2 now has a cable glow to connected Towers
Fixes
  • Fixed an issue where the Backtrack Overload would end prematurely if cast shortly after a path change took place.
  • Fixed an issue where the Plasmathrower Global Upgrade wasn't working.
  • Fixed an issue where Hypercharge only worked on the first attack on Frag Hammer.
  • Fixed an issue where Portable Generator U1 was listing range instead of AoE.
  • Fixed an issue in Co-op where some Techs weren't cleared properly and would persist into the next game session when pressing continue.
  • Fixed an issue where the Sniper Global Upgrade ricochet could bounce to cloaked units.
  • Electron Launcher's range can now be buffed past its Global Upgrade cap.
  • Fixed an issue where Axons that couldn't be EMP'd triggered EMP Mines.
  • Fixed an issue where the game could freeze if you had spawners/splitters on maps with a checkpoint or teleporter.
  • Fixed an issue with the total damage graph.
  • Fixed a tooltip error in regards to Portable Generator's Credit cost cap.
  • Fixed an issue where the "Feedback Loop" Tech was granted as soon as it was picked up.
  • Fixed an issue where Duplicator clones did not get affected by adjacency buffs.
  • Fixed an issue where Scarabs, Replicators, Carriers and Transport units would not get the HP multiplier applied to them after being spawned.
  • Fixed the Game Over stats overlapping the Multiplayer chat window.
  • Fixed an issue where Astrosys' "create a tile under the placed Defense" Tech didn't allow for placing anything else on it after the tower that created it was sold.
  • Fixed an issue where the Astrosys Tile Tech allowed you to place tiles outside of the available play area.
  • Fixed an issue where some waves on Two Sides only spawned on one side.
  • Fixed an issue where the localization string for the Two Sides map in Survival was incorrect after switching language.
  • Fixed an issue where Nuclear U3's debuff indication didn't track past portals.
  • Fixed the Zeus Cannon Overload Tech not affecting the HP percentage value.
  • Fixed an issue where the Reverser warning message wouldn't pop up properly.
  • Fixed Reverser not listing its "healing" mechanic in its description.

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Soundtrack Released!

Lastly, you can now buy the official soundtrack! It contains 20 tracks, by our composer Nick DeJohn. As noted in our patch notes, every track has received a mastering pass, making the music truly shine. Check it out!

https://store.steampowered.com/app/3431320/Axon_TD_Uprising_Soundtrack/

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That's it for Version 1.1! We hope you enjoy the PvP Mode, as well as the many other additions to the game. If you're looking for strategies and players, you can always join our Discord. Let us know what you think of it!