We've released a new patch to fix up some unbalanced aspects of the game, make the game a bit more fast paced, and scattered some extra eye candy across the board to make your game experience better!
Here's a list of all the changes below:

v1.4.7 PATCH NOTES
==VISUAL IMPROVEMENTS==
Upgraded the visuals of Auroris. (Should now be a ton more trees floating around and frozen lakes to make the battlefield extra icy)
==NEW ENEMIES==
Enfreezinator -> An ancient shard ice of ice capable of freezing defenders outright with powerful blasts of magic. Appears on some levels after 3-6!
==BALANCE CHANGES==
==ENEMIES==
Deathgripper ->
HP increased from 9000 to 9900
Explosion radius increased from 0 to 8
We're seeing the Deathgripper be a bit too weak and unthreatening especially with its weaknesses to crowd control, so we're bumping up its tankiness and reducing its ability to be stalled.
Diplomat ->
Buff CD increased from 0.12 seconds to 0.85 seconds
HP increased from 450 to 900
We're noticing that Diplomats take a bit too less time to full kick in, especially on Invictus Mode, so we're giving the player more time to deal with them rather than forcing them to frontload all their defences.
Colossus ->
Attack incrased from 46 to 55
For a long time Colossus enemies have been jokes due to their stallability and slow speed. These changes should hopefully make it a bit more challenging to stall.
Worm ->
Duplicates now have proper size
Just a bug fix, unless you want tiny Worms...
Bulldozer ->
Health increased from 355 to 515
We're seeing the Bulldozer die a bit too quick especially after its shield has been broken. We're going to reduce its ability to be countered easily by bumping up its tankiness.
Crusher ->
Health increased from 3150 to 3550
Crushers are a bit too weak especially with their slow speed and instead remain punching bags for the player to destroy. Bumping up its health should make it a bit more threatening.
Vexator ->
Health increased from 4400 to 4990
With Vexators, we're seeing them get their HP bars popped a bit too easily especially later on, so we're gonna make them a bit more interactive and force the player to respond to them.
Colosserdrill ->
Health increased from 17500 to 21000
Speed decreased from 0.36 to 0.33
With Colosserdrills, we're noticing that their ignoring defenders makes it hard to fight off, forcing the player to use crowd control. We're rebalancing the enemy to skew it more towards damage and not requiring as much crowd control to counter.
Ram ->
Health decreased from 900 to 650
Rams are right now a bit too oppressive in the early game, making it unfair for the players to counter. Reducing health will make it slightly less annoying to deal with.
Sapper ->
Health decreased from 1000 to 800
Same with Sappers especially in early waves where energy is tight, shutting down the player's economy too often.
==DEFENDERS==
Barbarian ->
Health decreased from 135 to 125
Attack damage increased from 28 to 30
Cooldown decreased from 14 to 13 seconds
We're seeing the Barbarian be used too often as a tank rather than a frontline attacker, so we're shifting its stats towards offence.
Empyrean ->
Cooldown increased from 17 to 18 seconds
Speed increased from 1.5 to 1.56
Attack damage decreased from 40 to 38
Health decreased from 190 to 187
Burn stacks on hit decreased from 36 to 33
Heal p/second on shield trigger decreased from 20 to 18
The Empyrean is right now a bit overtuned across all aspects, so we're trimming a few stats across the board to bring it in line.
Executioner ->
Cooldown increased from 9 to 10 seconds
Health decreased from 230 to 215
Same with Executioner, although as the Executioner is less well rounded we're going to give it a lighter nerf.
Restorer ->
Cooldown increased from 55 to 60 seconds
Health increased from 250 to 300
Attack damage decreased from 51 to 46
Similar with the Restorer especially with using them as stalling rather than as healers, we're going to make it more punishing to lose a Restorer in the early game with increased CD.
Paladin ->
Cooldown decreased from 36 to 31 seconds
Health increased from 460 to 475
On the other hand the Paladin is significantly struggling especially on stages with high enemy count where it gets overwhelmed. We're going to reduce its downtime and give it a bit more health.
Zapper ->
Cooldown decreased from 14 to 12 seconds
The Zapper is very underused, often being used just for a 2 second stun. Going to give it reduced CD to ensure it has more use cases where an emergency stun may be helpful.
Wall ->
Health increased from 113 to 116
Same with the Wall with enemies getting more damage, although it should only lightly buffed due to its spammability.
==TOWERS==
Symmetria Crystal ->
Level 2 HP buff decreased from 25% to 20%
Level 3 Armor and MR increase decreased from 25% to 18%
Level 4 Heal p/second increased from 18 to 25 + 3% max health p/second
We're going to shift the Symmetria Crystals' defenders buff to the later levels to incentivise players to upgrade it fully rather than keep it at Level 2 for the HP buff.
Frostfire Laser ->
Energy cost adjusted from 10/12/14/16 to 13 flat
Frostfire Laser is a bit underused apart from late game strats, so we're going to make it a bit stronger in energy tight levels.
Purifier ->
Energy cost increased from 17 to 18
NEW attack projectile
Damage p/hit (PROJECTILE) increased from 13/16/23/34 to 30/38/51/72
Fire rate decreased from 3/4/5/6 to 2/2.3/2.6/3
Explosion radius increased from 1/2/3/6 to 6 flat
Projectile speed increased from 85 to 123
We've patched up the Purifier to give its projectiles some more impact visually. The fire rate's been decreased to reduce lag, so damage should be increased so no DPS is lost.
Frozen Shot ->
Attack speed increased from 0.25 to 0.27
Frozen Shot right now has a bit too much downtime, and is basically useless unless upgraded, so we're going to give it a bit of its former glory back (but not too much so it doesn't permafreeze).
==BOSSES==
Cryonova ->
New tower freeze attack.
New attack where it'll encase itself in an ice shield.
Reworked AI on all difficulties to be more fair and predictable.
Phase 3 attacks now occur in bursts
Health decreased from 180000 to 150000
Enters phase 3 at 10/30% health instead of 20/40%
Right now the Cryonova bossfight is a bit underwhelming and we're not really seeing the effect of the boss on the environment. We reworked the bossfight in a way that plays more into its ice environment and archetype.
Overlord ->
Health increased to 100000 (200000 in Invictus mode)
Overlord bossfight is lasting a bit too short right now so we're going to make it slightly longer
Mrithus ->
Much less likely to use tower kill attack
Tower kill attack capped at 6 bullets
New Phase 1 theme
Just a few improvements to the bossfight to make it much less RNG-based and way more intense.
==SPELLS==
Orbital Strike ->
Damage adjusted from 12% Max HP + 500-650 (450-525 for bosses) to 8% Max HP + 800 (1000 for bosses)
Right now Orbital Strike is a bit too late game focused, with getting damage off on big enemies rather than clearing earlier waves. We're going to shift its damage more towards a helpful burst of damage rather than being spammed as "extra DPS"
==SYSTEMS==
Slightly reduced the rate of inflation on Prestige and Invictus mode
Invictus and Prestige mode will feature slightly weaker and faster enemies than before
Prestige and Invictus AOE penalty will no longer apply to enemy attacks
Corrosion ->
Damage increased from 7 p/corrosion stack to 8 p/corrosion stack
Corrosion stands very weak as a debuff, so we're going to increase its effect, which is an indirect buff to the Corrosive Shot.
==BUGFIXES==
Frozen defenders should no longer be able to fight
Symmetria Crystal should now properly buff level 1 defenders.
Symmetria Crystal should now have a proper projectile
Burn effect will now play on every enemy that has burn stacks.
Range display is now much more visible
====================
Thanks for continuing to play Cubelander!
- Anthony
Hyperreal Games
Changed files in this update