
Auras from different players no longer stack. Enemies standing in range will take one aura's worth of damage which will be shared between everyone.
Now +15 damage each pick, down from +20. (Added the evolution to give +5 damage each pick)
Now adds +5 aura damage per second each rank as well as the extra size, so a maxed aura damage build is as strong as before.
I have given the Tower Defence mode a complete overhaul to hopefully make the mode a more enjoyable experience for Tower Defence lovers.
Tower Defence is quite hard to balance so this mode is most likely going to receive a lot of balance updates over the near future. So if things feel a bit unbalanced with this mode, please just keep this in mind.
I'm happy to listen to feedback in the discussions thread or comments.
Everyone starts with 350 coins.
Each TD run now has 20 rounds and your towers and upgrades will stay between rounds until the boss wave has been completed.
Every 5 rounds the map changes. Everything you have built will be refunded and you will have 30 seconds to place your new defence setup.
Each kill will earn gold and a small bonus is provided at the end of each round.
Between rounds the game will now show which enemies are coming next to give an idea of what to prepare for.
Generator hit points depending of difficulty level: 20 / 15 / 10 / 10 (Easy / Normal / Hard / Nightmare).
Holding all 20 rounds pays 10 / 20 / 40 / 60 Salvage.
Walker: The basic zombie, spawns from round 1.
Runner: Slightly faster than the walker, spawns from round 1.
Rotwing: A flying enemy type, spawns from round 3.
Sprinter: Moves faster than the runner with slightly lower HP, spawns from round 4.
The Abomination: The boss mob with a lot of HP, will spawn on wave 5, 10, 15 and 20. 2 of these will spawn on wave 15 and wave 20.
Armoured Walker: Wears a helmet and plate armour so is a little harder to kill, spawns from round 6.
Brute (Charger): Contains six zombies worth of health, spawns from round 7.
Can only hit ground enemies.
Best against Armoured Walkers, Brutes and Abominations.
Longest reach of the direct fire towers.
Can only hit flying enemies.
Best against Rotwing flocks.
Hits ground enemies and flyers. Flyers take half damage.
Its arc jumps from zombie to zombie, so it is best against crowds, Runners, Sprinters and swarm rounds.
Short ranged and struggles against armoured enemies.
Can only hit ground enemies.
Best against large groups of ground enemies, every zombie in the blast takes full damage.
Raises skeletons that hold zombies in place. Each skeleton will aggro and hold up to 3 enemies.
Skeletons will not stop the boss, however they will attack it on passing.
A skeleton will respawn after 6 seconds of being defeated.
Every tower uses the same five upgrade cards. Each card has 5 ranks, costing 50 / 75 / 100 / 125 / 150 coins.
Damage: +10 per shot on a Turret or Sky Lance, +6 per arc on a Tesla Coil, +7 per shell on a Mortar.
Rate of Fire: 10% less time between shots.
Range: +10% range.
Slow Aura: slows enemies in range by 6% per rank. Slow effects do not stack.
AoE Rounds changes with the tower; Turret: shots splash nearby zombies. Sky Lance: shots burst among the flock. Tesla Coil: it becomes Chain Length, and the arc jumps to 1 more zombie per rank (2 at first, up to 7). Mortar: it becomes Blast Radius, for a bigger blast.
Skeletons: +1 skeleton per rank, up to 6.
Damage: +6 per hit.
Attack Speed: 10% less time between hits.
Health: +36 skeleton health.
Grave-Fire: a damaging aura around each skeleton.
Overclock: any tower or crypt you stand near attacks 25% faster. Overclocked structures will light up and show an OVERCLOCKED tag. Players can also overclock a teammates towers too, however It doesn't stack, so spread out.
Selling: towers and crypts sell for their full price, between rounds only. The Sell button sits under the upgrade cards and asks you to press twice.
Knife: your only weapon in this mode. It hits everything in its swing and ignores armour. It can't reach flyers.
Respawning: If you go down, you get back up after a few seconds. The run only ends when the generator is destroyed.
Player numbers: Co-op: up to 4 players each get their own pads, crypt sites and coins. Additional players can still join but will only be able to melee attack and Overclock turrets.
Master Defender: hold all 20 rounds. Rewards 20 Salvage.
Master Engineer: fully upgrade any tower.