Traps offer a different play style focussed on big impacts but long cooldowns. Unlike towers, traps can be placed directly in the enemy’s path and don’t require a power source!
In this update5
Full notes
Full FrankenStorm TD update
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What changed
0 fixes1 addition4 changes0 removals
Gameplay
Balance
addedTraps offer a different play style focussed on big impacts but long cooldowns. Unlike towers, traps can be placed directly in the enemy’s path and don’t require a power source! Like everything else, their size, strength and cooldowns will be affected by your stats. Info on each new trap below.
changedSpike TrapSpike trap is simple. When an attacker steps on it, spikes deal instant damage to anyone within the radius. Unmodified, this trap has a very short range, but it can grow to ridiculous sizes based on your choices.
changedBear TrapBear trap latches onto an enemy, placing a permanent debuff on the target that reduces movement speed by 50% and deals damage equal to 10% of the target’s maximum life per second.
changedMine TrapThe Mine Trap deals damage similar to the spike trap, but in a much larger radius and with a 1 second delay.
changedOverload TrapOverload Trap charges up and does more damage the longer it charges. It Deals (5 x Number of Seconds since Start of Charge) damage in a radius of (0.1 x Number of Seconds). It Immediately begins charging again after detonation.
FrankenStorm TD changes
addedTraps offer a different play style focussed on big impacts but long cooldowns. Unlike towers, traps can be placed directly in the enemy’s path and don’t require a power source! Like everything else, their size, strength and cooldowns will be affected by your stats. Info on each new trap below.
changedSpike trap is simple. When an attacker steps on it, spikes deal instant damage to anyone within the radius. Unmodified, this trap has a very short range, but it can grow to ridiculous sizes based on your choices.
changedBear trap latches onto an enemy, placing a permanent debuff on the target that reduces movement speed by 50% and deals damage equal to 10% of the target’s maximum life per second.
changedThe Mine Trap deals damage similar to the spike trap, but in a much larger radius and with a 1 second delay.
changedOverload Trap charges up and does more damage the longer it charges. It Deals (5 x Number of Seconds since Start of Charge) damage in a radius of (0.1 x Number of Seconds). It Immediately begins charging again after detonation.
Traps offer a different play style focussed on big impacts but long cooldowns. Unlike towers, traps can be placed directly in the enemy’s path and don’t require a power source! Like everything else, their size, strength and cooldowns will be affected by your stats. Info on each new trap below.
Spike Trap
Spike trap is simple. When an attacker steps on it, spikes deal instant damage to anyone within the radius. Unmodified, this trap has a very short range, but it can grow to ridiculous sizes based on your choices.
Bear Trap
Bear trap latches onto an enemy, placing a permanent debuff on the target that reduces movement speed by 50% and deals damage equal to 10% of the target’s maximum life per second.
Bass Trap
Bass Trap blasts the area with subsonic bass frequencies to disorient attackers. Enemies are stunned for 5 seconds.
Mine Trap
The Mine Trap deals damage similar to the spike trap, but in a much larger radius and with a 1 second delay.
Overload Trap
Overload Trap charges up and does more damage the longer it charges. It Deals (5 x Number of Seconds since Start of Charge) damage in a radius of (0.1 x Number of Seconds). It Immediately begins charging again after detonation.
Next Month
We’ve recently implemented a bunch of status effects and their corresponding visuals. Next month we'll give you some details and visuals about those.