We've released a new patch to fix up some unbalanced aspects of the game, make the game a bit more fast paced, and scattered some extra eye candy across the board to make your game experience better!
Here's a list of all the changes below:
v1.4.7 PATCH NOTES
==VISUAL IMPROVEMENTS==
Upgraded the visuals of Auroris. (Should now be a ton more trees floating around and frozen lakes to make the battlefield extra icy)
==NEW ENEMIES==
Enfreezinator -> An ancient shard ice of ice capable of freezing defenders outright with powerful blasts of magic. Appears on some levels after 3-6!
==BALANCE CHANGES==
==ENEMIES==
Deathgripper -> HP increased from 9000 to 9900 Explosion radius increased from 0 to 8 We're seeing the Deathgripper be a bit too weak and unthreatening especially with its weaknesses to crowd control, so we're bumping up its tankiness and reducing its ability to be stalled.
Diplomat -> Buff CD increased from 0.12 seconds to 0.85 seconds HP increased from 450 to 900 We're noticing that Diplomats take a bit too less time to full kick in, especially on Invictus Mode, so we're giving the player more time to deal with them rather than forcing them to frontload all their defences.
Colossus -> Attack incrased from 46 to 55 For a long time Colossus enemies have been jokes due to their stallability and slow speed. These changes should hopefully make it a bit more challenging to stall.
Worm -> Duplicates now have proper size Just a bug fix, unless you want tiny Worms...
Bulldozer -> Health increased from 355 to 515 We're seeing the Bulldozer die a bit too quick especially after its shield has been broken. We're going to reduce its ability to be countered easily by bumping up its tankiness.
Crusher -> Health increased from 3150 to 3550 Crushers are a bit too weak especially with their slow speed and instead remain punching bags for the player to destroy. Bumping up its health should make it a bit more threatening.
Vexator -> Health increased from 4400 to 4990 With Vexators, we're seeing them get their HP bars popped a bit too easily especially later on, so we're gonna make them a bit more interactive and force the player to respond to them.
Colosserdrill -> Health increased from 17500 to 21000 Speed decreased from 0.36 to 0.33 With Colosserdrills, we're noticing that their ignoring defenders makes it hard to fight off, forcing the player to use crowd control. We're rebalancing the enemy to skew it more towards damage and not requiring as much crowd control to counter.
Ram -> Health decreased from 900 to 650 Rams are right now a bit too oppressive in the early game, making it unfair for the players to counter. Reducing health will make it slightly less annoying to deal with.
Sapper -> Health decreased from 1000 to 800 Same with Sappers especially in early waves where energy is tight, shutting down the player's economy too often.
==DEFENDERS==
Barbarian -> Health decreased from 135 to 125 Attack damage increased from 28 to 30 Cooldown decreased from 14 to 13 seconds We're seeing the Barbarian be used too often as a tank rather than a frontline attacker, so we're shifting its stats towards offence.
Empyrean -> Cooldown increased from 17 to 18 seconds Speed increased from 1.5 to 1.56 Attack damage decreased from 40 to 38 Health decreased from 190 to 187 Burn stacks on hit decreased from 36 to 33 Heal p/second on shield trigger decreased from 20 to 18 The Empyrean is right now a bit overtuned across all aspects, so we're trimming a few stats across the board to bring it in line.
Executioner -> Cooldown increased from 9 to 10 seconds Health decreased from 230 to 215 Same with Executioner, although as the Executioner is less well rounded we're going to give it a lighter nerf.
Restorer -> Cooldown increased from 55 to 60 seconds Health increased from 250 to 300 Attack damage decreased from 51 to 46 Similar with the Restorer especially with using them as stalling rather than as healers, we're going to make it more punishing to lose a Restorer in the early game with increased CD.
Paladin -> Cooldown decreased from 36 to 31 seconds Health increased from 460 to 475 On the other hand the Paladin is significantly struggling especially on stages with high enemy count where it gets overwhelmed. We're going to reduce its downtime and give it a bit more health.
Zapper -> Cooldown decreased from 14 to 12 seconds The Zapper is very underused, often being used just for a 2 second stun. Going to give it reduced CD to ensure it has more use cases where an emergency stun may be helpful.
Wall -> Health increased from 113 to 116 Same with the Wall with enemies getting more damage, although it should only lightly buffed due to its spammability.
==TOWERS==
Symmetria Crystal -> Level 2 HP buff decreased from 25% to 20% Level 3 Armor and MR increase decreased from 25% to 18% Level 4 Heal p/second increased from 18 to 25 + 3% max health p/second We're going to shift the Symmetria Crystals' defenders buff to the later levels to incentivise players to upgrade it fully rather than keep it at Level 2 for the HP buff.
Frostfire Laser -> Energy cost adjusted from 10/12/14/16 to 13 flat Frostfire Laser is a bit underused apart from late game strats, so we're going to make it a bit stronger in energy tight levels.
Purifier -> Energy cost increased from 17 to 18 NEW attack projectile Damage p/hit (PROJECTILE) increased from 13/16/23/34 to 30/38/51/72 Fire rate decreased from 3/4/5/6 to 2/2.3/2.6/3 Explosion radius increased from 1/2/3/6 to 6 flat Projectile speed increased from 85 to 123 We've patched up the Purifier to give its projectiles some more impact visually. The fire rate's been decreased to reduce lag, so damage should be increased so no DPS is lost.
Frozen Shot -> Attack speed increased from 0.25 to 0.27 Frozen Shot right now has a bit too much downtime, and is basically useless unless upgraded, so we're going to give it a bit of its former glory back (but not too much so it doesn't permafreeze).
==BOSSES==
Cryonova -> New tower freeze attack. New attack where it'll encase itself in an ice shield. Reworked AI on all difficulties to be more fair and predictable. Phase 3 attacks now occur in bursts Health decreased from 180000 to 150000 Enters phase 3 at 10/30% health instead of 20/40% Right now the Cryonova bossfight is a bit underwhelming and we're not really seeing the effect of the boss on the environment. We reworked the bossfight in a way that plays more into its ice environment and archetype.
Overlord -> Health increased to 100000 (200000 in Invictus mode) Overlord bossfight is lasting a bit too short right now so we're going to make it slightly longer
Mrithus -> Much less likely to use tower kill attack Tower kill attack capped at 6 bullets New Phase 1 theme Just a few improvements to the bossfight to make it much less RNG-based and way more intense.
==SPELLS==
Orbital Strike -> Damage adjusted from 12% Max HP + 500-650 (450-525 for bosses) to 8% Max HP + 800 (1000 for bosses) Right now Orbital Strike is a bit too late game focused, with getting damage off on big enemies rather than clearing earlier waves. We're going to shift its damage more towards a helpful burst of damage rather than being spammed as "extra DPS"
==SYSTEMS==
Slightly reduced the rate of inflation on Prestige and Invictus mode Invictus and Prestige mode will feature slightly weaker and faster enemies than before Prestige and Invictus AOE penalty will no longer apply to enemy attacks
Corrosion -> Damage increased from 7 p/corrosion stack to 8 p/corrosion stack Corrosion stands very weak as a debuff, so we're going to increase its effect, which is an indirect buff to the Corrosive Shot.
==BUGFIXES==
Frozen defenders should no longer be able to fight Symmetria Crystal should now properly buff level 1 defenders. Symmetria Crystal should now have a proper projectile Burn effect will now play on every enemy that has burn stacks. Range display is now much more visible
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Thanks for continuing to play Cubelander!
- Anthony Hyperreal Games
V1.4.6 QOL PATCH
Hi everyone,
Just a small patch that fixes a few bugs + patch ups to a bunch of towers + defenders.
BUG FIXES
The Mrithus bossfight can now be completed properly Missile Launcher Level 4 bullets no longer stun the enemy for 1 second.
IMPROVEMENTS
A lot of towers, defenders, and enemies have more sounds.
BALANCING
MRITHUS BOSS FIGHT Void Obelisks can no longer be affected by Symmetria Crystal (Developer's notes: This is to prevent the infamous Symmetria Crystal cheese where the player would take off 15% of a Void Obelisk's HP bar by using the tower.)
OVERLORD BOSS FIGHT Underlord's speed overclock now takes priority over slows (Developer's notes: Slows are a bit too broken at dealing with Underlords, so this should hopefully make other strategies be considered.)
TOWERS
Symmetria Crystal -> Energy cost increased from 2/4/6/8 to 8 flat Fire rate decreased from 1.16 to 1.12 (Developer's notes: Once again, Symmetria Crystal's OP effect of causing a 15% stat loss should have significant drawbacks. This nerf is to bring it more in place.)
Hot Shot -> Burn points p/hit reduced from 6/12/17/25 to 6 flat (Developer's notes: Making it harder to max stack burn with just 1-2 of these towers.)
Hydra Cannon -> Damage p/hit increased from 82/152/209/268 to 87/157/214/273 (Developer's notes: Hydra Cannon has been really... underwhelmingly lately. While we don't want to overbuff it due to it being very strong late game, we're going to give it some extra damage that should hopefully make its DPS more enticing.)
Sludge Cannon ->
Missile damage adjusted from 56/87/113/156 to 70/90/110/130 Sludge puddle damage p/second adjusted from 15/30/45/65 to 25/35/45/55 Energy cost reduced from 2/4/6/8 to 2/3/4/5 (Developer's notes: Sludge cannon, especially in the higher levels is a bit too broken, as it can provide both damage + crowd control at the same time, all for a very cheap price. At the same time, the early levels of Sludge Cannon are very weak currently, and players aren't really using them. These adjustments should hopefully put the tower in a better state.)
DEFENDERS
Executioner -> Speed increased from 0.3 to 0.4 (Developer's notes: We're seeing the Executioner get mowed down by ranged enemies before it has a change to engage in combat. This speed bump should hopefully allow it to mitigate this.)
Empyrean -> Burn points on hit reduced from 42 to 36 Attack damage reduced from 44 to 40 Explosion radius reduced from 5 to 4 Health reduced from 195 to 190 (Developer's notes: Across the board, the Empyrean is a bit too strong, especially given its relatively low energy cost and cooldown. This nerf should hopefully bring it more into place, and make it less "a master of all stats")
Restorer -> Health increased from 245 to 250 (Developer's notes: Restorer is slightly weak right now, but we're not really too keen on buffing it excessively. Going to give it a slight HP bump.)
Mage -> Health increased from 65 to 70 (Developer's notes: Similarly here with the Mage, we're really seeing it struggle against enemies in combat. Even though it should be protected, we're going to give the defender a fighting chance against enemies in melee range.)
Paladin -> Health increased from 435 to 460 (Developer's notes: After the previous set of changes, the Paladin hasn't really seen much use, being overshadowed completely by the Empyrean. This HP buff should hopefully make it a viable alternative.)
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Thanks for playing Cubelander :)
V1.4.5 - ENTER THE EXECUTIONER
Enter a new defender, the Executioner.
+ A lot more fixes + QOL changes to improve your gameplay experience
We haven't quit, v1.5 is in the works :)
- Anthony Hyperreal Games
NEW DEFENDER
Unlock the new defender, Executioner via the QUESTS panel!
Deals heavy damage close up, causing targets to bleed health and have reduced healing.
Attacks EXECUTE low health enemies, killing them instantly!
MAJOR CHANGES
Towers no longer instantly deactivate when out of energy. You will now get a warning message, and only after will they shut down.
Towers will no longer generate heat in Auroris if they are out of energy (Having an energy warning)
Towers will freeze significantly faster when "OUT OF ENERGY"
Added tooltips to many sections of the game
BUG FIXES
Cores will now properly generate money and energy
Burn debuff now properly deals damage.
BALANCE CHANGES:
SYSTEMS:
Burn -> Damage increased from 24 + 140% burn stacks to 45 + 150% burn stacks Burn stacks fall off 10 at a time instead of 7 (Developer's notes: Burn has been very weak, especially with towers such as Hot Shot and Empyrean being in a relatively poor state. Buffing its damage to make it more impactful.)
Voidburn -> Damage increased from 45-60 + 8% max health to 70-125 + 12% max health (Developer's notes: We're not really seeing Voidburn have the impact, especially for a late game debuff. Making it more difficult for defenders to survive it.)
Sandstorms -> Last 9 seconds rather than 3 now Damage type changed to Physical (from true) No longer cause money loss Increased damage by 10% to defenders Damage dealt over 9 instances rather than at once Applies a 90% slow to defender movement speed (Developer's notes: Sandstorms are being reworked to make it more enjoyable to play against and so the player has more time to prepare)
TOWERS:
Cube Beamer -> Energy Cost increased from 1/1/2/2 to 1/2/3/4 (Developer's notes: Cube Beamer is a bit too strong, especially given early game energy is usually quite generous. Going to make it riskier to use it.)
Cubic Tesla -> Energy Cost increased from 5-7 to 7 flat Damage decreased from 5/25/45/125 to 5/20/40/70 (Developer's notes: Cubic Tesla is similarly a bit too strong. Going to reduce its versatility to force you to use it in more niche cases)
Frozen Shot -> Range decreased from 32 to 30 Damage increased from 87/145/188/276 to 107/165/208/296 (Developer's notes: We're going to give Frozen Shot a buff as it really hasn't been packing the same punch as it used to)
Gauss Accelerator -> Fire rate decreased from 5 to 4.5/4.7/4.9/5 (Developer's notes: Early level Gauss Accelerators are becoming a bit too useful for its energy cost and price, so we're going to trim some power from them.)
Purifier -> Energy cost increased from 15 to 17 (Developer's notes: Purifier is once again becoming the dominant and meta tower for mid game stages. While we believe the Level 4 purifier is at a fair spot now, we're going to nerf its early game capabilities by making it more difficult to use in low energy situations.)
Sludge Cannon -> Explosion radius increased from 2/2/3/3 to 5 flat Range decreased from 60 to 55 Sludge duration decreased from 3/3/4/5 seconds to 2/3/4/5 seconds (Developer's notes: Sludge Cannon's slow has been a bit too broken with its infinite pierce, so we're going to shift away the power of the puddle and put it more towards the missile)
Frostfire Laser -> Slow adjusted from 50/68/84/99% to 60/70/80/90% Slow duration decreased from 1 (applies every frame) second to 0.25 seconds DPS increased from 90/185/310/380 to 100/195/320/390
Symmetria Crystal -> Fire rate decreased from 1.2 to 1.16 (Developer's notes: )
Symmetria Sword -> Slow duration decreased from 0.5 to 0.25 seconds Slow adjusted from 12/25/38/50% to 33% flat (Developer's notes: )
Toxic Sentry -> Energy cost increased from 2/3/4/6 to 3/4/5/8 (Developer's notes: Toxic Sentry has been a bit broken lately, and we're going to increase the risk of deploying the tower.)
Vaporiser -> Energy cost increased from 3/4/6/9 to 10 flat Ramping time increased from 3.75 to 3.85 seconds NEW PASSIVE: Deals a bonus 125/250/375/500 DPS to bosses (remembering the Vaporiser is unable to lock onto bosses) (Developer's notes: The Vaporiser has been a little bit too strong at targetting strong enemies, especially compared to other similar towers. It's also a bit too useless on boss stages, so we're giving it a little extra.)
DEFENDERS:
Monolith -> Health reduced from 1800 to 1750 Attack increased from 65 to 72 Death damage increased from 350 to 475 Slow on death increased from 80% to 86% Slow duration increased from 3 to 4 seconds Damage over time on death increased from 400 to 600 over 5 seconds (Developer's notes: Balancing up the Monolith to make its highs less high and lows less low.)
Titania -> Cooldown decreased from 25 to 23 seconds (Developer's notes: Titania has been a little on the weak side, especially with a very long cooldown. Going to fix this with a short CD buff)
Zapper -> Death damage increased from 150 to 175 Disorientation time on death increased from 2.8 to 3 seconds (Developer's notes: Zappers have been a bit weak and not seeing much use in many niches. Bumping up death damage to fix this)
ENEMIES AND BOSSES:
Mrithus ->
Upon spawning obeslisks for the third time in Invictus Mode, instantly does a tower destroy attack and a voidburn attack on defenders, and now heals to 100% health. (Developer's notes: This is just for fun on Invictus Mode to throw one last challenge at the player!)
Voidlord ->
Health decreased from 63500 to 60000 (Developer's notes: Voidlords are a bit too hard to deal with when spawned near the exit. Going to strip a bit of health off it to make it easier to deal with)
Worm ->
Size increased Attack damage increased from 35 to 26 Health increased from 355 to 400 (Developer's notes: Worms are a bit too squishy, being able to be killed quickly before they duplicate.)
Diplomat ->
Health decreased from 525 to 450 (Developer's notes: Diplomats have been incredibly unfun to play against, with them being too hard to kill when fully buffed.)
Trojan ->
Dash speed halved (Developer's notes: With the new defenders being added, Trojans have been losing a lot of counterplay. Nerfing their dash speed to make them easier to deal with.)
V1.4.4 QOL UPDATE
Hi everyone,
Just a small patch tying up loose ends of v1.4.
v1.5 is in the works, thanks everyone for your patience!
- Anthony Hyperreal Games
VISUAL CHANGES:
- Changed the Icon of the game while its running (Farewell to the 2021 Logo!) - Changed the position of the Start Level button
GAMEPLAY CHANGES:
- Voidlords can now spawn in Endless Mode
In Endless Mode, reduced enemy scaling p/wave between Waves 50-75: - Enemy Health p/round decreased from 8% p/wave to 6% p/wave (Developer's notes: Now that the enemies in Endless Mode are stronger, we're going to slightly reduce the enemy stat scaling of earlier endless mode waves)
- Increased the speed limit cap for enemies in Endless Mode
BUGFIXES:
- The spell button should no longer be visible before starting a level - Hovering over the World Select Buttons should now properly cause them to glow - The world images in World Select should no longer clip through the border
BALANCE CHANGES:
TOWERS:
Cube Reactor -> Cost increased from $175/300/450/625 to $175/350/525/750 Damage p/attack adjusted from 7/12/18/23 to 6/14/21/27 (Developer's notes: The increased cost to the Cube Reactor should hopefully allow us to balance it easier)
Frostfire Laser -> DPS increased from 60/160/285/375 to 90/185/310/380 (Developer's notes: Giving some power back to the Frostfire Laser, an early game-skewed buff that should hopefully reduce its reliance on its slow)
DEFENDERS:
Empyrean -> Shield HP increased from 85 to 100 (Developer's notes: The Empyrean is still on the weakside and tends to get killed a bit too easily. We want to see the Empyrean taking on stronger enemies, and buffing its shield should allow for this more)
Wall -> Cooldown increased from 5.5 to 6 seconds Health increased from 105 to 113 (Developer's notes: It's a bit clear we've overnerfed the wall in previous updates, with it not really be able to find a place. These adjustments should hopefully provide more incentive for players to use it now there are more alternatives to it)
ENEMIES:
Voidlord -> Health decreased from 65000 to 63500 Speed decreased from 0.33 to 0.3 (Developer's notes: Giving the player more time to react to Voidlord spawns, especially if Void Obelisks are alive)
Mite -> Health reduced from 800 to 600 Speed increased from 1.8 to 2.1 (Developer's notes: Mites need to be more dangerous, especially being just HP tanks that aren't very threatening. Adjusting accordingly)
ORBITAL STRIKE -> Does not deal % health damage to bosses to avoid cheesing bossfights Damage to bosses reduced from 500-650 to 450-525
Here's a few essential bugfixes that'll fix some broken parts of the game!
As usual... let us know if there are any bugs (You can contact us via the Steam community, YouTube, or via e-mail)
Bugfixes: Missile Launcher should now be selectable in-game and placeable. Mrithus should no longer be targetable when void obelisks are alive. (Towers would lock on Mrithus instead of destroying the Void Obelisk, making the game unfairly harder)
Balance Changes:
Cube Beamer Range increased from 30/33/36/40 to 30/35/40/45 (Developer's notes: Cube Beamer could use some extra range, considering it's got no way to hold enemies in place and is single target.)
Symmetria Sword Fire rate increased from 0.9 to 0.94 (Developer's notes: Symmetria Sword would be in a much better spot now that it can affect more enemies with its debuff.)
Empyrean Cooldown increased from 16 to 17 seconds (Developer's notes: Here's a small nerf to the Empyrean as it was being spammed a bit too much in harder levels)
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As usual, thanks for playing Cubelander! We'll be cooking up v1.5 in the meantime.
- Anthony Lead Developer of Cubelander
V1.4.2 Quality of Life Patch
We're back with some new changes that'll fix up some bugs in v1.4.1 and rein in some overpowered towers that are trivializing the game.
As usual, if there's any other suggestions you have for us, or features you want us to add, feel free to reply to this post - we'll read every single message here!
- Hyperreal Games
P.S. Changelogs are below, read them if you want.
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Changelogs:
UI Changes:
- The new update popup no longer appears for new players (They don't know what's going on!)
Bugfixes:
- Fixed a bug where the Void Obelisk grants infinite money when destroyed - Voidlord's laser should be more visible now - Removed a developer cheat code that could be accessed in game - Cube Corp, Hydra Cannon, and Frozen Shot can now properly be obtained by completing their respective quests. - It should no longer be possible to enter a battle without selecting any towers - Player XP panel will properly display Level 100 as the max level.
Balance Changes:
Towers:
Frostfire Laser -> Range increased from 40/45/50/55 to 42.5/47.5/52.5/57.5 Burn points apply every 0.1 seconds rather than every frame Burn points on hit increased from 2/3/4/5 to 7/8/9/10 Energy cost decreased from 10/14/18/22 to 10/12/14/16 (Developer's notes: The Frostfire Laser has been struggling after a round of heavy-handed nerfs in v1.3 designed to remove its 99% Level 1 slow, and after the burn rework, which removed even more utility from the tower. These changes should hopefully strengthen the tower, along with making a few fixes that helps game performance.)
Hot Shot -> Fire rate increased from 0.7/0.8/0.9/1.0 to 0.85/0.9/0.95/1.0 (Developer's notes: Similarly, the Hot Shot has been struggling to find relevance since v1.4, and has really been quite weak lately.)
Missile Launcher (formerly Missile Base) -> Projectile speed increased from 55 to 65 (Developer's notes: We're renaming the Missile Base into Missile Launcher for the sake of keep consistent with most tower defence titles.)
EMP Field -> Cost increased from $125/175/225/275 to $125/250/375/500 (Developer's notes: Our playtesters have discovered a strategy where you would place an EMP, let it attack, and then immediately upgrade it to reset the cooldown, and it's a bit too strong especially on Invictus Mode. The strategy is especially effective for the Level 3/4 EMP, which has a lot of damage, so we're going to target its price to make it less spammable, while still preserving the main function of the tower; which is to be placed at the back to catch any enemies passing by.)
Cube Beamer -> Model made larger DPS increased from 65/105/150/200 to 75/120/170/220 (Developer's notes: Cube Beamer's been left in the dark lately, with little uses compared to its other laser counterparts. Here's a DPS buff making it more viable in later levels.)
Cube Reactor -> Damage increased from 7/12/17/22 to 7/12/18/23 (Developer's notes: Now that we've toned down the spammability of the Cube Reactor, it's time for it to receive some damage back; given its DPS is already very weak at clearing enemies beyond Swarmers.)
Ballista -> Damage p/shot decreased from 24/49/69/87 to 24/47/66/83 (Developer's notes: Ballista could use some nerfs here and there, considering its widely overshadowing most other physical damage towers, and even the Purifier at times, given its 0 energy cost.)
Defenders:
Empyrean -> Attack damage increased from 38 to 44 (Developer's notes: Empyrean... has been left VERY weak after the burn debuff nerfs along with Hot Shot and Frostfire Laser. We're going to similarly give it more damage to compensate.)
Barbarian -> Attack damage increased from 26 to 28 (Developer's notes: For a long cooldown defender, Barbarian is just... redundant? It doesn't really have the spammability of earlier defenders, and dies easily to stronger enemies.)
Infantry -> Attack speed increased from 1 to 1.4 (Developer's notes: The infantry could use some attack speed to improve its early scrapping power against low tier enemies.)
Enemies:
Mrithus -> Now more aggressive after each Void Obelisk spawn Voidlords are now less likely to spawn near the exit Increased aggressiveness as the fight progresses (Developer's notes: We're bringing back a bit of Old Mrithus from v1.3, with it spamming attacks on higher difficulties. Right now Mrithus is just sitting there for 80% of the bossfight, doing little. Also tuning down the RNG of Voidlord spawns, as they can sometimes be a little bit unfair.)
Overlord -> (QOL Change): Now prompts the player to click towers to remove Overlord's tower fry debuff (No gameplay change)
V1.4.1 Quality of Life Patch
Here's a small update to fix a bunch of bugs that slipped through v1.4, and a few balance changes to make the game more challenge on easier difficulties!
Changelogs:
VISUAL CHANGES:
- All towers in tower select now on one page.
BUGFIXES:
- Fixed a bug with Monolith's UI in Tower Select - Final Wave should no longer appear incorrectly in Level 1-4 - Cube Corp should no longer have money/energy gen FX when not generating money/energy. - Mrithus's theme should no longer be 'drowned out' by sound effects. - Monolith now properly applies death effects upon dying
BALANCE CHANGES:
- Made it slightly harder to generate money and energy passively, especially in earlier levels.
Voidburn Debuff -> Damage increased to 45-60 + 8% current health true damage p/second (from 15-30 + 8% current health true damage p/second) (Developer's notes: Voidburn is still currently ignorable and remains a "free attack" for the Mrithus bossfight, which it shouldn't be. We're going to revert its initial base damage nerf and keep the tank-kill abilities to make it more impactful as a final boss attack.)
Towers
Energy Pylon -> Resource generation interval increased from 3 to 5 seconds. (Developer's notes: Looks like we overshot the Energy Pylon with buffs; going to trim a bit of power from it!)
Vaporiser -> Ramping time increased from 3.5 to 3.75 seconds DPS decreased from 725/1250/2300/3650 to 705/1225/2150/3400 (Developer's notes: Same with the Vaporiser, especially with its ability to defeat weaker enemies without locking on, we're going to partially revert the v1.4 buffs.)
Radar -> Cost increased from $325/575/925/1355 to $325/650/1050/1500 (Developer's notes: The Level 3/4 Radar provides a bit too much value for its price. Maintaining its niche as a support tower, we're going to make it harder for players to obtain.)
EMP Field -> Damage decreased from 135/190/265/345 to 130/180/250/330 (Developer's notes: EMP Field is way too valuable for a $125 tower, compared to the likes of Hot Shot, and Cube Launcher, especially with its instant damage. We're going to cut its DPS further, and keep a close eye on it)
Gauss Accelerator -> Range adjusted from 35/45/60/75 to 50 flat Damage increased from 9-18/13-32/19-48/27-60 to 10-20/14-36/23-55/34-73 (Developer's notes: The Range nerfs are actually a buff to Gauss Accelerator as the tower full damage only when enemies were at maximum range. This allows the tower to access its maximum range and DPS more frequently.)
Restorer -> No longer increases nearby defender resistances Heal p/second increased from 30 to 32 (Developer's notes: We're trimming unnecessary traits from the Restorer that are causing it to be used in every defender setup, such as the resistance buffs to defenders.)
Monolith -> Cooldown decreased from 250 to 185 seconds Speed increased from 0.4 to 0.5 (Developer's notes: With these bugfixes and a slightly reduced cooldown, the Monolith should hopefully find its place in some defender setups!)
Enemies ->
(Developer's notes: With these enemies, we're going to aim to buff the survivability of early-game enemies so that levels in the early game last a bit longer than 30 seconds. This gives more time for people to explore tower combinations early, and provides for a less jarring difficulty spike in Worlds 2 and 3)
Runner -> Health increased from 67 to 80
Invader -> Health increased from 225 to 265 Attack increased from 16 to 18
Juggernaut -> Health increased from 625 to 675 Armor increased from 2 to 2.3 Speed decreased from 0.7 to 0.65 Bulletter -> Health increased from 145 to 165 Attack increased from 8 to 13
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That's it! - Anthony (Hyperreal Games)
V1.4 UPDATE RELEASE
Welcome to Update 1.4
It's been almost a year since we've first released Cubelander. Felt like yesterday when we were making our menu music work, and enemies to move properly!
We've reworked the Mrithus and Overlord bossfights to involve a lot more void... and less lag. We've cooked up a new track to add to our OST as well and a new addition to your arsenal...
In the meantime, enjoy the game!
- Anthony Wu Hyperreal Games NEW DEFENDER -> Monolith
- Extremely tough defender that violently explodes when killed - Unlock by reaching Commander Level 90 in the QUESTS panel - (TIP to farm XP: Playing levels and beating them on Invictus Mode grants HUGE bonuses of XP)
NEW ENEMY -> Voidlord
- Watch out for its deadly laser attack! - Appears in the Geometric Void and summoned by Mrithus - Extremely tough defender that takes many hits to bring down! - Nigh-unstoppable when empowered by Void Obelisks!
Small Changes ->
- New BOSSFIGHT theme for Mrithus's Phase 2. - Cores will no longer spawn a defender immediately when upgraded - Autospawn rates have been reworked. - Core regen rate now only 80% as effective as Normal on Prestige Mode and 60% as effective on Invictus Mode. - Made Prestige and Invictus mode slightly easier, and adjusted some aspects of Normal Mode gameplay. - You now gain XP for losing levels - Commader XP for clearing waves in Endless Mode is now only granted for clearing waves above Wave 50. However, XP granted is significantly increased. - You'll now need more XP in the earlier levels, less XP between levels 50-90 and more XP at levels about 90 to level up. - Updated the Level Select UI and also credits UI - Some enemies now have new FX!
Bugfixes -> - Adjusted the size of the freeze effect; it should no longer be too big for some enemies - Unlock popups should no longer spawn on top of each other - Final wave popup should no longer appear for Endless Mode - Sell and build tower audio should now properly play when using hotkeys to upgrade - Boss DR should finally be fixed -> was a bug with purifier dealing excessive damage to bosses - Mrithus no longer has broken Phase 2 Behaviour - Fixed twitching of price text when upgrading cores and towers - Fixed enemies clipping across the map in Level 1-3 - Cube Corp, Hydra Cannon and Frozen Shot now correctly show up in Tower Select. - Vaporiser now correctly deals 1% of DPS when not fully ramped up. - Symmetria Crystal no longer grants 1 healing p/second at Level 1-3 - Towers now sell for full price before the game starts (so you can pick up and place towers before the game starts as needed!) - Waves no longer get more dense as the level goes on in Prestige and Invictus Mode.
Balance Changes
Game Systems
==VOIDBURN DEBUFF== - Voidburn debuff now deals 15-30 + 8% current health true damage p/second (from 25-50 magic damage p/second) (Developer notes: For a final boss debuff, voidbuff has always felt a bit underwhelming, and especially against tankier defenders that would often not even be scratched. We're going to bump up the damage of Voidburn to deal max health damage to fix it.)
==BURN DEBUFF== - Burn debuff no longer applies slow or attack reduction. - Burn damage adjusted from 7 + (80% burn stacks) and 1.5 + (0.05 p/burn stack)% missing health physical damage to 24 + (140% burn stacks) p/second - Burn damage no longer ignores 5% armor. (Developer's notes: The burn debuff has always lacked clarity, decreasing attack and speed when players don't really expect it. We're going to remove those extra aspects, and compensate it by buffing its damage)
Towers
Symmetria Crystal ->
(NEW) Now deals 175/350/525/650 bonus true damage to boss units Defender heal on/hit increased from 80% of damage on hit to 90% of damage on hit. No longer applies a 20% slow on enemies for 1 second (Developer's notes: Giving Symmetria Crystal some utility against bosses, and also making the tower more fun to use on defenders)
Cube Launcher ->
Damage p/shot decreased from 12/24/48/72 to 12/23/45/69 (Developer's notes: Winding back a bit of Cube Launcher's damage, as the combination of range and price makes the DPS a bit too valuable.)
Frozen Shot ->
Explosion radius decreased from 5 to 3 Post-freeze slow increased from 50% to 60% (Developer's notes: Without making the Frozen Shot a better Cubic Tesla, we're going to buff it's stalling capabilities.)
EMP Field ->
Recharge time increased from 10/9/8/7 seconds to 10/9.5/9/8.5 seconds (Developer's notes: EMP Field is a bit too strong on Invictus strategies, and given it already provides instant damage upon upgrade, we think it's time to trim some stats elsewhere to put the tower in a more balanced state.)
Purifier ->
Cost increased from $800/$1500/$2200/$3500 to $800/$1700/$2750/$4500 Energy cost increased from 10/11/12/13 to 15 flat Only Laser DPS is buffed by Radar (Developer's notes: We don't want the player to feel like the Purifier is the ONLY option for good DPS, and to run it in every loadout. We still wanted to preserve the thematic of the Purifier being an "Ultimate Weapon", but are going to make it significantly more risky for players to use it, especially on maps with less available resources.)
Vapoiser ->
Ramping time decreased from 4 to 3.5 seconds DPS increased from 700/1200/2100/3300 to 725/1250/2300/3650 (Developer's notes: Vaporiser's single target and backloaded DPS significantly hurts it, especially against strong and fast enemies. We're going to increase the Vaporiser's uptime and DPS to allow it better to slice through beefy enemies.)
Hot Shot ->
Damage increased from 27/34/42/51 to 35/44/51/60 (Developer's notes: Hot Shot has essentially lost a lot of its utility following the Burn rework, so this will serve as a compensatory buff.)
Cookie Oven ->
Cooldown adjusted from 6/6/12/12 seconds to 8 flat Money p/interval adjusted from $20/28/75/125 to $30/45/65/100 (Developer's notes: Cookie Oven has felt a bit inconsistent to use, especially on Levels 3 and 4, where playtesters felt like the money generation intervals were completely random. This should hopefully fix it.)
Energy Pylon ->
Energy p/interval increased from 10/15/20/25 to 15/21/27/33 Cost increased from $150/250/400/600 to $150/300/450/650 (Developer's notes: Given that energy can easily be generated via the Core, Reactor and Cube Corp, the Pylon is feeling a bit underwhelming, especially if used in conjunction with the Oven, taking up 2 slots. This change should hopefully make it more justifiable to spend a slot on energy generation alone.)
Cube Corp ->
Energy cost removed Energy p/interval decreased from 10/20/30/50 to 7/15/25/35 NEW: Maximum money p/interval now 100/200/300/500 NEW: Maximum energy p/interval now 70/150/250/350 (Developer's notes: On a similar vein, we're seeing Cube Corp overtake all other eco towers as the premier money generating tower on some maps. While we do like to see players optimise their setups to maximise income, on levels such as 2-9, the Cube Corp can trivialise levels. We're going to roll back its energy generation, and apply a cap to make its maximums less gamebreaking.
Symmetria Sword ->
Energy cost reduced from 4 to 1 Smited now causes enemies to take 60/130/220/350% extra damage from defenders (from 60/120/200/300%) (Developer's notes: We're seeing many defender users opt for the DPS of towers rather than use a slot for augmenting defenders. Going to reduce the risk of using the sword to sweeten the option of taking this tower!)
Defenders
Mage ->
Attack range increased from 25 to 30 Explosion radius increased from 2 to 4 Attack damage increased from 125 to 135 Recharge increased from 7 to 8 seconds (Developer's notes: We're going to apply a buff to the Mage, as it has been often overshadowed by its more expensive counterparts.)
Paladin ->
Health increased from 385 to 435 Attack damage decreased from 93 to 64 Explosion radius decreased from 6 to 4 Recharge increased from 33 to 36 seconds (Developer's notes: We've been trying to give each defender a more unique and distinct role from each other. The Paladin will now be the tanker, and we're trading off a bit of its offensive capabilities, for increased survivability.)
Empyrean ->
Health decreased from 210 to 195 Attack damage increased from 35 to 38 Burn stacks on hit increased from 34 to 42 Shield now triggers from 30% health (from 33%) Shield duration reduced from 5 to 4 seconds Shield HP increased from 75 to 85 Heal p/second upon shield proc increased from 18 to 20 HP/sec (Developer's notes: Similarly with the Empyrean, we're going to make the shield shorter but higher impact, so that it's good for surviving burst and less good for extended exchanges. We're also bumping up its DPS given the burn rework.)
Restorer -> Attack damage decreased from 61 to 51 (Developer's notes: Same with Restorer. Because it's already in a strong spot, we're going to trim its firepower to cement it more as a healing defender rather than a true damage DPS machine.)
Enemies
Cryonova ->
Health increased from 175000 to 180000 (Developer's notes: The Cryonova bossfight is lasting a bit shorter than we'd like to admit. We're going to apply a bit more tankiness to it.)
Mrithus ->
REWORKED!
Phase 1 Health reduced from 250000 to 175000 Phase 2 Health reduced from 250000 to 180000 Time to complete Phase 2 increased from 5 to 8 minutes Voidblobs now get faster as the battle continues on Prestige Mode and above Get a huge burst of money, energy upon reaching Phase 2 (Resets inflation on Prestige Mode) Now summons Void Obelisks on Phase 2 to heal and protect itself. Take down the void obeslisk to damage him! Summons voidlords and empowers them through Void Obelisks in Phase 2. Mrithus has reduced agressivity when void obelisks are alive. Less likely to use tower destroy attack many times in a row Start with more money and energy (Developer's notes: Now, we've remade the Mrithus bossfight from the ground up. Phase 1 will largely be the same, but Phase 2 will introduce a new gimmick where you've got to down his Void Obelisks. They provide Mrithus with a shield and heal him overtime, so be sure to take them down fast!)
Overlord ->
AI tweaked to prioritise spawning underlords if there are none alive. Less likely to use tower frier attack if no Underlords are alive. On Invictus mode, will always buff nearby Underlords if more than 4 are alive at once. Bullets now explode more violently. Overlord speed buff now weaker, but lasts for longer Tower fry attack now affects less tiles (Developer's notes: These are just QOL changes so that the Overlord stops buffing Underlords when they are NONE alive!)
Underlord ->
HP decreased from 8000 to 7200 New FX when buffed Now immune to all slows
Voidling ->
Now heals and gains increased resistances when a Void Obelisk is alive
V1.3.1 QUALITY OF LIFE PATCH
Hey everyone, we've released V1.3.1, a small QOL patch that makes some polishes to the content of V1.3.
We've also updated the splash screen when you first open Cubelander!
Have fun! - Hyperreal Games
Changelogs
Changes ->
- Tower levels renamed to TIERS. - Improvement to in-game UI - Updated Hyperreal Games Splash-screen - Bosses are now able to take up to 4999 damage p/hit (from 999)
Bugfixes ->
Damage numbers are no longer spawned for negative damage Laser sounds should not play during the pause menu
Balance Changes
Towers
Frostfire Laser ->
Energy Cost increased from 8/11/14/17 to 10/14/18/22 (Developer's notes: The frostfire laser has been at a very strong state, after the v1.2.2 buffs. While the v1.3 nerfs have been doing well to put it in check, we're going to increase the risk of using the tower by increasing its energy cost - so it's not as versatile in low energy setups.)
Corrosive Shot ->
Range increased from 30/33/36/40 to 40 flat (Developer's notes: Right now, we think Corrosive Shot's utility is at a good position, but it's having too much difficulty with target access. We don't want to give it area, because it could push the tower into OP territory, so we're going to give it some range to help out)
Missile Base ->
Explosion radius increased from 5/7.5/10/12.5 to 12.5 flat Fire rate increased from 0.5/0.6/0.7/0.8 to 0.6/0.7/0.8/0.9 (Developer's notes: We're very careful with buffing early game towers as they could make the first 2 worlds trivial, but compared to other towers, the missile base is a bit too weak currently. Buffing accordingly.)
Ballista ->
Explosion radius decreased from 8 flat to 6.5/7/7.5/8 Damage p/shot decreased from 29/53/72/87 to 24/49/69/87 (Developer's notes: For a $300 cost tower at Level 1, the Ballista has a bit too many advantages with long range, area and rapidfire. While we don't want to take away area or rapidfire from the Ballista, we're going to trim some stats from it to force players to use other towers.)
Cube Reactor ->
Bugfix - Now properly generates energy.
Hydra Cannon ->
Damage p/shot increased from 78/148/205/263 to 82/152/209/268 Fire rate reduced from 2.3/2.5/2.7/2.9 to 2.2 flat Slow duration increased from 2.5 to 3.2 seconds flat. Bugfix - Now properly has 15% armor penetration (Developer's notes: The sound of Hydra Cannon's rockets were getting a bit annoying for playtesters, so we lowered its fire rate, and gave some compensation buffs)
Radar -> Range decreased from 40 to 36 (Developer's notes: After the Radar's rework, it became very strong at buffing towers, and was being used amongst most tower setups with our playtesters. We're going to trim some range to encourage more skill expression in placing the radar so it gets maximum value.)
Empyrean ->
Heal p/second upon shield activated reduced from 20 to 18 HP/second Shield HP increased from 50 to 75 (Developer's notes: We overshot a bit with the Empyrean, giving it a bit too much survivability. These changes should hopefully shift the Empyrean towards a defender that can survive burst rather than a pure face-tanker)
Restorer ->
Attack increased from 56 to 61 Bugfixed -> No longer double buffs armor of nearby defenders. Bugfixed -> No longer inflicts burn on enemies (Developer's notes: There's a few bugfixes for the Restorer that would diminish its power significantly, so we're going to compensate buff it and keep an eye.)
Titania ->
NEW PASSIVE: Now takes 50% less physical damage Armor decreased from 10 to 7 Health increased from 45 to 50 Cooldown increased from 21 to 25 (Developer's notes: The Titania has not really been very good at resisting physical damage, and often dies to just a few hits despite its armor. The new passive should hopefully allow it to tank more heavy hits.)
Cube Reactor ->
Bugfixed - Now displays generated energy properly.
Crusher -> (INVICTUS): HP reduced from 8200 to 5750 (INVICTUS): Armor increased from 2 to 2.4 (Developer's notes: The current Crusher stats were a bit too difficult to deal with in 2-1, where players lacked DPS options to deal with the Crusher. These changes should hopefully make 2-1 Invictus more manageable.)
Clowncar ->
Bugfixed - Now properly fights defenders
Mrithus ->
Bugfixed - Will now properly use all attacks as intended. Bugfixed - Now takes damage normally
UPDATE V1.3 - THE SMITER AND THE PROTECTOR
It's been a while since we've had a major update in Cubelander - so we're happy to bring you version 1.3, our latest update!
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NEW QUESTS
You can now do more than just complete levels in Cubelander! We've added massive rewards for levelling up, and beating levels on HARDER difficulties through our quest system!
THE SMITER AND THE PROTECTOR
We've added 2 new defenders, the Empyrean and the Restorer
The EMPYREAN is a very tough and fast defender that fires blasts of light at enemies, burning them for magic damage over time. When injured, the defender fights on with a shield, able to stall enemies for a long time
The RESTORER is a tanky defender that creates an aura of restoration around it, when fighting. Defenders nearby become tankier and heal!
These 2 new defenders will help you out in situations, where you're in a pinch and need to decimate crowds or you want to keep your walls alive!
QUALITY OF LIFE CHANGES
We've done many behind the scenes changes, such as a new World 1 soundtrack, more intense bossfights, damage numbers for when units are damaged, and countless small improvements and bugfixes behind the scenes, so that your Cubelander experience is way more enjoyable!
Thanks for playing Cubelander! - Hyperreal Games
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Full Changelogs (LONG)
New Additions ->
Added 2 new defenders, the Empyrean and the Restorer!
The Empyrean fires holy blasts that burn enemies alive, and when damaged, shields itself and rapidly regenerates
The Restorer provides a defensive aura when fighting, healing and increasing the armor and magic armor of nearby defenders
Added quest system -> Unlock the 2 new defenders by reaching Level 25 and 50 respectively
Small Changes ->
Increased XP requirement to level up on earlier levels, reduced XP requirement on Levels 90+
Reduced XP gain from Endless Mode
Changed the waves of Endless Mode. Slightly adjusted the stat scaling of enemies in Endless Mode
Defenders no longer do 33% bonus damage on Prestige Mode
Single target towers no longer do 33% bonus damage on Prestige mode (This included laser towers)
Cores will now regenerate on all difficulty levels
Gave the burn debuff icon a new look
New world 1 battle theme!
New sound effects for some towers! (We'll add the rest over the coming updates)
When blizzards are active, added new freeze overlay!
Added music and sound effect sliders as separate, rather than just only master volume
Added a final wave text
Added some damage numbers to indicate when units are taking damage
Bugfixes ->
Cores Lv1 should now properly not generate money (previously applied to only some levels, bug now totally fixed)
It should no longer be possible to have negative XP
It should no longer be possible to generate money on any last stand level
Defender cooldowns in 2-7 are now properly prolonged
The new update panel should now properly show for new players migrating to the new version
Made a spelling correction to the radar's description
Towers ->
Frostfire Laser ->
DPS nerfed from 90/185/300/405 to 60/160/285/375 Range nerfed from 50/60/70/80 to 40/45/50/55 Slow reduced from 99% to 50/68/84/99% Slow duration reduced from 3 seconds to 1 second Developer's notes: During playtesting, we've seen that Frostfire Laser has been ridiculously overpowered in Invictus Mode, even despite believing it to be underpowered previously. Even then, we've clearly overtuned the tower overtime by making it too versatile. Nerfing accordingly.
Sludge Cannon ->
Fire rate increased from 0.18/0.19/0.20/0.21 to 0.21 flat Developer's notes: Sludge cannon's been a tad bit on the weak side lately, so this buff will ensure it has more up-time!
Gauss Accelerator ->
Max damage radius increased from 7.5 to 13 Damage p/shot increased from 8-16/11-27/15-42/23-55 to 9-18/13-32/19-48/27-60 Developer's notes: Gauss Accelerator has been very hard to use on some maps, being outclassed by many other towers. Making the tower more forgiving should incentivize less experienced players to use it more!
Toxic Sentry ->
Damage p/shot increased from 12/19/26/40 to 24/33/46/68 (Remember that Lv4 Toxic Sentry fires 2 shots at once) Developer's notes: Similarly, Toxic Sentry's DPS takes way too long to kick in, especially against enemies that are fast and are hard to stall. We'll see if this buff helps alleviate these issues
Cube Beamer ->
Slow removed from laser Energy cost reduced from 1/2/3/4 to 1/1/2/2 Developer's notes: Now that defenders are the main way of stalling enemies, we want to make slows and disables more exclusive. We're going to compensation buff the beamer to ensure this is not a nerf
EMP Field ->
Now starts fully charged Developer's notes: Quality of life change
Cubic Tesla ->
Now starts fully charged Disorientation time changed from 2/2.3/2.6/3 seconds to 2.5/2.6/2.8/3.0 Charge time adjusted from 18/15/12/8 seconds to 20/16/12/8 seconds Developer's notes: Same with EMP Field, although we would like to see more usage of the earlier levels of cubic tesla, so we're going to give the player a larger reward if they manage to stun enemies with it
Corrosive Shot ->
Corrosion debuff time increased from 10 to 12 seconds Damage p/shot increased from 23/45/62/89 to 28/50/68/93 Developer's notes: Corrosive shot has still been ridiculously ineffective and weak beyond dealing with Ravagers, and even then we're not seeing it have enough usage amongst playtesters. Buffing it so that it can be used in more situations
Hot Shot ->
Damage p/shot increased from 25/32/40/49 to 27/34/42/51 Developer's notes: We don't want to overbuff the Hot Shot by making it essential in all levels, but at the same time, it is in need of a little help currently.
Frozen Shot ->
Damage p/shot increased from 82/140/183/271 to 87/145/188/276 Fire rate reduced from 0.3 to 0.25 Freeze time increased from 1.5/1.8/2.1/2.5 to 1.6/1.9/2.2/2.6 seconds Bugfix: Level 4 can now receive radar buffs Developer's notes: Frozen shot is still a bit on the weaker side, especially after it's lost 0.5 seconds off it's freeze. We're going to partially revert the nerf and see how it goes.
Symmetria Sword -> REWORKED
Explosion radius increased from 0 to 5 Energy cost increased from 3 to 4 Range decreased from 55 to 37 Price increased from $275/525/950/1775 to $275/600/1125/1950 Smite duration reduced from 5/6/7/8 seconds to 5 seconds flat Defender damage amp reduced from 75/150/225/350% to 60/120/200/300% Slow duration decreased from 4 to 0.5 seconds Fire rate adjusted from 0.7/0.85/1.1/1.5 to 0.9 flat DOT removed (BUGFIX): No longer inflicts poison Developer's notes: Symmetria Sword has struggled to see use in defender strategies, and we feel like reworking the tower to give it more area-of-effect will see the tower in a healthier spot
Missile Base ->
Damage adjusted from 68/86/115/156 to 63/84/134/275 Range increased from 50/53/56/60 to 55/60/65/70 Level 3 and 4 now fire only one missile at once Fire rate adjusted from 0.5 flat to 0.5/0.6/0.7/0.8 Projectile Speed adjusted from 30/50/75/100 to 55 flat Developer's notes: These changes are to make the tower more satisfying to use, rather than a pure nerf or buff
Cube Reactor ->
Damage increased from 6/11/16/21 to 7/12/17/22 Will now generate energy in bursts of 25 (To avoid FX cluttering). Energy generated will be stored until you hit 25 energy generated, then released. Energy generation p/hit adjusted from 1 p/3 enemies -> 1 per 5/4/3/2 enemies Developer's notes: These changes are also to make the tower more satisfying to use, and a few small buffs should hopefully put it in a better spot.
Cube Launcher ->
Damage increased from 12/19/30/46 to 12/24/48/72 Level 3 and 4 launchers now fire only one cube at once Fire Rate increased from 1.4/1.65/0.6/0.8 to 1.4/1.65/2/2.5 Developer's notes: We found that the Cube Launcher's multi-shot was causing significant performance issues on lower-end computers, so this change will help remedy this. It should not be a net buff or nerf.
Vaporiser ->
Ramp up time increased from 3 to 4 seconds DPS increased from 650/1150/2050/3150 to 700/1200/2100/3200 Developer's notes: With the new defending system, Vaporiser's charge up has been easier to trigger. We're increasing its ramp up time to ensure that the difficulty to fully charge is the same as before.
Symmetria Crystal ->
Damage increased from 22/47/89/121 to 32/57/99/131 Developer's notes: Symmetria Crystal has been struggling and is often being wasted on weaker enemies. This damage buff should hopefully allow it to better filter out weaker enemies so that they are not hit twice, and waste shots from the tower's already slow fire rate.
(These eco towers were overall balanced to give larger bursts of money, rather than a continuous drip of money. We found this setup to be more satisfying to play)
Cookie Oven ->
Money generation delay now set at 6/6/12/12 seconds Money generation increased from 4/8/14/20 to 20/28/75/125
Energy Pylon ->
Energy generation delay now set at 3 seconds on all levels Energy generation increased from 4/8/12/16 to 10/15/20/25
Cube Corp ->
Resource generation delay now capped at 8 seconds at all levels Resource generation p/tower increased from 1/2/4/6 to 10/20/30/50
Radar -> REWORKED
No longer heals defenders in radius Now provides the following buffs at all levels: Provides 2/4/6/8 stacks of 'Overclock' buff to all nearby towers. Cannot stack overclock buffs Each stack of overclock grants: 5% bonus range to all towers 10% bonus attack speed to all projectile-firing towers 10% bonus DPS to laser towers 10% bonus damage p/shot to Purifier 2% faster reload to all AOE towers 10% more resource generation to all resource generating towers Developer's notes: These changes aim to push radar out of the role of the Symmetria Crystal and Restorer and help it better fulfill its niche of a tower augumenting tower.
Defenders ->
Titania ->
Health increased from 35 to 45 Armor decreased from 15 to 10 Developer's notes: Titania is a bit too weak against magic damage, and is often not worth the cost and slot. This should hopefully increase its versatility, without making it too strong.
Infantry ->
Cooldown increased from 4 to 4.5 seconds Attack damage increased from 6 to 8 Developer's notes: These changes will hopefully shift infantry more towards early game fighting, rather than just a meatshield used in conjunction with Wall.
Ranger ->
Attack range increased from 45 to 50 Cooldown decreased from 6 to 5.5 seconds Speed increased from 0.8 to 1.1 Health decreased from 55 to 45 Developer's notes: Ranger has also been struggling to find its place after the last few nerfs, these changes should hopefully put it in a more balanced spot.
Wall ->
Health decreased from 110 to 105 Developer's notes: Wall has still been far too essential in most defender setups, and is still being played in almost all late-game levels. While we want to preserve the wall as a tanky cheap spammable defender, we still want to see other defenders being used in place of it in certain situations. Zapper ->
Death damage increased from 125 to 150 Death explosion radius increased from 30 to 36 Developer's notes: Zapper has had a hard time actually hitting enemies with its explosion. These changes should hopefully fix this.
Barbarian ->
Attack damage increased from 23 to 26 Heal p/second increased from 5 to 7 Health increased from 115 to 135 Cooldown increased from 12 to 14 seconds Energy cost increased from 50 to 60 Developer's notes: The Barbarian has been quite skewed towards the early game, being a free win for weaker waves and easier levels, but falling off and becoming useless in the late game. This should hopefully smooth its power curve to make it more useful in more situations.
Paladin ->
Cooldown reduced from 35 to 33 Health increased from 375 to 385 Attack damage increased from 90 to 93 Developer's notes: With the new defending system, we found that the high energy cost and long cooldown of the paladin has left it completely underused. We don't want to overbuff it and make it an essential pick, so we're being conservative with these changes.
Mage ->
Attack speed increased from 0.6 to 0.75 Attack range increased from 20 to 25 Developer's notes: Buffing the mage to ensure it is able to deal enough damage in late game levels!
Enemies ->
Alpha ->
Gains a new desperation phase in Prestige and Invictus Mode, where he summons a black hole. AI reworked to be more aggressive on all modes Alpha's feeders HP increased from 250 -> 550 Alpha's feeders now have more magic resistance on Invictus Mode Now fires a new explosion attack at defenders Health increased from 50000 to 55000 Invictus health decreased from 110000 to 80000 Developer's notes: Reworked the alpha bossfight to become more fun and interactive. Given spawning defenders is easier, we're going to give it some tools to help fight back!
Sapper ->
(BUGFIX) Should no longer keep playing sapping FX while moving
Superdrill ->
Health decreased from 50000 to 47500 Developer's notes: The Superdrill is a bit too hard to stop, even for a late game enemy. Fixing accordingly!
Deathgripper ->
Speed decreased from 1.3 to 1.25 Attack damage decreased from 145 to 114 Health increased from 8500 to 9000 Developer's notes: The deathgripper has been one of those enemies where you either bring Tesla or lose instantly. While we like challenging enemies, we believe that lowering its pushing power should hopefully make it a less frustrating enemy to face.