Release 2.4 for PC - Patch Notes

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

Update Available August 30!

New Feature: Fast Restart

A highly requested feature has finally arrived!  We have added the ability for non-matchmade games to be restarted by the party leader (you cannot restart Chaos Trials or Sabotage games).  

New: Sabotage Map - Temple Graveyard

The Temple Graveyard map is now available in Sabotage Mode! This map is available at Master and Rift Lord difficulty levels.

New: Chaos Trial Modifiers

  • Guardians Damage Allies - Guardian Spin damages barricades and players.
  • Unstable Rift Polymorph - Failing to close an Unstable Rift will cause the entire team to be polymorphed.

New: Sabotage Consumables

  • Frost Giants
  • Minions Drop Grenades Buff: Causes player sent minions to have a 50% chance to drop grenades on death.
  • Teleportation Staff: Drops a staff that will teleport enemies to a random location if they stay within its area for several seconds.

New: Skins

Skins have been added for the following heroes: Smolder, Hogarth, Ivy, Stinkeye, Max, Tundra, Cygnus, Midnight, Gabby, Bloodspike, Bionka.
Note: Not all of the skins will be available on patch launch.  Many will be enabled over the coming weeks.  

Additional Patch Notes Since Last Update:

There have been several patches since the previous update that have introduced changes to OMDU. Here is what you may have missed:

  • Apprentice Hero victory chests now drop 2 cards, instead of 1.
  • Oziel max soul stacks increased to 300 (from 75).
  • Steam Trading Cards have been added to OMDU!
  • Sabotage matches will occasionally launch 1v1.

General:

  • Control resistance now reduces the magnitude of slows, rather than the duration.
  • MANY achievements have had rewards added to them.  These rewards are retroactive.
  • Serpent Guardian (formerly a promotional item) has been added to War Mage, Master, and Rift Lord chests.
  • Trigger parts no longer drop in apprentice and warmage chests.
  • Players may now re-roll each quest once per day, rather than a single quest.
  • "Win 2 Sabotage Games" daily quest has been changed to "Kill 450 minions in Sabotage".
  • "Win 5 Matchmade Games" daily quest has been changed to "Kill 1200 minions".
  • Terminology for abilities has been updated to "primary attack, secondary ability, third ability, fourth ability, and fifth ability."
  • Leaving a Sabotage game will now cause you to lose rank.
  • Fixed a bug where Kobolds were 20% faster than intended.

User Interface:

  • A Refer-a-Friend link is now visible in the friends list.
  • Quests have been added to the daily login reward pop-up on login.
  • Quests now have minion icons and ability icons to better indicate completion requirements.
  • The dashboard no longer minimizes when launching a game.
  • The splash image for launching games has been removed.
  • Damage, coin, and combo fly-offs have been revamped!  These fly-offs are much smoother and have a much smaller performance footprint.
  • When players leave in non-Sabotage games, a message is now displayed, indicating that the game has re-balanced.
  • Many dashboard elements now have a higher resolution.
  • Sabotage enemy mini-maps are now slightly more opaque.
  • New loading screens have been added to the first three maps of apprentice and the first map of warmage.

Art/Audio:

  • Explosion sounds have been updated.  There's fewer duplicate explosion sounds; sounds are now more unique.
  • New sounds have been added for when players teleport through portals.

Chaos Trials:

  • Lower difficulty Chaos Keys will drop on average.  This does not affect players level 55+.
  • Purchased Chaos Keys can now be re-rolled for whatever currency they are purchased with (gibs or gold).
  • Unstable Rifts now gain less health with each tier in Chaos Trials.

Balance Changes

Medium Earth Elemental:

  • Health reduced by 20%.

Deadeye:

  • Infamy no longer reduces the damage of Deadeye's primary attack against a single target.
  • Infamy splash damage lowered by 25%.

Developer Comment: This change was based on community feedback.  Players didn't like that there was a trade-off to obtaining infamy stacks.  As a result, the buff now simply adds area damage, rather than also reducing primary damage.

  • Bouncing Bomb cooldown reduced to 9 seconds (from 12 seconds).
  • "More Misdeeds" weaver upgrade no longer provides cooldown reduction for Bouncing Bomb.  This was not intended.
  • "Hip Shot" buff duration increased to 5 seconds (from 2 seconds).
  • "Hip Shot" damage bonus decreased to 20% (from 50%).

Developer Comment: This change was based on community feedback.  Players didn't like that Deadeye needed to use her dive skill off of every cooldown in order to maximize her damage.  As a result, the buff now persists longer than the cooldown of the skill.

  • "Outta the Way" roll speed increased by 50%.  Distance remains unchanged.
  • "Outta the Way" now provides invulnerability for its duration.

Developer Comment: This change was based on community feedback.  Many players commented that Deadeye's dive skill didn't really feel like it gained her distance.  In addition, many players noted that they were taking massive hits while diving, which is what the skill is intended to avoid.  As a result, we have increased the dive speed and made the skill provide invulnerability while active.

Gabriella:

  • Devious Allure cooldown reduced to 12 seconds (from 15).
  • Devious Allure cancel slow duration increased to 3 seconds (from 2).
Developer Comment: We have decided to make Devious Allure a more "attractive" skill to use.  Many players are avoiding using the ability entirely right now, especially in group play.
  • 1st weaver upgrade now also provides 50% mana cost reduction to Blink.
  • Final weaver upgrade cooldown reduced to 15 seconds.
  • Blink now teleports you in the direction you are moving.

Developer Comment: Players have asked for the ability to more easily control the direction of Gabby's blink for a long time.  Our argument used to be that we liked the skill ceiling associated with teleporting backwards.  However, since we made her a starting hero, we decided to revisit the design decision.  We hope this will make the ability more useful at all levels of play.  Be warned, it can take a bit of getting used to if you are accustomed to the old functionality.

Hogarth:

  • AMBUSH! cooldown reduction weaver upgrade changed to 50%, rather than 5 seconds.  This results in no effect on the power of the skill unless stacked with other cooldown reduction sources.

Maximilian:

  • In Your Faces cooldown reduced to 12.5 seconds (from 14).
  • In Your Faces mana cost lowered to 45 (from 50).
  • Absolutely Stunning Bolt cooldown reduced to 11 seconds (from 12).
  • Absolutely Stunning Bolt mana cost reduced to 45 (from 50).
  • Primary attack damage increased by 10%.

Developer Comment: Maximilian is simply weaker than many of the other heroes in the game.  Since he is also a starter hero, we want to prioritize a few all-around buffs.

Oziel:

  • Passive updated: Now gains 5% max mana with each battle level.
  • Soul stack messaging has been moved to "Haunting Spirits".
  • Fixed a bug causing Oziel to gain far too many stacks from "Vexing Surge".
  • Fixed a bug where Oziel would not gain the full number of souls from certain weaver upgrades.
  • Fixed a bug where certain effects would not trigger if a minion was killed with Haunting Spirits active.

Developer Comment: We revamped Oziel in patch 2.3.  These changes were oriented around making him more useful in modes other than Endless and Rift Lord levels.  However, we also recognize that this has made the hero more generic.  As a result, we made several changes based on community feedback: Bringing back scaling mana (but not damage) and increasing his soul cap to 300.

Smolder:

  • Fixed an issue where Smolder's mana costs were higher than intended.

Ballistas:

  • Re-fire delay slowed by 10%.

Developer Comment: While this is likely a change that will have mixed reception, we have been struggling to make other ceiling traps (and other traps in general) compete with the Ballista.  As a result, we are making a small nerf to the ballista traps and making many other options SIGNIFICANTLY more powerful.  In addition, we have also made other ceiling traps more accessible on high ceilings by increasing their range.

Big-Game Zapper:

  • Vertical range increased by 1.
  • Cost reduced to 500 (from 1000).

Brimstone:

  • Damage reduced by 5%.

Cursed Ground:

  • Cooldown lowered to 15 seconds (from 36).

Decoy:

  • Health increased by 40%.

Quarter Pounder:

  • Range increased by 0.25.
  • Cost reduced to 750 (from 1000).

Fire Cracker:

  • Damage reduced by 5%.

Floor Scorcher:

  • Re-trigger delay slowed by 20%.
  • Damage increased by 10%.

Ice Vent:

  • Charges increased to 30 (from 25).

Lightning Rod:

  • Vertical range increased by 1.

Overload Trap:

  • No longer disables floor traps that do not deal damage.
  • Trigger delay increased by 1 second.

Power-up Traps:

  • Buff duration increased to 24 seconds (from 15).

Shock Zapper:

  • Vertical range increased by 1.
  • Damage increased to 400 (from 350).

Floor Spikes:

  • Damage lowered by 5%.

Summoner Trap:

  • Damage increased by 40%.

Trip Wire:

  • Placement collision reduced to a 2 trap width (from 3).  Effect area remains the same.

Bug Fixes:

  • Fixed a bug where Arcane Phaser would regain its charges during Go-Breaks.
  • Fixed a bug where "Spudging Pickups" would cause Bloodspike's pigs to cause him to become spudged.
  • Fixed an issue where minions were getting stuck in walls regularly.
  • Fixed a bug where Stunning Accumulator was affecting all minions, rather than flipped minions.
  • Ring of Last Stand now properly provides 3 seconds of immunity.  It was only providing 1.5 seconds before.
  • Smolder's passive no longer knocks back mercenaries.
  • Fixed a bug that was causing hero death sounds not to play.
  • Fixed an issue where achievement rewards were not always shown.
  • Fixed an issue where community events could be shown in the wrong language.
  • Fixed missing icons for Poison and Homing keywords.
  • Fixed an issue where bosses' drain life would continue functioning while stunned.
  • Fixed an issue where post-game stats would very rarely fail to report.
  • Fixed an issue where whisper tabs don't properly re-position in rows when exiting a lobby.
  • Fixed an issue where opening a whisper from the friends list would cause the button to remain lit.
  • Fixed a bug causing Oziel's achievements for soul collection to not function properly.
  • Minions will now be killed if they are knocked against the wall on Throne Room.
  • Fixed an issue where firelings would not explode if the player is standing still.
  • Fixed mismatching icons for Debilitation Resonator.
  • Fixed several situations where the iMage could get stuck when spawning.
  • Fixed an issue where ballistas would revert to lower-tier textures when disabled.
  • Fixed an issue that caused minions to dramatically backtrack on Crogon Keep.
  • Many ability tooltip fixes.
Robot Entertainment | Community Manager
Post edited by Harmonia on
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Comments

  • TimeMasterTimeMaster Member, Early Access
    I like A LOT of stuff in this patch notes, most of it actually, but here a few concerns:

    • Terminology for abilities has been updated to "primary attack, secondary ability, third ability, fourth ability, and fifth ability." 

    I started liking them to have a different name rather than calling them with the keybinding, but that will just revert that. I don't find myself telling someone "Take the second upgrade oft the third tier that is for your fifth ability" or any variation. Sounds a bit odd naming them third, fourth and fifth.

    • Purchased Chaos Keys can now be re-rolled for whatever currency they are purchased with (gibs or gold).

    I have mixed feelings about this one. I guess it will depend in if it has a max amount of rerolls or a cost increase per reroll and how it rerolls in general (one modifier? All of them?).



    Balance changes look good. Although I think Oziel is still gonna feel "generic" and even if he is stronger overall and specially early game, he is harder (more situational) to play than he was before the revamp. Also, i-frames are here? Seems like Deadeye is gonna be my fav hero from now on :)

    I'm glad that many of my bug reports are being fixed and it looks like the bug fixes section is more complete this patch. I like it.

    Quite some work for the wiki too :P


  • Great patch  =)

    Love the change on deadeye, max and Gab,...

    Like Timemaster, I think I would like to see more clarification on the reroll option of bought Chaos key.

    Finally we should stop seiing post about the throne room :p  
  • *The post shines with a holy light of the rift! And it is a good light! So bright that I might faint....* LOL! I must admit this is a amazing update!! OMG! So many things that have been annoying me like crazy has been fixed with this next patch! Like the quests, and the throne room, and so very much more! Thank you all so much!!! *Hugs all the dev team!* 
  • Harmonia said:


    • "Win 2 Sabotage Games" daily quest has been changed to "Kill 450 minions in Sabotage".
    This is a rather bullshit move as it punishes good (or lucky) players to play more games than usual. Players stuck in supporting role cos of getting matched with higher level team mates would simply never manage to finish the quest. Why not do something balanced/neutral along of "survive 10 waves in sabotage" instead of minion kill count?
  • AxonyAxony Member
    edited August 24
    I also hate the change to the quests.

    1200 minions will be harder for low level palyers (less minions on lower difficulties)
    450 minions in sabotage is a punishment for good players:
    Sometimes i like to play support Ivy which means I don't really kill minions. (Feels like I'm forced to paly DPS)


    Overload Trap:

    • No longer disables floor traps that do not deal damage.
    • Trigger delay increased by 1 second.
    So it doesn't disable Tar but a Brimstone? Do is understand this right?
  • LegnaLegna Member
    It's ok, that gets better
  • sashimiaksashimiak Member, Moderator, Robot Entertainment
    You are right Axony. It will disable Brimstone but not Tar,
    German Community Manager
  • Looks like a great patch. Good stuff!


    You guys complaining about the new quests. Getting an assist on a minion counts as a kill. Just like the boss quests. ;P
    Keep it secret, Keep it safe.
    New? Here are some Game Tipz.
  • JumilithJumilith Member, Early Access
    ShadeDev said:
    Axony said:
    I also hate the change to the quests.

    1200 minions will be harder for low level palyers (less minions on lower difficulties)
    450 minions in sabotage is a punishment for good players:
    Sometimes i like to play support Ivy which means I don't really kill minions. (Feels like I'm forced to paly DPS)


    Overload Trap:

    • No longer disables floor traps that do not deal damage.
    • Trigger delay increased by 1 second.
    So it doesn't disable Tar but a Brimstone? Do is understand this right?
    The change to the quests was done to provide more flexibility to players. 

    You don't have to win or lose, which means you're not disadvantaged for playing harder levels.  You also don't have to grind sabotage if you keep losing.

    You don't have you play via matchmaking, which means you can play alone.

    It stinks to see that you guys dislike these changes.  We really tried to resolve all of the complaints associated with the exisiting quests. 
    I think the math might not be immediately obvious is all. Current quest requires five wins. That's five games plus some extra if something goes bad. That's a whole lotta orcs.

    A single game of App-baths, the earliest, easiest, friendliest survival just clocked in at 377 minions. That's about 3 1/8 (so four games of just Baths) where even if you lost Baths, you'd still get a substantial count just from making it to wave 6. And most apprentice games grow in minion count from Baths onward.

    I like the change. Matchmaking can take a chunk of time that I might not have and it's not a guarantee anyways. I think this is a nice middle ground to get players to play 1-3 10 minute games a day.
  • ShadeDev said:


    You don't have to win or lose, which means you're not disadvantaged for playing harder levels.  You also don't have to grind sabotage if you keep losing.

    You don't have you play via matchmaking, which means you can play alone.

    It stinks to see that you guys dislike these changes.  We really tried to resolve all of the complaints associated with the exisiting quests. 

    Regarding "Survive X waves" - This doesn't really reward better teams, since the game always ends on the same wave for both teams.  Furthermore, it also rewards players for going afk.

    Regarding feeling obligated to play support, we include assists in the kill count, so support isn't at nearly the disadvantage that you may think.

    Lastly, as far as the overload trap, you are correct.  It would disable brimstone and flip traps, but not tar.

    Counting kill assist is fair enough. But what is the reasoning to just stop counting at kill assist instead of team kills? The way you word it, players would come to the impression that only personal kills count. I think that this would promote selfish behavior where players would place traps where it would net their kills (ie littering cheap traps like floor spikes, arrow walls, pounder) and refusing to help barricade.

    I said "survive x waves" because each map difficulty would give different amount of minions count. With kill count system, I am forced to actually grind minions when playing with low level players. The new system does not reward players that actually plays smart by winning the game early. Why even have sabotage if you would just grind in it? You would be just sabotaging yourself by actually winning the game fast.

    Is it not possible if the quest is "Win 2 sabotage games OR kill 450 minions in sabotage" ? (whichever comes first)          
  • ShadeDev said:
    Axony said:
    I also hate the change to the quests.

    1200 minions will be harder for low level palyers (less minions on lower difficulties)
    450 minions in sabotage is a punishment for good players:
    Sometimes i like to play support Ivy which means I don't really kill minions. (Feels like I'm forced to paly DPS)


    Overload Trap:

    • No longer disables floor traps that do not deal damage.
    • Trigger delay increased by 1 second.
    So it doesn't disable Tar but a Brimstone? Do is understand this right?
    The change to the quests was done to provide more flexibility to players. 

    You don't have to win or lose, which means you're not disadvantaged for playing harder levels.  You also don't have to grind sabotage if you keep losing.

    You don't have you play via matchmaking, which means you can play alone.

    It stinks to see that you guys dislike these changes.  We really tried to resolve all of the complaints associated with the exisiting quests. 

    Regarding "Survive X waves" - This doesn't really reward better teams, since the game always ends on the same wave for both teams.  Furthermore, it also rewards players for going afk.

    Regarding feeling obligated to play support, we include assists in the kill count, so support isn't at nearly the disadvantage that you may think.

    Lastly, as far as the overload trap, you are correct.  It would disable brimstone and flip traps, but not tar.
    I for one love this Quest Change.... I'd much rather kill minions in game then be forced to lose sevreal times in random match made games with annoying people who dont know how to play or jump right into the next teir of game without having any upgraded traps at all... I for one had a lot of trouble out of trying to win Master and Rift Lord games because either players sell my higher level traps for lower level ones or just are not of the level they need to be to hold off the hoard of minions... 

    IN the end I know for myself this will make the game much more fun, and make suffering much less....
  • Fixed a bug where Stunning Accumulator was affecting all minions, rather than flipped minions.

    This was a bug?  Like why would you need stunning accumulator then, the flipped minion ALREADY takes extra dmg from the flip AND is knocked back buying time. 
  • Love most of these changes. I for one really like the new quest system: I almost never play Sabotage or Matchmaking, so the middle quest was completely irrelevant to me until now.

    I already love playing Deadeye, so these changes will probably make her one of my main heroes! Though I'm not sure Oziel will get any better, it seems every time he gets changed, he gets more clunky and further from his initial theme.

    It's good to have such a big balance update, and as I said, most of what I see in this patch note looks good. But I'm kinda sad to see that we're not getting any real new content, it's been so long... These days I'm playing less and less OMDU. I mean, I've 5-stared everything and unlocked almost every content the game has. CT have been fun for a while but now it feels repetitive all the same... I really hope we'll get new content soon (maps, traps, gear...), but considering the usual time between patches, it wont be before one month a least...
  • SipfeSipfe Member
    With the Apprentice-chests dropping one more card, is there any chance for older players to get some sort of compensation since they ("me" in this context) played the apprentice maps when they only dropped 1 card and therefore missed out on roughly 128 possible cards (not counting Deadeye as she was added later)? In other terms, i missed out on 64 apprentice chests, that i could have gotten, if that was added earlier to the game, which in my opinion is a lot. 
  • A question..
    "Trigger parts no longer drop in apprentice and warmage chests."
    Is this compensated by increased chance for trigger parts in Master & Rift Lords chest?
  • I like to say that those changes are very nice especially following:

    - daily quest updates

    - Deadeye - thx for listening to community
                      - Only thing I miss is change kill to assists.  Getting Infamy stacks in multiple players game is pain
                      - I thing Midnight is envy on Deadeyes invulnerability, she would like it too.

    - Gabriella - och she getting some speed buff, nice

    Traps change:
    - Ballistas - I understand your problem with ceiling traps. Ballistas  are still the strongest even with -10%. It is not about its dmg, but about how it works. First of all I would like to mention that Ballistas have endless range for vertical distance, only horizontal is limited, while you adding 1 to other ceiling traps.
    Lot of maps have problem with ceiling, not enough of it and minions dont get under it ether and balistas can easily use this limited space. (I use haymakers for good places, where it is possible).
    I will make suggestions in new topic, this is more complex problem and if you like to solve it, it would need more than simple dmg corections.

    - Overload Trap - now this getting interesting

    - Power-up - Yes, nice, longer duration is good, but as mentioned before, ceiling sucks and it would be much better if this trap would be floor or both floor/ceiling

    - Trip Wire - it needed change and I looking forward to test this one, but I thing this trap will need more sugar to be interesting.
    --------------------------------------------------
    To discussion about sabotage quests:
    old quests:
    +fast wins
    -that feel when you lose, everybody hate loosing and you get some extra - you dont get count for quest, even you try your best
    -everything else

    new quests:
    +you are more free and lose doesnt feel so bad
    +you have to do something
    -fast wins/small amount of minions killed by you

    This is quite difficult design/dev task to find best option, but now, I vote for team losers who doesnt get from game nothing just lost, winners get rank up, losers will get at least quest count. This change will bring more people to sabotage, maybe not for diamond rank but for average rank definitely.   


  • Harmonia said:

    Bug Fixes:

    • Fixed a bug where Stunning Accumulator was affecting all minions, rather than flipped minions.
    This means no more extra damage for heavy minions that trigger the trap, right?

    I'm really liking the change for the mid daily quest. I have been ignoring that one for a long time now since I mainly play solo and have pretty much exhausted all of my hero chests save for apprentice and war mage maps.

    Thanks for the patch notes. Much more detailed than what we get before. I really appreciate it.
  • Harmonia said:

    User Interface:


    • Quests have been added to the daily login reward pop-up on login.
    • Quests now have minion icons and ability icons to better indicate completion requirements.

    Lovely changes! keep up the good work... just wanted to remind you about this daily quests, maybe for next time, besides minion icons and ability icons we also need map where we could find 'em... Like now, I'm not sure where to find northmun lol.
    Again, thanks for the great work tho
  • Power-up - Yes, nice, longer duration is good, but as mentioned before, ceiling sucks and it would be much better if this trap would be floor or both floor/ceiling

    I like this idea I really, really do. Places like Throne room even knowing there is a few areas with ceilings, if you want to get par you cant rely on them at all. You have to kill them at the gate and there is not even a place for Ballistas to go on, which can make it very difficult when you have hardly any wall space, which so happens to be to far for even arrows to reach, and little floor space so that even if you cade them to the walls you dont have much in the way of flooring to place traps on either lol... BUT I still like the idea of power up traps going on the floor. Mainly because a lot of areas either have vaulted ceilings and you cant use them for anything or have no ceiling at all. but I guess thats why its a game in the end, if you got everything you wanted then it wouldn't be as fun to try different things.
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