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Steam News15 January 20242y ago

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!

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

1 fix0 additions17 changes1 removal
  • Balance
  • UI and audio
changedHere'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!
fixedBUGFIXES: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
changedBALANCE CHANGES:Made it slightly harder to generate money and energy passively, especially in earlier levels.
changedBALANCE CHANGES: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.)
changedBALANCE CHANGES:Towers
changedBALANCE CHANGES: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!)
Energy Pylon -> Resource generation interval35secondsEnergy Pylon -> Resource generation interval increased, buffVaporiser -> Ramping time3.53.75secondsVaporiser -> Ramping time increased, buff75 seconds DPS725/1250/2300/3650705/1225/2150/340075 seconds DPS decreased, nerfEMP Field -> Damage135/190/265/345130/180/250/330EMP Field -> Damage decreased, nerf

Cubelander changes

changedHere'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!
fixedFixed 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
changedMade it slightly harder to generate money and energy passively, especially in earlier levels.
changedVoidburn 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.)
changedTowers

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

Steam News / 15 January 2024

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