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Hey players, we're back with another small patch before a larger update.

This update aims to fix a bunch of bugs you've all been facing with the new update, tweak a bunch of overperforming towers and defenders, and make some quality of life adjustments!

Also, did we mention a new defender that's being added?

Enjoy!
- Hyperreal Games

(The full patch notes are listed below)

CHANGELOGS:


NEW ADDITIONS:


- New defender, Titania added to the game, a defender with VERY high armor that can withstand a lot of physical damage!
- Endless Mode now displays the waves survived after you lose. Defeat panel in endless mode renamed to Game Over.

BUGFIXES:


- Defender select icons now updated
- Updated some defender icons in level select
- Hid unreleased content in level select
- Energy Pylon now mentioned in game as Energy Pylon instead of Energy Generator in all instances.
- Core upgrade button is now properly greyed out when applicable.

BALANCE CHANGES:


Systems:


Armor Penetration -> (This only applies to Ballista and Hydra Cannon, keep in mind ArmorConsidered is 100% by default, and is reduced by Armor Penetration. For example: 20% Armor Penetration = 80% Armor Considered)
- New calculation is "finalArmor = 1 + ((Armor - 1) * ArmorConsidered)" from: "finalArmor = Armor * ArmorConsidered" when enemies have more than 1 armor
(TLDR, Armor Penetration is less effective, but this calculation should make more sense. Armor Penetration will now only deal more damage to enemies with more than 1 armor)

Defenders:


Infantry ->
- Cooldown reduced from 5 seconds to 4.5 seconds
- Attack increased from 3 to 4
- Health reduced from 55 to 50
(Developer's notes: Infantry is a bit too powerful at tanking enemies in the late game, but we don't want to deprive early game players of usable defenders. So we're going to give it some more attack damage, but make it less tanky and spammable)

Mage ->
- Health increased from 45 to 65
- Cooldown decreased from 8 to 7.5 seconds
(Developer's notes: For the last defender to be unlocked, the Mage is pretty lackluster in almost every aspect. We're going to buff its tankiness, and spammability, as it had troubles getting to enemies before being killed.)

Wall ->
- Cooldown increased from 5 to 5.5 seconds
- Health decreased from 125 to 120
(Developer's notes: Wall is becoming... a bit too much of an instant-win button, that completely outclasses every other defender when spammed. Going to nerf it to give the other defenders a chance!)

Ranger ->
- Cooldown increased from 5.5 seconds to 6 seconds
- Health decreased from 60 to 55
- Attack decreased from 26 to 21
(Developer's notes: Ranger has been making early-game a bit too trivial, especially after the v1.2 Update. We're going to revert partially its buff to keep it in a more balanced state)

Zapper ->
- Disorientation time on death increased from 2.7 to 2.8 seconds
- Death damage increased from 115 to 125
- Health increased from 5 to 25
- Cooldown increased from 12 to 14 seconds
(Developer's notes: Reducing the speed at which Zappers can be autospawned, to make them more of an "emergency use" for when enemies get too close to the core, and you need something to buy you a few seconds of time)

Enemies:


Voidling ->
- Speed decreased from 0.5 to 0.4
- Health increased from 6800 to 7500
(Developer's notes: Minor stat adjustments to the Voidling to make it more of a tough slow enemy)

Trojan ->
- Dash distance reduced by 66%
- Health increased from 135 to 285
- Speed decreased from 2.3 to 2.2
- Now gains damage reduction while dashing
(Developer's notes: After v1.2, Trojan's dash ability became too powerful as it was able to dash through defences, now given defenders are more common. This was completely unintended, so we're going to significantly scale back on the dash ability, but compensate buff it in other aspects, which should lead to it becoming a healthier state compared to v1.2)

Deathgripper ->
- (INVICTUS) Dash distance reduced by 66%
- (INVICTUS) Now gains damage reduction while dashing
- (INVICTUS) Invictus Mode Health increased from 8500 to 9500
(Developer's notes: Same as Trojan, but this change only applies to Invictus Mode)

Legion ->
- Health increased from 3500 to 5250
- Attack increased from 46 to 63
- Attack speed decreased from 0.6 to 0.3
- Explosion radius increased from 6 to 12
(Developer's notes: Gave the legion some epic bolts to fire, rather than the default bullet. The Legion will now hit harder, but fire slower. Beware defenders!)

Mutant ->
- Health increased from 465 to 485
- Speed increased from 0.9 to 1
(Developer's notes: After v1.2, Mutants have been left pretty weak, and not threatening enough. Buffing accordingly)

BOSSES:


Overlord ->
- Defender kill attacks will now have an explosion radius of 12 (from 0)
- Now more aggressive when under 33% health
(Developer's notes: Overlord's defender kill attack became pretty ineffective after v1.2, with autospawning defenders. Fixing accordingly)

Towers:


Ballista ->
- Now fire arrow projectiles rather than balls of energy
- Range nerfed from 65/75/85/98 to 60/70/80/90
- Armor Penetration increased from 20/25/30/35% to 22/28/34/40%
- Explosion Radius decreased from 9 to 8
- Fire rate adjusted from 1.6/2/2.5/3.2 to 1.8/2.2/2.6/3.0
- Damage p/shot increased from 22/43/67/90 to 32/56/75/90
(Developer's notes: What kind of ballista doesn't fire out arrows? This patch should fix that! And a few tweaks to put the Ballista in a more balanced state!)

Cube Reactor ->
- Energy Generation cap p/hit increased from 6 to 8
- Energy Generation reduced from 1 p/2 enemies to 1 p/3 enemies
- Damage p/hit increased from 6/10/14/18 to 6/11/16/21
(Developer's notes: The last patch to the Cube Reactor left it in a pretty sad state, so we're going to give back some of its DPS, but revert its energy generation p/enemy to prevent it from replacing the Energy Pylon)

Radar ->
- Laser Overclock damage reduced from 100% buff to 80% buff
- Eco Towers overclock buff (Cookie Oven, Energy Pylon, Cube Corp) increased from 60% buff to 70% buff
- (BUGFIX) Defenders now heal for 6% of their maximum health rather than 0.6%. Defenders no longer heal 1 extra health than intended.
(Developer's notes: A few bugfixes to the Radar, and a small adjustment to the overclock buff to ensure the buff to all towers is about the same level)

Sludge Cannon ->
- Fire Rate decreased from 0.18/0.20/0.22/0.24 to 0.18/0.19/0.20/0.21
- Range decreased from 65 flat to 60 flat
(Developer's notes: Although we'd still like to preserve Sludge Cannon's niche as an AOE tower that can slow crowds, we're going to slow it's fire rate so that it does not completely replace other towers such as the Cube Beamer or Frostfire Laser)

Hot Shot ->
- Damage p/hit increased from 24/31/39/46 to 25/32/40/49
(Developer's notes: Hot shot is a pretty pitiful state right now, so we're going to give it a slight damage bump so that it's not completely useless)

Hydra Cannon ->
- (NEW) Now has 15% Armor Penetration
- Energy Cost increased from 15/18/21/35 to 15/22/28/35
- Damage p/hit increased from 71/139/196/255 to 78/148/205/263
(Developer's notes: For an expensive tower with high energy cost, Hydra Cannon has been underpefroming, especially as more enemies have armor compared to the Purifier's magic damage. Giving it a bit of armor penetration and some all around buffs should help it become a more viable choice when compared to other expensive towers)





Windows 64-bitEnglish Depot 1860332
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