Release 2.2 - Chaos Trials

HarmoniaHarmonia Member, Administrator, Moderator, Robot Entertainment, Featured Developer

Release 2.2 – Chaos Trials – Patch Notes

Available June 20



New Mode: Chaos Trials

Chaos Trials are a new and exciting way to play Survival. Players will occasionally discover "Chaos Keys" when playing matches in Survival, Sabotage, Endless, and Weekly Challenges (they have a random chance to be acquired after a match). These keys will have an associated challenge level (Apprentice, War Mage, Master, and Rift Lord) as well as random additional modifiers for playing a map within those difficulties.

Each time a team (1-3 players) defeats a chaos trial tier, their chaos key will be upgraded, adding additional modifiers into the mix. However, be careful, each chaos key only has three lives!

Chaos Trials are the most rewarding way to play OMD!U. They offer a chest after every victory including increasing number of skulls based on how far you get. Furthermore, Chaos Trials feature a leaderboard to track your best performance relative to other players.

Chaos Keys can be randomly discovered through playing other modes, by completing certain achievements, through daily login rewards, or via the Premium Shoppe and store.

Read more about Chaos Trials.


New Mercenary: The iMage

The iMage is an enemy that splits into multiple variations: Arcane, Fire, Frost, and Lightning. Each variation fires a unique ranged attack. However, only one of these illusions is the real mercenary and it must be slain to defeat the iMage.


New Feature: Full Screen Dashboard and Updated Play Screen

We've heard from many players that the game needs a full screen dashboard. You asked and we listened. This first iteration of the full screen dashboard will make everything scale to fit your screen, however, future iterations will actually begin redesigning the dashboard for a dedicated full-screen experience.

We have also revamped the play screen to make it easier to discover the modes that OMD!U has to offer. Check it out below!


New For Sabotage: Map and Consumables

  • Academy Sewers is now available in Sabotage!
  • Polymorph Chicken: select one enemy hero and turn him or her into a chicken.
  • Immolation Staff: places a staff on the enemy team’s battleground that damages barricades, decoys, and summoner trap retainers.
  • Armored Giants: Summons a medium-sized army of armored giants.

New For Sabotage: Additional Base Deck Consumables

  • Guardian Potion
  • Minion Stealth
  • Satyrs
  • Pride Hunters

New: Premium Shoppe Skins

  • Dragon Tamer Ivy
  • Dragon Ward Hogarth

General

  • Pressing Alt-K to kill your hero now requires a 5-second cast.
  • The survival experience quest has been changed to: Win 5 Survival Matchmade Games. Reward: Chest.

Matchmaking

  • Sabotage matchmaking will now pick easier battlegrounds when there is a high skill separation between players.
  • Players will now lose rank for leaving/disconnecting from a game.
  • Sabotage matchmaking will now more aggressively try to create games with:
    • Similar account level
    • Similar skill level
    • Similar party size
Developer Comment: We have been hearing lots of complaints surrounding matchmaking. These changes should make matches fairer, however, they could potentially increase queue times, so we will be monitoring the status of matchmaking closely.

UI

  • We have added new visual indicators during the match which highlight the players that have taken the most damage, dealt the most trap damage, or dealt the most hero damage. These badges will update in real time during the game.
  • 4 new titles have been added to the game, available to everyone.
  • We have increased the maximum number of loadouts to 14 (from 8).
  • Player rating on the tab screen and post-game stats have been removed.
  • Players can now enable a game/par timer to be visible at all times via the options menu.
  • Receiving a party invite will now provide a toast notification, rather than a pop-up. This is designed to reduce interruptions in the dashboard.
  • When deleting and adding friends, the friends list will now remain open. This makes it less tedious to make multiple modifications.
  • We have updated minion consumable card backs to have more information regarding minion keywords/skills.
  • Enemy team stats are no longer displayed in Sabotage. These stats were providing the wrong impression because higher level teams face minions with greater health.
  • An alpha slider has been added to chat. Chat is now more transparent by default.
  • Party chat will now automatically open when joining a party.
  • Guardian text during the loadout phase of pre-game now shows abilities.
  • Minion portals will now appear red during go-breaks if they will spawn immediately after the go-break.
  • The game is now available in Russian and Spanish!

Sounds and Effects

  • In-game music has been updated with more tracks. Existing tracks have been rock-ified. Additional changes are coming in the future.
  • The visuals for all staffs in Sabotage have been updated.
  • Fireling death effects are now much clearer.

Sabotage

  • Sabotage now requires players to be account level 5. If you group with other players who are higher level, we ignore this restriction.
  • The countdown timer during hero select has been reduced by 30 seconds.
  • The countdown timer during the first go-break has been reduced by 30 seconds in Sabotage only.
  • The go-break timer between waves has been increased to 45 seconds (from 30) for apprentice maps.
  • Many Sabotage consumable achievements have been made easier to complete.
  • Sudden death now provides increasing control resistance to minions.
  • Most minion consumables have had their minion count increased by 25 to 50%, with the exception of base set kobolds, mages, and gnolls.
  • Powerful consumables are now less likely to appear during the early game.
  • Throne Room has been made significantly more challenging in Sabotage.
  • Banquet Hall sudden death has been made more challenging in high difficulties.
  • "The Bomb" spell timer has been reduced to 4 seconds, from 5.
  • "More Aggro" spell now increases aggro by an additional 50%.
  • "Coin Drain Aura" now drains twice as much coin each second. However, its duration has been reduced to 10 seconds, from 20.
  • Spell consumables that deal damage now deal damage as percent health.
  • Many waves have been updated. In general, early waves are easier, while later waves are harder.
Developer Comment: These changes are designed to do a few things:
  • Reduce the number of games that end on wave 1 or 2.
  • Create more comebacks. We know it stinks to lose a few rift points early and feel unable to score later in the match.
  • Make consumables feel more impactful. We know it can feel unimpactful to use many spells/minions, so we targeted a series of changes to improve them.

Endless

  • Now provides increasing control resistance to minions every wave after wave 25.
  • The score bonus for completing a wave has been decreased to 5%, from 15%. As a result of this change, we are wiping Endless leaderboards with patch 2.2.

Survival Difficulty

  • Reduced the difficulty of wave 3 on Banquet Hall (Apprentice), wave 5 of Highlands (Apprentice), wave 3 of Restricted Section (War Mage), and wave 7 of Temple Graveyard (War Mage).
  • The first go-break is now properly twice as long in solo games.
  • Orcrila pathing has been updated.
  • Several par times have been made easier.
  • Several maps in Apprentice have been made more challenging for 2 and 3 player parties.

Teacup Gnoll Breeder

  • Teacup Gnolls no longer mini-stun their target for 0.1 seconds on attack.

Heroes

Bloodspike
  • Increased the attack width of his primary attack by 25%.
  • Mana increased to 200 (from 185).
  • Delicious Meals now restore 3x as much health and now also reduce Bloodspike's cooldowns by 5% when consumed.
  • Fixed a bug that caused Bloodspike to receive less than the intended amount of max health when collecting delicious meals with the corresponding weaver upgrade.
Developer Comment: Bloodspike's Delicious Meals have been nearly unnoticeable for quite a while. These changes will help them become far more relevant. In addition, the wider attack width should help with some surrounding criticisms regarding his primary attack's difficulty of use.

Hogarth
  • Lowered the range of Hogarth's leap by a large amount. This is intended to buff the usability of his skill to hit minions, rather than act as a nerf.
  • Hogarth's shield now slows nearby enemies by 25% for its duration.
  • Hogarth's first weaver upgrade now causes his shield to slow fast minions by twice as much.
  • Fixed a bug that was causing Hogarth's aggro bonus weaver upgrade to not apply the full 40% bonus.
Developer Comment: We want Hogarth to be a tank and control king. However, he is still lacking in this area, so we have buffed his baseline utility in these areas.

Ivy
  • All upgrades associated with Ivy's "Life Current" ability will now apply to Ivy IN ADDITION to allies, rather than only allies.
  • Nature's Swiftness now increases allied movement speed by 30% (up from 15%).
  • Warden's Tutelage now decreases the mana cost of Penetrating Shot by -20 (from -15).
  • Life Current now restores +50% more health per second.
  • Life Current radius increased by 100%.
  • Reach of Roots cooldown increased to 14 seconds (from 12).
  • Reach of Roots now reduces enemy armor by -50 (improved from -40).
  • The Natural Knack upgrade now reduces the cooldown of Reach of Roots by 15% (down from 25%).
  • Developer Comment: Ivy is currently acting as a "one trick pony" oriented around Reach of Roots. These changes are designed to open up more build options for Ivy without changing her overall power level.
  • Ivy's passive no longer triggers when she is low on health. Instead, it now provides her with a movement speed bonus when she spawns or re-spawns.
  • Ivy passive cooldown removed.
  • Developer Comment: The lack of control over Ivy's passive has been a subject of criticism for some time. It often triggers at unexpected times, making it hard to utilize its benefit. This change is designed to allow Ivy to get greater use of her passive.
Oziel
  • Increased all damage by 12%.
Smolder
  • Reduced the cooldown of "From The Ashes" passive to 90 seconds (from 150).

    Developer Comment: This change allows Smolder to play more aggressively without constant fear of dying. Furthermore, this improves weaver builds oriented around Smolder's passive.

Traps and Trap Parts

Decoy
  • Cost reduced to 300 coin (from 700).
Summoner Trap
  • Cost reduced to 2000 coin (from 3000).
Power Generator
  • Cooldown now resets at the start of a wave, rather than after 50 seconds.
Unchained Resonator Part
  • Increased by 300%.
Vanity Plating
  • Experience gain increased by 40%.
Revenge Rune Part
  • Now deals 75% of minion health (from 100%).
Reflective Armor Part
  • Now reflects 200% of damage (from 50%).
Mana Siphon Part
  • Now restores half as much mana.
Health Siphon Part
  • Now restores half as much health.
Ice Resonator Part
  • Increases damage by 90% (from 70%).
Fire Resonator Part
  • Increases damage by 30% (from 35%).
Control Resonator Part
  • Increases damage by 30% (from 35%).
Bounty Generator Part
  • Increases bounty by 2% (from 1%).
  • Cap changed to 20% (from 50%).

Bug Fixes:

  • Fixed an issue where clicking "Buy Now" under "How to Obtain" caused the dashboard to become stuck.
  • Fixed an issue where base set consumables would show up as owned during loadout select.
  • Fixed several issues with minion clipping on Orcri-la.
  • Fixed an issue where opening chat before receiving messages could cause scrolling to behave improperly.
  • Fixed an issue where consumables had a larger area than displayed.
  • Fixed an issue where changing whisper targets while the dashboard is loading could cause the player drop-down to disappear.
  • Fixed an issue where trap projections could persist forever.
  • Fixed a bug that caused Tundra's defeat animation to play incorrectly when using the War Chief skin.
  • Fixed a bug that caused Ivy's defeat animation to play incorrectly when using the Valkyrie skin.
  • Fixed an issue that could cause heroes to flash during their defeat animation.
  • Fixed an issue where your cursor could remain on screen during Sabotage.
  • Fixed a bug where Wall Building PhD would not provide the full amount of health regeneration.
  • Fixed a bug where party chat was not cleared upon leaving a party.
  • Fixed several bugs related to minion card back information for sabotage consumables.
  • Fixed a bug where barricade destroying minions would occasionally not target barricades when they should.
  • Fixed many tooltips associated with tier upgrades.
Robot Entertainment | Community Manager
Post edited by Harmonia on
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Comments

  • DaTeddyBearDaTeddyBear Member
    edited June 15
    Some great patch notes. I'll be looking forward to playing sabotage again.
  • EffingWormsEffingWorms Member
    edited June 15
    All looks like good improvements to me. Nice to see some community suggestions get through, and some exploits in Sabotage being fixed. 
    Happy that revenge rune is not a insta-kill for Orfum and Tubifore so that they become a problem again :)

    I hoped for more Ivy nerfs. But hopefully the wave changes will reduce the pick rate in Sabotage.

    Insider Access today they will be explaining patch notes.
    Post edited by EffingWorms on
    Keep it secret, Keep it safe.
    New? Here are some Game Tipz.
  • So will the high level players get any chaos keys?
  • TimeMasterTimeMaster Member, Early Access
    Patch notes getting better and better, really excited about a lot of the changes!


  • Awesome patch notes... but so sad we still can't change our trap parts in lobbies. :cry:
  • Solid notes, still would LOVE to be able to switch parts in my game lobby, but I know that could be a daunting task. Thanks for all of the QoL stuff you've pushed out so far!
  • BragdrasBragdras Member, Master Founder, Early Access
    What's the drop rate and store cost of the Chaos Trial keys?

    I really hope we won't have to farm old samey content dozens of times hoping to get a key to play the dynamic one, that'd be.. yea..
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    Bragdras said:
    What's the drop rate and store cost of the Chaos Trial keys?

    I really hope we won't have to farm old samey content dozens of times hoping to get a key to play the dynamic one, that'd be.. yea..
    Alternatively, you can find a party in chat.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • Immolation Staff: places a staff on the enemy team’s battleground that damages barricades, decoys, and summoner trap retainers.

    How much damage are we talking about? Enough to destroy a barricade? Because if so, it seems a little bit overpowered. :)

    Players can now enable a game/par timer to be visible at all times via the options menu.

    The option I never thought I wanted, but boy do I want it.

    In-game music has been updated with more tracks. Existing tracks have been rock-ified. Additional changes are coming in the future.
    Can't wait to hear it! OMD always had a great soundtrack, very unique.
    Fireling death effects are now much clearer.

    Finally!

    Sabotage now requires players to be account level 5. If you group with other players who are higher level, we ignore this restriction.
    Oh. That seems low. It was a long time ago for me, but I seem to remember level 5 to be very quick to obtain.
    Several par times have been made easier.
    Great. Would have loved a list of the ones that will be changed.
    Teacup Gnolls no longer mini-stun their target for 0.1 seconds on attack.

    Oh thank god. I was having nightmares of this one Mercenary while playing Ivy.


    I like the hero changes. I hope Bloodspike will finally be better, and I'll admit the cooldown reduction when consuming meals is a good idea. Oziel will probably be great with 12% more damage to everything, he was a bit weak but far from garbage, in my opinion. The change on Smolder seems very small, don't know if that will make her any more interesting. Now, for Ivy's passive, does it only work when you die and respawn? Because that seems very weak, even more than before... :(

    Can't say I'm too happy having to play the old content for a chance to be able to play Chaos Trial. A little key giveaway depending on account level would have been welcome. Very excited for Chaos Trials, though, can't wait to try it.

    ...

    Oh, and... One last thing...
    The iMage. It's a revolution.
    I so hope you went full parody with this character and his voice lines.

    (Jokes aside, wonderful merc idea. I wanted to tell you that I love the merc system, it's much better than the old enemy hero system. Every merc is different, and very dangerous in their own way, and this one is a fantastic addition.)
  • I don't even know how to contain my level of excitement right now!
    The Box O' Vox | Orcs Must Die! Twitch Streamer | Twitch.tv/AndrealVox
  • Awesome patch notes... but so sad we still can't change our trap parts in lobbies. :cry:
    hehe you didnt have the time to change parts in 30 sec. :P
  • phattonyphattony Member
    Super excited for patch but I still see ivy being picked in like every high level sabotage match for overtime considering her knocback is what holds waves from the safety of range not her roots but maybe the new overtime mechanics will prove me wrong and shift to a more damage oriented meta. Fingers crossed. 
    Twitch.tv/phattony99
  • SeanPoeSeanPoe Member, Early Access
    I feel like the control resistance change deserves an entire developer paragraph explaining how it works exactly. 

    Will it affect physic traps (e.g., spikewall, push trap, etc.) that have a binary effect (i.e., either they hit or don't)?  If the control resistance does impact physic traps, does it work by essentially increasing enemy mass so they get moved less? 

    How does control resistance work on constantly reapplying CCs like viscous tar? 

    How does it work on snares/slows which have two different factors that could be modified?  For example, if a snare was originally a 50% slow for 5s and an enemy has 50% control resistance will that snare now be 25% for 5s or 50% for 2.5s? 

    How much control resistance do they gain per wave?


  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    SeanPoe said:
    I feel like the control resistance change deserves an entire developer paragraph explaining how it works exactly. 

    Will it affect physic traps (e.g., spikewall, push trap, etc.) that have a binary effect (i.e., either they hit or don't)?  If the control resistance does impact physic traps, does it work by essentially increasing enemy mass so they get moved less? 

    How does control resistance work on constantly reapplying CCs like viscous tar? 

    How does it work on snares/slows which have two different factors that could be modified?  For example, if a snare was originally a 50% slow for 5s and an enemy has 50% control resistance will that snare now be 25% for 5s or 50% for 2.5s? 

    How much control resistance do they gain per wave?


    Control resistance reduces the duration of slows/stuns.  Persistent area effects are not affected, I believe.

    Knockbacks are not affected.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • mdragoonmdragoon Member
    phattony said:
    Super excited for patch but I still see ivy being picked in like every high level sabotage match for overtime considering her knocback is what holds waves from the safety of range not her roots but maybe the new overtime mechanics will prove me wrong and shift to a more damage oriented meta. Fingers crossed. 
    They will probably wind up nerfing it in the future but I think a few more buffs are in order for some of the heroes still lacking in use/win rate. it's not that ivy is too good, but that her skills synergize well with everything else currently in the game much better than other heroes.
    Archivist of the Order, feel free to ask me any questions you have!
  • LegnaLegna Member
    I love this new changes, good work Team Robot
  • Bad MonkeyBad Monkey Member, Master Founder, Early Access
    That all looks pretty good, but where are the fixes for the Swinging Mace knocking minions through walls on Throne Room, which was supposedly fixed with the last patch but wasn't, and also the audio popping noise issue?
  • OndarkOndark Member
    edited June 20
    Mana Siphon Part
    • Now restores half as much mana. BAH even less = boring. If you want mana there alot ways to get it anyway.
    Health Siphon Part
    • Now restores half as much health. Bah even less = even more so boring and starts feeling useless twice as much would have been interesting. I wonder why half ? Did somone exploit it in sudden death like being a unkillable god ? i cant imagine a problem there. Since stuff hits for 5trillion damage after 5 Mins anyway. But i guess it has to do with Chaos trial being too easy ok nerf it into oblivion.
    • With these changes it feels like i just put in xp and coin bounty generators (at least till you nerf the xp generators too thats when i dont know what to put in anymore) in my tar since health n mana wont be worth it anymore (not like it was much to write home after before) it didn prevent you from diyng in high waves nor is mana really a problem if built right. If you want to balance this it feels wrong now.
    Ice Resonator Part
    • Increases damage by 90% (from 70%). Will still be useless no build i can imagine that could make use of this. Like 500% could be usefull and interesting to see ok maybe even 300%. problem is you wont be able to have much uptime on frozen and to hit a foe in exactly the 0.5 seconds it is frozen is basically impossible and even if it happens if you got 45 Big foes and 1 gets killed it doesnt help you much. Unless you fight on the trap with a ice Hero. But thats the same like the Ceiling Icicly trap thingy still noone uses it too much troubles.
    Fire Resonator Part
    • Increases damage by 30% (from 35%). Even less damage from tuning my traps = sad
    Control Resonator Part
    • Increases damage by 30% (from 35%). Even less damage = sad, just remove trap parts allthogeter if you reduce benefits all the time. 5 More patches and were at 3% increased damage. You dont want to have us fun if we know how to play ?. My decision on tuning my traps should have an impact, reduce it and you reduce the fun tuning it. I know it is a good part yea ... so what ?

    Control Resistance sounds a lil fishy too in Endless the only way to kill stuff efficiently is to Tar and High damage traps if stuff runs by even faster and gets even more hps it will just end the match even faster.Theres nothing you as a Hero can do to change it if stuff just will be unaffected by damage by snares by pushes and , this itsself sounds very unfun. As long as it shortens Sabo its mostly fine but i doubt it will be fun for Endless. It just homogenizes content for all since Heros wont be much of a Factor anymore.

     Rest of Patch message was pretty but thoose points just dont hit my taste .......
    Post edited by Ondark on
  • AxonyAxony Member
    Love the new Control resistance because it doesn't even affect Ivy
  • Axony said:
    Love the new Control resistance because it doesn't even affect Ivy
    Her roots will be affected and tar won't work well. Try and see her knocking back heavies now.
    Keep it secret, Keep it safe.
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