HomeGamesUpdatesPricingMethodology
Steam News17 March 20233y ago

V1.2 UPDATE CHANGELOGS

V1.2 CHANGELOGS Here's the full changelogs for the new version, v1.2! Have a read below - Major Changes: Defenders are now spawned from cores automatically and can spawn over time. They now have individual cooldowns.

Full notes

Full Cubelander update

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

What changed

1 fix10 additions66 changes1 removal
  • Gameplay
  • Balance
  • Fixes
  • Maps
addedV1.2 CHANGELOGSHere's the full changelogs for the new version, v1.2! Have a read below -
addedMajor Changes:Defenders are now spawned from cores automatically and can spawn over time. They now have individual cooldowns. Added limit for summoning defenders.
addedMajor Changes:Cores can now be upgraded to level 8, each bringing more health, defender spawns and resource generation. They also have a new model.
changedMajor Changes:Most enemies and defenders have better graphics, tower tiles have been reworked!
addedMajor Changes:You can now select your defenders to bring into battle, alongside your towers
addedMajor Changes:Added the News section where you can see latest update notes.
Fire Rate:1/1.3/1.5/1.71.6/2.0/2.5/3.2Fire Rate: increased, buffDamage p/shot:50/80/130/20022/43/67/90Damage p/shot: decreased, nerfDamage p/shot12/23/35/5012/19/30/46Energy cost1/2/3/51/2/3/4

V1.2 CHANGELOGS

Here's the full changelogs for the new version, v1.2! Have a read below -

Major Changes:

  • Defenders are now spawned from cores automatically and can spawn over time. They now have individual cooldowns. Added limit for summoning defenders.

  • Cores can now be upgraded to level 8, each bringing more health, defender spawns and resource generation. They also have a new model.

  • Most enemies and defenders have better graphics, tower tiles have been reworked!

  • You can now select your defenders to bring into battle, alongside your towers

  • Added the News section where you can see latest update notes.

Minor Changes:

  • Added some Advanced tips in the tutorial section

  • Loading screen tips improved!

  • Fixed bug where the tutorial was unlocked until you beat Ethoria (LOL)

  • You can now use previous loadout and clear your loadout in one click in arsenal select. By default, tower select will use your previous loadout

Balance Changes:

ENEMIES

The individual changes to each enemy will not be listed (there's too much to list!). But generally, as defenders are now more useful, and are spawned more frequently, all enemies have gotten a health, speed and attack buff. (The game should be still about as hard as before)

TOWERS

Ballista ->

  • Got a visual makeover!

  • Fire Rate: 1/1.3/1.5/1.7 -> 1.6/2.0/2.5/3.2

  • Damage p/shot: 50/80/130/200 -> 22/43/67/90

  • Explosion Radius: 7 -> 9

  • Range: 50/75/125/200 -> 65/75/85/98

  • New EFFECT: Projectiles now ignore 20%/25%/30%/35% of the target's ARMOR. (i.e. If a unit has 1 armor, they will be treated as if they have 0.8/0.75/0.7/0.65 armor)

(Developer's notes: Previously, the Ballista was in a pretty sad state, and looked horrible in-game. We've decided to make the ballista more unique, by making it more of an ACTUAL ballista. We've redone its model and projectiles, and gave it some armor piercing for dealing with those pesky juggernauts)

Cube Launcher ->

  • Damage p/shot reduced from 12/23/35/50 to 12/19/30/46

(Developer's notes: When Cube Launcher is too strong, early game is free. Nerfing to make early game not free!)

Cube Beamer ->

  • Energy cost reduced from 1/2/3/5 to 1/2/3/4

  • Range increased from 20/25/30/30 to 30/33/36/40

  • Slow reduced from 10% for 2 seconds to 5% for 1 second

  • DPS increased from 60/100/140/195 to 65/105/150/200

(Developer's notes: Again, Cube Beamer is still pretty underwhelming, especially given its range. We're going to shift some of its power from its slow (which is pretty useless anyways) to its DPS and reduce its energy cost. We're also going to throw in some range buffs here to make it viable again)

Frozen Shot ->

  • Freeze on-hit duration reduced from 1.4/1.9/2.4/2.8 to 1.4/1.7/2.0/2.3 seconds

  • Damage p/shot decreased from 89/149/190/285 to 77/135/178/266

  • Explosion Radius changed from 0/0/0/5 to 5 flat

(Developer's notes: Frozen shot is still a bit too OP for a zero energy cost tower. We're going to further nerf its freeze time to prevent perma-freezing when spammed, so you have to rely on other towers for backup as well)

Toxic Sentry ->

  • Got a visual makeover!

  • Energy cost increased 1/2/3/5 to 2/3/4/6

  • Range increased from 45/50/55/60 to 50/55/60/60

  • Fire rate reduced from 0.9/1/1.1/1.4 to 0.75/0.85/0.95/1.3

  • Slow increased from 25% for 1 to 25/35/45/55% for 1 second

  • DOT duration increased from 5/6/7/8 seconds to 8/11/13/15 seconds

(Developer's notes: It's about time we gave toxic sentry some love as well! We've always found the poison to be pretty underwhelming, so we skewed the tower to more towards the expensive side. We found these changes to make the tower way more fun to use!)

Gauss Accelerator ->

  • Energy cost reduced from 3/5/8/13 to 3/5/7/9

  • Fire rate reduced from 4/4.5/5/7 to 5 flat

(Developer's notes: We've found the Gauss Accelerator to be a bit feast or famine depending on the maps. We're going to reduce its energy cost to make it less of a risk to use, but trim down the strength when it overperforms on some maps)

Frostfire Laser ->

  • DPS increased from 70/155/260/365 to 85/180/295/400

(Developer's notes: Frostfire laser is *drumroll* still too weak in playtesting! Buffing accordingly)

Corrosive Shot ->

  • Damage increased from 10/17/29/44 to 23/45/62/89

(Developer's notes: Corrosive shot has hit rock bottom in terms of usability. Not only is its range short, and it has trouble applying its corrosion, but it's absolutely useless otherwise! Buffing its damage, which should hopefully make it useful in more situations)

Sludge Cannon ->

  • Sludge Duration increased from 4 seconds flat to 3/3/4/5 seconds

  • Sludge Puddle slow increased from 20/50/55/78% to 50/58/64/78%

(Developer's notes: Although the later levels of the sludge cannon are fine for now, the early levels definitely need some help. We're going to return some of the early level slows back, so that players are incentivized to use the Sludge Cannon more early game)

Symmetria Sword ->

  • Range increased from 35/35/45/45 to 55 flat

  • Now inflicts a 12/25/37/50% slow for 4 seconds

  • Fire rate increased from 0.5/0.55/0.6/0.65 to 0.7/0.85/1.1/1.5

  • Defender Damage amp reduced from 160/320/500/750% to 75/150/225/350%

  • NEW EFFECT: Smited enemies now take 0.8% of their missing health every second as true damage.

(Developer's notes: After careful consideration, we wanted to rethink how the Symmteria Sword fired and worked after the defender rework. While we want the tower to be a defending augumenting tower, right now, the buff on defender hits is a bit too strong for now, and some levels can be trivialized now that autospawn exists. We're going to reduce its defender damage amp, but give it a bit of other effects to make up for it, which should hopefully make it easier to stall enemies and allow your defenders to hit it)

EMP Field ->

  • Range increased from 20/25/30/35 to 30/30/35/35

  • Fire cooldown increased from 7/7/6/6 seconds to 10/9/8/7 seconds

  • Damage adjusted from 150/175/200/225 to 135/190/265/345

(Developer's notes: EMP field is a bit too strong, especially on higher difficulties. We're going to trim some of its fire rate to make it riskier to use.)

Cube Corp ->

  • Range adjusted from 35 flat to 25/32/39/46

  • Energy cost adjusted from 5 flat to 2/4/6/8

  • Money and energy generation p/tick decreased from 1/2/4/7 to 1/2/4/6

(Developer's notes: We're going to make it harder to use the Cube Corp without many other towers near it, so that the tower is more skill-expressive. We think that the range buff allows the player to better optimise their builds to max out the efficiency of the tower.)

Symmetria Crystal ->

  • Energy cost increased from 1/2/3/4 to 2/4/6/8

  • Range buffed from 40/43/46/50 to 50 flat

  • Fire rate buffed from 1 flat to 1.2 flat

  • Defenders now gain +33% speed for 3 seconds on hit

  • Symmetria Crystal no longer prevents enemy healing

  • Enemy stat loss decreased from 20% to 15%

  • At Level 4, now reduces enemy Tenacity by 15%

  • Now inflicts 20% slow for 1 second on hit

  • Defenders now gain speed at Level 3 rather than Level 4

  • Defender stat auguments adjusted from 30% to 25%

  • At Level 4, affected defenders now heal for 12 HP/sec.

  • Defender heal on hit reduced from 100% of the tower's damage to 80%

(Developer's notes: We've given the Symmetria Crystal a rework. We've shifted some of its healing powers, and reduce its efficiency on enemies for some other effects, making the tower way more versatile in more situations, which should hopefully make it more enjoyable to use.)

Vaporiser ->

  • Range adjusted from 30/40/60/100 to 40/50/60/70

  • DPS buffed from 500/900/1750/2600 to 650/1100/2050/3150

(Developer's notes: Although we like the current state of the Vaporiser, we believe that giving it almost infinite range takes the skill out of having to place it strategically and hold enemies in place. Nerfing its range on later levels so that players will have to stall the enemies for longer to get its full effect.)

Cube Reactor ->

  • Energy Generation increased from 1 p/3 enemies hit -> 1 p/2 enemies hit.

  • Energy Generation cap p/hit from 5 to 6

  • Attack interval changed from 0.7/0.6/0.5/0.4 seconds to 0.6/0.5/0.45/0.4 seconds

  • Damage increased from 5/9/13/17 to 6/10/14/18

  • Cost increased from $175/$250/$375/$525 to $175/$300/$450/$625

(Developer's notes: This adjustment to the cubic reactor should aim to tackle players spamming the tower too much, while not reducing the overall power of the tower.)

DEFENDERS

Remember that all defenders now have individual cooldowns. The main purpose of these changes is to balance the defenders under the context that they'll be spawned more often and have different cds. It's an overall nerf for cheap defenders as they can be spammed more frequently, but a buff for more expensive defenders

Infantry ->

  • Health decreased from 75 to 55

Ranger ->

  • Health increased from 55 to 60

  • Attack increased from 11 to 26

Barbarian ->

  • Heal per second increased from 3 to 6

  • Health decreased from 140 to 125

  • Attack damage increased from 14 to 20

Mage ->

  • Health increased from 40 to 45

  • Attack increased from 110 to 125

Wall ->

  • Health decreased from 200 to 125

Zapper ->

  • Death damage increased from 70 to 115

  • Disorientation time on death increased from 2.5 seconds to 2.7 seconds

Paladin ->

  • Health decreased from 380 to 350

  • Armor increased from 1.4 to 1.6

  • Explosion radius from 2 to 4

  • Attack damage increased from 75 to 90

ORBITAL STRIKE

  • Damage adjusted from 500-725 + 10% max health to 500-650 + 12% max health

  • (Remember that the damage is split over 3 strikes, with the first strike being the strongest)

(Developer's notes: Small balance change to make the orbital strike less RNG dependant)

And that's it for the changelogs! Thank you for playing Cubelander! - Hyperreal Games

Source

Steam News / 17 March 2023

Open original post

Changelog.gg summarizes and formats this update. How we read updates.