
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.)
Changed files in this update