As usual, if there's any other suggestions you have for us, or features you want us to add, feel free to reply to this post - we'll read every single message here!
- Hyperreal Games
P.S. Changelogs are below, read them if you want.
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Changelogs:
UI Changes:
- The new update popup no longer appears for new players (They don't know what's going on!)
Bugfixes:
- Fixed a bug where the Void Obelisk grants infinite money when destroyed
- Voidlord's laser should be more visible now
- Removed a developer cheat code that could be accessed in game
- Cube Corp, Hydra Cannon, and Frozen Shot can now properly be obtained by completing their respective quests.
- It should no longer be possible to enter a battle without selecting any towers
- Player XP panel will properly display Level 100 as the max level.
Balance Changes:
Towers:
Frostfire Laser ->
Range increased from 40/45/50/55 to 42.5/47.5/52.5/57.5
Burn points apply every 0.1 seconds rather than every frame
Burn points on hit increased from 2/3/4/5 to 7/8/9/10
Energy cost decreased from 10/14/18/22 to 10/12/14/16
(Developer's notes: The Frostfire Laser has been struggling after a round of heavy-handed nerfs in v1.3 designed to remove its 99% Level 1 slow, and after the burn rework, which removed even more utility from the tower. These changes should hopefully strengthen the tower, along with making a few fixes that helps game performance.)
Hot Shot ->
Fire rate increased from 0.7/0.8/0.9/1.0 to 0.85/0.9/0.95/1.0
(Developer's notes: Similarly, the Hot Shot has been struggling to find relevance since v1.4, and has really been quite weak lately.)
Missile Launcher (formerly Missile Base) ->
Projectile speed increased from 55 to 65
(Developer's notes: We're renaming the Missile Base into Missile Launcher for the sake of keep consistent with most tower defence titles.)
EMP Field ->
Cost increased from $125/175/225/275 to $125/250/375/500
(Developer's notes: Our playtesters have discovered a strategy where you would place an EMP, let it attack, and then immediately upgrade it to reset the cooldown, and it's a bit too strong especially on Invictus Mode. The strategy is especially effective for the Level 3/4 EMP, which has a lot of damage, so we're going to target its price to make it less spammable, while still preserving the main function of the tower; which is to be placed at the back to catch any enemies passing by.)
Cube Beamer ->
Model made larger
DPS increased from 65/105/150/200 to 75/120/170/220
(Developer's notes: Cube Beamer's been left in the dark lately, with little uses compared to its other laser counterparts. Here's a DPS buff making it more viable in later levels.)
Cube Reactor ->
Damage increased from 7/12/17/22 to 7/12/18/23
(Developer's notes: Now that we've toned down the spammability of the Cube Reactor, it's time for it to receive some damage back; given its DPS is already very weak at clearing enemies beyond Swarmers.)
Ballista ->
Damage p/shot decreased from 24/49/69/87 to 24/47/66/83
(Developer's notes: Ballista could use some nerfs here and there, considering its widely overshadowing most other physical damage towers, and even the Purifier at times, given its 0 energy cost.)
Defenders:
Empyrean ->
Attack damage increased from 38 to 44
(Developer's notes: Empyrean... has been left VERY weak after the burn debuff nerfs along with Hot Shot and Frostfire Laser. We're going to similarly give it more damage to compensate.)
Barbarian ->
Attack damage increased from 26 to 28
(Developer's notes: For a long cooldown defender, Barbarian is just... redundant? It doesn't really have the spammability of earlier defenders, and dies easily to stronger enemies.)
Infantry ->
Attack speed increased from 1 to 1.4
(Developer's notes: The infantry could use some attack speed to improve its early scrapping power against low tier enemies.)
Enemies:
Mrithus ->
Now more aggressive after each Void Obelisk spawn
Voidlords are now less likely to spawn near the exit
Increased aggressiveness as the fight progresses
(Developer's notes: We're bringing back a bit of Old Mrithus from v1.3, with it spamming attacks on higher difficulties. Right now Mrithus is just sitting there for 80% of the bossfight, doing little. Also tuning down the RNG of Voidlord spawns, as they can sometimes be a little bit unfair.)
Overlord ->
(QOL Change): Now prompts the player to click towers to remove Overlord's tower fry debuff (No gameplay change)
Changed files in this update