Patch Notes - Release 1.3 - The Orc Revolution

SixOkaySixOkay Member, Master Founder, Robot Entertainment, Early Access
edited July 2016 in The Archive

Release 1.3 – The Orc Revolution

Available July 12, 2016

Bionka, the orc queen, is back on her throne, and she’s leading a full-on orc revolution. The time to summon your magical armies through the rift is now! Gather up all of your friends and create an army of trap-wielding, butt-kicking mages and monsters to defend your rifts. We’ve made it easier than ever to invite old friends and make new ones – and then to band together for a good fight.

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New Hero: Bionka

Bionka’s high health, high damage, and difficulty with initiation and escape make her an easy hero to understand, but a difficult hero to master. In contrast to the Orc king, Bloodspike, who sacrifices his minions to buff himself, Bionka sacrifices herself to protect her minions. This orcish synergy with Bloodspike makes her a dangerous foe.

  • Mace to Face: Bionka swings her flail in a wide melee attack.
  • Slam It Down: Bionka slams the ground with her flail dealing heavy damage.
  • Bionka Bounce: Bionka jumps up and bounces on the ground, knocking enemies up into the air in a radius.
  • Beat Dem Back: Bionka winds up her flail to unleash a devastating medium range attack. Attack causes a heavy knockback.
  • Sing an March: Bionka sings a lullaby that reduces the damage taken by minions in its radius. If a minion dies in its radius, Bionka is dealt the damage. Skill can be cancelled.
  • Unique Glyph - Orcish Field Promotion Glyph: Promotes 5 orc minions that cross it per wave. Light orcs are promoted to medium orcs, medium to heavy. Glyph expires after 20 promotions.
  • Passive - Orc Momma: Bionka's health regeneration is increased proportionally to the number of nearby friendly minions.

 

LOVE MY BABIES

LOVE MY MACE

LOVE MY SOLDIERS

When Sing an March is not active, Orc Momma provides double health regeneration.

Dealing damage to an enemy with Slam it Down reduces the cooldown of Beat Dem Back by 5s.

Adds +3 promotions to Orchish Field Promotion Glyph per wave. +12 max promotions before cooldown.

MOMMA'S FRIENDS

MOMMA'S FAMILY

MOMMA'S HOME

Allows Bionka to place +1 additional Orcish Field Promotion Glyph.

Reduces the mana cost of Sing an March by 33.

When attacking a barrier, Beat Dem Back deals 35% of the barrier's max health as bonus damage.

BREAK THEIR TWAPS

BREAK THEIR KNEES

BREAK THEIR BACKS

Bionka Bounce disables the trap or traps she lands on.

Bionka Bounce slows enemies by 40% for 1.5.

Bionka Bounce deals damage after enemies land from its knock up.

HURT THEIR EARS

HURT THEIR FEET

HURT NO MORE

Sing an March deals damage to enemies in its area.

Slam It Down leaves a crater that slows enemies by 40%.

Grants a shield worth 40% of Bionka's max HPs when her HPs drop below 10%. Lasts 5s. 180s cooldown.

 

New Survival Battleground: Bionka’s Throne Room

Luxurious by orc standards, the Throne Room is the main room of Bionka's Dark World Palace. Its vats of acid, bridges, and turns make it treacherous for invaders and defenders. Bionka's left some nasty surprises there for the Order and a beautiful statue of herself for her babies to remember her by.

 

New Survival Battleground: Baths

This classic OMD battleground returns! Someone has poisoned the water in the Order Academy Baths, and Cygnus is pretty sure the Unchained are to blame. Pay them back by obliterating their forces on this simple, one-lane, one-door battleground. Don't forget to bring your floor traps, physics traps, and barricades.

 

New Feature: Five-Star System

Introducing the new Five-Star system! Players will now receive a rating of 0 to 5 stars when they complete a survival match. This rating takes into account rift points lost and completion time. Do you have what it takes to master every level? Read the official guide to find out how you can earn 5-stars.


New Feature: Guilds

We have added a new community feature: guilds. Guilds allow players to group together based on common interests and shared goals. In addition, guilds can compete with each other for guild points on the guild leaderboard. The highest ranking guilds (ranked by the amount of points earned) will receive rewards at the end of the season. You can read our official guide for guilds to help get you started.


New Feature: Survival Party Downscaling

One of the most highly requested features is a method to downscale higher-leveled players to play with lower-leveled friends. Now, when a player groups with another player that is more than ten levels below them, their level will be scaled to be no greater than ten levels above.  The matchmaker will take this into account and provide correctly-tuned content and rewards when choosing a battleground.


New Feature: Friend Referral

Players are now able to refer their friends and get rewarded! If your friend registers for an account and wins 5 matchmade (survival matchmaking, siege coop matchmaking, or siege PvP matchmaking) games, you will both receive a runebound chest. Even better, if your friend wins 20 games, you both win 2 runebound Chests, and at 50 wins, you both win 3 runebound Chests and an exclusive Blackpaw skin. Visit the Refer-a-Friend page (feature is live on July 12) for more information.


New Boss Art: Tubifore

Tubifore is a multi-armed, barricade-crushing force.  He is replacing Orfum in siege mode.  Anyone who previously owned Orfum will now own Tubifore instead.


New Guardian: Bartender

The new Bartender Guardian is here to serve up some pain. With a rolling pin in one hand and a beer in the other, this stout giantess fiercely protects her kitchen and her allies' rifts. Invaders and bad tippers beware!

 

IMPORTANT: Standard survival play has been capped at 3 players.
After much consideration, we have decided to remove 4 and 5 man survival games (with the exception of endless mode). The more we iterated on survival’s design, the more we realized that the game plays better with fewer players on medium-sized maps instead of more players on large-sized maps. We understand this will be a contentious topic, but we think the overall gameplay experience will be better overall.


Survival Balance:

  •  Fewer minions will aggro players in games with a higher player count.
  •  Minion damage increased in games with a higher player count.
  •  Kamikaze kobold speed has been reduced by 25%.
  •  Barricades gain more health with each tier upgrade.
  •  Wall Building PhD grants 0.5% of the barricade’s max health each second rather than a flat +2 per second.
  • Several maps have had their waves adjusted.
  • Endless has been heavily rebalanced and now exclusively supports 5 players. Players can try endless with fewer than 5 in a party, but better be prepared to have a hard time. Leaderboards will be reset because of this change.
  • Fixed a bug that caused minion portals to show the wrong status on the minimap.

 

Dashboard UI:

  •  Players can now add friends from the post-game screen.
  •  Win count now only shows matchmade wins. Total wins will be displayed in a different location in a future patch.
  •  Non-cards, like materials, keystones, and trap parts, now have different appearances in the workshop.


Tab Screen:

  • Revisions have been made to the tab screen to make it easier to read. For example, the vertical separators have been removed and we have made the column icons more readable.

 

Meta:

  •  Recipes are now unlocked as players level up their accounts. Players unlock all recipes by level 30, with the exception of rift keystones which are unlocked at level 80.
  •  We already hotfixed an issue with XP being used to calculate rewards. Essentially, the more XP you earn in a game, the more materials you get. Bonuses, like the 25% you get for playing matchmade games and the 25% you get for playing with a hero you own, were not working for this--now they do.
  •  Partial rewards were previously not being accounted for correctly. They will now round up in all cases. For some materials, this isn’t a huge change. For materials that reward lower numbers (say, rift cores) this can be substantial--like +100% substantial.


General Siege Balance:

  • Player kill experience has been lowered by 25% at the start of the game. This reduction fades as players level up.
Designer Comment: This change is being made to lower the chances one team could get far ahead in the early game. This should lead to closer matches.

Shield Powerup:

  • Damage reduction provided by powerup reduced to 20%, down from 50%.
  • The powerup no longer expires after you take a certain amount of damage.
  • Duration reduced to 15 seconds from 25.
Designer Comment: This change lowers the shield powerup’s capability to block burst damage and makes the shield powerup easier to understand. Also, regularly resetting a shield powerup previously provided players with a constant 50% mitigation, which would now only be 20%. However, in the average case, we expect the trap to be relatively similar in strength.

Traps:

 All traps have had another timing pass to fix various bugs reported by the community.

  • Power Generator:
    • Now loses 8% of its maximum health each time it generates coin.
    • Downtime increased to 80 seconds from 30.
Designer Comment: This change mostly targets survival. We believe the power generator is currently too powerful in this mode. We are looking into additional changes for it in the future.
  • Push Trap:
    • Now refires once every 10 seconds, down from 14.
    • Upgrading the push trap will no longer decrease the cooldown as significantly.

  • Barricades:
    •  Gains 32.5% trap health per survival trap tier, up from 30%.

  • XP Siphon (Trap Part):
    •  Generates 3 XP, down from 5.

  • Double Struts (Trap Part):
    •  Reduces all damage taken by 40%, rather than reducing melee damage by 50%.
  • Fire Resonator (Trap Part):
    •  Damage bonus decreased to 35% from 50%.

  • Ice Resonator (Trap Part):
    •  Damage bonus increased to 70% from 50%.
  • Controlled Resonator (Trap Part):
    •  Damage bonus decreased to 35% from 50%.

 

Minions:

  • Hunters (All types):
    •  Health reduced by 40%.
    •  Damage taken from traps reduced by 75%.
    •  Damage increased by 30%.
    •  Move speed increased by 25% when running.
Designer Comment: Hunters feel like tanky meatballs that slap you with noodles. They’re super obnoxious and tanky, but don’t deal significant damage. This change is designed to make them feel more like assassins while also allowing the enemy to eliminate them more easily.

Heroes:

  • Bloodspike:
    •  Fixed a bug that was causing his passive to occasionally spawn more piggies than intended.
    • Fixed a bug that allowed Bloodspike to execute an allied boss.
    • Fixed a bug that allowed Bloodspike to deny experience from the other team.
    • Chance for delicious meals to spawn increased to 14% from 6%.
      • Delicious meals now last 12 seconds, up from 8.

  • Stinkeye:
    • Totem of Speed slow strength lowered from 30% to 20%.
    • Demotivation weaver now increases the slow from 20% to 30%, down from 50%.
    • Arcane Anomaly mana cost reduced from 80 to 65.
    • Arcane Bowling Ball charges increased from 4 to 6.
Designer Comment: We’ve been putting a lot into how we should change Stinkeye. In general, we came to the conclusion that refocusing Stinkeye’s strengths into his Arcane Anomaly would make the hero less frustrating, add more ways to react, create more build options, and bring the hero into a better state overall.
  • Maximilian:
    • Sturdy Decoy health reduced by 25%.
Designer Comment: Max’s win rate is quite high and we want to pull him back in a way that doesn’t take away from the core fun of the hero. His decoys have proven to be very powerful and don’t have a way for the enemy to reduce their effectiveness, so we decided to start here.  We are considering larger changes to his decoy in the future that we think will make the trap more interesting while keeping its intended strengths.
  • Cygnus:
    •  Feign Death duration reduced from 12 seconds to 5.
    • Dead Useful: Cast time lowered from 3 seconds to 0.5.
Designer Comment: The vast majority of Feign Death’s power comes from the first second of use. We believe 5 seconds is more than enough time for Cygnus to force enemies to stop attacking him. We don’t believe this change is very significant, despite it sounding large.
  • Gabriella:
    • Primary attack now deals an additional 50% bonus damage vs. minions.
Designer Comment: Gabriella has been on a balance roller coaster. In general, because so much of her power is oriented around her Kinetic Pulse, she can either succeed in using it and be very powerful, or fail and become useless. We think this is too binary and want to improve her effectiveness while her Kinetic Pulse is not available. This is a large change, so let us know how it feels.
  • Hogarth:
    • Ambush! slow increased from 25% to 30%.
Designer Comment: Hogarth’s win rate is reasonable right now, however, we have heard many concerns about him being too weak. We want to buff him slightly in a way that allows him to initiate fights more effectively.
  • Tundra:
    •  Icicle Burst cooldown increased from 3.0 seconds to 3.5.
    • Icicle Burst mana cost increased from 20 to 23.
    • Icicle Burst damage increased from 18 to 21.
Designer Comment: This change maintains Icicle Burst’s DPS but lowers his freeze up time against minions. This is Tundra’s role, but with the splash damage weaver, Icicle Burst became too effective at halting waves.
@SixOkay
Robot Entertainment | Marketing Manager
Post edited by SixOkay on
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Comments

  • TillingSaturnTillingSaturn Member, Early Access
    edited July 2016
    why now! I have gotten so many people into this game already :anguished:
    Post edited by TillingSaturn on
    TillingSaturn
    Owner of OMDU-Stats.com
  • PhoBOTPhoBOT Member, Robot Entertainment
    Is the Refer-a-Friend page working?  Or am I just not understanding?  And why now! I have gotten so many people into this game already :anguished:

    It won't be live until July 12
  • TillingSaturnTillingSaturn Member, Early Access
    He changed it while I was on the page.  It said July 6th.
    TillingSaturn
    Owner of OMDU-Stats.com
  • GorksterGorkster Member, Early Access
    \o/ for early patch notes!
  • PelozoPelozo Member, Early Access, Apprentice Founder
    edited July 2016
    • Fire Resonator (Trap Part):
      •  Damage bonus decreased to 35% from 50%.

    • Ice Resonator (Trap Part):
      •  Damage bonus increased to 70% from 50%.
    • Controlled Resonator (Trap Part):
      •  Damage bonus decreased to 35% from 50%.
    Why?

    NEW FEATURE: FRIEND REFERRAL

    Players are now able to refer their friends and get rewarded! If your friend registers for an account and wins 5 matchmade (survival matchmaking, siege coop matchmaking, or siege PvP matchmaking) games, you will both receive a runebound chest. Even better, if your friend wins 20 games, you both win 2 runebound Chests, and at 50 wins, you both win 3 runebound Chests and an exclusive Blackpaw skin. Visit theRefer-a-Friend page (feature is live on July 12) for more information.

    Will this work with only one friend or with each one?
  • 2pro4u2pro4u Member
    Push Trap:
    • Now refires once every 10 seconds, down from 14.
    • Upgrading the push trap will no longer decrease the cooldown as significantly
    I thought the spike wall was getting a nerf, but I guess I was wrong.
  • SHODANFreemanSHODANFreeman Member, Early Access
    I really wish there were a way for us to retroactively receive the refer a friend rewards, because I'd have the blackpaw skin right now if the system existed before.
  • nthornnthorn Member
    removing solo endless? wtf that was the only way i play it
  • GorksterGorkster Member, Early Access
    Yeah, agree that I really enjoyed solo endless. Ah well extra challenge here I come :)
  • JacowboyJacowboy Member, Early Access
    Ummm for endless it says: 
    • Endless has been heavily rebalanced and now exclusively supports 5 players. Players can try endless with fewer than 5 in a party, but better be prepared to have a hard time. Leaderboards will be reset because of this change.
    Did they edit it? or why are you guys saying they're removing solo endless? Did I miss something?

    I hope they're not removing solo anything. I don't always have the time (or the willingness) to matchmake. I also like the solo challenge.
  • GorksterGorkster Member, Early Access
    It's not technically removed, but it's balanced around 5 and you can try that 5 man tuning solo. Wave 1 should crush you on most maps is my guess, and if it doesn't you need some fast cheese strategy to deal with the scaling.
  • JacowboyJacowboy Member, Early Access
    Well, we'll see... I don't mind a challenge, let's just hope they don't go overboard with it. Endless is not the best mode to play with multiple people, let alone 5. Enldess can take A LOT of time, without pause, without being able to just go pee or something, so it's always gonna be a solo-preferential experience, imo.

    Making it harder is okay, making it impossible is not. But hey, it's just a patch, they can always go back in a future patch. Let's wait and see how it goes...
  • GorksterGorkster Member, Early Access
    Agreed. Given that virtually all my endless runs are solo I definitely hope that solo tuning does come back for endless. But I totally get that lots of tuning has to go into the 5-skull system etc. I don't mind if it takes a few patches to create low number tuning for endless.
  • I think the Cygnus change to feign death duration is a lot bigger than you realize. 

    I use it all the time to max duration just to stall.  An enemy waiting 12 seconds is an absolute waste of time and can benefit the team immensely.  I love watching people, even good players, just stand next to me waiting.  Meanwhile the rest of my team is securing objectives.  Feign death's primary usage isnt to save yourself from death, its to buy time for teammates to reposition or dodge high dmg attacks.  You could still do that with a 12sec duration, but you also had the benefit to waste enemy time.  This part is no longer possible.

    I know there was a suicide from feign death deny, but this was not the solution.
  • StarPilotStarPilot Member, Early Access
    Hmm, the Stinkeye change to his speed totem might force me to change how I play him as I generally spec into the speed totems. That said it is pretty strong right now too.

    As for the Feign Death change, I just ignore Cygnus when he does that and go to a primary objective. I do keep an eye on when he pops back up, but I'm not going to just stand on top of him unless there's nothing else I can do in the meantime, or if a wave I'm escorting is right there on top of him.
  • JacowboyJacowboy Member, Early Access
    edited July 2016
    Yeah stinkeye needs some serious nerf to those slow buffs... so I agree with those and hope they're enough.

    I was hoping for a nerf on Zoey's ridiculous mini-gun ability... but maybe next time =P
  • So... It says Sing an March costs 33 less mana with a Weaver. Does that mean it costs more then 33 Mana per Second?...
  • Did not Stinkeye had 6 Arcane Bowling Ball before and they changed it to 4? Now they are putting 6 again? XD lol
  • StarPilotStarPilot Member, Early Access
    Did not Stinkeye had 6 Arcane Bowling Ball before and they changed it to 4? Now they are putting 6 again? XD lol
    Probably because of the simple effect of changing Helm lane in Unchained Fortress.
  • MielsenMielsen Member
    edited July 2016
    Why most you reset the leaderboard rip our Score ;-;
    And Why arent Survival Enemy Heroes getting any nerf 
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