In this update5
Full notes
Full Defenders of Cardom update
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What changed
- Balance
- Gameplay
Defenders of Cardom changes
Here's the first proper round of balance changes since the launch into Early Access! These changes mostly focus on making the game easier, primarily through reducing general gold cost, but there are several focused changes to specific cards.
Heroes
Generally, all heroes gold cost has been decreased. Squire
Gold cost 425 → 350
Range 0.75 → 0.8
Berserker
Range 0.75 → 0.8
YoYo Meister
Gold cost 950 → 800
Psychic
Gold cost 1000 → 900
Attack cooldown 6 → 5
Range 1.8 → 1.9
Ice Wizard
Gold cost 1000 → 700
Attack cooldown 1.65 → 1.4
Damage 4 → 3
Pierce 3 → 4
Range 2.15 → 2.6
Freeze speed decrease 80% → 75%
Due to its mutual exclusivity with fire wizards, ice wizards have a much higher opportunity cost. Hopefully these changes will help it fill its niche as a support tower much more effectively, along with increasing its general viability.
Harpoonier
Gold cost 1300 → 1150
Fire Wizard
Gold cost 800 → 750
Desperado
Range 2.25 → 2.1
Attack cooldown 1.35 → 1.2
Now reloads at any bullet amount
Reload time increased
Desperado has direct competition with Rogue and Harpoonier to fill the "single target" niche, these changes help to both further distinguish it from them by leaning more heavily into the "concentrated firepower" role it has, and to bring a massive quality of life change to it.
Night Wizard
Gold cost 1750 → 1500
Attack cooldown 1 → 0.95
Rogue
Range 2.75 → 2.85
Attack cooldown 2.15 → 2
Poison maximum damage 12.5 → 20
Poison damage added per hit 1.5 → 1.25
Reworked to lean more heavily into its unique poison-applying role.
Mycologist
Attack cooldown 2.5 → 2.2
Affected by poison changes
Affected by freeze changes
Spells
Summon Demons
Mana cost 7 → 8
Gold cost 150 → 250
Summon Demons is a card that is due for a complete rework. Extra money generation is a mechanic I am planning to use extremely sparingly. Due to the current state of the gold balance, I don't want to completely rework the card just yet.
Enchantments
Acuity Decreasing general gold cost.
Gold cost 150 → 100
Heartful Sacrifice
Gold cost 500 → 450
Mana Battery
Gold cost 525 → 500
Magic Density
Gold cost 350 → 300
Sharp shot
Gold cost 375 → 325
Sharpen
Gold cost 475 → 425
Velocity
Gold cost 70 → 30
Enemies
Many enemies have had their health slightly decreased to make certain levels (particularly 6 spiciness levels) easier.
Chunky Mushroom Health 400 → 350
Chunky Mushroom Speed 1.5 → 1.55
Fungal Goblin Health 210 → 170
Fungal Goblin Gold dropped 50 → 65
Fungal Goblin Speed 0.7 → 0.68
Anglerfish Gold dropped 45 → 75
Anglerfish Health 260 → 220
Anglerfish Speed 0.79 → 0.77
Sargassum Floater Health 78 → 60
Sea snake (Swimming) Speed 1.45 → 1.4
Hermit Crab Health 95 → 85
Seagull Health 14 → 12.5
Red Shromo Health 15.5 → 14.5
Yellow Shromo Health 25 → 22
Skeleton Health 18 → 16.5
Bandit Goblin Gold dropped 40 → 45
Goblin Pirate Health 36 → 33
Goblin Pirate (Sword Variant) Health 50 → 45
Goblin Pirate (Treasure Variant) Health 84 → 72
Father of Son of Cyclopsian Health 900 → 1000
Father of Son of Cyclopsian Speed 0.7 → 0.625
Other
Mana regen time slightly increased to help keep up with increased amount of gold. Starting gold in most levels increased
Mana regen time 5.6 → 4.9
Father of Son of Cyclopsian starting gold 1900 → 2000
Blackout Caverns starting gold 1750 → 2000
Mushroom Madness starting gold 2850 → 3300
Hawk Hunt starting gold 1700 → 1900
Spaghetti Western starting gold 1750 → 1900
Tropical Tussle starting gold 1600 → 1800
Davy Jones’ Depths starting gold 2750 → 3200
Pirate Party starting gold 2000 → 2200
Source
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