The Mayor has commissioned an artist to create a "glorious statue" in his likeness. Will Regina be able to complete all the necessary paperwork in time?!
Shorties are a finger-licking way to collect vintage cards and resources!
The second big expansion for Farming Simulator 22 lets you cultivate an agricultural empire in Zielonka - a brand-new Central European map coming with the Premium Expansion. Looking ahead to the scheduled release on November 14th, we set the mood right now: Check out the map trailer below and check out Zielonka!
The Charm of Central European Farming
Zielonka expresses the flair of Germany’s neighbors, drawing inspiration from countries like Poland and the Czech Republic. Not only does it offer a picturesque landscape around a remote and quaint village, it also has fertile ground to cultivate the new vegetable crops.
With carrots, parsnips, and red beet, the Premium Expansion brings the total count of arable crops in Farming Simulator 22 to twenty. Of course, new machines and tools like specialized harvesters to handle the additions become available with the expansion, too.
Home of Pianos & Vegetable Exports
Above all, a renowned piano manufacturer is resident alongside other traditional businesses in Zielonka. You may profit heavily from supporting the construction of classical keyboard instruments: By supplying wood, every piano built becomes a source of revenue for the discerning farmer. Have fun with this new production chain!
There are new factories, too: Focusing on vegetables, the potato production plant produces crispy potato chips, the preserved food factory canned goods, while the beloved soup factory called “Zup, Zup, Zup” specializes in liquid food. All of them reward you with increased income for delivering produce.
Download the Map of Zielonka!
You can print the map of Zielonka in different sizes and download the file by clicking the button below. In case you want to hang the map up on your wall, for example.
A few days ago we announced our new upcoming FREE expansion! Below we have put together a deep dive by the devs, into our motivations and goals for this expansion. A full Roadmap will be announced in the coming days!
[color=#54cbff]We have spent the past several months working on the public test build of the expansion so that we could ensure everything worked well together. Now, you are able to play the expansion in its current state and provide feedback to help shape the final direction.
Not everything is set-in-stone just yet, so if you have any feedback, be sure to let us know![/color]
"Demonlore" Expansion
One Quick Note: Below are our current plans, but, they are subject to change based on player feedback. We aim to have this update available on the public test branch, and will keep it there before it is pushed to the live branch.
Goals
This expansion focusses on some key goals, with adjustments to existing features, and new features.
[color=#54cbff]Goal #1 - Don't hard-lock too many things behind progression[/color]
Our initial implementation of the Roguelite mode locked too many things behind progression. You would unlock perks, earn gems to spend on those perks, unlock difficulty modes and so on. Looking back, this was simply not necessary. Players already have to earn gems to unlock perks, so why limit their perk choice? And if players want to attempt a harder difficulty, why not let them do it as soon as they like?
All perks and difficulties will now be unlocked from the start (the whole perk system has also been overhauled, see more on that below).
[color=#54cbff]Goal #2 - Give players more rewards, more often[/color]
We have adjusted the map generation so that there are fewer battles per stage, and each battle is slightly longer. In addition to this, encounters are now on the nodes, instead of on the path between the nodes (we may still have some special events on the paths).
The end result of this is that you are getting more rewards between battles.
[color=#54cbff]Goal #3 - Give players a series of more interesting choices[/color]
While we did have some choices in the perks you choose and rewards after battles, we felt that there was more we could do in this area.
Before you even start a run you will now have choices that affect your run. Choose a character, choose your perks, choose your difficulty, choose your run type, choose your evolution mode (experimental).
In battles we have made it so choosing when to use consumables is more important, and we are experimenting with a new veterancy system that allows you to upgrade your elementals throughout a run.
[color=#54cbff]Goal #4 - Give players choice over run length & variation[/color]
Based on your feedback, we know that some players wanted shorter runs and some players wanted longer runs (this was split pretty evenly). We wanted to come up with a way to implement runs that could cater to both of these in an interesting way.
We have kept the main run (which is currently a 4-stage run) and have plans for a new feature that can expand this to a 5-stage run. In addition to this however, we have setup a new run selection screen which contains a number of shorter 2-stage and 3-stage runs. To make this more interesting, each run also features a different combination of enemies, mutators and elite affixes.
Features
The above goals give some insight into the direction of this expansion, but in reality, they only scratch the surface. With those goals in mind we have overhauled existing features and introduced new features.
[color=#ffd06c]New character system[/color]
In the existing system, there were these occasions where you could end up with really interesting builds and combinations of spells, upgrades etc. However, due to the randomness of rewards, a lot of players would never get to experience these.
We wanted to come up with a fun way for players to do runs with a more focused starting build that they could try an expand upon in their run. This led us to the idea of adding character selection to the start of a run, where each character had a unique starter kit and purpose.
This has opened up some REALLY fun possibilities for us that allow for some truly different gameplay experiences and strategies based on the character you choose. For example we have a character built around being a "Glass Cannon", a character focused on the "Tank" role, and another character focused on sacrificing your elementals (where those elementals come back after a short time).
So in addition to having a different starter kit, these characters can also have unique upgrades that significantly alter the gameplay. On top of this each character has a special Unique Perk.
[color=#ffd06c]Perk System Overhauled[/color]
In addition to perks being always unlocked, we have removed some perks and added a range of new perks. You also now choose between two perks from each "category", after you choose your character, this is where you start making some further choices on how to build out your strategy for a run.
On top of this, we have added a new Mastery Perks with a new meta-currency. These mastery perks are element based and introduce new mechanics and bonuses to the game.
As mentioned with the new characters, on top of this there is also a unique perk for each character, which is unlocked based on a specific requirement (for example our water-themed character will unlock a unique perk if you have Water Mastery 2).
[color=#ffd06c]New Consumable System[/color]
The consumable system was interesting, however because your consumables replenished at the start of each battle, this made them less meaningful and removed an important choice that consumables often offer, that is, "should I use the consumable in this battle, or save it until later".
The new consumable system means consumables are persistent throughout the run, but you can stockpile more of them, even use them all in one battle if you like. We have also moved previous items to be consumables (Circle of Power, Totems etc), which both makes them more interesting, and also means you now have control over which tile they are placed on.
Furthermore this new system allows us to add some interesting and powerful consumables, which weren't really possible before due to balance reasons. We have already added Vine Trap and Healing Potion consumables, and we have more planned!
[color=#ffd06c]New Tactics System[/color]
Tactics spells were quite interesting, and players enjoyed them, however because they had X uses per battle, they were quite limited.
We have overhauled this so that you can now choose up to 2 tactics to take into battle, and they are on a cooldown when you use them. Recall is also now a tactic. This new refined system gives us more opportunity to implement some interesting Tactic mechanics, and players can come up with interesting ways to use them throughout the entire battle.
[color=#ffd06c]New Ways To Spend Meta-currency[/color]
One issue with meta-currency in Roguelite games is what to do with that currency once you have unlocked everything. We addressed this by adding some ways you can permanently spend your currency, this not only includes a "Retry" option when you lose a battle, but also the new "Gem Exchange" options prior to starting a run.
[color=#ffd06c]New Mini-boss System[/color]
Players have been quite positive about our existing boss battles, however, once you have done them several times they start to lose their impact. So when we added the new run options we didn't just want to re-use those bosses.
To make things more interesting, we now have a new mini-boss system. Mini-bosses are quite tough, however they are different from our main bosses.
Mini-bosses CAN walk down a lane and destroy your lanes.
Mini-bosses don't have immunity to all crowd-control effects from spells.
The health bar is divided into segments, once you get each segment of health down, they teleport back the end of a lane.
We currently have several mini-bosses already, and more are planned.
One thing we have heard from players is that it would be cool to have some way of upgrading individual unit types. We have a new experimental veterancy system that allows you to do just this.
Between each wave a series of unit upgrades will be presented, for any unit that is currently summoned on the battle. You get to choose one upgrade, many of which stack. These upgrades include basic things like damage, crit chance etc, however if you keep upgrading the same unit-type you will also encounter more interesting options such as Piercing +1, and potentially unique upgrades for that unit.
So if you have an elemental you love and you just want that elemental to be a beast, you can put all of your upgrades in to that unit. These upgrades will also stack with the existing Hero system, so will be able to make some really powerful units.
While our existing Evolution system is interesting, we have always wondered how the game would have felt if higher tier units were direct summons instead of something you could only get by evolving units. Very early in development we did test both methods and determined that ultimately the evolution system was an interesting addition.
However, with all of the new systems we have added since then, and the new systems being added in this expansion (e.g. the veterancy system), this makes a direct summon system quite interesting as well.
We are experimenting with having this as a new feature that you can choose before starting a run. Meaning you will be able to choose between 2 systems. You will some advantages for each method, and can choose which one better suits your strategy.
1 - The In-Battle Evolution System
This is the existing system
Summon tier 1 units, evolve them into tier 2, then tier 3 units
It takes time for units to evolve
The cost of the higher tier units is spread out
Evolutions do not take spellbar slots
2 - The Direct Summon System
This is the alternate system
Summon Tier 1, Tier 2 or Tier 3 units directly from your spellbar
You don't have to own a previous tier
The full cost of the higher tier unit must be paid up front
Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone.
⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️
Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game! Join discord here
Hi everyone who follows the updates and those who are just finding out about the game. Today I want to tell a little bit about the plans and set a course for further development. Updates have been delayed for several reasons, but development has not stopped.
Let me tell you what I plan to add! In the last major update, the game area was expanded and now I'm thinking about continuing the storyline as well as adding biomes. The storyline of the game will be divided into Chapters. This will make it easier to keep track of updates and progress.
One of the reasons for the delay in updates is the Xbox and Playstation port of the game, as well as the adding Dualshock gamepad support.
For those who follow game development news and have heard about the changes in Unity, I want to say that this project will not be abandoned or moved to another engine, the development will continue, even more, I gave a copy of the game source code to my team and they are working on another game in a similar genre, you can subscribe to our Twitter that would not miss the announcement of their project!
In terms of game development and roadmap after the addition of Chapter 2, I would like to rework the design of the game, replace all the asset models with my own, so that the game does not look like a collection of Asset's models.
As for new resources and tools, I have some ideas. I also want to add growing vegetation. For mining and recycling resources, for generators etc I want to add automation so that you don't have to keep running and refill the generator. As an option to add a more detailed electricity system, where the player will know how much each device consumes.
Someone suggested adding transport, but at the moment it is not necessary. As soon as I realise the landing on the planet / moon, then immediately will be added transport for this. In the near future from the similar will be realised control of movement of the ship (forward-backward).
Multiplayer will be implemented closer to version 1.0 (Cross-platform)
There is a robot in the game, now it just a decoration, but it is the basis for adding useful robots. I plan to add droids for mining/resource collection.
There are some small thoughts about cataclysms, but they are just ideas for now.
Maybe I will remake the training in the game, and remove the scene with training, for as statistics have shown, it does not really give any good.
To summarise, there is a lot of interesting content in the plans and I hope that I can implement it as soon as possible!
While our game is still being developed, let's familiarize ourselves with the characters of our novel. Liliana Silverhall - the daughter and heiress of Gendrik Silverhall, a tough and ambitious girl, dreams to turn the kingdom into a real empire, and of course to destroy the daughters of Daeron II Darkfell. A redheaded beauty with blue eyes and a cunning face. Acts cocky and commanding, confident in her victory. But knows that not everyone approves of her candidacy for the throne
Based on suggestions from the Discord and Steam community discussions: - You can now press Escape to immediately exit any conversation. This is both a nice hotkey but also will allow you to get unstuck if there is ever any glitch or lag during dialogue - Pressing E when inside buildings will allow you to exit them, just like SPACE does - Fixed teleporting starting campfire
Surviving Skeleton Island is now in full Beta mode (Version 0.931) and progressing nicely. We have some very dedicated testers who are working their way through this challenging game to do indept bug reports and give us suggestions. We are still taking more testers onboard, so find our discord We are looking at an early access release date before the end of the year.
Currently the game content is completed up to the end game. We are just looking to pollish it a bit and add more interesting things to it. We are taking all feedback of our Beta testers on board to make it as fun as possible for everyone.
Here are some of the latest changes in Version 0.93:
- added Energy meter. normal, combo and special attacks and blocking now consume energy, so makes combat more challenging.
-added combo attack for the player
-adding two 2 special attacks for the player, that does massive damage. Press F or R for special attacks. More energy will be consumed for these.
- improved block mechanic, where you have to hold block to block an attack
- Added bigger variety of drops for the skeletons and goblins
It's been a while since we've had a major update in Cubelander - so we're happy to bring you version 1.3, our latest update!
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NEW QUESTS
You can now do more than just complete levels in Cubelander! We've added massive rewards for levelling up, and beating levels on HARDER difficulties through our quest system!
THE SMITER AND THE PROTECTOR
We've added 2 new defenders, the Empyrean and the Restorer
The EMPYREAN is a very tough and fast defender that fires blasts of light at enemies, burning them for magic damage over time. When injured, the defender fights on with a shield, able to stall enemies for a long time
The RESTORER is a tanky defender that creates an aura of restoration around it, when fighting. Defenders nearby become tankier and heal!
These 2 new defenders will help you out in situations, where you're in a pinch and need to decimate crowds or you want to keep your walls alive!
QUALITY OF LIFE CHANGES
We've done many behind the scenes changes, such as a new World 1 soundtrack, more intense bossfights, damage numbers for when units are damaged, and countless small improvements and bugfixes behind the scenes, so that your Cubelander experience is way more enjoyable!
Thanks for playing Cubelander! - Hyperreal Games
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Full Changelogs (LONG)
New Additions ->
Added 2 new defenders, the Empyrean and the Restorer!
The Empyrean fires holy blasts that burn enemies alive, and when damaged, shields itself and rapidly regenerates
The Restorer provides a defensive aura when fighting, healing and increasing the armor and magic armor of nearby defenders
Added quest system -> Unlock the 2 new defenders by reaching Level 25 and 50 respectively
Small Changes ->
Increased XP requirement to level up on earlier levels, reduced XP requirement on Levels 90+
Reduced XP gain from Endless Mode
Changed the waves of Endless Mode. Slightly adjusted the stat scaling of enemies in Endless Mode
Defenders no longer do 33% bonus damage on Prestige Mode
Single target towers no longer do 33% bonus damage on Prestige mode (This included laser towers)
Cores will now regenerate on all difficulty levels
Gave the burn debuff icon a new look
New world 1 battle theme!
New sound effects for some towers! (We'll add the rest over the coming updates)
When blizzards are active, added new freeze overlay!
Added music and sound effect sliders as separate, rather than just only master volume
Added a final wave text
Added some damage numbers to indicate when units are taking damage
Bugfixes ->
Cores Lv1 should now properly not generate money (previously applied to only some levels, bug now totally fixed)
It should no longer be possible to have negative XP
It should no longer be possible to generate money on any last stand level
Defender cooldowns in 2-7 are now properly prolonged
The new update panel should now properly show for new players migrating to the new version
Made a spelling correction to the radar's description
Towers ->
Frostfire Laser ->
DPS nerfed from 90/185/300/405 to 60/160/285/375 Range nerfed from 50/60/70/80 to 40/45/50/55 Slow reduced from 99% to 50/68/84/99% Slow duration reduced from 3 seconds to 1 second Developer's notes: During playtesting, we've seen that Frostfire Laser has been ridiculously overpowered in Invictus Mode, even despite believing it to be underpowered previously. Even then, we've clearly overtuned the tower overtime by making it too versatile. Nerfing accordingly.
Sludge Cannon ->
Fire rate increased from 0.18/0.19/0.20/0.21 to 0.21 flat Developer's notes: Sludge cannon's been a tad bit on the weak side lately, so this buff will ensure it has more up-time!
Gauss Accelerator ->
Max damage radius increased from 7.5 to 13 Damage p/shot increased from 8-16/11-27/15-42/23-55 to 9-18/13-32/19-48/27-60 Developer's notes: Gauss Accelerator has been very hard to use on some maps, being outclassed by many other towers. Making the tower more forgiving should incentivize less experienced players to use it more!
Toxic Sentry ->
Damage p/shot increased from 12/19/26/40 to 24/33/46/68 (Remember that Lv4 Toxic Sentry fires 2 shots at once) Developer's notes: Similarly, Toxic Sentry's DPS takes way too long to kick in, especially against enemies that are fast and are hard to stall. We'll see if this buff helps alleviate these issues
Cube Beamer ->
Slow removed from laser Energy cost reduced from 1/2/3/4 to 1/1/2/2 Developer's notes: Now that defenders are the main way of stalling enemies, we want to make slows and disables more exclusive. We're going to compensation buff the beamer to ensure this is not a nerf
EMP Field ->
Now starts fully charged Developer's notes: Quality of life change
Cubic Tesla ->
Now starts fully charged Disorientation time changed from 2/2.3/2.6/3 seconds to 2.5/2.6/2.8/3.0 Charge time adjusted from 18/15/12/8 seconds to 20/16/12/8 seconds Developer's notes: Same with EMP Field, although we would like to see more usage of the earlier levels of cubic tesla, so we're going to give the player a larger reward if they manage to stun enemies with it
Corrosive Shot ->
Corrosion debuff time increased from 10 to 12 seconds Damage p/shot increased from 23/45/62/89 to 28/50/68/93 Developer's notes: Corrosive shot has still been ridiculously ineffective and weak beyond dealing with Ravagers, and even then we're not seeing it have enough usage amongst playtesters. Buffing it so that it can be used in more situations
Hot Shot ->
Damage p/shot increased from 25/32/40/49 to 27/34/42/51 Developer's notes: We don't want to overbuff the Hot Shot by making it essential in all levels, but at the same time, it is in need of a little help currently.
Frozen Shot ->
Damage p/shot increased from 82/140/183/271 to 87/145/188/276 Fire rate reduced from 0.3 to 0.25 Freeze time increased from 1.5/1.8/2.1/2.5 to 1.6/1.9/2.2/2.6 seconds Bugfix: Level 4 can now receive radar buffs Developer's notes: Frozen shot is still a bit on the weaker side, especially after it's lost 0.5 seconds off it's freeze. We're going to partially revert the nerf and see how it goes.
Symmetria Sword -> REWORKED
Explosion radius increased from 0 to 5 Energy cost increased from 3 to 4 Range decreased from 55 to 37 Price increased from $275/525/950/1775 to $275/600/1125/1950 Smite duration reduced from 5/6/7/8 seconds to 5 seconds flat Defender damage amp reduced from 75/150/225/350% to 60/120/200/300% Slow duration decreased from 4 to 0.5 seconds Fire rate adjusted from 0.7/0.85/1.1/1.5 to 0.9 flat DOT removed (BUGFIX): No longer inflicts poison Developer's notes: Symmetria Sword has struggled to see use in defender strategies, and we feel like reworking the tower to give it more area-of-effect will see the tower in a healthier spot
Missile Base ->
Damage adjusted from 68/86/115/156 to 63/84/134/275 Range increased from 50/53/56/60 to 55/60/65/70 Level 3 and 4 now fire only one missile at once Fire rate adjusted from 0.5 flat to 0.5/0.6/0.7/0.8 Projectile Speed adjusted from 30/50/75/100 to 55 flat Developer's notes: These changes are to make the tower more satisfying to use, rather than a pure nerf or buff
Cube Reactor ->
Damage increased from 6/11/16/21 to 7/12/17/22 Will now generate energy in bursts of 25 (To avoid FX cluttering). Energy generated will be stored until you hit 25 energy generated, then released. Energy generation p/hit adjusted from 1 p/3 enemies -> 1 per 5/4/3/2 enemies Developer's notes: These changes are also to make the tower more satisfying to use, and a few small buffs should hopefully put it in a better spot.
Cube Launcher ->
Damage increased from 12/19/30/46 to 12/24/48/72 Level 3 and 4 launchers now fire only one cube at once Fire Rate increased from 1.4/1.65/0.6/0.8 to 1.4/1.65/2/2.5 Developer's notes: We found that the Cube Launcher's multi-shot was causing significant performance issues on lower-end computers, so this change will help remedy this. It should not be a net buff or nerf.
Vaporiser ->
Ramp up time increased from 3 to 4 seconds DPS increased from 650/1150/2050/3150 to 700/1200/2100/3200 Developer's notes: With the new defending system, Vaporiser's charge up has been easier to trigger. We're increasing its ramp up time to ensure that the difficulty to fully charge is the same as before.
Symmetria Crystal ->
Damage increased from 22/47/89/121 to 32/57/99/131 Developer's notes: Symmetria Crystal has been struggling and is often being wasted on weaker enemies. This damage buff should hopefully allow it to better filter out weaker enemies so that they are not hit twice, and waste shots from the tower's already slow fire rate.
(These eco towers were overall balanced to give larger bursts of money, rather than a continuous drip of money. We found this setup to be more satisfying to play)
Cookie Oven ->
Money generation delay now set at 6/6/12/12 seconds Money generation increased from 4/8/14/20 to 20/28/75/125
Energy Pylon ->
Energy generation delay now set at 3 seconds on all levels Energy generation increased from 4/8/12/16 to 10/15/20/25
Cube Corp ->
Resource generation delay now capped at 8 seconds at all levels Resource generation p/tower increased from 1/2/4/6 to 10/20/30/50
Radar -> REWORKED
No longer heals defenders in radius Now provides the following buffs at all levels: Provides 2/4/6/8 stacks of 'Overclock' buff to all nearby towers. Cannot stack overclock buffs Each stack of overclock grants: 5% bonus range to all towers 10% bonus attack speed to all projectile-firing towers 10% bonus DPS to laser towers 10% bonus damage p/shot to Purifier 2% faster reload to all AOE towers 10% more resource generation to all resource generating towers Developer's notes: These changes aim to push radar out of the role of the Symmetria Crystal and Restorer and help it better fulfill its niche of a tower augumenting tower.
Defenders ->
Titania ->
Health increased from 35 to 45 Armor decreased from 15 to 10 Developer's notes: Titania is a bit too weak against magic damage, and is often not worth the cost and slot. This should hopefully increase its versatility, without making it too strong.
Infantry ->
Cooldown increased from 4 to 4.5 seconds Attack damage increased from 6 to 8 Developer's notes: These changes will hopefully shift infantry more towards early game fighting, rather than just a meatshield used in conjunction with Wall.
Ranger ->
Attack range increased from 45 to 50 Cooldown decreased from 6 to 5.5 seconds Speed increased from 0.8 to 1.1 Health decreased from 55 to 45 Developer's notes: Ranger has also been struggling to find its place after the last few nerfs, these changes should hopefully put it in a more balanced spot.
Wall ->
Health decreased from 110 to 105 Developer's notes: Wall has still been far too essential in most defender setups, and is still being played in almost all late-game levels. While we want to preserve the wall as a tanky cheap spammable defender, we still want to see other defenders being used in place of it in certain situations. Zapper ->
Death damage increased from 125 to 150 Death explosion radius increased from 30 to 36 Developer's notes: Zapper has had a hard time actually hitting enemies with its explosion. These changes should hopefully fix this.
Barbarian -> Attack damage increased from 23 to 26 Heal p/second increased from 5 to 7 Health increased from 115 to 135 Cooldown increased from 12 to 14 seconds Energy cost increased from 50 to 60 Developer's notes: The Barbarian has been quite skewed towards the early game, being a free win for weaker waves and easier levels, but falling off and becoming useless in the late game. This should hopefully smooth its power curve to make it more useful in more situations.
Paladin ->
Cooldown reduced from 35 to 33 Health increased from 375 to 385 Attack damage increased from 90 to 93 Developer's notes: With the new defending system, we found that the high energy cost and long cooldown of the paladin has left it completely underused. We don't want to overbuff it and make it an essential pick, so we're being conservative with these changes.
Mage ->
Attack speed increased from 0.6 to 0.75 Attack range increased from 20 to 25 Developer's notes: Buffing the mage to ensure it is able to deal enough damage in late game levels!
Enemies ->
Alpha ->
Gains a new desperation phase in Prestige and Invictus Mode, where he summons a black hole. AI reworked to be more aggressive on all modes Alpha's feeders HP increased from 250 -> 550 Alpha's feeders now have more magic resistance on Invictus Mode Now fires a new explosion attack at defenders Health increased from 50000 to 55000 Invictus health decreased from 110000 to 80000 Developer's notes: Reworked the alpha bossfight to become more fun and interactive. Given spawning defenders is easier, we're going to give it some tools to help fight back!
Sapper ->
(BUGFIX) Should no longer keep playing sapping FX while moving
Superdrill ->
Health decreased from 50000 to 47500 Developer's notes: The Superdrill is a bit too hard to stop, even for a late game enemy. Fixing accordingly!
Deathgripper ->
Speed decreased from 1.3 to 1.25 Attack damage decreased from 145 to 114 Health increased from 8500 to 9000 Developer's notes: The deathgripper has been one of those enemies where you either bring Tesla or lose instantly. While we like challenging enemies, we believe that lowering its pushing power should hopefully make it a less frustrating enemy to face.