In this update4
Full notes
Full Cubelander update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
Cubelander changes
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
____________
That's it! - Anthony (Hyperreal Games)
Source
Changelog.gg summarizes and formats this update. How we read updates.
