In this update6
Full notes
Full Cubelander update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Maps
Cubelander changes
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.)
Source
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