In this update7
Full notes
Full Cubelander update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Performance
- Balance
Cubelander changes
Hey everyone, we're here to bring you V1.2.2, a small QOL patch that adds a new XP system and fixes some bugs! Here are the changes below:
Main Changes
Added a new stats button (show below) in the main menu, showing the player stage clears on each difficulty and their commander XP. Level up all the way up to Level 100! (We still haven't decided what rewards to give to you for reaching certain levels, let us know what it should be!)
Cryonova's bossfight has been reworked in a more challenging way... Good luck!
Quite a few bugfixes that will make your Cubelander experience way more pleasant!
Thanks for playing - we'll be working on v1.3 while you do that... - Hyperreal Games (Full Changelogs listed below)
Full Changelogs
Stats Menu
Check out all of your level completions from Normal to Invictus Mode with this new menu
You'll now gain XP for killing enemies and completing levels to increase your commander level. Try to level it up to Level 100!
Bugfixes:
Mrithus will now properly use attacks as intended
Fixed the level select displaying 'Wall' defender twice
Lv1 Core should no longer generate money (It wasn't supposed to in the first place)
Fixed core upgrade buttons being enabled when you couldn't afford the upgrade
Core upgrades now properly trigger inflation on Prestige Mode
Performance and stability improvements
Boss Adjustments:
Mrithus -> - AI Bug Fixed (should now properly attack in this update) - AI is more predictable and now follows a preset attack pattern - Phase 2 HP increased from 150000 to 250000 (Developer's notes: Making Mrithus's AI more predictable to ensure a more consistent and enjoyable fight, and increasing Phase 2 HP to make sure players aren't killing it too fast)
Cryonova -> - Now more aggressive as it loses health - Now summons many more Mininovas as it loses health (Developer's notes: Cryonova spent quite too much time doing... nothing during the bossfight, especially on lower difficulties. While we understand that she's really difficult in Prestige and Invictus mode with her 3rd phase, we don't want to make the bossfight "free". Buffing her to force the player to be more proactive in this bossfight.)
Enemy Adjustments:
Deathgripper -> - Speed decreased from 1.4 to 1.3 (Developer's notes: Deathgripper is a bit too fast and on later levels, where there are many waves are too frustrating to play against. Nerfing its speed to give the player more time to react.)
Diplomat -> - Armor/Magic Armor buff capped at 12 Armor/Magic Armor (from 15) - Buff CD increased from 0.10 seconds to 0.12 seconds - Buff radius decreased from 33 to 25 (Developer's notes: Now that true damage in this game is significantly more limited, Diplomat's ability is too overwhelmingly, especially against newer players. Reducing the armor gains from enemies should hopefully make it less frustrating to go up against.)
Vexator -> - Now deals more damage to cores when let through - Health decreased from 4600 to 4400 (Developer's notes: A strategy found in playtesting was that we would often just leak Vexators because they barely did any damage to cores and were too much of a hassle to stop. We believe that the Vexator should be a high threat enemy that can go berserk if left unchecked, so we made it significantly more costly to let one through.)
Underlord -> (Only appears in Overlord Bossfight) - Health decreased from 8000 to 7500 - Speed increased from 0.1 to 0.4 (Buffed speed will be same as previous) (Developer's notes: With the v1.2 defender rework, Underlords are too slow and ineffective during the bossfight to pose a real threat to the player. Changing this accordingly.)
Mutant -> - Attack range reduced from 70 to 45 (Developer's notes: Mutants would often not move from their cores and snipe defenders from afar, so often their retreat ability remains unused. Reducing its attack range so players have more of a chance to see the abilities of this enemy.)
Voidling -> - Health reduced from 7500 to 7250 (Developer's notes: Voidlings are a bit too strong to go up against, even though they appear in only 2 levels currently. Nerfing them a bit.)
Maniac -> - Size of model increased - Speed reduced from 2 to 1.75 - Attack increased from 45 to 56 - Health increased from 235 to 300 - Now gets a burst of damage reduction when enraging (Developer's notes: These adjustments were made so that maniacs would not be instantly killed before they are able to fully enrage, but also reducing their speed so that the player has more time for counterplay.)
Tower Adjustments
Ballista -> - Damage p/shot decreased from 32/56/75/90 to 29/53/72/87 (Developer's notes: Ballista is a bit too strong on Invictus Mode, given it has very long range and doesn't consume energy. We're going to decrease its damage slightly, this will impact the early levels more, which should hopefully prevent it from being too dominant on Invictus Mode.)
Frozen Shot -> - Range adjusted from 25/30/35/40 to 32 flat - Freeze on-hit duration increased from 1.4/1.7/2.0/2.3 seconds to 1.5/1.8/2.1/2.5 seconds - Damage p/shot increased from 77/135/178/266 to 82/140/183/271 (Developer's notes: Frozen Shot has been left in the cold for a while... and underused. Turns out taking away its main ability of freezing enemies left it completely useless. Partially reverting the previous nerfs.)
Frostfire Laser -> - DPS increased from 85/180/295/400 to 90/185/300/405 - Burn points p/tick increased from 1/2/3/4 to 2/3/4/5 (Developer's notes: Frostfire Laser has also been left in the cold for a while! But nowhere near as bad as Frozen Shot, so we're giving it a small damage bump.)
Defender Adjustments
Titania -> - Cooldown reduced from 23 to 21 seconds (Developer's notes: Titania's cooldown is pretty... long, which prevents it from being viable on autospawn. Reducing its cooldown should hopefully make it stronger.)
Wall -> - Health reduced from 120 to 110 (Developer's notes: Wall's still a bit too strong for Cubelander, so we're going to trim a bit of health from it!)
Infantry -> - Cooldown reduced from 5 to 4 seconds - Health reduced from 50 to 45 - Attack increased from 4 to 6 (Developer's notes: Infantry has been left a bit underwhelming for early game, so we're going to buff its attack, but nerf its survivability so it can't be used in conjunction with Wall to infinitely stall enemies.)
Mage -> - Cooldown reduced from 7.5 to 7 seconds (Developer's notes: Increasing the spammability of mage should hopefully allow it to be used more often in later levels!)
Barbarian -> - Cooldown increased from 10 to 12 seconds - Health decreased from 125 to 115 - Attack increased from 20 to 23 - Bullets explosion radius increased from 0 to 3 (Now deals area damage) - Heal p/second reduced from 6 to 5 seconds (Developer's notes: The Barbarian feels a little bit underwhelming in the later levels, where many enemies are being spawned at once. We're going to buff it a little bit for late game, but also reduce its spammability to prevent it from being too strong.)
Paladin -> - Bullets explosion radius increased from 4 to 6 - Health increased from 350 to 375 (Developer's notes: Paladin has been a bit too weak for its expensive price and long cooldown, so we're going to give it a bit of help to make it more worth using!)
Source
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