Patch Notes - Release 1.6

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

Release 1.6 – Patch Notes




Available December 6, 2016


A note to our players...

This update is HUGE. If you’ve been following our progress, then you know that this update introduces massive changes to the game. We have removed our Siege PvP mode. As much as we loved it within the walls of Robot (and that love was definitely shared by a segment of our players), Siege mode was just not raising the bar for fun in Orcs Must Die! Unchained as we had hoped it would. By removing this mode, we’re able to fully focus on bringing back the classic Orcs Must Die gameplay that players thought was missing in OMD!U.

At Robot, we are really proud of the new version of Orcs Must Die! Unchained that you’re about to play. From the newly overhauled moment-to-moment action and trap strategy to item collection and player progression, the changes should be immediately obvious to you.

With these changes, we’ve tried to bring back that OMD feeling. With that said, our players are our best judges of our success, and as always, we want to hear from you. What do you like? What do you feel still needs improvement? Give the new update a go and let us know what you think!


Chris Rippy
VP of Production, Robot Entertainment


Important Note: Account Resets

An account reset has occurred in order to deal with Siege’s removal. Players have been refunded all gold that they have purchased. DLC and bundles are being refunded with their value in gold plus an additional 50%.  For a full accounting of what content will carry over and what gold will be refunded, please read here.



New Battleground: Eventide Ramparts

Eventide Fortress, aka "Surrounded," has been divided up into three new maps with new enemies and new challenges. The Eventide Ramparts represents the south eastern wall of the fortress. With multiple doors and paths, watch out for unexpected attacks and use your barricades wisely.



New Battleground: Training Grounds

Bionka trains only the most formidable of her warriors in the grueling conditions of her Training Grounds. Protect them by fighting both the Order and the elements. Remember to conserve your coin and watch your trap cap for when the third door opens.



New Battleground: The Falling Folly

High in the clouds, this tower is crumbling under the onslaught of attacks against it. A simple map with two doors, two guardian spots, and steep stairways, make sure to bring physics traps to make your enemies take the quick way down.



New Battleground: Stables at Eventide

Because of Eventide Fortress's strategic significance as the capital's main port, the enemies of the Territories Humaine are trying any way they can to get in--even the fortress's stables. With two potential fronts, one of which is very close to the rift room, players must find innovative ways to kill their enemies before they find their way to the rift.



New Battleground: Academy Sewers

Sneaking into the Order Academy is hard. Many believe the best way to do it is through the sewers. "Best" may be an overstatement. "Smelliest" may be more accurate. In either case, bring some physics traps and don't let the Order flush you out!



New Battleground: Thuricvod Village

The subterranean city of Thuricvod has recently been unearthed from the Shifted Sands. The calamity that buried it has also flooded it with lava, so remember to bring your physics traps, barricades, and boom barrels and to make use of the dwarves' ingenious environmental traps.



New Battleground: Docks at Eventide

Most of the goods that supply the Order come through Eventide Fortress's docks. Unfortunately, pirates want a piece of the Order's sweet, sweet booty. Protect Eventide and tell those pirates to keep their hands--and hooks--to themselves. This map features many opportunities for physics traps as well as dock guardians.



New Battleground: Storm Drain

Storm the massive drainage system of the capital of the Territories Humaine. Beware of the Order as it tries to wash you out. Bring your physics traps and wall traps, but beware that your barricades may not help you much!



New Battleground: Temple Cemetery

The Unchained have defiled the Riftmaker's Temple cemetery on their visit, and its undead residents are not amused. Use your barricades to funnel the Unchained into their spooky grasp, and they'll make their visit permanent.



Classic Battleground Returns: Gates of Thuricvod (Corridor)

Feel the heat in the newly unearthed ruins of Thuricvod. Bring your physics traps to send your enemies for a refreshing dip in hot, boiling lava. It's a short trip from the gates to your rift, so be sure to think about your barricade strategy.



New Feature: Prologue

Players now play through 5 missions to build their starter deck and unlock the remainder of the game.


New Feature: Weekly Challenges

Weekly challenges are a new game mode played with a restricted set of heroes, a pre-defined deck, and a modified ruleset. Players are rewarded with a chest if they complete the challenge with its suggested heroes. In addition, obtaining 3 or 5 stars for the first time also results in a chest.



New Feature: Survival Pass

Players can now purchase a Survival Pass to gain bonus XP and Skulls from matches played.


Update: Revamped Profile Screen

This is now the new home to guilds. In addition, a new overview screen has been added, showing basic account statistics and upcoming rewards. We will expand the profile significantly over time.


Update: Visual Effects Overhaul

We have made minion deaths, trap effects, and reactions bigger and better so that they feel more like OMD2. These changes are designed to improve the moment-to-moment excitement and power that the player feels while playing.


Update: Physics Traps Overhaul

We have dramatically overhauled the code behind physics traps.  The physics should be more realistic, more reliable and more fun. For example, physics traps no longer deal damage initially.  Instead, they now deal damage when the minion hits a surface after flying through the air. This makes it much more likely for comedic collisions and elaborate deaths to occur.



Update: Hero Overhaul

We have redesigned every single hero in the game to better support Survival gameplay. This means all new abilities, balance, and weaver upgrades have changed. See below for more detailed changes.


New Trap:

  • Trip Wire: This trap costs 1,500 coin and fires once before being destroyed. When a minion walks over this trap, it fires all other nearby traps.
  • Temple Alarm Gong: This trap costs 1,000 coin and stuns nearby minions when triggered.

New Traits:

  • Fire Sale: Reduces the cost of fire traps by 15%.
  • Insane Arcane Sale: Reduces the cost of arcane traps by 15%.
  • Lightning Deals: Reduces the cost of lightning traps by 15%.
  • Smashing Deals: Reduces the cost of physical traps by 15%.
  • Bear Hugs: Hero deals 8% bonus damage to nearby minions.
  • Killer Buzz: Every time a hero kills a minion, the hero gains an 8% damage boost for 3 seconds. Buff does not stack.
  • Paging Dr. Love: Increases your hero's healing power by 12%.
  • Extra Padding: Dealing damage to any enemy provides your hero with a 12% damage reduction boost for 3 seconds.
  • Attention Deficit: Reduces incoming CC effects by 40%.
  • Respect My Authority: Increases your hero's CC power by 15%.
  • Rift Away: Grants 30% bonus damage against unstable rifts.
  • Rift Gift: Killing an unstable rift fully restores your hero's health and mana.
  • Rift Rocket: Killing an unstable rift gives your hero a 50% speed boost.
  • Over Protective: Traps near your hero take 25% less damage.
  • Never Pays Retail: Never Pays Retail: Reduces hero respawn buy back costs by 25%.
  • Moneybags: Gain 250 coin at the start of every wave
  • Overachiever: Start the game with 500 XP

New Minions:

  • Fire Fiends: These wily elemental demons come in light, medium, heavy, warlock, and fast variants and are resistant to fire but susceptible to ice damage.
  • Stilt Orcs: A new orc unit that avoids damage-dealing floor traps. Physics traps and movement speed debuffs still affect them.

New Bosses:

  • Mr. Moneybags: This new boss scores no rift points but drops 5,000 coin if killed.
  • Commander Tower: A new boss with a wide directional shield that blocks all attacks.

New Trap Parts:

  • Subsidized Parts: Reduces the build cost of traps by 10% and provides 500 coin at the start of each match.
  • Rental Parts: Reduces build cost by 50%, but the trap auto-sells after 60 seconds.
  • Vanity Plating: Increases build cost, but trap generates XP trickle for your hero.
  • Self-Improving Coil: Reduces trap cooldown each wave by 3%, up to a max of 30%.
  • Discount Coil: Increases the cooldown of the trap by 10%, but reduces its cost by 25%.
  • Reflective Armor: 50% of damage done to this trap is reflected in an area.
  • Bounty Generator: Minions moving through this trap have their coin reward increased by 1% permanently.
  • Combo Generator: Minions moving through this trap generate +2 combo points while on the field.
  • Kinetic Reclaimer: Grants a 10% chance for this trap to instantly reset when any minion is thrown into it, regardless of cooldown.
  • Crowd Control Trigger: Trap is only triggered if 3 or more minions are within its area at the same time.
  • Ambush Trigger: Trap is only triggered by minions with more than 75% health.
  • Execution Trigger: Trap is only triggered by minions with less than 25% health.
  • Debilitation Resonator: Minions damaged by this trap have their physical armor reduced by 50 for 2 seconds.
  • Kinetic Resonator: Minions damaged by this trap are slowed by 10% for 2 seconds. 


  • Players can now invite others to their guild from chat.
  • Players can now invite others to their party from the friends list.
  • Cards are now automatically added to your deck until it is full.  At this point, the deck editor will become unlocked, allowing you to customize deck contents.
  • Damage/Coin Flyoffs have been redesigned.
  • Barricades are now shown on the minimap.


  • Controllers can now be bound in the keybinding menu.
  • Keyboards, mice, and controllers now support binding any combination of keys or buttons to a command.
  • The video menu now contains an option, “Change Monitor” that allows players with multiple monitors to set which monitor the game will display on when the game starts.

Meta Game:

  • All players now own Maximilian, Gabriella, and Blackpaw. There is no longer a free hero rotation, but additional heroes can be purchased from the store with either gold or skulls.
  • All materials except skulls and gold have been removed.
  • Players now tier-up traps by collecting duplicates of that trap. When the player has collected enough duplicates, they can spend skulls to upgrade the trap to the next tier.
  • We have now created four new tiers of gameplay (Apprentice, War Mage, Master, and Rift Lord). There are multiple battlegrounds within each tier and each battleground is of similar difficulty.
  • Players can unlock harder difficulties by reaching the required account level associated with each difficulty.
  • Each difficulty has a unique chest associated with it. For example, War Mage difficulty drops War Mage chests. Higher difficulty chests drop more cards and more card types.
  • Players now earn chests in five ways:
    1. By obtaining 3 stars in a battleground or weekly challenge for the first time.
    2. By obtaining 5 stars in a battleground or weekly challenge for the first time.
    3. By beating a battleground or weekly challenge for the first time with each hero.
    4. By completing quests.
    5. Through daily log-in rewards.
    6. By buying chests in the store.
  • Vanity chests are now sold in the store. Vanity chests contain a skin or dye. The contents of each vanity chest are new visible in the store. Keep an eye on the store as we add new chests from time to time.
  • Account levels and trap tiers provide smaller bonuses, but scale better with play.
  • Downscaling has been removed.
Developer Comment: Because the difference between a level 1 and 100 player is less significant, we no longer need downscaling. We made this change so that players could play a wider range of content at any one time.

General Gameplay:

  • Unstable rifts added. At Master level difficulty and above, players will occasionally encounter unstable rifts. These are small rifts that appear at different locations and at unexpected times. These unstable rifts spawn a small wave of minions or even a boss. Players are warned when an unstable rift appears, giving players a short time to attack and destroy it before it spawns additional enemies. If a team or player fails to destroy the unstable rift while it is spawning, it will open and allow an additional enemy army to enter the battleground and attack.
  • Enemy heroes now deal less damage.
  • Rift lightning has been removed.
  • Traps no longer have a build time.
  • Traps can now only be sold during go breaks and between waves.
  • Traps now always resell for full value.
  • Guardians have significantly more health in later levels.
  • The camera has been zoomed in significantly to put players closer to the action and their traps.
  • Respawn times have been reduced significantly.
  • Buyback costs for instant respawn have been increased significantly.
Developer Comments: Buybacks were pretty cheap relative to the amount of time it saved players. On the flip side, being dead for extremely long periods of time wasn’t very fun. We have compressed death times and the amount of time saved from buying back to create more interesting and less frustrating decisions.

Managing Barricades:

  • Minions can now deal “collateral damage” to barricades like they did in OMD2.  Don’t fight with your heroes too close to barricades.
  • Barricade rubble time reduced to 10 seconds from 30.
  • Barricades now show up on the minimap.
  • Kamikaze Kobolds now damage nearby minions when killed.
  • Battlegrounds no longer randomize minion portals.
  • Many minions now have visual and auditory effects that better indicate their presence. For example, Kamikaze Kobolds now glow brightly and have associated sound effects. 
Developer Comments: While poking holes in barricades adds needed gameplay tension, we weren’t happy with how unpredictable it was. We have added more ways for players to defend against barricade destruction while also reducing burst damage to barricades. To compensate, we added more sustained forms of barricade damage like “collateral damage.”


  • When players unlock a new difficulty, they now also unlock a corresponding Endless level.
  • Playing no longer requires keystones.
  • Matches are now balanced around 3 players.
  • Minions now gain health and damage every wave rather than every couple of waves. This minimizes the feeling of large spontaneous jumps in difficulty. Furthermore, the previous system's scaling kicked in after 20 waves, so the game was super easy for 20 waves before becoming challenging. Now content scales more gradually.

Hero Design:

  • Many heroes can now move and attack more freely.
  • The jump penalty has been removed.
  • Hit bloom has been reduced universally.
  • All ranged heroes now have significantly less health. Players should be more careful when fighting enemies at close range while playing a ranged hero.
  • In general, heroes have shifted towards single target damage and away from area damage.
  • Heroes no longer have health regeneration. However, far more healing potions will now drop.


  • Maximilian:
    •  In Your Faces now deals tremendous initial target damage, but less area damage.
    • Attack rate doubled, damage halved.
    • Absolutely Stunning Bolt stun time increased to 2 seconds from 1.25.
  • Gabriella:
    • Kinetic Pulse now knocks down minions.
    • Passive changed so that Gabriella regains mana when she is damaged.
    • Primary attack damage greatly increased.
  • Blackpaw:
    • Cooldowns reduced significantly.
    • Summoned gnolls now deal far more damage and have far more health.
    • All of his attacks now hit in an area.
  • Ivy:
    • Cooldowns lowered dramatically.
    • Penetrating Arrow now knocks down enemies.
  • Hogarth:
    • Health increased dramatically.
    • Now aggros far more enemies.
    • Hogarth has a new passive called ANGRY! When Hogarth takes damage, his attacks deal 1% more damage. This effect stacks up to 50 times.
  • Dobbin:
    • Coin bag drop rate increased significantly.
  • Cygnus:
    • Feign death removed.
    • Pylon's abilities can now be activated with a limited duration.
    • Mana shield removed.  Health increased.
    • Old debuff removed.
    • Mini-Rift no longer has rift lightning by default. Mini-rift is no longer destroyed when it touches an enemy minion.
    • Rift Lord passive now provides 100% increased damage near a rift, up from 15%.
  • Stinkeye:
    •  His attack totem is now much more powerful, but is now destroyed after being attacked 3x.
    • His speed totem can now be attacked and stuns nearby minions when hit. It is destroyed after 3 hits.
    • New Passive: Stinkeye spawns a totem at his location that attacks the nearest totem when another totem is destroyed.
  • Bionka:
    • Sing-an-March removed.
    • Health and damage increased significantly.
    • Movement speed decreased.
  • Smolder:
    • Movement speed increased.
  • Midnight:
    • Stealth can now be used in combat and dramatically increases movement speed.
    • Snare replaced with dash, damaging all enemies in her path.
    • New Passive: When Midnight uses an ability from stealth, she stuns enemies hit.
    • Damage increased significantly. Health lowered significantly.
  • Oziel:
    • Haunting Spirits now affects enemy minions and continuously spawns spirits for several seconds.
    • Oziel can now move in any direction at full speed, even while firing!
  • Bloodspike:
    • Maiming Blow is now a line damage attack, rather than single target.
    • Stunning Execution can now be used on enemies.
    • Bloodbath stack limit has been increased dramatically.
  • Zoey:
    • Feebee’s Wrath cooldown has been reduced to 90 seconds from 180.


  • Charge-based traps, such as Cursed Ground, Ice Vent, Brimstone, Fire Cracker, and Grinder now regenerate charges more quickly.
  • Unique traps are no longer exclusive to a hero but now have “association bonuses” instead.  For example, the Arcane Bowling Ball now deals 25% more damage when used by Stinkeye.


  • Players may now purchase consumables with skulls.
  • Effects granted by consumables now last longer.
  • Consumables now have secondary effects, meaning potions now have two beneficial effects. These secondary effects last until the hero dies.


  • Cooldowns reduced significantly.
  • Now costs mana once again.
  • Affects have been increased.


  • Players may now purchase consumables with skulls.
  • Effects granted by consumables now last longer.


  • Kobolds now ignore guardians again.
  • Hunters now have significantly more health and damage.
  • Archers now deal significantly more damage, but their projectiles are more visible and slower.
  • Ogres will now charge the player but no longer stun.  Instead, they slow heroes by 80%.
  • Many bosses will now aggro players again. 
    Developer Comments: We have made these changes to create more moment-to-moment gameplay. That being said, we do not want the game harder. These changes work in tandem with waves being easier, making gameplay more fun.


Robot Entertainment | Marketing Manager
Post edited by SixOkay on


  • Rys4kRys4k Member
    edited December 2016
    Omg, omg omg omg...

    Power Generator + Rental Parts + Bounty Generator + Combo Generator + Never Pays Retail (Trait) + Mr. Moneybags = Glorious glorious loot.
    Post edited by Rys4k on
  • TristarisTristaris Member, Early Access
    edited December 2016
    Let the hype train commence! :o
  • GorksterGorkster Member, Early Access
    Very excited about a bunch of stuff here. I like the new traits and the new triggers and I love the trip-wire trap! Sounds like some very deliberate high combo killboxes can be build with it.
  • ExhayleExhayle Member, Master Founder, Early Access
    VERY excited to play!!!  :)  Love the patch notes!
  • No changes on Tundra?
  • GustavoMGustavoM Member
    edited December 2016
    Rental Parts: Reduces build cost by 50%, but the trap auto-sells after 60 seconds.
    Looks like I found a reason to use Swinging maces, now.

    • Fire Fiends: These wily elemental demons come in light, medium, heavy, warlock, and fast variants and are resistant to fire but susceptible to ice damage.

    Kobolds now ignore guardians again.
    While at the same time

    • Hogarth:
      • Now aggros far more enemies.
    In general, heroes have shifted towards single target damage and away from area damage.
    To end up with
    • All of his attacks now hit in an area.
    Can you see a pattern, here?

    Post edited by GustavoM on
  • TimeMasterTimeMaster Member, Early Access
    GustavoM said:
    In general, heroes have shifted towards single target damage and away from area damage.
    To end up with
    • All of his attacks now hit in an area.
    Can you see a pattern, here?
    It looks like the statement above is wrong...
  • So cool! Can't wait  :3
  • JuicyJuicy Member, Master Founder, Early Access
    Can't wait :)
    Wiki Contributor: Juicearific - Got a wiki suggestion? Let me know.
    Welcome to Juicy's Midnight Assassination Service. You grab em, I'll stab em.
  • No changes on Tundra?
    Where is Tundra?! XD

    Was not zoey ult 90 sec cool-down before the patch?
  • himp himp
  • I believe it was stated in the preview stream that although there is no weekly free hero rotation, when you choose to do the Weekly Challenge you are able to use the specific characters required for the challenge. This is one way of testing out a locked hero. 
  • @SixOkay no mention of Mike being a hero yet? Mike Mike Mike!
  • Wow,  that's one amazing set of changes there.... And releases on the sixth? That's awesome! 
  • Looks good! I'm excited to play and test out all these new changes on the 6th! I wonder how Cygnus and Stinkeye will play now. Smolder's more or less untouched save for a movement speed increase, so I don't have to worry about her.

    Two quick questions about Endless Mode. Since it says Endless is balanced around 3 players, I assume while solo play and duo play may be possible, the best experience is with three, right? In other words, I assume there is no solo or duo scaling for Endless and Endless is tuned exactly to three players, regardless of player count.

    Also, does Endless require a proper party, or can we queue up with randoms for Endless mode? I think it may be party restricted and "pug groups" may end up recruiting in general chat, but was wondering out of curiosity.
  • Guilds and an improved friend list are certainly part of the dashboard. I'm not sure about the queue. 
    The new trap load out system will certainly make it easier to coordinate with other team members before entering the map. 
  • I notice they are playing OMDU on PS4 at the PSX2016 event. 
  • When it says on the 6th,  does that mean like at midnight,  or later like at noon?
  • yobbobearyobbobear Member
    edited December 2016
    Unknown what time. Try following OMDU Servers on Twitter. 
  • Forgot to mention that Gabby's Blink cannot snare enemies anymore- a really sad update in my opinion :cold_sweat:

    But it's okay. I'll just have to get used to it.

Sign In or Register to comment.