Jump to content
Sign in to follow this  
iamisom

[Early Access] Foundation: Part 1 Patch Notes and Discussion

Recommended Posts

Foundation: Part 1 has arrived! This update addresses some of your major points of feedback since our Steam Early Access release, but keep in mind this is the first step on a larger path. Many of the features or balance changes in this update may feel incomplete, but we’ll be hard at work addressing those in future updates.

Also, please let us know if you like this patch note format. We want to be as transparent as possible with our changes. We also want the patch notes to be readable. Let us know what you think in the comments below.

Features


Campaign Mode

  • Maps from levels 1-20 have been put in linear order. Select “Campaign Mode” at the War Recruiter to experience this new change! We encourage you to create a new hero to play through the Campaign. 
  • New maps become available once one of your heroes reaches the level required by the next map. Winning a map (completing all 5 waves) should bring your hero to the level required for the next map. Replaying a map should also only be required if you are defeated, or, if you change heroes for each Combat Phase.
  • The hero level curve has been adjusted to shorten the XP grind.
  • Heroes and hero defenses have been rebalanced. See a more detailed explanation below.
  • DISCLAIMER: The current Matchmaking flow has been iterated. We are constantly looking for ways to improve it. The changes below are step 1 in a multi-step, multi-patch plan to improve your play experience.
  • Currently, the “Continue” button on the Summary Screen takes you to the next playlist BUT it will load you into the Tavern. Clicking on the War Table will show that a new map is available. It does not automatically load into the next gameplay map.
  • Similarly, “Return to Tavern” takes you back to the tavern BUT the next map will not be available. We’re fixing this in coming patches.
  • Joining Campaign mode will now ask you to remove the lowest hero in the deck or it will allow you to adjust your deck.


Incursions

  • We’ve added 2 new Incursion maps. Incursions are our highest challenge content balanced around 4 players. 
  • Access them from the War Recruiter.
  • Defend against Malthias and his forces in the Ramparts. Malthias summons skeletons every wave and places healing zones throughout the map.
  • Defend against the Chrome Horde in the Forgotten ruins. The Chrome Horde is immune to knock up and all crowd control effects.
  • Defeat these maps for a chance to earn the highest level legendaries and a chance at...


Legendary Weapons

  • Four new Legendary Weapons have been added to the game -- one for each hero. 
  • You can only find these in the Incursions.
  • These weapons will drop at level 25.
  • Each weapon has a unique special stat that can only be found on that weapon!


Social Tavern

  • Social Tavern has replaced the Entry Tavern. Players are now placed in a Social Tavern with other players after connecting from the title screen.
  • Social Taverns hold up to 20 players each and the game menu displays player portraits for all players in the Social Tavern.
  • More functionality will be added to the Social Tavern, as well as more ways to interact with other players, in future patches.


Level Up Feedback

  • Level Up Feedback displays during the Build Phase when one of your heroes has gained a level.
  • Displays your hero’s stat improvements and any new unlocks you’ve earned, including when you gain the ability to upgrade defenses to new tiers.


Unspent Spec Point Notification

  • When the active hero has unspent Spec Points, a notification is displayed at the bottom right of the HUD.
  • Spec Points are still spent from the Forge -> Character -> Specs subscreen.


Challenges, Titles, and Achievements

  • 80 Challenges are now available to complete for various rewards. There are Challenges completable by each specific hero as well as universal Challenges completable by all heroes. Many more Challenges will be added in upcoming patches!
  • Challenge progress can be viewed from the new Challenges screen at the Forge -> Collections -> Challenges subscreen.
  • New Titles have been added to serve as rewards for Challenges. Titles are still set at the Forge -> Collections -> Titles subscreen.
  • Steam Achievements have been added. Completion of Steam Achievements is tied to the completion of specific Challenges, so you can complete both at once!
  • Steam Achievements can be viewed from the Steam Overlay.


Influence Vote Winner! Daily Missions

  • 6 new daily missions added.
  • Colonel Archibald is now the Daily Mission giver.
  • Influence Vote - Players can pick between two different mission options each day.
  • When Daily Missions are active or have been completed, you will see a notification above the Hero Portraits in the Forge.


Balance


There's a tremendous amount of patch note tweaks here. We'll be breaking down the adjustments by hero. Enjoy!

Enemies

When adjusting enemy values, our goal was to create more differentiation between enemy types. This allows us to target further tuning changes around difficulty and challenge instead of effective hit points.

  • Enemies have increased health.
  • Adjusted base movement speed of each enemy type. Goblins and kobolds now lead the charge. Everything else is slower.
  • Adjusted the growth scale per level for each enemy’s damage and health stats. As a result, enemies should scale better and match some of the buffs that players and defenses acquire.
  • Ogres received some buffs to damage.
  • Added two new special enemies: Special Ranged Goblin and Special Dark Mage. These two enemies should randomly start to appear in later content
  • Added a spread to the Drakin’s projectiles.
  • Reduced the attack rate of ranged goblins by 20%.
  • Note: we couldn’t quite get to Special Enemies yet but expect more balance tweaks in the future.

 

All Heroes

Primary and secondary attacks didn't feel effective during high-level play. We've increased scaling across the board to make itemizing hero damage more meaningful.

  • Increased Apprentice hero damage to 1.6 damage per Hero Damage point, up from 0.8.
  • Increased Huntress hero damage to 1.8 damage per Hero Damage point, up from 0.9.
  • Increased Monk hero damage to 1.4 per Hero Damage point, up from 0.6.
  • Increased Squire hero damage to 1.4 per Hero Damage point, up from 0.6.

 

Defense Speed

Defense Speed was an interesting stat to balance. There were a couple pillars we wanted to hit with this stat. Ultimately with current tech, we decided on a very simple solution until we find a better and more meaningful feature to support Defense Speed increases. That being said, we've settled on a solid plan for this balance revision.

Certain defenses benefit incredibly from Defense Speed: Frostbite, Geyser Trap and any tower with significant on hit effects. Others have nominal DPS increases, like the Ballista and the Earthshatter. To satisfy separate builds and playstyles, we've categorized different defenses into two categories with regards to Defense Speed: Damage and Crowd Control.

Damage defenses no longer increase their attack rate through upgrade tiers; instead, you must obtain items with Defense Speed to increase their attack rate. Crowd Control defenses continue to gain attack rate increases with upgrade tiers. Our goal is to diversify which defenses you want to place based on the map, the enemies the defense is targeting and your play style.

 

Defense Health

Surprisingly, Defense Health is in a solid place. The main issue we have is communicating the actual benefit besides just increasing your defense's health, mainly repair and upgrade cost. The formula for these two mechanics -- one is calculated as a percent of health lost, the other a constant cost per upgrade tier -- isn't overly obvious within a match.

Defense Health increases the total health of your defense. Repair cost is calculated as a percent of health lost; therefore, Defense Health is the only defense stat that has a DIRECT correlation to how much green mana is available, one wave to the next. Having more Defense Health for a defensive player allows him or her to build and focus their repair costs in one place and potentially allows other players to build more offense-focused defenses.

All that being said, we're going to continue to monitor Defense Health and its place and use in DD2.

 

Defense Range

We are so excited to finally reveal this change! We know you players are going to love it! There's not much to say here except that each defense has an increased minimum range that is upgraded by a percent each upgrade tier. It seems like a small part of a defense's package. Believe us when we say that the overall effects of Defense Range adjustments have the largest potential to change moment to moment game play.

 

Defense Power

Defense Power is as straightforward as it comes. Stack DP to deal more damage.

NOTE: The balance changes sought to not only create a distinction between stacking Defense Speed, Defense Power or Defense Health but also to create MEANINGFUL numerical upgrades as heroes become more POWERFUL. As such we expect that players will start with a base defense dealing between 250 and 500 damage while seeing numbers in the 15k-20k range at the high end.

 

Squire - Cannonball Tower

The Cannonball tower is being transformed into an on-hit effect powerhouse. We've reduced its damage scaling and increased its range. The result being that players wanting to maximize a Cannonball build will want to search for Cannonball-specific special stats.

 

High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Green Mana Cost

  • 30 Green Mana down from 40.


Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.125x damage per DP.
  • Tier 5 - 3.75x damage per DP.

 

Initial Attack Rate

  • 2.32s attack rate.

 

Squire - Ballista Tower

BOOM BOOM! The Ballista tower is a DAMAGE POWERHOUSE. Pay very close attention to the lane type and its position as it relates to how enemies walk through the lane. If you maximize your tower placement, you'll destroy swaths of enemies as your projectile pierces through them! (Swaths is such a groovy word.) How's that for a power update!


High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 35 meters.
  • Tier 2 - 36.75 meters.
  • Tier 3 - 38.5 meters.
  • Tier 4 - 4.025 meters.
  • Tier 5 - 42 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 10x health per DH.
  • Tier 2 - 12.5x health per DH.
  • Tier 3 - 15x health per DH.
  • Tier 4 - 17.5x health per DH.
  • Tier 5 - 20x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

 

Initial Attack Rate

  • 4.84s attack rate.

 

Squire - Spiky Blockade

Ol’ faithful, slow and steady. There aren't many updates here. As above, we're currently happy with Defense Health builds for certain heroes.


Squire - Target Dummy

We will be addressing the issues with the Target Dummy defense in a future balance patch.


Apprentice - Flameburst Tower

We don't know how to describe the state of the previous Flameburst Tower except overpowered. The downstream effects of his splash damage, Double Shot Spec Node imbalance, Defense Speed increases and high-tier range created a monstrous concoction. We made a lot of adjustments to the FB defense specifically. He's more in line with other damage defenses.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Reduced splash damage and damage fall off.


Green Mana Cost

  • 40 Green Mana up from 30.


Range gains per tier.

  • Tier 1 - 22 meters.
  • Tier 2 - 23.1 meters.
  • Tier 3 - 24.2 meters.
  • Tier 4 - 25.3 meters.
  • Tier 5 - 26.4 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

 

Initial Attack Rate

  • 2.49s attack rate.

 

Splash damage radius

  • 2.5 meters down from 6.5 meters

 

Apprentice - Frostbite Tower

The Frostbite Tower is one of the most powerful crowd control defenses in the game. Its slow allows other defenses more chances to shoot enemies, and the freeze chance combo’s very well with shatter effects. 


High Level

  • Range increased to long range.


Range gains per tier.

  • Tier 1 - 30 meters.
  • Tier 2 - 31.5 meters.
  • Tier 3 - 33 meters.
  • Tier 4 - 34.5 meters.
  • Tier 5 - 36 meters.


Movement Speed Reduction

  • 50% speed reduction on enemies. This is reduced by enemy tenacity.


Apprentice - Arcane Barrier

We iterated on the design of the Arcane Barrier. The current implementation creates a more reliable blockade that has a knockback on health lost. The Arcane Barrier has less health than the Spiky Blockade, its counterpart, but more offensive potential. We really liked how this change affected the Apprentice and his ability to defend a lane with a reliable blockade.  


High Level

  • Adjusted timings on the knockback.
  • Recharges much faster and blocks enemy movement much more consistently.


Health gained per point of Defense Health.

  • Tier 1 - 18x health per DH.
  • Tier 2 - 22.5x health per DH.
  • Tier 3 - 27x health per DH.
  • Tier 4 - 31.5x health per DH.
  • Tier 5 - 36x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.75x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.25x damage per DP.
  • Tier 5 - 4x damage per DP.


 Knockback Radius

  • 4 meters.


Apprentice - Earthshatter

Seems like we’re doing sides by sides of the Apprentice and Squire a lot. The Earthshatter is an AoE version of the Ballista Tower. The core difference is that the Earthshatter is slightly easier to maximize and focuses more on crowd control over higher damage potential.


High Level

  • Range increased to very long range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 36 meters.
  • Tier 2 - 37.8 meters.
  • Tier 3 - 39.6 meters.
  • Tier 4 - 41.4 meters.
  • Tier 5 - 43.2 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 12x health per DH.
  • Tier 2 - 15x health per DH.
  • Tier 3 - 18x health per DH.
  • Tier 4 - 21x health per DH.
  • Tier 5 - 24x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1.25x damage per DP.
  • Tier 2 - 1.875x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.75x damage per DP.
  • Tier 5 - 5x damage per DP.

 

Initial Attack Rate

  • 4.98s attack rate.


Monk - Lightning Aura

The Lightning Aura got a few great buffs that ease new players into the experience and provide meaningful power. We noticed that players tend to dedicate time into beefing up one particular lane. We like this behavior so we allowed Lightning Auras to overlap. Substantially.


High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Increased overlap allowance.


Range gains per tier.

  • Tier 1 - 5.5 meters.
  • Tier 2 - 6.05 meters.
  • Tier 3 - 6.6 meters.
  • Tier 4 - 7.15 meters.
  • Tier 5 - 7.7 meters.

 

Damage gained per point of Defense Power

  • Tier 1 - 0.25x damage per DP.
  • Tier 2 - 0.5x damage per DP.
  • Tier 3 - 0.75x damage per DP.
  • Tier 4 - 1x damage per DP.
  • Tier 5 - 1.25x damage per DP.

 

Initial Attack Rate

  • 1.25s attack rate.

 

Monk - Boost Aura

When looking at the Monk’s Boost Aura, we had to look at what was fun about our game and what was fun about the Boost Aura. For high-end players with lots of high end gear, the Aura was fantastic and incredibly fun. For low-end players, it’s anti-fun, providing almost no value for the green mana. In addition, high-end Monk players could bring undergeared heroes into high difficulty game modes and trivialize them with minimal gear and effort. Our goal is to make defenses, the Boost Aura included, meaningful at all tiers and at all item levels.  


High Level

  • Removed defense power scaling from damage boost.


Range gains per tier

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.

 

Damage Bonus

  • Tier 1 - 25% Increase in Defense Damage.
  • Tier 2 - 30% Increase in Defense Damage.
  • Tier 3 - 35% Increase in Defense Damage.
  • Tier 4 - 40% Increase in Defense Damage.
  • Tier 5 - 45% Increase in Defense Damage.

 

Damage Reduction (Defenses)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.


Monk - Serenity Aura

The Serenity Aura has a nice niche at the moment. It’s the only defense that directly affects heroes in lane. The percent health gained scales very well with existing Hero Health stats, as the amount of healing received per second increases as the hero’s max health increases. For hero damage or hero tank builds, placing a Serenity Aura is the best bang for your buck. 


High Level

  • No changes.


Range gains per tier.

  • Tier 1 - 8 meters.
  • Tier 2 - 10 meters.
  • Tier 3 - 12 meters.
  • Tier 4 - 14 meters.
  • Tier 5 - 16 meters.

 

Base Healing Received per 1 second

  • Tier 1 - 3.32% Healing per second.
  • Tier 2 - 3.73% Healing per second.
  • Tier 3 - 3.32% Healing per second.
  • Tier 4 - 4.14% Healing per second.
  • Tier 5 - 4.56% Healing per second.

 

Damage Reduction (Heroes)

  • Tier 1 - 10% Reduction in Damage Received.
  • Tier 2 - 12.5% Reduction in Damage Received.
  • Tier 3 - 15% Reduction in Damage Received.
  • Tier 4 - 17.5% Reduction in Damage Received.
  • Tier 5 - 20% Reduction in Damage Received.


Monk - Sky Guard

For all your anti-air needs, the Sky Guard is your dedicated resource to stopping those pesky Wyverns, Flying Kobolds and Lightning Bugs.


High Level

  • Range increased to medium range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Range gains per tier.

  • Tier 1 - 18 meters.
  • Tier 2 - 18.9 meters.
  • Tier 3 - 19.8 meters.
  • Tier 4 - 20.7 meters.
  • Tier 5 - 21.6 meters.

 

Health gained per point of Defense Health.

  • Tier 1 - 8.5x health per DH.
  • Tier 2 - 10.6x health per DH.
  • Tier 3 - 12.75x health per DH.
  • Tier 4 - 14.75x health per DH.
  • Tier 5 - 17x health per DH.

 

Damage gained per point of Defense Power.

  • Tier 1 - 0.75x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2.5x damage per DP.
  • Tier 4 - 3.5x damage per DP.
  • Tier 5 - 4x damage per DP.

 

Initial Attack Rate

  • 2.49s attack rate.


Huntress - Explosive Trap

The Explosive Trap was undertuned relative to other defenses previously. Having a low Defense Power to damage ratio, low area of effect and a low trigger range made placing Explosive Traps a tertiary consideration. In addition, the uptime of the trap, or the amount of potential damage it could deal, was very low. As such we’ve buffed the Explosive Trap considerably.


High Level

  • Increased trigger range.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.

 

Damage gained per point of Defense Power.

  • Tier 1 - 1x damage per DP.
  • Tier 2 - 1.5x damage per DP.
  • Tier 3 - 2x damage per DP.
  • Tier 4 - 2.5x damage per DP.
  • Tier 5 - 3x damage per DP.

 

Trigger Range

  • 2.5 meters.


Initial Attack Rate

  • 2.49s attack rate.


Huntress - Geyser Trap

Measuring the strength of the Geyser Trap requires understanding the downstream effects from the knockup, shocking and drench effect. When we looked at its current usage by the community and the extra effects, we were satisfied with the Geyser Trap. It’s powerful and that power is offset by its green mana repair cost.


High Level

  • Increased damage at all upgrade tiers.
  • Gains attack rate per tier upgrade.


Explosion Radius gains per tier.

  • Tier 1 - 5 meters.
  • Tier 2 - 5.5 meters.
  • Tier 3 - 6 meters.
  • Tier 4 - 6.5 meters.
  • Tier 5 - 7 meters.

 

Damage gained per point of Defense Power.

  • Tier 1 - 0.8x damage per DP.
  • Tier 2 - 1.2x damage per DP.
  • Tier 3 - 1.6x damage per DP.
  • Tier 4 - 2x damage per DP.
  • Tier 5 - 2.4x damage per DP.

 

Trigger Range

  • 2 meters.


Initial Attack Rate

  • 8.31s attack rate.


Huntress - Blaze Balloon

The Huntress’s defense theme is attrition, or picking away at the enemies’ health until finally they come face to face with a fiery Balloon or the Huntress herself. The Blaze Balloon is the only defense that can be triggered by the player. This dramatically changes the way the Huntress interacts with this defense.


High Level

  • Increased damage at all upgrade tiers.
  • Normalized attack rate.


Burn Radius gains per tier.

  • Tier 1 - 7.5 meters.
  • Tier 2 - 8.25 meters.
  • Tier 3 - 9 meters.
  • Tier 4 - 9.75 meters.
  • Tier 5 - 10.5 meters.

 

Trigger Range

  • 2 meters.


Trap Refresh Rate

  • 12.2 seconds.


Burn Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.25x damage per DP.
  • Tier 3 - 0.375x damage per DP.
  • Tier 4 - 0.5x damage per DP.
  • Tier 5 - 0.65x damage per DP.


Burn Rate

  • 1 second.


Huntress - Poison Dart

We focused on quality of life features for the Poison Dart Tower. We compared placement strategy, firing arc and attack rate. Finally, we took a look at the Huntress’s theme and made some stacking tweaks to the tower’s poison buff. Currently, the PDT is our first iteration on a single-target focused champion/boss killer.


High Level

  • Range increased to medium range.
  • Changed from a corridor firing arc to a cone.
  • Increased damage at all upgrade tiers.
  • Normalized attack rate.
  • Allowed poison buff to stack.
  • Increase poison duration.


Range gains per tier.

  • Tier 1 - 25 meters.
  • Tier 2 - 26.25 meters.
  • Tier 3 - 27.5 meters.
  • Tier 4 - 28.75 meters.
  • Tier 5 - 30 meters.


Initial Poison Damage per point of Defense Power

  • Tier 1 - 0.125x damage per DP.
  • Tier 2 - 0.28x damage per DP.
  • Tier 3 - 0.56x damage per DP.
  • Tier 4 - 0.8x damage per DP.
  • Tier 5 - 1x damage per DP.


Poison Damage per 2 seconds

  • Tier 1 - 0.05x damage per DP.
  • Tier 2 - 0.06x damage per DP.
  • Tier 3 - 0.075x damage per DP.
  • Tier 4 - 0.0875x damage per DP.
  • Tier 5 - 0.1x damage per DP.


Poison Duration

  • 100 seconds.


Poison Stacking Limit

  • Infinite.


Trap Refresh Rate

  • 12.2 seconds.


Initial Attack Rate

  • 3.33 seconds.


Other Balance 


  • Increased the chance of higher-tier loot chests appearing after victory. Legendary chests still require a blood sacrifice to the RNG gods.
  • Removed the bonus experience stat from endgame loot.
  • NPC shop item values have been increased substantially, especially for higher-tier items.
  • Item Upgrade costs have been refactored. Upgrading of higher tier items now costs more Gold.
  • Apprentice and Huntress secondary attacks now do less damage at their minimum charge and more damage at their maximum charge. This should encourage players to use fewer, higher-charged shots instead of firing them as fast as possible.


Content


  • Added new training dummy area to the Social Tavern for you to do your sick, twisted experiments on.
  • Added resolution support for 1600x1200, 1440x900 and New Year’s.
  • Minor adjustments to the SFX for the Earthshatter tower. You probably won’t even notice.
  • Significantly increased mouse sensitivity. You might need to reset your options to the default values. 
  • Updated the SFX for the ramsters in The Gates of Dragonfall to make them 84% cuter. (Some people call these majestic creatures meburs. These people are strange. #TeamRamster)
  • Updated the Minibosses to make them look *puts pinky to lip* ... “evil-er.” 
  • Added new SFX to the War Recruiter for writing sounds. #immersion
  • Updated the Witherbeast’s aura sounds to make them 78% more aura-y. 
  • SFX Pass on the Stubborn Old Man, whose name we’ll one day learn once when we build the courage to ask him.
  • Updated Skeleton Orc SFX to make it sound more menacing. In case you were wondering, this is a 92% increase in menace.
  • Updated the foliage in Greystone Plaza, Dragonfall Bazaar and The Gates of Dragonfall. You can’t beat this attention to detail, folks.
  • End Game Chests timings and animations have been adjusted to always make you think it could transform because we’re jerks.
  • Improved SFX for headshots. Pew pew pew.
  • New SFX for skeleton goblins. Rawr.
  • New dissolve sounds for the Mana Node Fairy. Ssss?
  • Adjusted the SFX on Throne Room to give footsteps more ECHO echo echo...
  • Added 16 new armor meshes for Tier 3 to Tier 6 armor drops - 4 for each tier. This is pretty cool. No idea why we put it down this far.
  • Adjusted the location of the Forge and War Recruiter to make room for Colonel Archibald in the Tavern. 
  • Updated the Basics tutorial video that you’ll definitely skip to use mana nodes instead of chests.
  • In Greystone Plaza, the Rocket Cart Traps have been changed so that it fires 3 rockets in succession, and it now stuns enemies for 3 seconds. You might actually use them now.
  • Improvements made to the Inventory where items were not being updated properly. Can still occur.


Bug Fixes


  • Fixed an issue where the loading screen would flicker. Rest in peace, disco loading screen.
  • Made several updates to in-game text to make it clear that we do, in fact, know English.
  • Fixed an issue where the shy end-of-match matinee wouldn't play. It will now play for your amusement every time, unless you scare it away again. 
  • Fixed an issue where a "Login Expired" error was incorrectly shown for a "Game Session Closing" error. Removed 10 points from Gryffindor for the error.
  • Fixed an issue where the aptly named Reduced Cooldown Buff from the aptly titled Reduced Cooldown Spec Node was removed after an aptly timed transition.
  • Fixed an issue where players would load into a black screen when transitioning back into the Tavern. Goodnight, sweet prince.
  • Updated profanity words list to allow "isn't it" and "wasn't it." In exchange, we filtered out the words "mana" and "build." Sacrifices must be made to the Filter Beast.
  • Discovered the secret to taming the Filter Beast. Allowed "mana" and "build" back in the chat. You're welcome.
  • Fixed an issue where the game would appear choppy wh-n jum-ing or fall-ng.
  • Fixed an issue where the Item Comparison tooltip wasn't displaying when comparing loot that's too high for your level, Your Majesty.
  • Fixed an issue with nobody reading these patch notes by adding a line that says, "The secret to my fortune lies beyond the gates." That's sure to spawn a thread or two.
  • Fixed an issue with the War Recruiter's collision…we mean, his body! He's a real person! Crap. The illusion is broken. They know it's a game now!
  • Fixed an issue where the epic and powerful medallion icons did not match their meshes. These were swapped. Now they are not. Magic.
  • Fixed issues where certain objects in the Tavern would pop if playing on lower settings. 
  • Players can now use the mouse with the scroll bar in the Codex tab from the Forge. Wheeee!
  • The Ramparts and The Gates of Dragonfall crystal cores are no longer brighter than the sun.
  • Fixed several collision issues throughout all the maps. Very specific patch note.
  • Join in Progress no longer breaks Billboards from displaying in game because that was a thing if you didn’t know.
  • Players can no longer build towers on top of the Armor Traps in Throne Room. You know who you are.
  • The upgraded item remains on the enhancement wheel after upgrading it.
  • Players can no longer build towers on top of the NPCs sitting near the bar in the Tavern. They have feelings, y’know.
  • Fixed Forgotten Ruins Forge camera positioning.
  • Removed the default keybinding for X - tiled screenshots. 
  • Health and Mana regen special stats now stack.
  • Fixed a display issue with Spec Nodes that are % based but have no points in them.
  • Players can no longer build towers on the overhead walkway in Dragonfall Bazaar.
  • Fixed several display issues with the item comparison tooltips. Sometimes they were stretching off screen and other things were overlapping them; we also made them not show up when the repair, upgrade, sell is active.


Known Issues


  • Free Play might be too hard for solo players, and Incursions might be too easy. Our balance jockeys will be monitoring the situation over the course of this update.
  • Machines with several Steam accounts can cause an achievement not to unlock if any of the Steam accounts already has the achievement unlocked. To help, when switching between accounts, completely shutdown Steam before launching the game. This appears to be a Steam-related issue, and we are currently working on a workaround for this. What’s more frightening is that machines have become sentient and are now playing video games. We’ll continue to monitor this situation, but we might be screwed.
  • After successfully completing a match, the "Press G to Continue" will appear as soon as the end-game chest appears. Doing so will cause the Summary Screen to appear and not allow the player to open the chest. Please open the chest first for mad lootz.
  • Auras that are % based will not heal to 100% if the user equips a new piece of gear with less Defense Speed.
  • Most Challenges and Achievements will not be completed retroactively. This may require players to replay some early content to complete early-game awards. 
  • We have noticed that our AI has grown dumber.... sometimes they wander into the spawn and walk around lost. Don’t look at us. We blame the public school system. We’re developing a secret concoction to make them more better smarter.

Share this post


Link to post
Share on other sites

the patch has it is right now : 

To sum up very disappointing, because...

-When i hear most concern were about early level and how to make a pop up about which stat you earn is appalling.

-I see incursion only on 2 map (but mobs are all the same on all map ...) so why?!

-No trade some are saying thats because of balance... i see balance in this patch and its useless cause balance will need to be redone after trade available.

-No survival...

-We heard about pets theres a few but not anymore.

-Incursion is too easy. My monk boost (so no armor on him nothing to tank no skill...) can tank some monster with no problem where he should be one shot or so. Waves are not coming at the same time like if the game wanted it to be easy and i saw some ogre with only 200k life.

-Maybe 50% of the achievement are buggy if it was not enough...

-Still no button to sort out item in inventory before you sell.

-Item are worst than ever.

What concerns me is what the hell the guy deciding what you'll be working on is doing. This patch couldn't be worst to me and im saying that because i want a better game. Im sure dev wants to do a better game also but you have serious problem when i see this patch.


Share this post


Link to post
Share on other sites

We're actively investigating the issues with lag in the Social Tavern.

Mufzor, thanks for the feedback! A number of the features you're requesting (like trading, pets and inventory management improvements) are on our roadmap for the future. 

Which achievements are bugging out? If you're referring to the Hero Level achievements, create a new hero and level it up once. That should fix it.

As for the comment about only having two Incursions, these are prototypes to see how our community feels about this approach to endgame content. Once we gather up that feedback, we'll go from there. :^)

Share this post


Link to post
Share on other sites

Yes hero level achievement are buggy but only on steam not in game. Also doing an achievement where you need to die 500 times...it's like "sell 500 of your own tower" i can't wait to see people dying to do it or failing because they are selling their tower during the wave (yes you need to sell them during the waves it's my idea...) and i don't remember any achievement like that in any other game maybe because its stupid because the goal of the game is not dying.

Those achievement where you need to do 5 000 000 damage are way too easy they are done in only one map incursion.

Share this post


Link to post
Share on other sites

deleting a 25 hero (if u have 6) to get achievements seems counter productive aswell

also 10critical hits in a row (if wed have an option to turn off autoaim that would be great), i get that console dwellers who cant live without a controller need that function, but im sure that any other pc user that isnt completely incapable hates the autoaim feature.

Share this post


Link to post
Share on other sites


@Jaromir quote:

deleting a 25 hero (if u have 6) to get achievements seems counter productive aswell

also 10critical hits in a row (if wed have an option to turn off autoaim that would be great), i get that console dwellers who cant live without a controller need that function, but im sure that any other pc user that isnt completely incapable hates the autoaim feature.

Never noticed an auto-aim, though I haven't played my huntress in a while.  When was it added?

Share this post


Link to post
Share on other sites

I would say that mission reward are quite useless also. I mean 1000xp and 500gold for killing 25 mobs so something you do by inadvertence. 10K xp and 50K gold would be enjoyable maybe...

@iamisom quote:

As for the comment about only having two Incursions, these are prototypes to see how our community feels about this approach to endgame content. Once we gather up that feedback, we'll go from there. :^)

But don't get me wrong approach to end game is not my concern also. Having something to do in end game would be nice but its really far away about what im and maybe more are expecting because i think right now that balance can't be more useless. You can't and you will never manage to balance this game with so much feature missing. This why i think this patch is so bad because i see tons of balance...

Share this post


Link to post
Share on other sites

played both incursions with my daughter (2 person private match) and won.........no legendary.

I thought You get a legendary weapon when you win the game, or is it just the chance to get one when you play? Or are you obligated to play with 4 players to get it?

Lag in social tavern is killing me, also the time it takes to get there.

Lootdrops suck! had several games and all the loot that dropped had dps and tower mixed. Not 1 drop with  both specs for towers or both specs for dps.

Remember it's just feedback......I'm not angry :)


Share this post


Link to post
Share on other sites

1. fix the enormous lag in tavern please.

2. kudoz for the very very very funny patch notes. keep it up.


edit ; i only clicked submit to post the original post ONCE and it spammed the message like 20 times. sorry for that but it was not my fault it made so many times the same post. please check your logs to debug what happened with my post. i manually deleted all extra posts of mine.

Share this post


Link to post
Share on other sites


@Jaromir quote:

deleting a 25 hero (if u have 6) to get achievements seems counter productive aswell

also 10critical hits in a row (if wed have an option to turn off autoaim that would be great), i get that console dwellers who cant live without a controller need that function, but im sure that any other pc user that isnt completely incapable hates the autoaim feature.

It's just a workaround for those who are currently at that point. Nobody who is new to the game from this point forward will need to do this workaround. 


@lll_vrede_lll quote:

played both incursions with my daughter (2 person private match) and won.........no legendary.

I thought You get a legendary weapon when you win the game, or is it just the chance to get one when you play? Or are you obligated to play with 4 players to get it?

Yes, it's a chance to get a Legendary Weapon, not a guaranteed drop.

Share this post


Link to post
Share on other sites

My 25lvl hero fully leveled up (bar at 100%) appeared after the update with the bar not at 100% (still level 25 but sublevel was X) I can't tell what was the sublevel just after the patch but at least when I notice it wasn't at 100% and it was something like 70% of the sublevel

Share this post


Link to post
Share on other sites


@Omamba quote:


@Jaromir quote:

deleting a 25 hero (if u have 6) to get achievements seems counter productive aswell

also 10critical hits in a row (if wed have an option to turn off autoaim that would be great), i get that console dwellers who cant live without a controller need that function, but im sure that any other pc user that isnt completely incapable hates the autoaim feature.

Never noticed an auto-aim, though I haven't played my huntress in a while.  When was it added?

There is an Auto-lead on projectiles, DD1/DDE has it as well. If you hover above and enemy (Reticle turns red) your shot will actually head towards where (Hopefully) they will be by the time your shot actually gets there. It's helpful but it's counter productive when it comes to trying to get head shots. (At least, This is from memory, I haven't played in some time and am coming back to playing tomorrow).


EDIT: Accidentally posted this 4 times, deleted the extra posts. Sorry!

Share this post


Link to post
Share on other sites

Why is hard difficulty gone? What??

Incursion loot(All normal loot?): seems to drop at the best a low 100 item power epic/myth item now.

These are supposed to be for level 25s, the gear should be level 25.

Throne room, 20-25 (if it matters): left window control died, the right window control survived, the air spawned on the right while the left opened. This has the air flying into a wall and sometimes getting through but mostly being sad.

Share this post


Link to post
Share on other sites

Not gonna lie, I am still pretty disappointed at huntress' defense.

But maybe it is because of the boost aura nerf that make every buff seems too minuscule.

That humongous nerf on blaze balloon, omg.

From 12 ticks to 6 ticks? really? fully upgrade and 4200 damage over 6 seconds is not okay, especially with that little charge, and the high cost of the defense. range nerf from 1500 to 1050 is so justifiable because huntress was so op, amirte?

Anyways... when are these 1 mod medallions and totems getting fixed?

bDd46hb.jpg

HLJHaSH.jpg

Share this post


Link to post
Share on other sites

Was trying to find a thread for loot feedback but I guess it kinda falls under enemies..


I think we had it too easy last time so right now people are complaining it feels like more work for less loot, thats just because we all afked and had 250% monk auras ;p. Right now the balance feels about right although some of the maps are a little slower because of the hp increases.


Overall it does feel like more work (but maybe it should be this hard for good loot?) for less loot but I do believe the difficulty is much better / more enjoyable and its nice that people cannot afk. Looking forward to hard mode!


I like it how ogres no longer get stunned, although the Squire provoke still seems to work which can be used strategically. Have to be honest... havent noticed the new enemies because im normally surrounded by about 50 skeletons or creeps swinging my sword madly :p haha

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...