Release 2.6 for PC and PS4 - Patch Notes

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

New Hero: Brass

Brass is a Master level engineer and considered one of the best in the Order.  She is able to use her Blunderbuss, Dwarven Turret, and improvised demolition devices to keep her foes out of the rift.


New Feature: Custom Games

This new feature is meant to address several key community requests: the ability to pick a specific map to play with other players, the ability to more easily play Endless and Chaos Trials with other players, and the ability to battle friends in Sabotage.  We believe this addition will offer a tremendous benefit to the community.

New for Sabotage:

  • New Battleground: Castle Gates
  • New Consumable: Terracotta Giants
  • New Consumable: Elemental Mages
  • New Consumable: Hide Minimap

New: Chaos Trial Modifiers

  • Additional Terracotta Giants
  • No Minimap in Combat

General:

  • Leaderboards will be reset with this update. Due to significant changes over multitudes of patches, the leaderboards have become out of date.  This reset includes Survival, Chaos Trials, Sabotage, and Endless.  Sabotage will require 5 placement matches to become ranked once again.  Note that your old rank will be used to help seed your new rank.
  • The prologue is no longer presented to new players.  Instead, the tutorial is now presented to players and will automatically launch upon logging in for the first time.
  • Midnight Market and Water Garden have been made significantly easier on all difficulties.
  • Par time made significantly easier for Master Water Garden.
  • The "Cheap Support Traps" modifier now reduces cost by 75%, up from 50%.
  • The "Expensive Barricades" modifier now increases cost by 170%, down from 200%.
  • Second dyes have been added for several heroes!
    • Brass and Deadeye have dyes added to the Tough Guy chest.
    • Temper has a dye added to the Masquerade chest.
    • Tundra has a dye added to the Costume Trunk chest.
    • Dobbin has a dye added to the Winter chest.

Music:

  • Now returns to lower-intensity music during go-breaks.
  • Several new simple rhythms have been added for go-break variation.

Guardians:

  • No longer have a placement limit.  Previously, 2 guardians were available per player.
  • Guardians now have an increasing cost of placement with each guardian placed on the team.  Free/250/500/1000/2000/4000/etc.
  • The purchased guardian potion consumable with unlimited uses now provides TWO free guardians (up from 1).
    Developer Comment: We've been searching for the right way to adjust the difficulty of solo play for a while.  This change simultaneously adds more decision making to guardian placement, while lowering the difficulty of managing multiple lanes for solo players.

Balance Changes

Gabriella:

  • When standing still, Blink will now default to backwards.
    Developer Comment: We've heard a lot of feedback about the recent changes to blink.  This is a compromise to help players who are accustomed to the old functionality.

Deadeye:

  • Now receives a 20% discount on Boom Barrels.
    Developer Comment: This trap is already very powerful, but we wanted to give Deadeye a special incentive to use this under-valued trap.
  • When standing still, "Outta the Way" will now default to backwards.
    Developer Comment: Similar to Blink, the same justification applies to "Outta the Way".

Maximillian:

  • Can now place Decoys for free, instead of receiving a 25% bonus to their health.
    Developer Comment: Similar to the Deadeye trap affiliation, we wanted to give Max a little more incentive to use this under-valued trap.

Tundra, Bloodspike, and Hogarth:

  • No longer stop moving when attacking with primary attack.
    Developer Comment: This has been constant feedback from the community.  While there are differing opinions on this change, we believe it will make the largest amount of players happy.

Brimstone:

  • Recharge rate increased to 0.21 from 0.13.
    Developer Comment: Brimstone is currently less valuable than other similarly priced traps.  These changes should help.

Fire Cracker:

  • Initial charges increased to 8, from 5.
    Developer Comment: Fire Cracker is currently less valuable than other similarly priced traps.  These changes should help.

Floor Scorcher:

  • Cooldown increased to 7.4, from 6.6.
    Developer Comment: Conversely, Floor Scorcher is currently far more valuable than other similarly priced traps.  These changes should help.

Ceiling Ballista and Dragon Lance:

  • Damage increased by 20%.
  • Cooldown increased by 20%.
    Developer Comment: This change is designed to further accentuate the ballista's role as a large minion killer.

Boulder Chute:

  • Cost reduced to 0 (from 750).
  • Now drops 4 waves, up from 3.
  • Now has a placement limit of 4.
    Developer Comment: These traps are already, by far, the most cost-efficient traps in the game.  However, due to their power being heavily limited by manual activation, there's no reason to not further reward players for taking the time to micromanage these traps.

Icicle Impaler:

  • Cost reduced to 500 (from 1000).
  • Now drops 4 waves, up from 3.
  • Now has a placement limit of 4.
    Developer Comment: See boulder chute explanation.

Quarter Pounder:

  • Now stuns minions for 0.75 seconds, in addition to its existing effects.
    Developer Comment: Similar to the Boulder Chute, this trap is already very cost-efficient.  However, due to its size, it is rarely able to be used.  There's a low risk of making this trap too powerful and mandatory, so this buff should really help you feel its strength whenever you find a good place to use it.

Power Generator:

  • Now gains 8% additional coin per tier, down from 15%.
  • No longer returns coin when sold.
    Developer Comment: Unlike health and damage, players do not need additional coin to keep up with higher minion levels.  As it stands, Power Generator becomes exceptionally strong on end-game content.  In addition, the ability to sell the Power Generator for full value eliminates the early-late game trade-off that the trap was designed to create.  These changes should allow the trap to better fulfill its intended role.

Big Game Hunter Zapper:

  • Damage increased by 60%.
    Developer Comment: This is the least used of the Big Game Hunter traps.  Due to its requirement that enemies remain underneath it, this trap is being buffed.

Healing Well and Mana Well:

  • Cooldown reduced to 3 seconds (from 15).
    Developer Comment: These traps are incredibly powerful, however, the Mending Root and the Mage's Clover compete heavily with these traps.  We hope that this change will allow players to begin substituting in other gear, when using these traps.

Trap Parts

  • Many of these triggers feel like they change the trap, rather than improve the trap.  We really want to encourage players to use triggers, so we are going to make many triggers also provide a sizable buff.

Ambush Trigger

  • Now also increases trap damage by 25%.

Crowd Control Trigger

  • Now also increases trap damage by 10%.

Execution Trigger

  • Now also increases trap damage by 25%.

Heavy Pressure Plate

  • Now also increases trap damage by 25%.

Light Pressure Plate

  • Now also increases trap damage by 15%.

Combo Generator

  • Now also increases trap damage by 10%.

Bug Fixes:

  • Fixed an issue where Boom Barrel Rollers and Summoner Traps were not tracking damage dealt in post-game.
  • Fixed an issue where Firelings would target power generators.
  • Fixed an issue where Hunter minions would not list "Trap Resistance" on their card back.
  • Fixed an issue where skin names and images could get out of sync.
  • Fixed an issue where some achievements would not track progress if completed in a single hit.
  • Fixed an issue where Great Wall Barricades would not always block pathing on Throne Room.
  • Fixed tooltips that failed to mention that killing mercs would add to boss kill quests.
  • Fixed an issue where Rift Lord Highlands did not list the correct notable enemies.
  • Fixed an issue where Revenge Rune was killing enemies on attack, rather than on destruction of the trap.
  • Fixed an issue where Sorceress's Kinetic Pulse achievement would not reliably track progress.
  • Fixed an issue where Terracotta Giants were showing as small icons on the minimap.
  • Fixed several trap grid issues on the new "Wu Xing Battle" battlegrounds.
  • Fixed an issue where scrolling in the dashboard and changing categories could cause items to become hidden.
  • Fixed an issue where the Red Panda Shaman did not award coin.
  • Fixed an issue where Elemental Mages could be out of range to attack, but attempt to attack anyway.
  • Fixed an issue where lightning effects could persist when shooting the "Dwarf Shaman Merc".
  • Fixed an issue where the Troll Commander would remove Oziel's soul stacks.
  • Fixed an issue where Terracotta Giant was spell incorrectly in several locations.
  • Fixed an issue where Fire Lord was missing a description in the notable enemies section.
  • Fixed an issue where Kinetic Resonator And Control Resonator was not working on all traps it could be applied to.
  • Fixed an issue where Yi-Lin and Temper was not saying "Not enough Rage" and "Not enough Energy".
  • Fixed several card back stats on traps that were not matching in-game values.
  • Fixed an issue where Kinetic Pulse was not resetting the Grinder.
  • Fixed an issue where trap selection could get stuck in the tutorial.
  • Fixed an issue where Power Generators break suicidal minion AI.
  • Fixed an issue where Yi-Lin could not use Tempest Strike while the Gear Disable modifier was active.
  • Fixed an issue where rift shard quests were not tracking.
  • Fixed an issue where Terracotta Giants were not included in quests that require killing Giants.
  • Fixed an issue where Terracotta Giant's slow was not affected by control reduction.
  • Fixed an issue where the "Save Deck" was not persisting.
  • Fixed an issue where Troll quests were not included Pirate troll kills.
  • Fixed an issue where pause didn't prevent resources from being drained.
  • Fixed an issue where the Spitfire Wall did not provide combo points for the full duration.
  • Fixed an issue where the Haymaker was not providing combo points.
  • Fixed an issue where the Combo Generator was not working on all traps.
  • Fixed an issue where the Ambush/Execution Trigger was not working on Ballistas or the Saw of Arctos.
  • Fixed an issue where Pressure Plates were not working on the Saw of Arctos.
  • Fixed an issue where the Double Strut Frame was not working on the Summoner Trap.
  • Fixed pathing loops on Maximum Security and Castle Gates.
  • Fixed invisible geometry on "The Baths", causing specific ceiling locations to not function properly for ceiling traps.
Robot Entertainment | Community Manager
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Comments

  • Brimstone:

    • Recharge rate increased to 0.21 from 0.13.
      Developer Comment: Brimstone is currently less valuable than other similarly priced traps.  These changes should help.
    What does recharge rate mean?

    Also nice patch notes.
    Keep it secret, Keep it safe.
    New? Here are some Game Tipz.
  • ManceRaderManceRader Member
    edited December 1
    is there any reason why you guys nerf the scorchers and ballistas every patch? this is the 2nd time you increase the cooldowns... "Cooldown increased by 20%." this means that they have a longer cooldown right? also could you update the last changes and these new ones in the workshop? the cooldowns are the same as before the nerfs and its not helpfull at all. it would be better to auto update the damage and cooldown of traps depending on the parts used, its very confusing how much does the cooldown gets reduced or damage increased...


  • DwarfuriousDwarfurious Member, Early Access
    edited December 1
    Question. Brass, what took you so long?! And are you or are you not a reference to Linda Carlson aka Brasse the Dwarf!
  • So in conclusion, you guys nerfed the useful stuff which would have helped us win the game, to make our days harder. Meanwhile buffed some useless stuff a bit which will still be useless?
    Do you guys think adding more frustration into the game will help us spend more money?
    And now I will be really regret I have spent gold to buy the guardian potion, it's totally useless if you can place unlimited guardians.
  • i'm just not sure how much of this update makes sense, maybe with future updates it will fit together better but as of now it's just a little confusing..
  • LorelleLorelle Member
    edited December 1
    KenBear said:
    So in conclusion, you guys nerfed the useful stuff which would have helped us win the game, to make our days harder. Meanwhile buffed some useless stuff a bit which will still be useless?
    Do you guys think adding more frustration into the game will help us spend more money?
    And now I will be really regret I have spent gold to buy the guardian potion, it's totally useless if you can place unlimited guardians.
    Guardian potion still gives the health and mana regen, as well as saves you 250 coins (I think?).

    The vast majority of things that were buffed or nerfed were things that you and I and I'm pretty sure everyone else already knew were underpowered and overpowered respectively judging from the times they were brought up in the forums.



    Brass sure was unexpected.  :O
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    edited December 2
    Lorelle said:
    KenBear said:
    So in conclusion, you guys nerfed the useful stuff which would have helped us win the game, to make our days harder. Meanwhile buffed some useless stuff a bit which will still be useless?
    Do you guys think adding more frustration into the game will help us spend more money?
    And now I will be really regret I have spent gold to buy the guardian potion, it's totally useless if you can place unlimited guardians.
    Guardian potion still gives the health and mana regen, as well as saves you 250 coins (I think?).

    The vast majority of things that were buffed or nerfed were things that you and I and I'm pretty sure everyone else already knew were underpowered and overpowered respectively judging from the times they were brought up in the forums.



    Brass sure was unexpected.  :O
    Well, it gives you 2 free guardians, not 1.

    Also, you're not saving 250 coin.  You're saving money for 2 additional guardians.  The more guardians you place, the more money you save by having the potion.  However, it doesn't really matter when you use the potion, the total cost is effectively the same.

    In other words, it is very valuable.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    KCSlater said:
    i'm just not sure how much of this update makes sense, maybe with future updates it will fit together better but as of now it's just a little confusing..
    What are you confused by?
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • abnoyabnoy Member
    edited December 2
    A question regarding custom games

    Do they..
    Decrease/cost consumable count?
    contribute to rank?
    contribute to achievement progress?
    reward skulls, consumables (for sabotage) and exp?
  • Gotta hand it to you all at Robot, Goob Job!

    Thanks for the exciting patch notes today and even though Endless is a complicated problem to fix, I definitely can see a bright future for the game and I’m glad to be a part of it. 

    The changes to the Guardians are absolutely OP and being able to have Custom Sabotage Matches is Awesome!

    I smell a new meta for Eventide Fortress - “11 Stablehand Guardians” haha will require a lot of chicken feed for them, so be prepared.

    Have a few questions

    1. The trap part “triggers” in game already all have a listed damage increase.

    For example the Combo Generator already has a 10% damage increase listed in its description in game. With the new patch, will it increase it to 20% damage?

    Ambush trigger has a listed 25% damage increase in game, so with the new patch will it be a 50% damage increase? 

    2. “Counter Gameplay” - With the addition of a New Sabotage Consumable and Chaos Trial Modifier “Hide Minimap” 

    Do you plan in the future to make a trait that will provide counter gameplay to the “Hide Minimap” effect in exchange for using one of your trait slots?

    3. Do you plan to fix the Big Game Arrow Wall and the Big Game Hunter Zapper “not targeting Unstable Rifts?”

    Or are they designed to only take out bosses and mercs? While the BGH ballista takes out rifts?

    -

    I’m sure I will have some more questions in the future. But at this time, I just want to take this moment to squash any beef or negativity any of you at Robot may feel towards me. I’m a big supporter in you’re game and wish nothing but the best for you. 

    P.S. Whoever created the “Trap Slogans” in game deserves a raise!

    Cheers
  • @Harmonia from patch notes "Sorceress's Kinetic Pulse achievement would not reliably track progress." You mean Gabriella not "The Sorceress"
  • AVBGAVBG Member

    Brimstone:

    • Recharge rate increased to 0.21 from 0.13.
      Developer Comment: Brimstone is currently less valuable than other similarly priced traps.  These changes should help.
    What does recharge rate mean?
    This is confusing value, because this is not cooldown, as in all other traps, but rate. To get cooldown compute 1/n value - ie. there currently 1/0.13=7.7 sec cd, will be 1/0.21=4.76 sec cd.
    1. The trap part “triggers” in game already all have a listed damage increase.
    No, there is no damage increase in game currently.
    
    PS: Forum editor broken. :( I can't remove quotes/code and/or write past them.
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer


    1. The trap part “triggers” in game already all have a listed damage increase.

    For example the Combo Generator already has a 10% damage increase listed in its description in game. With the new patch, will it increase it to 20% damage?

    Ambush trigger has a listed 25% damage increase in game, so with the new patch will it be a 50% damage increase? 
    Nope.  Those text changes accidentally shipped in the last patch, but are not live yet.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • Nice update! Now we need more attention on the skins. I want to see the teams selected skins instead of the basic skins in the pictures before and after a match.
  • Thanks you for those balances and heard the players mainly some trap and parts considered very bad atm.
    The reset is so welcome and will give a fresh breath to every mode :).
  • Exuro92Exuro92 Member
    edited December 2
    When are this update coming out?
  • Next Week.

    Tuesday for ps4. Wednesday for pc.
  • yobbobearyobbobear Member
    edited December 2

    • Fixed an issue where Sorceress's Kinetic Pulse achievement would not reliably track progress. 
    Good to see they have fixed the bug where The Sorceress was accidentally given a name (Gabriella). Now if we could just fix the other bugs by removing the names of all the other heroes, this would provide the consistency required to bring back Kobold King (who never had a name)
    • Dobbin has a dye added to the Winter chest.

    I play on PS4. I have not come across this "Winter chest" at all.

    I did see this show on television and they said "Winter is coming". Did they in fact mean to say "The winter chest is coming to OMD!U on PS4"? 

    Thanks.
  • WithaZ said:
    • Dobbin has a dye added to the Winter chest.

    I play on PS4. I have not come across this "Winter chest" at all.

    I did see this show on television and they said "Winter is coming". Did they in fact mean to say "The winter chest is coming to OMD!U on PS4"? 

    Thanks.
    It's because orcs must dye.
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