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
- Balance
- Gameplay
- UI and audio
- Performance
- Fixes
- Store
Tower of Ascension 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
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