Patch Note - The "We Heard You Were Too OP" Edition


We've been hard at work, fueled by pizza and the occasional existential crisis, to bring you some much-needed balance (and eye candy!).

๐Ÿ› ๏ธ Gameplay Adjustments

  • Twosome Time (Rocket Attack Speed): We noticed your rockets were achieving escape velocity a little too easily. Turns out, giving you 2x attack speed to start was, shall we say, "overly generous." We've reined it in! Rocket attack speed now starts at a more reasonable 1.5x and increases in sensible 0.5x increments. Your enemies now have a chance to react. You're welcome. ๐Ÿ˜‰
  • Defensive Crews: Ever felt like your defensive crews were slacking off? Like, "Oh, a laser hit, but I only respond to rockets?" Ridiculous! Now, Defensive Crews will trigger on any weapon hit โ€“ rockets, lasers, orbs, even that mysterious "question mark" weapon we're still figuring out. Get ready for some serious synergy!
  • Luminarch Burst: Our laser burst was a bit of a commitment-phobe, scaling based on RNG. We've introduced it to the concept of "range." Now, Luminarch Burst scales proportionally to your tower's range, starting at 40% and increasing by 20% increments. No more hoping for a lucky shot; it's all about that reach!
  • Sentinel: "Gain Range proportional to your total shield amount" โ€“ This one was a bit of a brain-bender, but we've cracked the code! Your Sentinel now dynamically increases your range by X% per 50 shield, starting at 1% and going up by 0.5%. Watch your range ebb and flow like the tides of battle!
  • Meltdown: Burning enemies are now even more dramatic in their demise! When a burning enemy kicks the bucket, they'll now launch X mini-rockets outwards. These aren't just any rockets; they're mini-rockets (at 33% damage, because balance, right?). The launch pattern is beautifully distributed, and the "North" orientation is randomized to keep you on your toes. Explosions, but make them art!
  • Burnt Rubber (Updated): We've refined the "Burn" effect. Enemies afflicted by Burn now move X% slower, starting at 20% and increasing by 5% increments. We also made sure the slow effect re-applies rather than stacks infinitely, because even we have our limits.
  • Shaman: For all you status-effect enthusiasts, your Shaman now amplifies the efficacy of all statuses by X%, starting at 2% and increasing by 1% increments. Your burns will burn harder, your poisons will poison deeper, and your frosts will freeze colder. Prepare for elemental domination!
  • Defense %: We've buffed up your defenses! The Defense % card now reduces incoming damage by X%, starting at 5% and increasing by 1.5% increments. Take less damage, feel more heroic. It's science!
  • Regenerate: Need a quick pick-me-up? Regenerate now recovers +X% health at the start of each combat, starting at 10% and increasing by 5% increments. It's like a tiny, combat-ready spa treatment.
  • Attack Speed Up: We found a small wording hiccup on this existing card, but don't worry, the functionality you love is still there! It still increases attack speed by 10%, starting at that, and increasing in increments of 5%. Faster pew-pews for everyone!

๐ŸŽจ Visual Overhaul Commencing!

Get ready to feast your eyes! We've started a major visual overhaul of the game. Things are about to look clearer, better, and cooler than ever before. Prepare for a visual symphony that will make your eyeballs sing (and maybe shed a single, glorious tear). We're talking crispier pixels, smoother animations, and perhaps even some fancy new particle effects!

What do you think of these changes? Are you ready to dive back into Nexus Rush with a fresh perspective (and shinier graphics)?

Files

build_21_7_25_webGL.zip Play in browser
4 days ago

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