Minecraft PC IP: play.cubecraft.net

ChaosConjurer

Dedicated Member
Aug 30, 2016
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Canada
View attachment 137485

Hello CubeCrafters!

We've heard your feedback, and are happy to bring you a small but balancing Tower Defence update. We understood that since the "Colossal Update" the game became unbalanced in some cases. After reviewing all the feedback from the community and our staff games, we've created this update to hopefully balance the issues you had and make the game even better.

So without further ado..​
Quick changelog
  • Coins rewards have been greatly reduced for higher level troops.​
  • Troop unlock/upgrade prices have been slightly increased.​
  • Slimes get 15% speed increase every split.​
  • Giants start running when at 10% health.​
  • Armageddon starts later in normal gamemode (25 minutes instead of 20).​
  • Survival gamemode is now more challenging.​
  • Hardcore gamemode has been rebalanced.​
  • Some towers have been balanced as well (especially Turret and Archer).​
  • Numerous bug fixes.​

Full changelog
Generic changes
  • Armageddon starts later (20 -> 25 min)
  • Survival waves are harder (100 -> 80 waves)
  • Hardcore mode:
    • 50 -> 25% troop health increase
    • Guards remove in 0 -> 10 minutes
    • 5 -> 10 sec summoner cooldown
    • 12 -> 5 troop send limit first 5 minutes of the game (12 after 5 min)
    • Progress bar above towers
  • All AoE potions last 10 seconds
  • Heal AoE heals less (40% less)
  • Zombies and giants don’t have full armour on (helmet only)
  • Slimes get 15% speed increase every split
  • Giants start running when at 10% health
Tower changes
  • Archer price increase (15-83%)
  • Turret price increase (25-85%)
  • Guard less damage (30%)
Troop changes
  • Zombie
    • Health decrease
    • Summon price increase
    • Unlock price increase (significant: > 380%)
    • Coins reward decrease
  • Spider
    • Summon price increase
    • Unlock price increase
    • Coins reward decrease
  • Skeleton
    • Health increase
    • Summon price increase
    • Unlock price increase
    • Coins reward decrease (moderate: > 60%)
  • Pig Zombie
    • Health decrease (moderate: > 40%)
    • Summon price increase
    • Unlock price increase
    • Coins reward decrease
  • Creeper
    • Summon price increase
    • Unlock price increase
    • Coins reward decrease
  • Blaze
    • Summon price decrease
    • Coins reward decrease
  • Slime
    • 15% speed increase every split
    • Health decrease (moderate: > 33%)
    • Summon price increase (moderate: > 50%)
    • Unlock price increase (moderate: > 25%)
    • Coins reward decrease
  • Silverfish
    • Summon price increase
    • Unlock price increase
    • Coins reward decrease (moderate: > 50%)
  • Witch
    • Coins reward decrease
  • Giant
    • Start running when at 10% health
    • Health increase
    • Summon price increase (moderate: > 27%)
    • Unlock price increase (moderate: > 50%)
    • Coins reward decrease (moderate: > 70%)
  • Wither
    • Health increase (moderate: > 60%)
Bug fixes
  • Gold/sec -> coins/sec in Bazaar.
  • Possibly fix random client crashes.
  • Ablaze achievement fix.
  • Random barrier blocks fix.
  • Necromancer tower target fix.
  • Necromancer tower schematic fix (tower placing exploit).
  • Fix inventories not closing on game end.
  • Fix players being able to interact with armour stands.

Oh another Tower Defence update already. This should make the game interesting.
 

DanielSch

Well-Known Member
Sep 28, 2015
154
35
104
Lol tower defence is no fun anymore
I don't think that TD is completely ruined, but I do feel that it has been horribly crippled, and the game's pacing is a lot slower than it used to. I feel like the nerfs did WAY WAY too much.
 

Fyre

Member
Sep 14, 2017
48
24
24
36
I agree this nerfing was too severe. Something in between maybe. Glad TD is still actively worked on though.

Would really like to have the other team's castle health level visible in the sidebar or as a second boss bar thing.
 

Kittykathy

Member
Sep 14, 2017
1
0
1
22
the mob pricing kind of ruined the whole defense part, since now sending mobs means practically nothing. Players would rather focus defense than offense because of how much just regular zombies (weak as they are) cost, and it just gets boring because people would just wait for armogedon to win. change the prices back.
 
A

A pigeon

Guest
Have not tested yet. I hear that games are too slow now? Apparently mobs are too expensive?
 
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Yoyo522

Member
Sep 14, 2017
2
3
3
23
The prices are really exaggerated, 180 coins for 12 zombies level 1 is it really anything ... 1000 coins Turret Tower? is not a balancing update!
 
Last edited:

DanielSch

Well-Known Member
Sep 28, 2015
154
35
104
The prices are really exaggerated, 180 coins for 12 zombies level 1 is it really anything ... 1000 coins Turret Tower? is not a balancing update!
Its basically the socialism update: instead of buffing the bad stuff, it makes everything bad.
I really don't get why they crippled the zombie. Well, actually, I know why, but I think its a terrible reason.
'Oh! people rush me with zombies early game! what can I do?!' Well, make a strategy, like, idk, make a mage tower. Zombies really didn't like them. but lets say screw strategy! screw devising a plan based on what you have! lets just cripple everything.
 

DanielSch

Well-Known Member
Sep 28, 2015
154
35
104
Have not tested yet. I hear that games are too slow now? Apparently mobs are too expensive?
Yes. This is exactly what happened. Instead of buffing the bad stuff like Archer Tower or decent stuff like the leach tower, they nerfed everything, which makes getting stuff a whole lot longer, which kind of limits the possible strategies you can devise. Which is incredibly ironic because they say that you will need to devise those strategies. But I guess they kind of forgot about that.
 

DeDeDestroyed

Well-Known Member
Nov 13, 2015
151
64
103
23
Thanks for fixing the obsidian farming strat, but there's still some glaring problems:

-Turrets need to be WEAKER, not more expensive. They'll still be spammed, just slower.

-Why increase the giant price? Even with the buff they're awful compared to Slimes, especially with the huge Slime buff.

-Not a single change to Inferno Potions, yet you NERF regen potions to the point of uselessness? At least decrease their price now!

-Every other tower/path still hasn't been touched; Artilleries and Leechss need a big buff, Turret Bounce needs a buff, Poison Harm needs a rework (why buy a poison tower then get an upgrade that makes it poison less?), Mages need an upgrade price increase, and Archer Explosives need a buff.

Could've easily been a lot better.

Its basically the socialism update: instead of buffing the bad stuff, it makes everything bad.
I really don't get why they crippled the zombie. Well, actually, I know why, but I think its a terrible reason.
'Oh! people rush me with zombies early game! what can I do?!' Well, make a strategy, like, idk, make a mage tower. Zombies really didn't like them. but lets say screw strategy! screw devising a plan based on what you have! lets just cripple everything.
The problem with TD is that it is a team game. With MC's community of little kids that probably aren't the brightest, they have to make room for mistakes. But then it becomes impossible to deal damage because it doesn't matter what the players do, they still won't get mobs through. Which makes the attackers feel like crap.

It's not really socialism, it was an attempt to make an inaccessible game accessible and failing.
 

Manchot999

Novice Member
Dec 27, 2016
128
89
34
22
Thanks for fixing the obsidian farming strat, but there's still some glaring problems:

-Turrets need to be WEAKER, not more expensive. They'll still be spammed, just slower.

-Why increase the giant price? Even with the buff they're awful compared to Slimes, especially with the huge Slime buff.

-Not a single change to Inferno Potions, yet you NERF regen potions to the point of uselessness? At least decrease their price now!

-Every other tower/path still hasn't been touched; Artilleries and Leechss need a big buff, Turret Bounce needs a buff, Poison Harm needs a rework (why buy a poison tower then get an upgrade that makes it poison less?), Mages need an upgrade price increase, and Archer Explosives need a buff.

Could've easily been a lot better.


The problem with TD is that it is a team game. With MC's community of little kids that probably aren't the brightest, they have to make room for mistakes. But then it becomes impossible to deal damage because it doesn't matter what the players do, they still won't get mobs through. Which makes the attackers feel like crap.

It's not really socialism, it was an attempt to make an inaccessible game accessible and failing.
Exactly sums it up for me. I'm glad the obsidian abuse was fixed, and some other things were welcome too, but some others didn't receive the correct change.

Good to know they listen to the community though.
 

Dart monkey

Member
Aug 11, 2017
160
79
28
I like this update. It's better because its balanced.



by the way. The archer path 2 2nd and 3rd upgrade became more expensive but it didn't affect my strategy. NICE job

EDIT: This update is good because it has some solved problems.

Pigman is nerfed (they are one of the early castle destroyers before)
Obsidian exploit or pay2win strategy is not effective that much.

some have bad changes like
expensive tower upgrades and monster upgrades
no change in weak tower's attack like poison tower and zeus bounce
 

DanielSch

Well-Known Member
Sep 28, 2015
154
35
104
Thanks for fixing the obsidian farming strat, but there's still some glaring problems:

-Turrets need to be WEAKER, not more expensive. They'll still be spammed, just slower.

-Why increase the giant price? Even with the buff they're awful compared to Slimes, especially with the huge Slime buff.

-Not a single change to Inferno Potions, yet you NERF regen potions to the point of uselessness? At least decrease their price now!

-Every other tower/path still hasn't been touched; Artilleries and Leechss need a big buff, Turret Bounce needs a buff, Poison Harm needs a rework (why buy a poison tower then get an upgrade that makes it poison less?), Mages need an upgrade price increase, and Archer Explosives need a buff.

Could've easily been a lot better.


The problem with TD is that it is a team game. With MC's community of little kids that probably aren't the brightest, they have to make room for mistakes. But then it becomes impossible to deal damage because it doesn't matter what the players do, they still won't get mobs through. Which makes the attackers feel like crap.

It's not really socialism, it was an attempt to make an inaccessible game accessible and failing.
Yeah. I generally have to agree about the part where you mentioned that they nerfed what they didn't need to and buffed what they didn't need to while not actually solving that many problems. Poison and ice towers? Still sub-par. Leach? Still sub-par. A lot of the mobs? Still sub-par. Really what they did was just make the game slower without really fixing all that much.

And yeah, I was kidding when I was comparing this update to socialism.
 
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DanielSch

Well-Known Member
Sep 28, 2015
154
35
104
Thanks for fixing the obsidian farming strat, but there's still some glaring problems:

-Turrets need to be WEAKER, not more expensive. They'll still be spammed, just slower.

-Why increase the giant price? Even with the buff they're awful compared to Slimes, especially with the huge Slime buff.

-Not a single change to Inferno Potions, yet you NERF regen potions to the point of uselessness? At least decrease their price now!

-Every other tower/path still hasn't been touched; Artilleries and Leechss need a big buff, Turret Bounce needs a buff, Poison Harm needs a rework (why buy a poison tower then get an upgrade that makes it poison less?), Mages need an upgrade price increase, and Archer Explosives need a buff.

Could've easily been a lot better.


The problem with TD is that it is a team game. With MC's community of little kids that probably aren't the brightest, they have to make room for mistakes. But then it becomes impossible to deal damage because it doesn't matter what the players do, they still won't get mobs through. Which makes the attackers feel like crap.

It's not really socialism, it was an attempt to make an inaccessible game accessible and failing.
But yeah, that pay2win exploit fix was a good idea, but a majority of the normal mode changes were god awful.
 
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