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[Early Access] Content Update 2: Ascension Notes and Discussion

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PS4 CONTENT UPDATE 2

Features

  • Gameplay


    • Daily Map Bonus System

      • Added a Daily Map Bonus to encourage players to play on different maps.

      • Every day, you’ll get 5 charges that grant bonuses. Playing on a different map and winning will use a charge.

      • In Free Play, a charge will give you extra XP. In End Game, a charge will improve your Victory Chest drop.

      • Your fifth and final charge will grant a super XP or even more items from Victory Chests with a higher chance for higher-quality items.

      • You cannot purchase extra charges. This is not a monetization mechanic.

    • Private and Public Tavern Changes

      • First of all, you can go straight to a Private Tavern from the Main Menu. Did you just cheer out loud? We did, too.

      • Plus, you can now move back and forth between the Private and Public Tavern by using the appropriate door in the Tavern!

    • New Monk Passives and Skill Sphere

      • Passives:

        • Purge Evil:  Enemies that die inside Serenity Aura detonate and deal a percentage of the monk's Defense Power as damage around it. Appears on the Malthius Legendary Polearm (this is a rework of the previous Malthius Legendary passive).

        • Serenity Slows:  Serenity aura slows targets inside it. Appears on medallions of Powerful rarity and higher.

        • Serenity Range:  Serenity Range increased by a percentage - appears on all armor pieces of Powerful rarity and higher.

      • Skill Sphere:

        • Serenity Aura Gambit:  Serenity Aura Range is increased but Health is reduced.

    • Skill Spheres UI

      • Added “Level Unlocks” on each Skill Sphere so players can understand the progression.

      • Added “Effects of Current Spheres” section that details what your Spheres are currently giving your hero.

      • Added “View All” button to allow players to quickly find Skill Spheres of any type.

      • Reorganized the Skill Sphere selection menu to display more Spheres on screen at once.

    • The Scavenger

      • Your TIB has been replaced by a homeless man. Egads!

      • You’ll find the Scavenger in the Tavern. If you run out of inventory space, The Scavenger will hold onto anything you pick up when you have a full inventory. He'll also collect items that fall out of the world, but you'll have to make space in your Inventory to get them back!

      • Items that are not collected from the map are not sent to the Scavenger.

      • Items that expire in the Scavenger's stash are taken by him and you will never get to see them again! They are not sold.

    • Story

      • Added an introduction cinematic created by Blackmeal! The cinematic explains what’s happened in the five years between DD1 and DD2.

      • Added new campaign NPC dialogue. If you want to get more story, you might want to play through the Campaign again!


    • Happy Ramparts and Happy Throne Room

      • We replaced the Besieged versions of The Ramparts and The Throne Room with more “happy” versions. There are a few minor gameplay differences on these versions.

      • The Ramparts:  The Cannon subobjective has been removed from this version as it does not need to shoot down incoming enemy ships. The guards will move the cannon back into place should the castle ever come under siege.

      • The Throne Room:  Two of the extra lanes that were in Throne Room have new doors installed. These two doors that lead to the lower crystal will hopefully hold those extra enemies off. But for now, PROTECT THE KING AND THE PRINCE. They are standing up by the throne with a few trembling guards.

    • Onslaught Mode

      • Added Onslaught versions of Throne Room and Little-Horn Valley.

    • Contextual Cursor Icons

      • You’ll notice new interaction iconography as you move and interact with towers, NPCs, and more in the world of Etheria. Let us know how they look!

    • Hero Deck UI

      • Hero Deck cards now display the costume of the hero!

    • Summary Screen Changes

      • Summary Screen now has a vote: Replay/Retry or Return to Tavern. The game will immediately transition after all players vote. If you’re in a solo match, the game will transition when you cast your vote.

      • Replay only works if all players vote for it

    • Costume Shop UI

      • We added the ability to preview unlockable accessories from the shop UI.

    • New Stat Points System!

      • This is an early-game system to improve investment, choice and progression for early-game players. We’ll be looking into ways of improving the system for endgame players in a future update.

      • When you level up, you’ll get points to invest into stats! The stat screen opens up whenever you level up. Clicking the plus button next to a stat adds 1 point, shift-click adds 5 points and ctrl-click adds 50 points!

      • Clicking feels good, right?

      • Added Defense Speed and Defense Range as stats you can invest in when you level up.

      • You can respec your stats for a flat gold cost.

      • You can close the window and choose to invest your stat points at a later time.

    • Larger Blockades, Ranged Towers and Auras

      • Blockades and Towers take up more space. Size increased by about 30-40%. Collision increases vary between 10-20%.

      • The defense footprint was increased by about 3x what it used to be, cutting the amount of defenses you can place alongside one another by about half in a 2-3 blockade lane. Damage was increased as a result (you can find these changes in the Balance section).

      • Adding a note to make sure you saw that damage was increased with those changes. [[7012,hashtags]]

      • Auras are just visually bigger. Kappa.

      • Traps were not affected by these changes (trap changes were reverted based on playtest feedback).

    • Melee Weapon Modifications for Squire and Monk

      • Newly dropped melee weapons can now roll as 3 stances - light, medium, and heavy. Some weapons can roll as an either/or (ex. Light or Medium).

      • Each stance has a different ground attack pattern. The monk still has his same Chi shot, though. He’s been studying kung fu films -- not ninja anime about becoming a hokage or anything.

      • There are now random rolls for attack speed on most melee weapons in the game. Two medium swords may not have the same attack rate. Two heavy polearms may have wildly different attack rates.  

      • Air attacks are unaffected by stance.

      • New tooltip added to compare melee weapons.

    • Ranged Weapon Modifications for Apprentice and Huntress

      • Newly dropped ranged weapons now have vastly different behaviors!

        • Burst Fire - multiple shots per click, straight line.

          • For those sweet LMG noscopez

        • Spread Fire - multiple shots per click, spread fire.

          • Can vary wildly.

          • Landing the entire spread will deal higher damage than normal, but harder to headshot.

        • Shotgun Fire - a LOT of shots in a click, low distance, low accuracy

          • We don’t need to tell you how to use this. Go look up Evil Dead clips or something.

        • Homing Fire - Will gravitate towards your crosshair. Never miss a flying kobold suiciding on your core again!

        • Arc Fire - Rains death over an arc. Some may have Area of Effect impacts.

        • Slow firing single shots now deal a LOT of damage…

      • Certain Legendary weapons have unique behaviors. Find them!

      • Fixed attack rates will now roll on new weapons. We’ve balanced it such that you can find the weapon you want and succeed more than likely. So take that 40 projectiles a second weapon and go have fun, or the 1 projectile rifle and be precise for big damage.

    • New Passives and Skill Spheres

      • PDT Health (Passive):  X% extra Poison Dart Tower health based on your Defense Health stat.

      • PDT Speed (Passive):  Increases the Defense Speed of the Poison Dart Tower by +X.

      • PDT Explode (Passive):  When a target affected by the Poison Dart Tower’s poison dies, it explodes, dealing X% of your Defense Health as damage in an area around it. Also adds a stack of the PDT poison to targets hit by the explosion.

      • PDT Range (Sphere):  Poison Dart Tower’s range is increased by X%.

      • PDT Stack Increase (Sphere):  The Poison Dart Tower’s poison can stack X more times on a target.

    • Daily Mission Changes

      • Daily Missions are now introduced after Dragonfall Sewers in the campaign. Some new, introduction-type missions accompany this earlier introduction, at least until you have a hero high enough to tackle the core daily mission set.

      • Added a new quest where the Knight Commander introduces missions between Dragonfall Sewers and Forgotten Ruins.

      • Monthly missions are still introduced in their old place after players complete the campaign.

    • Four new DPS Weapons

      • Added four new weapons, each with a unique DPS-focused passive.

    • Auto-Collect Filters

      • Become the Bag Master. You make the rules now.

      • Tell your bags to filter in certain types of loot automatically during Auto Collect. For example, tell a bag to filter in all Legendary loot. All Legendary loot that is Auto-Collected from the ground will automatically go into that bag. That’s right, Champ. You’re the boss. The Bag Boss. That’s higher than Bag Master. You were promoted just by reading the patch notes.

      • Added 13 Auto-Collect filters to bags. The sky's the limit within these 13 specific filters.

    • New Tavern Decorations

      • The tavern has been spookified. The Grumpy old man isn’t too pleased, but what do you expect. It’s not like his name is the Not Too Grumpy Old Man, you know?

    • New Main Menu w/ New Music

      • Updated the Main Menu to reflect the current festivities.

    • Updated War Table

      • We’ve added some quality of life improvements specifically for events.

      • New Quick Jump event icon found in the top right hand corner of the War Table. Click to Quick Jump to the event playlist.

    • Skip Tutorial

      • Players now have the choice of skipping the tutorial on the first playthrough.

    • Siphon Site D Updates

      • We’ve added some quality of life additions into Siphon Site D. We noticed a number of players falling to their deaths in more than a few sections of the map, which led to understandable frustration. Some holes have been filled, and some areas have been updated to be more distinct from the other sections of the map. Hopefully this erases some of the unnecessary frustrations with the map.

    • Dragonfall Sewers Updates

      • Dragonfall Sewers also received some much-needed adjustments. A number of jumps have been adjusted to be less frustrating. A RAMP, A GLORIOUS RAMP has been added to the ledge near the Forge. The sub-objective lane that is close to the Forge area now has less pipes and more cavern. We added some bridges between the two sides of the map to allow easier transitions between both sides as well as adjusted the center pipes for a better jumping experience.

    • Little-Horn Valley Updates

      • Little-Horn Valley has received an overhaul!

      • Realizing having 3 entrances to the pub is bad for security, they’ve removed one on the lower level. No bouncers’ jobs were compromised in the process.

      • A couple of the neighbors have renovated and are allowing you to build towers on their new lawn space. This means new defense opportunities! Just don’t stomp on the grass with your heavy toes, people.

      • Spring cleaning happened to the primary overpass, so tipsy patrons can now see through the level a little clearer/not like they’re drunk.

    • Dialogue Box Updates

      • We tightened these up a lot, adding SFX, animations and fades, especially on level 3.

    • Extra notes

      • Pet Reagent Boxes now have proper mesh and texture representation in world. Still no loot beams.

      • Costume shop mannequins have new costumes displayed.

      • Changed costume shop lighting.

      • Renamed Lightning Rod to Concentrated Cyclone.

      • Renamed the Tower Range stat to Defense Range.

      • Added tooltips to Daily Missions, Monthly Missions and Quests so you can now see how much of a reward you’ll receive!

      • Made changes to damage numbers. Damage numbers are now more readable since they linger longer and the magic damage color has changed to a more bright purple rather than a dark purple because dark purple was very difficult to read.

      • Rearranged interaction icons to sit to the right of the reticle

      • Increased interaction icon display time for towers to 2 seconds while in Combat Phase

      • The Eggs you’re protecting in Liferoot Forest and during the Betsy fight have changed slightly.  Foreshadowing?!

      • Lightning Rod Uber has been renamed to “Concentrated Cyclone Uber.”

      • Swapped currency and premium currency positions on the UI; expanded the Add Currency button to say “Add.”

      • Implemented Alienware FX lights support.

      • Removed the “Take Damage” section of the tutorial level.  We’re pretty sure you’ll figure that out.

      • Made improvements on camera fade-in/fade-out when objects get between the hero and the camera.

    • Quest Updates

      • Created splines for all Quests that involved NPCs.

      • Removed the ‘Open Mailbox’ Quest.

      • Removed all ‘Open the Forge’Quests.

      • Moved the Relic Hunter Quest to later in progression.

  • Content

    • New Maps

      • The Dead Road: Enshrouded in tales of ghost sightings and vanishing caravans, the Dead Road has been actively avoided by travelers since its discovery. Many brave souls have tried exploring the ruined catacombs in search of treasure, but none have emerged alive.

      • Temple of the Necrotic: Deep in the woods of Etheria, there exists a temple built in the space between life and death. A powerful artifact has appeared inside of the structure, throwing the forces governing the living and the dead into total chaos.

    • Skins

      • Dark Arts Apprentice Skin

        • 1600 Gems

        • 4 Mythical Accessories

        • Unique Heal, Spawn, death and Mana Bomb Animations

      • Valhalla Knight

        • 1200 Gems

        • 3 Mythic Accessories

        • 3 custom Heal Spawn, and Death animations

      • SteamPunktress Skin

        • 1200 Gems

        • Rocket boots!

        • 3 custom animations, including a unique spawn-in animation

        • 3 mythic accessories

      • Magma Mage Apprentice

        • 1200 Gems

        • 3 custom animations

        • 3 mythic accessories

      • Dryad Apprentice

        • 800 Gems

    • Pets

      • Monthly Pets

        • Bearkira

      • Premium Pets:

        • Automeow (Gato)

        • Evilwick (Creeper)

        • Serving Servant (Creeper)

        • Fairy Creepermother (Creeper)

        • Green Eyes (Creeper)

        • Brragon (Dragon)

        • Kitty General (Gato)

        • Headless Horseman

      • New Pet Abilities

        • Premium pet ability: Void Tendrils (Creeper)

        • Monthly pet ability: Field of Swords (Creeper)

        • Standard pet ability: Stranglethorn (Poison)

        • Standard pet ability: Dragon Protection (Dragon)

        • Standard pet ability: Poisonous Tips (Poison)

        • Standard pet ability: Sparkle Party (Gato)

        • Standard pet ability: Bubble Entrapment (Water)

        • Standard pet ability: Bouncing Lightning (Wind)

        • Standard pet ability: Drenching Wave (Water)

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  • Balance

    • Player Scaling Balance

      • Updated the enemy level scaling per player for Free Play Hard, End Game Insane and Nightmare:

        • Enemies will now be 3 levels lower per player missing on Free Play Hard and End Game Insane.

        • Enemies will now be 7 levels lower per player missing on Nightmare.

    • Nightmare Balance

      • Added a specific difficulty rating for two players. Nightmare now has difficulty ratings for 1, 2 and 4 player buckets.

      • Updated the threats for each player bucket to be more consistent.

      • Updated the Nightmare mega schedule to be more challenging.

      • Adjusted enemy health for Nightmare.

    • Loot Drop

      • Loot no longer drops from regular enemies on Wave 1 in Free Play and End Game. Loot will drop from these enemies on Wave 2 and beyond in Free Play and End Game.

      • Loot will drop from Special Enemies and Minibosses on Waves 1 and 2 (and beyond) in Free Play and End Game.

    • Build Item

      • Build Legendary Weapons now only drop in Nightmare 1 onward. Other build passives still appear throughout the game (for the time being), but the legendary weapons have different drop rules.

      • Victory Chests now have a high chance of having the Legendary Build Weapons drop from them. This is an extra roll and doesn't consume the default item roll of the Victory Chest.

        • Note: eventually all build items will have a high chance of appearing from Victory Chests.

      • Build Items are boosted by the Daily Bonus system.

      • Build Legendary Weapons from enemies only appear starting on the fourth wave in all Nightmare maps. They will not drop before Wave 4.

    • Lane Resistance

      • Updated each map to have Neutral Lanes.

        • These Neutral Lane traits will not have resistances on the enemies. This will allow opportunities for players to place towers in order to cover multiple lanes without being punished by the resistances. This is for all playlists all the way from Free Play Easy to Nightmare IV.

      • Removed resistances from air lanes and sub-objective lanes for all difficulties (this is a temporary change but we’d love to hear your feedback!).

    • Onslaught

      • Onslaught Mode reward schedule rebalanced:  It now has a chance to give out much higher iPwr loot earlier in the Round progression. Getting to later Rounds still increases the iPwr range and makes it more likely to receive great loot, but it should start feeling rewarding much earlier in the progression.

      • Rebalanced Onslaught schedules to reduce some of the unfair-feeling difficulty spikes:

        • Reduced overall count of enemies during the Hordes theme by 20%.

        • Reduced overall count of Lightning Bugs by 20%.

        • Reduced overall count of Wyverns by 20%.

        • Reduced overall count of enemies during the Drakin theme by 15%.

        • Reduced overall count of enemies during the Warboar theme by 15%.

        • These reductions are weighted towards low-threat lanes, meaning that Solo players should see an additional difficulty reduction through these changes.

        • Increased the level reduction when playing with less than 4 players.

    • Pet Balance

      • Updated pet auto attack values (damage and attack speed) for all pets

      • Updated pet auto attack damage types for all pets

      • Updated roll chance for species and elemental abilities for all pets

      • Updated evolution recipes to be consistent with pet rarity

    • Free Play Experience

      • Revised experience on all Free Play maps to follow new complexity-bucket groupings:

      • Gates of Dragonfall, Dragonfall Bazaar and Forest Ambush give the least XP.

      • Siphon Site D, Dragonfall Sewers, Forgotten Ruins, Liferoot Forest and The Ramparts gives average XP.

      • Nimbus Reach, Greystone Plaza, Little-Horn Valley and Throne Room give the highest XP

      • The Wyvern Den gives custom XP since it is only 5 waves.

    • Defense Balance

      • Flameburst Tower:  Defense Power ratio increased 1.2 -> 1.35.

      • Elemental Chaos Trap:  Defense Power Ratio reduced 1.65 -> 1.50.

      • Explosive Trap:  Defense Power Ratio reduced 0.925 -> 0.85.

      • Lightning Aura:  Defense Power ratio increased 0.35 -> 0.36.

      • Lightning Strikes:  Aura Defense Power ratio increased 5.0 -> 5.2.

    • Passives and Skill Sphere Balance

      • Amped Up (Passive):  Attack Rate boost decreased 19% -> 8%.

      • Black Arrow (Passive):  Changed extra damage type to Physical; reduced extra damage scalar 40% -> 30%.

      • Breaker (Passive):  Changed the way Breaker Passive works to disable an exploit we discovered; the amount of armor it reduces has been reduced; the number of times it stacks has changed to 1.

      • Fire For Effect (Skill Sphere):  Second explosion damage decreased 75% -> 40%.

      • Frost Fire (Passive):  Now increases Defense Speed by flat amount instead of a % of Defense Power.

      • Frosty Power (Passive):  Defense Power scalar reduced 40% Max -> 10% Max.

      • Hearty Harpoon (Passive):  Renamed to Speedy Harpoon; now increases Defense Speed by a flat amount instead of a % of Defense Health.

      • Hearty Blockade (Passive):  Hero Health scalar reduced 10% Max -> 5% Max.

      • Phoenix Luck (Passive):  Crit Chance reduced 9% Max -> 8% Max.

      • Phoenix Call (Passive):  Defense Power scalar reduced 400% Max -> 200% Max.

      • Pyromania Damage (Passive):  Scalar decreased 19% -> 10%.

      • Tripwire Damage (Passive):  Scalar decreased 19% -> 10%.

      • Victory Smell (Passive):  Minimum values increased such that this always increases the numbers of ticks by at least 1.

    • Defense Placement

      • Fixed longstanding placement issues with Auras and other traps.

      • Revised the placement rules for Monk Defenses:

        • Lightning Aura and Lighting Strikes Aura now can overlap by 50%, but cannot be any closer to each other.

        • Boost Auras and Serenity Auras can overlap by 25% (but buffs do not stack).

        • Boost Aura and Serenity Aura have slightly larger placement footprints.

        • Skyguard Tower has a smaller placement footprint.

      • Revised the placement rules for Huntress Defenses:

        • Explosive Traps now require a little bit more room between each placement.

    • Ability Power

      • Arcane Volley

        • Increased Crit Damage scalar 1.5 -> 2.0.

        • Increased Ability Power ratio 5.5 -> 15.0.

        • Set maximum marked targets to 3.

        • Arcanist Passive now only increases the maximum marked targets by 1.

      • Lightning Rod

        • Increased Crit Damage scalar 1.0 -> 2.0.

        • Added Base Damage 400.

        • Increased Ability Power ratio 4.8 -> 7.0.

        • Suspended and Struck Marked Targets receive 50% more damage.

      • Mana Bomb

        • Increased Ability Power ratio 28.0 -> 32.0.

      • Tornado

        • Increased Ability Power ratio 1.3 -> 1.35.

      • Oil Flask

        • Increased Ability Power ratio 10.0 -> 15.0.

        • Decreased duration 10.0s -> 8.0s.

        • Increased Ignite Ability Power ratio 2.1 -> 2.5.

      • Piercing Shot

        • Decreased Cooldown 20 -> 18.

        • Increased Mana Cost 75 -> 80.

        • Decreased Ability Power ratio 35.0 -> 32.0.

      • Sticky Nades

        • Added Base Damage 400.

        • Increased Ability Power ratio 6.0 -> 18.0.

        • Increased Cooldown 5.0 -> 8.0.

      • Chi Blast

        • Increased Crit Damage scalar 1.75 -> 2.0.

        • Increased Ability Power ratio 10.0 -> 18.0.

      • Heroic Wave

        • Increased Heal Ability Power ratio 1.5 -> 2.0.

      • Pole Smash

        • Increased Ability Power ratio 8.0 -> 16.0.

        • Increased Mana Cost 25 -> 30.

      • Shielding Wave

        • Increased Shield Ability Power ratio 3.0 -> 8.0.

      • Sword Beam

        • Increased Crit Damage scalar 0.7 -> 2.0.

        • Increased Ability Power ratio 7.5 -> 14.0.

        • Damage type changed to Physical.

      • Empowered Sword Beam

        • Increased Ability Power ratio 3.5 -> 8.0.

        • Increased Mana Cost 30 -> 40.

        • Increased Cooldown 8 -> 9.

        • Damage type changed to Physical.

      • Seismic Slam

        • Damage type changed to Physical Crushing.

    • Updated Passives to Affect Uber Abilities (Where Possible)

      • Full Hearts passive now affects Empowered Sword Beam.

      • Mighty Wind passive now affects Lightning Rod.

    • Damage Reduction Stat Balance

      • Squire Shield Block Skill Sphere:  Block Bonus decreased 50% -> 25%.

      • Squire Provoke:  Damage Reduction decreased 25% -> 15%.

      • Resistances:  Appear on items at 33% of their prior values.

    • Economy Balance

      • Increased the sell value of equipment by 25%.

      • Reduced the sell value of consumables, eggs, reagents and rerolls by significant amounts.

      • Decreased the gold cost for upgrading items by 25%.

    • Campaign Intro Enemy

      • Revised the health and damage values on intro enemies.

      • Increased the health values of all non-Kobold intro enemies.

      • Decreased the health values of intro Kobolds.

      • Increased the damage of all non-Kobold intro enemies.

      • Normalized the damage of Kobold intro enemies to not scale as hard with level.

    • Nightmare Map Experience

      • XP values are lower than Free Play, but should allow for some Accessory progression.

      • Onslaught awards a small amount of XP per wave.

      • End Game Free Play awards an escalating amount of XP per wave.

      • Incursions award an escalating amount of xp per wave.

    • Enemy Rollouts

      • After reading many fantastic threads about enemy rollouts, we have made some updates to the way enemies will come down the lane. We updated the lanes so that players will be letting towers do a bulk of the work while players are taking down specific support enemies. To do this, we divided our enemies into different groups.

        • Standard Group

          • The standard group will be composed of Goblins (Melee and Bomb Lobbers), T1 Orcs, as well as T1 Warboars. These guys are going to be present in just about every lane. However, they should be taken down quite easily with a decent tower setup.

        • Support Group

          • These guys are gunna be the ones you as the player will need to take down. We have updated their minimap icons so they stand out and let players know where they need to go. Sometimes there will be more than one lane that has some of these support enemies in them, so player movement is going to be really the key to victory. The support group is made up of:

            • Kobolds

            • Witherbeasts

            • Lady Orcs

            • Javelin Throwers

            • Drakin

            • Dark Mages

        • Air Group

          • The air group remains the same enemies as before. Players will have more time to take down air enemies as well due to not needing to hold off an entire lane of Drakins.

    • Enemy Balance Changes

      • The health of most melee enemies has been noticeably reduced. This includes Goblins, Warboars, and Orcs. Bomb Goblins too, even though they’re not melee.

      • Meanwhile, Kobolds have gained both health and damage. Get ready for the era of boom-shaka-laka!

      • Dark Mages and Witherbeasts, annoyed at the Kobold, have been working out and have gained some health as well.

    • Small Skill Spheres

      • With the new Stat Points System in place, we’ve made changes to the Small Skill Spheres. The goal here is to make Small Spheres about specific specialization on a tower. For right now, we’re starting off with Defense Range. We also left in some of the old quest sphere rewards for funsies. Here is the new list:

        • Defense Crit Damage I

        • Defense Crit Damage II

        • Defense Crit Damage III

        • Hero Crit Damage I

        • Hero Crit Damage II

        • Hero Crit Damage III

        • Defense Crit Chance I

        • Defense Crit Chance II

        • Hero Crit Chance I

        • Hero Crit Chance II

        • Defense Power I

        • Hero Damage I

        • Defense Health III

        • Hero Health III

        • Hero Damage V

        • Defense Health V

        • Defense Power V

        • Defense Attack Rate V

        • Cannonball Range I

        • Heavy Cannonball Range I

        • Heavy Cannonball Range II

        • Harpoon Range I

        • Harpoon Range II

        • Flameburst Range I

        • Flamethrower Range I

        • Flamethrower Range II

        • Earthshatter Tower Range I

        • Earthshatter Tower Range II

        • Frostbite Tower Range I

        • Frostbite Tower Range II

        • Lightning Aura Range I

        • Serenity Aura Range I

        • Lightning Strikes Aura Range I

        • Lightning Strikes Aura Range II

        • Boost Aura Range I

        • Skyguard Tower Range I

        • Explosive Trap Damage Range I

        • Blaze Balloon Damage Range I

        • Poison Dart Tower Range I

        • Elemental Chaos Trap Range I

    • Defense Balance Changes

      • Defenses that fire projectiles have had their damage substantially increased to accommodate for larger size. In addition to this base increase due to the size changes, we’ve also made the following additional base damage increases:

        • Flamethrower Tower base damage increased substantially

        • Cannonball Tower base damage increased substantially

        • Earthshatter Tower base damage increased substantially

        • Poison Dart Tower poison damage increased drastically

        • Heavy Cannonball Tower damage increased substantially

        • Ballista base damage increased substantially

      • Arcane Barrier health brought up to match the base Spike Blockade.

      • Training Dummy

        • Damage is now based off of Defense Health rather than Defense Power

        • Health values adjusted ever so slightly

        • Range is doubled

        • Mesh/Collision increased in size but not height so 3 dummies can cover what 2 blockades cover

        • [[5924,hashtags]]

      • Increased the Heavy Cannonball Tower’s projectile movement speed by 50%

      • Note: We will be taking another pass at trap/aura balance in the future. This update mainly focused on ranged tower balance.

    • Extra Balance Notes

      • Drastically reduced the amount of XP it takes to level up a Costume accessory.

      • Increased Core Health in End Game for the main and subobjectives so the ogre no longer one-shot butt stomps objectives.

      • Fixed the visual indicator for range of Malthius heal radius to match the radius of the heal volume.

      • Changed "Trollblood" secondary trait to regenerate a flat amount of HP, rather than a %.

      • Fixed duration timers on all damage over time pet abilities

    • Defense Range Changes

      • Players can now increase Defense Range by investing  in Defense Range usint the Stat Point System and equipping Small Skill Sphers that increase a specific defense’s range. All towers should have a larger max range than before through these changes.

    • Hero Balance Changes

      • Hero base health, base damage, and base ability power was reduced as now the majority of your progression should come from SAS points. You should hit a higher max than before this system, but this is still a work-in-progress.

      • Hero Health Stat Point System scaling varies based on the hero. Melee heroes scale substantially better than ranged heroes.

      • Apprentice's Mana Bomb damage mitigation buffed - when you are channeling you now only take 10% damage instead of the old 30%.

      • Reduced mark increase from Apprentice’s Arcane Mark Skill Spheres from 2.0 / 5.0 -> 1.0 / 2.0.

    • General Balance Changes

      • Removed resistances from miniboss lanes in Onslaught and Incursions.

      • Rebalanced the Squire Provoke Duration Skill Sphere to 2.0 / 4.0 seconds

      • Thorns Skill Spheres are now unique.

      • Mark Targets Skill Spheres now increase mark target maximum by 1 / 2.

      • Updated Steiner’s health in the Incursion.

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Bug Fixes (tl;dr we fixed all the things)

  • Fixed an issue where a ring glowed with radioactive radiance. This is an important patch note, so it goes first!

  • Fixed an issue in the controller settings where it would not remember y-axis preferences. Invert to your heart’s content!

  • Fixed an issue where the Inventory couldn’t remember which bags you had open. Thank god.

  • Skill Spheres now go directly to your shiny-new Skill Spheres screen instead of your inventory. This fixes a ton of issues. Most notably, all of our confusion.

  • Added an option to re-bind the rotate camera action (B button by default) in the Controls Option. This helps if you lost it after rebinding B to something else!

  • Fixed an issue where the fewer inventory bags you had open,   more difficult it was to scroll through them. AKA the scrolling strength increased times ten. 

  • Fixed an issue where the Long Range sphere for the Huntress was not working properly.

  • Fixed an issue where you couldn’t drag eggs into the incubation slot.

  • Fixed an issue where the Inventory wouldn’t remember if a bag wasn’t open or not. Clearly we need to work on all our memory problems.

  • Resolved an issue where unequipping a pet from the stables with a full pet bag will auto sell the pet for 0g.

  • Made it so you can’t unequip a pet when your pet bag is full. We think. Try it out! (or not if you read that other bug fix…)

  • Fixed an issue where the DPS number for the Flamethrower apprentice towers displayed as 0. Hint: It’s not zero.

  • Fixed an issue where small ledges stopped you from melee attacking. Now go forth and conquer those small ledges! You are the Small Ledge Conqueror! Nobody can stop you now!

  • Fixed an issue where Passives would not roll for a specific hero, which would cause an item to have mixed Passives. Sorry Huntrmonkstresses!

  • Fixed a bug where Movement Speed V was named Movement SPeed IV. We mean, Movement Speed IV.

  • Fixed an issue where the "Greatest Finds" loot would not be displayed on the Summary Screen.

  • Fixed an issue where you could put pets on the Item Enhancement wheel. Not yet, my young padawan.

  • Fixed an issue where through magic, and a very specific set of clicks, you could turn all your regular pet egg icons gold.

  • Fixed an issue where the Feed x10 button for own pet food only fed 1 piece at a time.

  • We might have fixed an issue where the Blacksmith and Relic Hunter only stocked 2 items at a time. Maybe.

  • Fixed an issue where Golden pet eggs didn’t count for pet Daily Missions. Golden pets are pets too!

  • Did a general sound mix pass so you can hear enemies from further away and obnoxiously loud towers are less obnoxious.

  • Fixed an issue on some maps where the Air Spawners were showing up all the time. Now they only show up when the air enemies are coming down that lane.

  • Fixed an issue where the Fire Cart on Town Entrance didn’t actually shoot fire. Or deal damage. Now it does both!

  • Fixed some line break issues with passives.

  • Fixed an issue where the color of a pet's name didn't match the color of the pet's tier in the tooltip.

  • Fixed a potential Blaze Balloon decal issue.

  • Fixed an issue where the Mauled Cleaver wasn’t using its proper mesh.

  • Fixed an issue where players could roleplay as a plumber and build inside the wooden water overpass in Forest Ambush.

  • Fixed an issue with Onslaught reward sounds being very loud.

  • Fixed an issue with Squire impact sounds playing twice.

  • Fixed various issues with NPC Dialogue.

  • Fixed an issue with Idle Elemental SFX on swords.

  • Fixed an issue where valve water traps were not killing enemies. Also fixed an issue where Valve hadn’t released Half-Life 3 by putting in this patch note and letting our magical power do its thing. [[6223,hashtags]]

  • Fixed an issue where some pets were not playing their idle animations in the Pet Shop.

  • Fixed various tutorial timing issues.

  • Flying lanes now have the correct minimap eye-con. (This was in our commit log. Good one, Collins!)

  • The Barrel Trap no longer creates a blocking volume when activated.

  • Fixed an issue where players could get out of the castle maps.

  • Fixed an issue where the Liferoot Forest Incursion was setup using the incorrect schedule.

  • The Explodinator now has the correct icon setup.

  • Fixed an issue where, after reinstalling, some players were stuck replaying the tutorial.

  • Fixed an issue in Throne Room where you could push enemies inside the Eternia Crystals. Meanwhile, the Crystalline Dimension asks you to cut it out.

  • The bridge in the Forgotten Ruins also asks you to cut it out. I mean, we fixed it too.

  • Fixed a hole in the Goblin Infiltrator Huntress’ ears. Now she can hear again!

  • Made Thundergato’s sword less freaky. Made the new monthly pet just a sword.

  • Fixed an issue where you could not close the pet UI with the escape key. Now you can escape with escape. Just don’t watch Escape Plan.

  • Another memory leak down!

  • Made it so the Add Gems button now always works. We don’t know why it didn’t.

  • Changed “The Alchemist” to “The Enchantress,” since it makes more sense. Enchantment!

  • Fixed an issue where pet tooltips were all over the place.

  • Fixed a bug where the Serenity Aura did not have any Crit Chance or Crit Damage setup.

  • Gave a little more love to the Blaze Balloon.

  • Fixed an issue where the descriptions for Uber Spheres were too long to be contained by their tooltips.

  • Fixed a ton of issues with Controller Support not working. Still didn’t get it to work.

  • Fixed an issue with the Red Riding Huntress accessory icons.

  • Fixed an issue where some Quest and Challenge notifications were too shy.

  • Taught the Relic Hunter some manners. Also, what Siphon Site D was called.

  • Also taught the Earthshatter Tower that dummies are not your friend. Don’t let their looks deceive you. Awww…..

  • Made the poison spit projectile more projectile-y. And poison-y!

  • Removed homing from the drenching wave pet ability. It will no longer loyally return to you.

  • Fixed other homing abilities so they do return to you.

  • Fixed bKnockUpIgnoreBuffInstigator. I just wanted to say that in a patch note.

  • Fixed other homing abilities abilities again, because the first fix didn’t work.

  • Made it so buffs can modify a towers’ abilities. Get ready for fun mode everyone! (Don’t ask me, ask Javahawk.)

  • “BOOM HEAD-SHOT” challenge now accepts the Huntress’ secondary attack.

  • Fixed a ton of issues with parties. Namely, that we weren’t having one. We mean:

    • Fixed an issue where players could be partying, but the server didn’t think they were.

    • Restricted parties to only 4 people. More than 4 is just too much, right?

    • Stopped inviting while matchmaking because that was just all kinds of broke.

    • Automatically declined invites while matchmaking, for double protection too.

    • Fixed more issues with invites. Where’s ours?

    • Removed lots of little unexpected events where parties could break.

    • Decided to keep players in a party if they log out. We know you didn’t want to stop!

  • Fixed an issue where elemental weapon damage would sometimes trigger the Crane Stance spec.

  • Fixed a bug where if the quest title text was too short, "[J] to open quest menu" couldn't fit into the frame .

  • Fixed a lot of naming issues with passives.

  • Another memory leak down! How many more to go now?

  • Fixed the most annoying issue in the world. (Resolved an issue where the Create Hero UI doesn't automatically close when you are prompted to create a character on a fresh profile.

  • Made it so you can close out of the Collections and Mailbox screens with the escape button!

  • [[6224,hashtags]]. That was literally in the commit I’m translating right now. I think the rest of it has to do with not letting you unequip items when you have a full Inventory.

  • Fixed an issue where you could drag Shellium Shards to the Incubator.

  • Wait, did we ever say what the most annoying issue was? Hint: It’s when the scrollbar in the Inventory would bounce back for no reason.

  • Fixed an issue where the level up feedback was squished on 4x3 resolutions. How many of you still see in 4x3?

  • Fixed incorrect rarity for Imphamy (Creeper) from Mythical to Epic.

  • Fixed an issue where the icons of the unlockable accessories in the costume shop would switch order when clicking between the different accessories.

  • Corrected various music issues.

  • Fixed an issue where trying to open a lockbox or buy an embellishment without enough gems did not bring up the "Not Enough Gems" screen.

  • Fixed an issue where tooltips for previewing costumes were being hidden partially by the Costume Shop screen.

  • Fixed incorrect string on Thunder-O description.

  • Fixed ground traveling pet abilities to be more consistent with collision.

  • Fixed an issues where building Auras would not show the build progress meter.

  • Fixed an issue where pets icon’s background color were not based on their rarity

  • Fixed an issue where sometimes keybinds would not save when you restarted the game.  

  • Fixed an issue with Elemental Chaos where two straight storm attacks would not cause the enemy to be electrocuted.

  • Fixed an issue where the Sleepy Time Squire was not showing all of his accessories.

  • Fixed an issue where boosting the Napalm Balloon’s Crit Chance to 100% caused other stats on the inspect defense to display incorrectly.

  • Fixed an issue where Hero Crit Chance small spheres 1 and 2 cost the same.

  • Fixed an issue where the Sonic Boom Passive was only dealing 1 damage.

  • Fixed some issues with the visual effects and damage of Stalagmite pet ability.

  • Fixed an issue where you couldn’t see a player’s equipped pet.

  • Fixed an issue where sometimes GetHealthPercent() would divide by zero. We all know nothing good can come from that.

  • Fixed some enemy collision issues. There are still a ton more.

  • Fixed an issue where servers would crash if your pet powered up. It was just too much power.

  • Made loading times a bit better. We think. What do you think?

  • Improved performance on high-end machines based on community feedback by defaulting bSmoothFrameRate to false. Be smooth, framerate. Be smooth.

  • Potentially fixed a server crash.

  • Fixed an issue with nervousness for next week’s Open Alpha by purchasing a gigantic bottle of...of root beer. Yeah, root beer. Totally clams the nerves.

  • We meant calms the nerves, but clams sounds so much cooler.

  • Fixed an issue where pet stats can reroll their current stat value as both options.

  • Fixed an issue where the timing of Ogre spawns was causing infinite waves in Incursions. Because Incursions are hard enough, amirite?

  • Fixed an issue where, while playing in Windowed Mode, the Steam Overlay would not resize correctly if the user maximized or minimized the window.

  • Fixed an issue where enemy kill events weren’t triggered when a player’s pet killed the enemy.

  • Clammed down the map music on Campaign Gates so it no longer plays behind the introduction cutscene.

  • Fixed an issue where Betsy would immediately fly away after one egg volley attack from her nest. She will now stick around for a bit and attack any players in her vicinity. After a number of attacks from her nest, she will fly off to do her next air attack.

  • Fixed an issue where the Incubate button would incorrectly disappear.

  • Fixed a collision issue with a tree on Forgotten Ruins.

  • Fixed a bug where Daily Missions were not filtering in correctly.

  • Fixed an issue where the Dragonfall Tourist Daily Mission was causing the Victory Chest to generate more gold than intended.

  • Fixed an issue where wave completed experience was not sometimes given to the hero.

  • Fixed an issue where the player’s gem total wouldn’t update after purchasing an item with gems.

  • Fixed an issue with collision near the subobjective area in Forgotten Ruins that was stopping enemy pathing.

  • Fixed an issue with a spawn point in Nimbus Reach.

  • Fixed a bug where the Daily Mission icons would move when the progression was updated. Now it's perfectly aligned.

  • Implemented a potential fix for the dark towers bug.

  • Fixed an issue where the pet evolution popup would display the wrong color.

  • Implemented a potential fix for a Blaze Balloon decal issue.

  • Fixed an issue where the Monk’s Onslaught polearm was missing its stats on the tooltip.

  • Fixed an issue where players couldn’t click on the purchase button for the first item under the Featured section without first clicking on a different item.

  • Fixed an issue where some Squire Shields had a graybox texture within the tooltip.

  • Fixed bugs with incorrect Skill Spheres being rewarded from a Gran’Masta quest.

  • Fixed an issue with an Oil Flask decal.

  • Fixed an issue where objects wouldn’t fade in properly.

  • Fixed an issue where intro matinees were not adhering to custom audio settings.

  • Fixed an issue where the Forge icon was rendering incorrectly on the minimap.

  • Fixed an issue where Orcs were not appearing properly on the minimap.

  • Fixed a texture issue in the Social Tavern.

  • Fixed a bug where the Purge Evil updated passive was referencing the old passive.

  • Fixed an issue where the pet egg given for the “Visit the Stable Boy” quest would go to the Scavenger and be automatically destroyed 30 minutes later.

  • Fixed an issue where sometimes the Lane Billboards were showing the incorrect information or were placed onto the wrong lane.

  • Fixed an issue where the Immediate Message for server/patch maintenance caused the whole screen to blur.

  • Fixed an issue where pressing K wouldn’t change the message at the top of the screen.

  • Fixed an issue where the Flamethrower Tower caused less loot to drop from Special Enemies.

  • Fixed an issue where the Losing Social Score message would appear when a player attempted to leave after Victory or Defeat on a map.

  • Fixed a bug where cutscene sound wouldn’t play after the first play.

  • Fixed a render thread crash.

  • Fixed a crash related to a missing sound notification.

  • Changed the wording on Error 2003.

  • Fixed a few typos and reduced the length of Empowering Beam description.

  • Fixed an issue where some pet eggs that were hatched weren’t being removed from the Inventory.

  • Polished up some map collisions to make sure walking through the lanes is an easy and enjoyable experience.

  • Fixed an issue where some Ranged impact sounds were playing inconsistently.

  • Fixed an issue where the Mana Node interaction collision didn’t cover the little green spirit dude who floats above it.

  • Spelled reservoir correctly in Siphon Site D. Now you defend the RESERVOIR in Siphon Site D. That’s right, THE RESERVOIR. The RESERVOIR needs defending people….

  • Fixed a hole in Forest Crossroads.

  • Skeleton Goblin now has correct iconography in game.

  • Fixed an issue where heroes wouldn’t play their full spawn-in animation after death.

  • Resolved an issue with Griblok's "I'm out" animation not playing.

  • Resolved a bug where the Liferoot Forest Incursion Special Enemies would not spawn.

  • Fixed and updated several Skill Sphere descriptions.

  • Fixed an issue where there were duplicated stats in the stat manager.

  • Fix issue where some decals were not being applied to meshes.

  • Fixed an issue where the glow on the proximity mine was too dark in its deactivated state.

  • Fixed an issue where the outline effect when targeting certain objects was displaying incorrectly.

  • Fixed an iissue that fixed various crashes from the launcher. 

Whew… did you get all that? Let us know what you think!

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this is all really really well implemented! super exciting seeing arcane barrier getting on par for once :D


side note: is there ever going to be a chat feature in the console version? I feel like its hard to talk to people without mics and I've only ever made 1 friend playing this game because of it :( It would also help communications for tower placement when you see someones defense has a gap for enemies to squeeze through but you cant tell them with only waypoints. just a suggestion Trendy is one of my favorite developers,  just gamers making games.

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I remember back when it was said that the Dummy as only a sort of temporary placeholder tower and would be replaced. If my memory serves me wrong, then it's still amusing to think what this would have been like.

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Hopefully on the next update PS4 gets its own set of patch notes.  I was really looking forward to a couple of features in these notes that obviously were for PC.  Copy and paste is fine and all, but some editing is still necessary

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