In this update15
Full notes
Full Axom: Conquest update
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What changed
- Balance
- Gameplay
- UI and audio
- Maps
- Fixes
Axom: Conquest changes
Steam post imagePatch 0.9.0.1
New Features
Structures
New Tower: M6-Frost Fang - A low damage, fast firing icicle gun that deals cold damage.
New Hazard: Laser-Tripwire - Connect two together to form a damaging beam between them.
New Hazard: Launch-Pad - Launches enemies into the air, dealing damage and stunning them briefly (Also makes them vulnerable to anti-air attacks)
Gameplay
You can now change each Tower's target priority while looking at their stats (Highly asked for)
Enemies have been completely reworked. Now Enemies are fully physically simulated and will collide with each other as well as climb over obstacles as well as each other.
Wave Time change - Now instead of ending immediately, enemies will stop spawning and you must kill all remaining enemies to end the wave.
Flying Enemy logic reworked - Now towers that were previously ground only can no longer target enemies if they are physically above them. Vice-versa for Air only towers.
Normal difficulty now contains 15 waves, while Hard still contains 20
The Trader now has a section where you can exchange resources directly (At a terrible rate of course)
Tutorial has been updated so that UI elements only appear when they are relevant in the tutorial. This should hopefully help with onboarding
You will now only get offered new Structures at the tier you are currently at. So no more getting tier 1 structures deep into a run, you will only be offered high tier structures instead.
Starting Towers reduced to 2, from 4, but earlier waves are now slightly easier.
A few upgrades have had their damage increases changed to Fire-Rate to make them more visually interesting.
More Basic upgrades added with multiple rarities, now with multiple stats.
Number of Refined-Metal ore locations on each map increased by 50%
Added keybinds to most user interface buttons and also added small boxes to each button to remind you of the keybind.
Upgrades
New Upgrades to find and experiment with!
Visual
New Main menu visuals
Enemies now react to being hit physically and they have a new death animation
The map has been updated with Alien flora to give it a more Alien vibe
Audio
New Build phase track
New Final wave combat music
New Victory Music
User Interface
The main dialogue box can now be dragged around the screen to reposition it by clicking on a new drag button.
The user interface has been reworked again to make it more sleeker and minimal.
Every Tower and Hazard has been renamed to something more epic
You can now view total damage and DPS when clicking on Structures. DPS is calculated from its damage divided by how long it has been alive in combat.
End game screen has been reworked. There are now a lot more stats to see at the end of each run. As well as this you can now go back to the game to look around the map after a win/loss.
Stats page is now implemented. You can view your global stats as well as your best run stats.
Story
The story of the game has been altered to make the motivation simpler. Gameplay is the main focus on Axom: Conquest and I want to make sure ambiguity of the story doesn’t confuse people and spill over into the gameplay
Minor Changes
Steam Cloud-Sync is now enabled
Gameplay
You now gain bonus Centurite at the end of every wave.
Phantasm mod now increases damage by 10% in addition to it’s phasing effect.
Capsule effects that create new Structures now have a particle effect that lingers on them so you can find them easier if they are off screen.
Chance of getting capsules from map crystals reduced slightly.
Infected-Ground spread rate reduced by -20%
Hard difficulty now increases Infected-Ground spread rate by +20%
The fast forward button during combat is now a toggle instead of a hold action
Research structures are now offered at wave 8 and 16
The main Nexus-Drill can no longer be destroyed by infected tiles.
New Upgrades
Morph Capsule (Capsule) - Select a Tower or Hazard, 3 random structures are converted into your selection.
Upgrade Changes
Prototype - Level increase from first structure reduced to 1, from 2
Ghost Capsule - Now states it does not affect Refineries
Antidote Capsule - Infected-Ground clearing radius increased by 10%
Enemies
All enemies health and damage reduced by 10%.
Bomber damage reduced by 30%
Small cooldown added to the Burrower’s burrow ability
Structure Changes
Stasis trap cost reduced to 8 from 20.
Radiation Zone cost reduce to 20 from 50.
Scouting-Beacon base health increased to 65 from 55.
Refinery base health increased to 175 from 150.
Laser-Tower damage decreased by 37% but the maximum ramp up damage has been increased.
PH3-Stasis Prison no longer prevents enemies being damaged while trapped
Visual
The highlight effect showing valid structures for abilities is now more eye catching.
In the settings menu you can now select “Low” screen shake as an additional option to on and off.
Grass objects are now darker
Crystals now become dull when clicked to avoid confusion
A new Hairy Penguin intro video
When Structures are destroyed by Infected-Ground they now leave a purple hologram behind for a while to lets you see what you lost.
AURA icon updated slightly
Towers now smoothly rotate to fire at their targets. This does not affect their actual time to attack.
Updated effects for certain upgrades and structures
New particle effect to show the wind direction (This is relevant for some upgrades in the full game)
V-Sync is now enabled by default
Hazard placement on highground now highlights red to indicate it's invalid.
The original Nexus-Drill variant is now blue to better contrast with the green alien enemies.
New explosion effect for the Nexus-Drill when destroyed
Leech effect now has a visual popup when it activates.
Clickable Crystal model improved slightly
Ion-Cannon visuals improved slightly
The build grid on high-ground now shows in yellow have it be more contrasting.
When selecting a Refinery to build, all ore patches are now highlighted as well as invalid ones are highlighted in red.
Structures now wobble when damaged and destroyed as visual feedback element.
Towers now have a small recoil animations when firing.
User Interface
Changed button text in the defeat screen to make it more clear what each button does.
Updated a few tooltips to have more clarity.
Added an additional loading screen tip.
The Axom Codex now shows the amount of things unlocked as a number next to the category
Trader upgrades have been renamed to “Core Upgrades” for clarity sake
There is now a small delay when an upgrade appears on screen before you can click it to avoid misclicking.
Upgrade button in the build phase renamed to “INTEL” as it now also shows enemies in the run
You can now see the kills of a Structure even after it has reached max veterancy level
You can now see the age of a Structure in it’s Structure panel. (This is relevant for a few upgrades)
There is now a dedicated quit button in the main menu instead of it being hidden in the options menu
The upgrade selection screen and icons in the shop are now slightly more polished.
Cost stat now has an associated icon
The final wave has new text for starting and completing it.
settings options and other similar selectors now have little boxes to show how many options there are to select from
At the end of each wave your top 3 structures will now have a crown icon above them to highlight your best performing structures.
Bug Fixes
Scouting beacon is now fully affected by Phantasm ghostly effect.
Refineries can no longer be affected by Phantasm.
Double Capsule will not longer duplicate a structure to 0,0,0 coordinates if there is no valid spaces.
Boss health bars now appear at the correct height for their size.
Dialogue boxes can no longer pop up during combat.
When using a Capsule on a Structure the build preview will no longer be misaligned afterwards.
Text inside of Building buttons is now less blurry
Towers will now consistently find a new target without a delay if their target dies.
Fixed an issue where towers that were teleported onto low-ground kept their high-ground bonus. Now it updates correctly both ways.
Is it no longer possible to place multiple structures with the random structure capsule (It should only be 1)
Source
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