1. Axon TD: Uprising
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  3. Version 1.0 Patch Notes

Version 1.0 Patch Notes

At long last, Version 1.0 is here! Every part of the game has received love, from revised maps and missions, to Survival, to Boss Mode, and of course, Chapter 5 is here. You can now play the Campaign out to completion - and in Co-op! Read on for the full patch notes.

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General
  • Added localization for Simplified and Traditional Chinese, Spanish, Japanese and Korean.
  • Added a new Boss, Omega
    -- Spawns 3 beacons every wave in random positions on the unlocked grid that persist through waves. Each one reduces your Defenses' damage until destroyed.
  • Added a new Overload, Backtrack.
    -- Forces the Axons to walk in the opposite direction for 6s. Axons can still cast abilities while under this effect.
    -- Overload Tech: Increases the duration to 9s.
  • Added a new Overload, Radiation Cloud.
    -- Deploys a radioactive cloud in a 5x5 area around one of your Defenses for 10 seconds. Axons within the area take damage and all healing received is instead taken as damage.
    -- Overload Tech: Radiation cloud duration increased to 15 seconds.
  • Added 11 new achievements.
    -- Clear Chapter 5 of the Campaign
    -- Complete all optional objectives in the campaign.
    -- Clear the fifth Boss in the Campaign on Hard.
    -- Clear the sixth Boss in the Campaign on Hard.
    -- Clear Survival "Two Sides" on Normal
    -- Clear Survival "Two Sides" on Hard
    -- Complete a map with Boss Mode enabled.
    -- Complete any Quickplay or Co-op map on Hard difficulty with Chaos, Rush Mode and Boss Mode enabled.
    -- Unlock 8 Global Defense Upgrades in one game.
    -- Complete all Co-op maps.
    -- Unlock all 40 Global Defense Upgrades at least once at any point.
  • Improvements have been made to super ultra wide screen support.
  • Added the ability to disable Replay creation and Leaderboard submission. This does not work in Co-op.
  • There's now a button for switching player perspective in Co-op replays.
  • Your difficulty selection is now saved between sessions.
  • Checkpoints no longer disappear for minor version updates.
  • You now get a warning when a Boss is about to spawn, both as pop-up on the side of your screen and an icon above the spawn it's coming from. They're also part of the wave preview.
  • Added a warning pop-up for Carriers.
  • The game now displays the name of the current map/mission you're playing and the current difficulty when you pause.
  • Tower selection UI has been adjusted a little so that the Global Upgrade button is no longer outside of it.
  • Defenses now display a buff percentage on their damage increases.
  • Your Defenses now have a kill counter.
  • You can now see the Axons' stats when selected.
  • The Codex has been updated with a new look.
  • Adjusted the UI in various menus to make it more consistent and user-friendly.
  • Adjusted the minimap zoom a little bit.
  • Updated the in-game Credits to include more of our wonderful contributors.
  • Map Editor: Your level will now be autosaved in a separate file every 15 minutes.
  • Map Editor: Added the ability to place Blockers.

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Campaign
  • Chapter 5 has been added. Play out the epic conclusion to the story on Mega-451 with Patricia and Omni!
  • The Campaign can now be played in Co-op.
  • The entire Campaign has been updated to provide more of a challenge in the current balance sandbox, including changes to wave compositions, level layouts, the Tech Tree and the end of wave rewards.
  • All the cutscenes have been updated with voice acting, SFX and music.
  • You can now resume a Campaign mission from Checkpoints that are saved every wave.
  • Added a pop-up dialogue for selecting your difficulty before launching into the first mission.
  • Added optional objectives to Chapter 4.
  • Every Tech now has a name in the Tech Tree.


Quickplay
  • Added Boss Mode!
    -- This is a new modifier that increases the difficulty of any given map with different predetermined Bosses. The Bosses give additional score.
  • Adjusted the map layouts to varying degrees of the following maps:
    -- Matrix
    -- Comms Center
    -- Exodus
    -- Midnight
    -- Relic
    -- Arrival
    -- Contingency
    -- Duality
    -- Foundry 07
    -- Crows's Nest
    -- Fort Terra
    -- Quarantine Zone
    -- Distraction
    -- Network Relay
    -- Intersection
  • As a result, the thumbnails have been updated.
  • Adjusted wave lists to varying degrees of the following maps:
    -- Fragments
    -- Matrix
    -- Comms Center
    -- Exodus
    -- Vault 110
    -- Midnight
    -- Relic
    -- Arrival
    -- Contingency
    -- Duality
    -- Foundry 07
    -- Crows's Nest
    -- Fort Terra
    -- Quarantine Zone
    -- Lost Sectors
    -- Distraction
    -- Network Relay
    -- Interwoven
    -- Obstruction
    -- Intersection


Co-op
  • Added Boss Mode!
    -- This is a new modifier that increases the difficulty of any given map with different predetermined Bosses. The Bosses give additional score.
  • Adjusted the map layouts to varying degrees of the following maps:
    -- Across
    -- Approach
    -- Axon Crossing
    -- Lanes
    -- Last Stand
    -- Quadrants
    -- Reach
    -- Redirection
    -- Scattered
    -- Tower
    -- Trident
    -- Triforge
    -- Twister
    -- Two Fronts
  • As a result, thumbnails have been updated
  • All maps have had their wave lists adjusted to various degrees.
  • There's now a message indicating that resources will be scaled to player count when you have a map selected with a higher player count than you have players in the lobby.
  • Someone leaving a Co-op lobby now unreadies the host.
  • Added the ability to return to lobby from within a Co-op session.
  • You can now open the menu while you're on the "waiting for other player" screen.


Survival
  • Added a new Survival map, Two Sides.
    -- Manage two platforms at once.
    -- In this map, your loadout isn't limited to 8 Defenses.
  • The Upgrade Menu has been renamed to "Meta Techs" and has been reorganized horizontally.
  • Added 8 new Meta Techs:
    -- Path Manipulation: Every 10 waves, you get an extra end of wave choice, allowing you to choose between 4 ADDs, 2 Recycles, or 2 ADDs and 2 Blockers.
    -- Resource Conversion: Every 10 waves, gain the ability to exchange your Credits and Power. Power has twice the value of Credits. Your current highest resource according to this ratio gets converted to the other.
    -- Corrosion: Damage over time effects total damage increased by 10%.
    -- Armor Breaker: Breaking the Armor of an Axon stuns them for 1.5 seconds.
    -- Restrictive Policies: Gain the ability to remove another Defense and Tech from the End of Wave reward pool.
    -- Adaptive: Gain 3 free rerolls to use at any point.
    -- Mega Vex: Damage-dealing MegaCorp and Vex Defenses costing 75 Credits or less gain +1 base damage on every 15th kill, up to a cap of 4.
    -- New Astro: +1 base damage for Seeker Drone, EMP Gatling, Cryo Beam and Radiation Vent. +2 base damage for Inertia Blaster and Artillery.
  • The end of wave reward item is no longer associated with a specific resource. In other words, the Tech doesn't always come with the power choice anymore.
    -- As a result, the Power choice value is no longer relatively reduced.
  • Adjusted the Platform maps to feature Omega in the end waves.
  • Reduced the baseline end of wave Credit reward by 10 on all single player Survival maps.
  • Various adjustments have been made to the all the single player Survival wave lists.
  • Increased late game HP scaling slightly on all maps.
  • Two of the Endless waves have been adjusted to offer a little more of a challenge.
  • Slightly increased the HP of Revenant and Guardian later on in the waves on all maps.
  • Widened the playable grid in Co-op Divider a tad due to the fix where you can no longer place at the edge of the map making it feel a little restrictive.
  • Upgrade points earned per 5 waves increased from 4 to 5.
  • Upgrade points earned per Boss killed increased from 4 to 6.
  • Added a points breakdown tooltip when hovering over your "Upgrade Points Earned" at the end of a Survival round.
  • Updated all the single player Survival menu thumbnails.

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Balance
[h2]General Balance[/h2]
  • Plasma damage has been reworked. It now deals 100% to Armor, while also fully penetrating it.
  • The "Shield Break" mechanic now removes all shield charges temporarily, as opposed to permanently.
    -- This applies to Frag Hammer U3, EMP Mine U3 & Proximity Mine U2.
  • Bosses base score increased from 50 to 150.
  • Bosses are now immune to Slows while in their immune phase, and clear all debuffs upon entering it.
  • Pre-placed Towers can no longer have Global Upgrades applied to them.
  • Nuke Overload base damage reduced from 75 to 60.


[h2]Axons[/h2]

Advanced Repairer
  • Base heal increased from 95 to 100.
  • Percentage of max HP heal reduced from 2% to 1.5%.
Architect
  • Base HP reduced from 250 to 240.
  • Bridge duration reduced from 8s to 6s.
  • Now waits for 2 seconds and indicates where it's about to put down a tile.
  • Now checks if the intended shortcut is a gain of at least 6 tiles, otherwise it continues searching.
  • Now affected by EMP
Booster
  • No longer affected by EMP
Medivac
  • Base heal increased from 40 to 45.
  • Percentage of max HP heal reduced from 1.5% to 1%.
Marauder
  • Base HP reduced from 240 to 225.
Transport
  • No longer affected by EMP
Transport (Advanced)
  • No longer affected by EMP
Repairer
  • Base heal increased from 28 to 32.
  • Percentage of Max HP heal redued from 2% to 1.5%.
Supply Tank
  • Base heal increased from 4 to 5.
  • Percentage of max HP heal reduced from 0.5% to 0.4%.
[h2]Defenses[/h2]

Arc Reactor
  • U1 Power cost increased from 25 to 30.
Artillery
  • U1 now applies a 25% repair debuff for 4 seconds.
  • U1 and U2 upgrade costs increased from 25 to 30.
Axon Factory
  • Drone lifespan reduced from 9s to 8s.
  • U1 no longer drops a radioactive pool.
  • U1 damage increased from 90 to 100.
Blast Cannon
  • Linked Squadron is now included in its prioritized targets.
  • U1 Upgrade cost increased from 25 to 30.
  • Global Upgrade attack speed bonus reduced from 35% to 25%.
Catapult Mine
  • No longer stuns for 0.5s when the thrown Axon hits a tower.
  • Now stuns for 1s if the thrown Axon is above 75% HP.
  • Kill threshold has been increased from 10% to 10% + 40.
  • Can now only throw across gaps if the Axon is under the HP threshold.
  • Can now throw heavier units, but still cannot throw Architect or Lifter.
  • Global Upgrade stun duration increased from 0.2s to 0.3s.
Discharge Blaster
  • Now prioritizes Squadrons (not U3).
  • Base damage reduced from 16 to 10.
  • Cooldown thresholds rescaled from 0.3s -- 2s to 0.2s -- 1.5s.
  • Now recharges its attack speed 3 times as fast by default.
  • Time before it starts recharging after not attacking reduced from 3s to 2s.
  • Cooldown increase per attack reduced from 0.05 to 0.03.
  • U1 Stun duration reduced from 0.25s to 0.12s.
    Not really a nerf, moreso a rescale, as it now consistently has a higher attack speed.
  • U3 damage reduced from 36 to 30.
  • Global Upgrade replaced:
    -- Old: Attack speed recharges twice as fast.
    -- New: When it hits 1 attack speed, gain +60% damage for the rest of this wave.
  • U2 cooldown reduction increased from 15% to 20%.
Drilling Laser
  • U1 no longer gets a damage bonus.
  • U1 Upgrade cost increased from 25 to 30.
Duplicator
  • Now only clones a Tower if there's a target within the copied Tower's range.
EMP Gatling
  • Base damage reduced from 3 to 2.
  • U2 stun duration increased from 0.1s to 0.15s.
EMP Mine
  • U2 Damage reduced from 40 to 30.
  • Upgrade costs increased from 25 to 30.
Energy Saw
  • Stage transition time increased from 3.5 to 4s.
Frag Hammer
  • Base damage reduced from 100 to 90.
  • U3 damage reduced from 50 to 45.
Gravity Driver
  • U3 cooldown increased from 5 to 6s.
Inertia Blaster
  • U3 now ignores Shields.
Mass Driver
  • U2 damage reduced from 65 to 55.
Missile Launcher
  • U3 damage reduced from 20 to 18.
Network
  • Added a linger duration of 0.5s.
  • Increased base damage from 5 to 8.
  • Damage increment per second under the beam reduced from 1.5 to 1.
  • Base cap reduced from 30 to 20.
  • U1 cap increase per upgrade reduced from 2 to 1, and cap reduced from 18 to 6.
  • Reduced slow per U2 upgrade from 5% to 3% and reduced the slow cap from 30% to 18%.
  • Global Upgrade cap reduced from 10 to 8.
    Developer's Note: These may seem like very harsh nerfs, but we've greatly improved its ease of use in this update.
Nuclear

  • Base damage reduced from 6 to 5.
  • U1 base damage reduced by 2.
  • U1 damage increase per second increased from 0.5 to 0.7.
  • U3 reworked:
    -- No longer deals any base damage.
    -- Debuff damage per second reduced from 8 to 3.
    -- Debuff duration increased from 5 to 6s.
    -- No longer extends the duration when applying additional stacks. Instead increases damage per second by 1, up to a cap of 10.
Orbital Cannon
  • Damage increased from 30 to 32.
  • U1 now prioritizes Squadrons.
  • U1 damage reduced from 22 to 16.
  • U2 damage increased from 40 to 42.
  • Cooldown increased from 6s to 8s.
  • Global Upgrade damage bonus per adjacent Defense increased from 7% to 15%.
Plasma Cannon
  • Damage reduced from 36 to 30.
  • U1 upgrade cost increased from 25 to 30.
  • U1 damage reduced from 18 over 6s to 15 over 5s.
  • U2 EMP duration reduced from 6s to 5s.
  • U2 cooldown increased from 6s to 8s.
  • Global Upgrade cooldown increased from 6s to 8s.
Plasma Vent
  • U2 Damage amp reduced from 20% to 15%.
Plasmathrower
  • Base damage increased from 16 to 18.
  • U2 damage increased from 12 to 14.
  • U3 damage increased from 12 to 14.
  • Global upgrade Armor damage bonus reduced from 300% to 250%.
Portable Generator
  • Power generation per wave increased from 5 to 6.
  • Increased base cost from 30 to 40, and max cap from 50 to 60.
  • U1 cap is now global, and starts at 5. Increased by 5 for each Portable Generator U1, up to 30 per wave.
Pulseray
  • U2 threshold increased from 10 to 15.
  • U3 damage bonus dropped from 48 to 32.
Seeker Drone
  • U1 cap reduced from 15 to 12.
  • U3 Damage reduced from 6 to 5.
Siphon Cannon
  • Cooldown increased from 20 to 24s.
  • Now gets half cooldown reduction from Replicants and Hover Jets.
  • U3 damage per second reduced from 4 to 3.
  • Global Upgrade damage bonus reduced from 15% to 10%.
Target Marker
  • Stored damage explosion ratio reduced from 30% to 25%.
  • Stored damage cap reduced from 4000 to 2000.
  • U2 Damage amp increased from 120% to 150%.
World Engine
  • Base damage reduced from 13 to 12.
  • U1 Slow reduced from 20% to 15%.
  • U2 damage reduced from 13 to 11.
  • U3 Power cost increased from 30 to 40.
  • U3 damage reduced from 18 to 17.
[h2]Techs[/h2]
  • Big Spender Credit requirement for Survival increased from 150 to 200.
  • Power to ADD Power requirement for Survival increased from 40 to 75.
  • Removed the maximum wave on Refill Lives in Survival.
  • Blockers generate Credits now have a minimum wave of 15 in Survival.
  • Removed Upgraded tower generate Power from the Survival Tech pool.
  • Same Tower Cost Reduction removed from Survival.
  • Perfect wave bonus Credits and Power minimum wave increased to 25 in Survival. Maxiumum wave removed.
  • Perfect wave bonus Lives minimum wave increased to 25 in Survival.
  • Fresh Blood no longer counts pre-placed Defenses.
  • Feedback Loop no longer counts pre-placed Defenses.
  • Overload Cost reduction has been removed from the Survival Tech pool on all maps except Two Sides.
  • End of Wave Blocker reduced from every 2 waves to every 3 waves in Survival.
  • Blocker Nuke percentage damage reduced from 10% to 5%.
  • Zeus Lightning damage per strike reduced from 50% to 30% in Survival.
  • Removed the Cheap Sell Tech from the Survival pool outside of Two Sides.
  • Added the Overload cost reduction Tech back to Two Sides.

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Visuals
  • World Engine now has a range indicator for its damage range tiers.
  • Portable Generator U1 now has an aura visual.
  • Added a bunch of visual popups for various Techs that were missing them.
  • Added a warning when Techs consume Blockers.
  • Added an indicator for when the Nuclear U3 DoT effect expires.
  • Added an indicator for the Deployment Aura Tech.
  • Added a soft glow on all Bosses and updated the burn glows on them.
  • Added a visual for the "Marked Tile" Tech.
  • Updated the Iron Centipede Boss death explosion VFX.
  • Updated Nano Scarabs and Scarabs to have different colors from a Scarab Lord.
  • Added the new Chapter 5 backgrounds to the Map Editor.
  • The EMP Bar will no longer show up over Axons that cannot be affected by EMP.
  • Energy Saw model scaled up slightly.
  • Adjusted the lighting on several backgrounds.
  • Adjusted the backgrounds on multiple levels across Quickplay and Co-op.
  • Adjusted the second path indicator color to match the player colors in Co-op.


Audio
  • Added voice acting, SFX and music to all the Campaign cutscenes.
  • Added an ambience track for the Swamp biome.
  • Added a sound cue for when all players have readied up in a Co-op lobby.
  • Added SFX for the Reverser and Creator Boss
  • You can now change the ambience volume in the audio settings.
  • Adjusted the Architect Beam SFX.

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Fixes
[h2]General[/h2]
  • Fixed an issue in Tutorial mission 5 where Blockers were permanently locked out.
  • Fixed an issue in the Tutorial where the UI Blockers were offset.
  • Fixed multiple issues with pre-placed Defenses in the Map Editor.
  • Fixed an issue in the Map Editor where the "initial delay" value wasn't working in the wave editor.
  • Fixed an issue where some optional objectives in the Campaign couldn't be completed after having completed the mission.
  • Fixed an issue where Blockers visually indicated that they would activate Generators and Aura Towers if placed down adjacent to them.
  • Fixed an issue where an Axon wouldn't change which destination they were heading to after the use of a destination tile.
  • Fixed an issue where you could cast Hyper Charge or Boost Range on invalid Defenses.
  • Fixed an issue where after selling an upgraded Defense adjacent to a Generator or Aura Tower, it would remain active.
  • Fixed an issue where pre-placed Defense upgrades weren't saved in checkpoints.
  • Fixed an issue where pre-placed Defenses couldn't be upgraded.
  • Fixed an issue with some preplaced towers permanently being marked as inactive.
  • Fixed an issue where DoT sources weren't being boosted by Damage Amp unless it was applied before the DoT.
  • Fixed not being able to scroll the camera with the mouse wheel while you had the Active Techs or Meta Techs UI open.
  • Fixed an issue where the Stasis Overload range indicator wouldn't update after picking up the Overload tech.
  • Fixed the Destination tiles being able to create multiple portals if used in quick succession.
  • Fixed an issue where the minimap wasn't covering the entire map.
  • Fixed a Credit error with loading a checkpoint in Quickplay and Co-op.
  • Fixed an issue where loading a checkpoint would result in a score discrepancy.
  • Fixed multiple Techs unintentionally giving additional starting Credits in the Campaign.
  • Fixed an issue where Techs that trigger on Perfect waves would incorrectly trigger on loading a checkpoint.
  • Fixed Blockers counting for the "No Adjacent Defenses" Tech.
  • Fixed an issue where the Portable Generator wasn't treated as a Defense for the No Adjacent Defenses Tech.
  • Fixed the "Slow Exit" Tech working on teleporters(not the Axon).
  • Fixed an issue with the "Vex Exit" Tech giving more than +1 range.
  • Fixed an issue where the Deployment Aura Tech wasn't being cleared properly from Axons, potentially causing a desync.
  • Fixed an issue where Hyper Charge and Boost Range could get cast on a Blocker or other invalid Defenses with the Chain Overload Tech.
  • Fixed a tile animation error.
  • Fixed an issue where a flag for detecting whether a Defense was adjacent to an Aura Tower or Generator wasn't getting set properly when loading from a checkpoint.
  • Fixed an issue where pre-placed Towers on a Rotator would get their damage bar dislocated when rotated.
  • Fixed an issue with the UI getting out of position.
  • Fixed a warning spam related to invalid aim rotation on towers.
  • Fixed a spamming error that can't happen unless you cheat.
  • Fixed an issue where Blast Cannon U3's explosive debuff wasn't clearing properly on Boss stage transitions.
  • Fixed an issue where Quickplay modifier settings text would go out of the UI bounds when switching language.
  • Fixed an issue where the "Spawn Wave" message can show up multiple times in Co-op for the same wave.
  • Fixed an issue where playing Chaos Mode in Co-op would display the wrong loadouts on players when hovering over them in the scoreboard.
  • Fixed an issue where playing Rush mode in Co-op would hide the spawn timer for the first wave.
  • Fixed an issue where Axons were not being prioritized by targeting when close to leaking on a subpath.
  • Fixed an issue where Axons' states were reset upon hitting a checkpoint or going through a teleporter, resetting Armor and Shield charges, among other things.
  • Fixed an issue where loading a checkpoint with multiple Iron Centipede Bosses out wasn't supported.
  • Fixed an issue where the Iron Centipede Boss path would break when loading a checkpoint.
  • Fixed an issue with Iron Centipede VFX when loading a checkpoint.


[h2]Survival[/h2]
  • Fixed an issue where you could miss out on the last Defense Upgrade in Survival.
  • Fixed an issue where in Survival, you could place at the edge of the map and get an error.
  • Fixed an issue where the "Strategist" Survival Meta Tech wasn't always giving the damage bonus to the right Defense.
  • Fixed the Double Down Survival Meta Tech working even when you had spent a Sell in that wave.
  • Fixed an issue where some of the Survival Meta Tech bonuses were multiplicative instead of additive.
  • Fixed Last Ditch Defense Survival Meta Tech only accounting for one of the exits if there are several.
  • Fixed an issue on Survival Platforms where Obstacles were hidden.
  • Fixed an issue where the Bargain Meta Tech could cause a desync.


[h2]Co-op[/h2]
  • Fixed an issue in Co-op where you could speed up the countdown to the next wave by pressing Space after readying up.
  • Fixed an error in Co-op with contextual pings.
  • Fixed an issue in Co-op where the the Ready button could be hidden before relaying the command to the other clients, meaning that if the command was missed, the next wave could never be started.
  • Fixed an issue in Co-op where you would get an error pop-up for commands exceeding the max frame for commands that were not frame sensitive.
  • Fixed an issue in Co-op where you would remain ready after entering a game, making it possible to start a new game while another player remained in the previous session.
  • Fixed an issue where you couldn't load save files in Co-op.
  • Fixed an issue where resuming a Co-op game would not remember all game mode settings.
  • Fixed an issue where playing Co-op solo wasn't properly submitting replays to the leaderboard.
  • Fixed an error with our debug logging that was causing an error to pop up in Co-op.
  • Fixed an issue where Co-op was misspelled in the menu.
  • Fixed an issue in Co-op where random mode was giving you Overloads that are no longer are available.
  • Fixed an issue in Co-op where random mode was giving every player the same Overloads.
  • Fixed the Co-op leaderboards being inconsistent in its ordering of the maps.
  • If there's a Boss on the map and the game desyncs, the game will now attempt to sync the Bosses' current position & stage to the host in each wave break.
  • Attempted a failsafe fix for if the random seed goes out of sync.
  • Increased minimap ping size


[h2]Defenses[/h2]
  • Fixed Discharge Blaster and Siphon Cannon being unable to manually target.
  • Fixed an issue where Siphon Cannon U1 damage wasn't increasing per Axon within range.
  • Fixed an issue where Axon Factory Drones would go haywire when building in the middle of a wave.
  • Fixed an issue where Axon Factory was dealing more radiation damage than intended.
  • Fixed an issue where Orbital Cannon wasn't linking up to Command Link.
  • Fixed an issue where Command Link could connect to itself and Axon Factory. In addition, fixed instances where Command Link was applying the damage bonus with its global upgrade to things it shouldn't.
  • Fixed Gravity Driver U1 damage not being buffable.
  • Fixed an issue with Nuclear U3 where the Debuff wasn't being consistently applied.
  • Fixed an issue where the Network damage stack was being reset when Axons cleared debuffs(Purger and Marauder).
  • Fixed an issue where a Network connector beam would visually remain after being attached to a dying or leaking Axon.
  • Fixed an issue where Energy Saw, Inertia Blaster, Plasma Vent U3, Seeker Drone U1, Siphon Cannon U1 and Sniper U2 were not having their damage boosted based on their current damage, but rather their base damage.
  • Fixed an issue where Portable Generator U2 was highlighting Traps and Mines even though it doesn't buff them.
  • Fixed an issue where reduced frame rates could cause a desync with Axon Factory.
  • Fixed an issue where Axon Factory was causing a desync when loading a checkpoint.
  • Fixed an issue where the Nuclear U3 debuff wasn't being cleared properly, and could cause a desync.
  • Fixed an issue where Nanite Nest could cause a desync.


[h2]Axons[/h2]
  • Fixed an issue where the minimap Boss icon was being rotated depending on travel direction.
  • Fixed an issue where the Vanguard taunt wouldn't work.
  • Fixed an issue where Reverser would change direction again after being Lifted by a Lifter.
  • Fixed an issue where The Creator Boss spawns was giving score.
  • Fixed an issue with Axons appearing at the wrong height.
  • Fixed Bosses not being immune to Stasis Wave while in their immunity phase.
  • Fixed an issue with Bosses where if they were on a sub-path after loading a checkpoint, they would teleport back to the start of that subpath on stage transition.
  • Fixed an issue where the Revenant Boss could cloak itself permanently.
  • Fixed an issue where the Guardian Boss protective fields weren't saved in checkpoints.
  • Fixed an issue where if you had multiple Guardian Bosses on the field at once, killing one removed all the protective fields from the other as well.
  • Fixed a visual issue where the Guardian Boss had floating static debris following it in a certain stage.
  • Fixed an issue where the Iron Centipede was giving the full score for each section of it that was destroyed.
  • Fixed an issue where the Iron Centipede losing one of its sections caused other active Bosses to go into an immune phase.
  • Fixed an issue where spawning multiple Iron Centipede Bosses would cause them all to visually link up.
  • Fixed a missing VFX when Iron Centipede goes into an immune phase.
  • Fixed an issue where The Creator Boss spawns was giving score.
  • Fixed an issue where Avenger Squadrons would have inconsistent speed values, and could cause a desync.
  • Fixed an issue where Repair effects could be applied to Axons that were in a "dead" state.
  • Fixed an issue where Spectres could revive despite being thrown off the grid in its first life by Catapult Mine.


[h3]Known Issues[/h3]
  • Loading Checkpoints sometimes bugs out on Co-op Survival map Big Platform

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As usual, Leaderboards have been reset. If you need other players to try Co-op Campaign or Boss Mode with, #LFG on our Discord. We hope you enjoy the full release of Axon TD: Uprising!