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Steam News2 August 20223y ago

Weekly Update #2

It's a new week and that means a new update for the game. My goal for balance was to make it so that the game can be won at least most of the time on each class.

In this update10

Full notes

Full Tower of Ascension update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

11 fixes5 additions28 changes2 removals
  • Balance
  • Gameplay
  • UI and audio
  • Performance
  • Fixes
  • Store
addedIt's a new week and that means a new update for the game. My goal for balance was to make it so that the game can be won at least most of the time on each class. In general, classes now start with more towers and upgrades, since the first few combats are the hardest. Ideally the first few combats of the game, or each act, would be weaker than the rest, but that's something for down the line. Weaker items got buffed, a few strong items got slight nerfs, and some waves got nerfed. There's also a handful of minor changes and bug fixes in this update.
changedMinor Changes:Enemy death animation now plays when the game is paused
addedMinor Changes:If a combat is cleared while paused, new combats start at 1x speed
changedMinor Changes:Spread shot tower with the beam converter upgrade now shoots 3 beams at the target
changedMinor Changes:Slight tooltip and description changes
fixedBug Fixes:Fixed a crash when previewing the final wave mid combat
Upgrade cap42Upgrade cap decreased, nerfDamage7580Damage increased, buffDamage2025Damage increased, buffReload time21.5Reload time decreased, buff

Tower of Ascension changes

addedIt's a new week and that means a new update for the game. My goal for balance was to make it so that the game can be won at least most of the time on each class. In general, classes now start with more towers and upgrades, since the first few combats are the hardest. Ideally the first few combats of the game, or each act, would be weaker than the rest, but that's something for down the line. Weaker items got buffed, a few strong items got slight nerfs, and some waves got nerfed. There's also a handful of minor changes and bug fixes in this update.
changedEnemy death animation now plays when the game is paused
addedIf a combat is cleared while paused, new combats start at 1x speed
changedSpread shot tower with the beam converter upgrade now shoots 3 beams at the target
changedSlight tooltip and description changes

It's a new week and that means a new update for the game. My goal for balance was to make it so that the game can be won at least most of the time on each class. In general, classes now start with more towers and upgrades, since the first few combats are the hardest. Ideally the first few combats of the game, or each act, would be weaker than the rest, but that's something for down the line. Weaker items got buffed, a few strong items got slight nerfs, and some waves got nerfed. There's also a handful of minor changes and bug fixes in this update.

Minor Changes:

  • Enemy death animation now plays when the game is paused

  • Displayed ability costs now round to the nearest integer

  • Enemy path preview now shows when the game is paused

  • If a combat is cleared while paused, new combats start at 1x speed

  • Spread shot tower with the beam converter upgrade now shoots 3 beams at the target

  • Slight tooltip and description changes

Bug Fixes:

  • Fixed a crash when previewing the final wave mid combat

  • Fixed mine being invisible

  • Fixed mine dealing damage to all enemies that touched it at any point in time

  • Fixed anergy tower not shooting

  • Fixed anergy tower showing it's range by default

  • Fixed problems with projectile AoE scaling size

  • Fixed energy conversion not being usable

  • Fixed DoT on hit upgrade crashing the game

  • Fixed projectile wall not being usable

  • Fixed crash when gaining overshield relic

  • Fixed overshield not blocking damage at full health

Balance Changes:

Towers

Basic Tower

  • Cost 3 -> 2

  • Upgrade cap 4 -> 2

Sniper Tower

  • Damage 75 -> 80

  • Projectile speed 15 -> 20

Cannon Tower

  • Damage 20 -> 25

  • AoE size 1 -> 2

Anergy Tower

  • Cost 2 -> 0

  • Reload time 2 -> 1.5

  • Cost per shot 2 -> 1

Beacon Tower

  • Cost 5 -> 4

  • Effect strength .5 -> .75

Triple Shot

  • Damage 15 -> 25

Sawblade Tower

  • Upgrade cap 4 -> 2

Abilities

Smite

  • Cost 10 -> 8

  • Damage 50 -> 120

Zap

  • Cost 0 -> 2

  • Damage 25 -> 50

Explosion

  • Size 3 -> 2

  • Damage 50 -> 75

Projectile Wall

  • Damage 25 -> 50

Overclock

  • Effect strength 3 -> 2

Land Mine

  • Cost 15 -> 5

  • Damage 50 -> 100

Upgrades

Twin Strike

  • Damage .8 -> .7

Add Projectile AoE

  • Size 1 -> 2

DoT on Hit

  • Damage .2 -> .1

Relics

Gold Tooth

  • Money no longer needs to be gained all at once to get the heal

Waves

Normal Wave 3-1

  • Enemy delay .3 -> .5

Normal Wave 3-3

  • Added enemies between the mega tanks

Level 6 (2 converging spawners)

  • Increased enemy delay on top spawner for the final wave

Level 9 (2 separate spawners) Wave 4-2

  • Enemy delay 1.75 -> 2

Level 11 (3 long pillars)

  • Increased delay between enemies for all waves

Elite 2 (2 spawners elite)

  • Starting energy 20 -> 12

  • Starting ability energy 60 -> 40

  • Energy per wave 8 -> 4

Boxer (level)

  • Starting energy 25 -> 20

Boxer (enemy)

  • Health 1200 -> 3000

  • Speed .3 -> .2

Classes

Vagrant

  • Now starts with mine

  • Now starts with freeze tower

  • Now starts with 2 nukes

  • Starting damage upgrades 3 -> 4

  • Starting fire rate upgrades 2 -> 3

  • Starting basic towers 2 -> 4

  • No longer starts with cannon tower

Merchant

  • Now starts with sell bandages

  • Starting damage upgrades 1 -> 2

  • Starting fire rate upgrades 1 -> 2

  • Starting basic towers 1 -> 3

Rogue

  • Now starts with gatling lazer tower

  • Starting money 50 -> 40

Other

Shop

  • Max hp cost 10 -> 5

  • Tower cost 15-20 -> 18-24

  • Ability cost 15-20 -> 18-24

Map

  • Shop weight 5 -> 3

  • Event weight 10 -> 7

These changes by no means solved the issues with the game, but hopefully it's a nice step in the right direction. Balancing and bug fixing are going to be an ongoing fight that I'll chip away at with each update. Speaking of future updates, next week's update will likely be less focused on a certain topic like the first two updates were. Next update may also introduce some new items but no guarantees.

If you want to help with the game, put you bug reports and feedback in the Discord

Source

Steam News / 2 August 2022

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