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v1.75

Discussion in 'Patch Notes' started by Jules, Feb 12, 2018.

  1. Jules

    Jules Developer Staff Member

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    25% Off Sale
    - Now's a great chance to introduce the game to a friend

    Up next: Powerups (in-game enhancements)

    - Big gameplay feature coming likely this week

    ------------------------------------------------------------------

    v1.75b Patch Notes
    Deployed 2018.2.13.1714


    Game Updates

    Wave 21

    - Preparation time lowered (20 → 10)

    Bots

    - Fixed a bug where bots wouldn't send snails if they had between 20 and 25 mythium
    - Fixed a bug where bots would send too many hermits
    - Bots now send right before the wave ends when income sending
    - Now smarter about placing Firelord, Berserker, Gateguard

    Matchmaking Updates

    Matchmaking 3.0 Improvements

    (A solo player counts as a party of 1)
    - 1100-1299 parties cannot match with parties rated 500 less than your party
    - 1300-1999 cannot match with parties rated 400 less than your party
    - 2000+ parties cannot match with parties rated 1600 or lower
    - 1600+ parties can now use the “Find me any match as soon as possible” option (previously only available to 1800+)

    Client Updates

    Stuck on Match Found

    - Client now attempts to reconnect after an unsuccessful connection (this may potentially fix the bug)

    If you still get stuck on Match Found, try the following:
    1. Quit out of the game
    2. Reconnect if you can
    3. If you can't, join a custom game by yourself
    4. Type -win
    5. Once you get back to the main menu, reconnect to your game
    Idle Status
    - Fixed a bug where you would be marked as idle while waiting in queue for a game for a long time

    Game Balance

    Honeyflower

    - Health: 1400 -> 1330

    Deathcap

    - Health: 4000 -> 3900

    v1.75/v1.75a Patch Notes
    Deployed 2018.2.12.1732


    New Feature: Matchmaking 3.0

    Shorter Queues
    - Matches are found faster for all parties <1800 rating (99+% of players)

    Fair vs. Fast Option (for 1800+) (Updated in v1.75a)
    (A solo player is considered a party of 1)
    - By default, 1800+ parties will no longer be matched with parties below 1400
    - By default, 1900+ parties will no longer be matched with parties below 1500
    - At any time, 1800+ parties may override this and further accelerate matchmaking speed by clicking “Find me any match as soon as possible” (this option is available to the highest rated player in the party)
    -- If you select this option, you should expect shorter queues
    -- If you do not select this option, you should expect fairer games

    2018-02-12_14h41_02.png

    Game Updates

    Pathing & Targeting
    - Mercenaries and creatures are now less likely to get stuck

    Unit Icons
    - Now properly ordered by cost

    Mastermind
    - Fixed a bug where Mastermind would sometimes fail to give a T4/T5

    Bots
    - Now smarter/more aggressive about pushing workers after wave 10
    - Fixed a bug where bots wouldn't hire mercenaries in time if you sent right before the round ended

    Game Balance

    Brute.png + Rocko.png
    Guide: How to beat Brutes on wave 6:
    - When your attacker saves mythium, stop pushing workers
    - Send mercenaries on wave 5 to get income gold
    - Spend all of your gold on fighters, including the last bit of gold on T1s
    - Hard counters: Bone Warrior, Fire Archer, Bazooka, Zeus, Windhawk, Violet, Butcher, and Gateguard
    - Soft counters: Proton, Rogue Wave + Fire Elemental (must have both), Buzz, Antler, Tempest, Wileshroom, Canopie, Dark Mage

    Dual Building
    - Haste: Attack speed: 15% -> 14%

    Leak Bounty
    - Gold to leaker reduced, especially late game (50% scaling to 7% -> to 0%)
    - Gold to opposing team increased, especially late game (45% scaling to 88% -> to 95%)

    This encourages non-lethal undercutting (sending one wave before the opposing team’s send)

    King green_arrow.png
    - Now smarter about prioritizing bosses
    - Now has 50% more health and health regeneration in 1v1 games
    - Now has 12.5% more health and health regeneration in 2v2 games

    Element

    Rogue Wave red_arrow.png
    - Health: 1120 -> 1100

    Fire Elemental red_arrow.png
    - Damage: 64 -> 63

    Violet red_arrow.png
    - Health: 2100 -> 2050

    Mudman green_arrow.png
    - Attack speed (attacks per second): 0.7 -> 0.72

    Golem green_arrow.png
    - Attack speed (attacks per second): 0.7 -> 0.72

    Disciple red_arrow.png
    - Attack speed (attacks per second): 1.03 -> 1.01

    Fenix red_arrow.png
    - Health: 3500 -> 3460

    Forsaken

    Fire Archer red_arrow.png
    - Attack speed (attacks per second): 0.95 -> 0.93

    Bone Crusher red_arrow.png
    - Health: 1030 -> 1020

    Green Devil green_arrow.png
    - Damage: 41 -> 42

    Head Chef green_arrow.png
    - Skull Stew: Heal: 300 + 10% over 3 seconds -> 300 + 10% over 2 seconds
    - Necromancy: Range: 700 -> 800

    Nightmare green_arrow.png
    - Health: 1200 -> 1250

    Doppelganger green_arrow.png
    - Health: 2500 -> 2600

    Hades green_arrow.png
    - Damage: 150 -> 155
    - Necromancy: Range: 700 -> 800

    Grove

    Honeyflower green_arrow.png red_arrow.png
    - Health: 1300 -> 1400
    - Fragrance: Damage per second: 10 + 0.4% -> 10 + 0.2%

    Deathcap green_arrow.png red_arrow.png
    - Health: 3750 -> 4000
    - Noxious Scent: Damage per second: 35 + 0.6% -> 35 + 0.4%

    Banana Bunk green_arrow.png

    - Health: 2700 -> 2760

    Banana Haven red_arrow.png
    - Damage: 59x3 -> 58x3

    Mech

    Pyro red_arrow.png
    - Health: 2450 -> 2400

    The nerf is intentionally conservative because the buff to wave 10 is also an indirect nerf to Pyro

    Mercenaries
    - Movement speeds are now all 350 instead of varying between 314-328

    Hermit green_arrow.png red_arrow.png
    - Health: 720 -> 700
    - Healing Aura: Range: 600 -> 800

    Safety Mole green_arrow.png red_arrow.png
    - Health: 1290 -> 1200
    - Damage: 65 -> 61
    - Safety Aura: Range: 400 -> 800

    Pack Leader green_arrow.png red_arrow.png
    - Health: 1720 -> 1740
    - Damage: 80 -> 85
    - Leadership Aura: Damage amplification: 10 (20 for bosses) -> 8 (20 for bosses)
    - Leadership Aura: Range: 400 -> 800

    Aura mercenaries are slightly weaker but are no longer countered by wave splitting

    Waves
    - Movement speeds are now all 350 instead of varying between 285-342
    - Waves 8+ buffed by 1-5%

    Stronger waves discourages worker spam in low Elo games and makes long saves in high Elo riskier. Some waves in high Elo may actually become easier due to shorter saves.

    (8) Kobra green_arrow.png
    - Damage: 29 -> 30

    (9) Carapaces green_arrow.png
    - Damage: 44 -> 45

    (10) Grandaddy green_arrow.png
    - Attack speed (attacks per second): 2.08 -> 2.27
    - Gold to leaker: 100 -> 90

    (11) Quill Shooters green_arrow.png
    - Damage: 66 -> 68

    (12) Mantises green_arrow.png
    - Damage: 80 -> 83

    (13) Drill Golems green_arrow.png
    - Damage 170 -> 180

    (14) Killer Slugs green_arrow.png
    - Damage: 107 -> 113

    (15) Quadrapuses green_arrow.png
    - Giant Quadrapus: 480 -> 500
    - Quadrapus: Damage: 120 -> 125

    (16) Cardinal green_arrow.png
    - Health: 1430 -> 1500
    - Damage: 95 -> 100

    (17) Metal Dragons green_arrow.png
    - DPS: 139 -> 145
    - Damage: 140 -> 145
    - Attack speed (attacks per seconds): 0.99 -> 1

    (18) Dire Toads green_arrow.png
    - Attack speed (attacks per seconds): 1 -> 1.03

    (19) Wale Chiefs green_arrow.png
    - Damage 290 -> 300

    (20) Maccabeus green_arrow.png
    - Attack speed: 2.22 -> 2.33

    (21) Legion Lords green_arrow.png
    - Legion King: Damage: 225 -> 250
    - Legion Lord: Damage: 1350 -> 1500

    Matchmaking Updates

    Casual Queue
    - Now waits a little longer before adding bots

    Client Updates

    Minimap
    - Improved texture resolution

    Bots
    - Fixed a bug where bots would show loading timers

    Mythium Received Message
    - Your mythium received is now colored orange

    Scoreboard
    - You can now left-click players’ towers to pan the camera to their lane
    - Fixed a bug where player name dropdown menus weren’t showing up when a player’s name was clicked

    Ping Wheel
    - Fixed a bug where you couldn’t ping “Send Now” after Wave 21 started

    Party Members
    - Fixed a bug where members would sometimes be displayed in the wrong order in the client

    Post-game Stats
    - Fixed a bug where gold advantage was colored green if you were always behind
     
    Last edited: Feb 13, 2018
    ViccieLeaks, Juhyr, Akitos and 3 others like this.
  2. Dundergrabben

    Dundergrabben Member

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    YES! How long I've been waiting for this
     
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  3. Crazysheep

    Crazysheep Member

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    Elements got even buffed on this patch thats awesome. Thx you :) Mudman is love mudman is life <3
     
    Lisk likes this.
  4. SiK Myth

    SiK Myth Member

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    Beautiful other than the personal attacks against my fire archers :sob:
     
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  5. SiegeMentality

    SiegeMentality Member

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    Seriously, so much hate for fire archers. That's three nerfs in a row to one of the most viable early game counters to cheese strats. Sure, people are mad that they can't get by my 10 archers until later in the game, but my income suffers because I have to keep resupplying. And later in the game, I can't rely on their dps anymore.

    It's not like massing archers doesn't have downsides.
     
  6. Daytripper

    Daytripper Member

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    (20) Maccabeus [​IMG]
    - Attack speed: 2.22 -> 2.33

    Whens the last time a high elo game cleared wave 20? Theres no chance of killing it anymore. Only strategy is to delay longer than other team.

    Movement speeds are now all 350 instead of varying between 285-342
    Biggest change of the patch imo. Significant nerf to any build that depended on wave splitting.
     
    Last edited: Feb 12, 2018
    Claus Lund Langkjær likes this.
  7. Agony

    Agony Member

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    Maybe its just me, but when i start the game now, its like iam playing in 640 display mode. The options show 1920, but the loading and the titlescreen are just like zoomed in. Dunno if its a bug, but i try fixing it, by changing the starting options in steam directly.
     
  8. SiegeMentality

    SiegeMentality Member

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    This is why high elo games with five wave saves are the worst. Play 1400ish, they go to 21 all the time.
     
  9. Lisk

    Lisk Director Staff Member

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    Maybe try verifying integrity of game files and deleting your Config folder? I'm not sure.
     
  10. Akitos

    Akitos Member

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    My usual patch reaction video :3 Enjoy. Sorry for the missing first couple seconds... I accidently hit "start streaming" instead of "start recording", so I did this reaction on stream instead of recording it locally... So the video is actually the twitch VOD, and in this, the first seconds are somehow missing. FeelsBadMan. It made me laugh super hard when I realised I have done the reaction on stream and surprisingly had ~20ish people watching in the middle of the night tho :D
     
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  11. Agony

    Agony Member

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    They what? Iam between 1300 and 1500 since release and i havent made it past 20 in any game ever. Even when i reach 20, what rarely happens and even when i hold, 1 side always dies there.
     
  12. Agony

    Agony Member

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    Ya, I tried verifying, deleted the steamapp cache, started with diffrent display settings manually added in the steam game settings. Nothing helped yet.

    Tried 1 game to see if it happens ingame too and yes it does.
    - zoomed in look, zooming out manually looks kinda weird, still only showing a maximum of 2/ 3 lanes, when i center 1 i see the half lanes left n right.
    - graphics clip into each other, like the laneborder mountains overlapping half a field, where you can build, the king standing in some foggy nowhere, etc
    - and the hud and the overlays, which you can open and close at will, like the send menu, the wave info and so on are so huge, they just overlap each other and the chat, so i have to close one to interact with another one.

    Hope theres a fix to it.
     
  13. Nacccho

    Nacccho Member

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    Woo.
    Very fearful about this.
    I think spliting focus building, as a MM, require a lot of skill, because requires a lot of adaptation in terms of positioning, and the auras buff nerfs this aspect a lot.
    Also, you guys might be over-killing the nerf on fire-archer. How about making other t1s a bit more viable, peewee for example, just so there isn't that much disparity. Cause more early game snowball tools will be needed to deal with this stronger waves.

    Looking forward to testing still!
     
  14. SiegeMentality

    SiegeMentality Member

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    Since the patch that reduced merc costs, I've been to 21 several times. I've gotten the 10k value patch twice. 1400ish is all speed. Send every wave, max value, and try for 19. If you don't believe me, get in game and /profile siegementality
     
  15. gudvn

    gudvn Member

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    Fair vs. Fast Option (for 1800+)
    - By default, 1800+ parties will no longer be matched with parties +/- 400 rating away

    This could be implemented at lower ratings too. I just got matched with a 750 mmr guy that screwed the entire game, pushing workers early and then leaking every single wave from 3 to 10.. the other team got so fed that we could'nt make them leak even with long saves... I'm currently at 1250 mmr and was with a friend that is 1400, that means our party was 1325. 1325 - 750 = 575

    If it sucks to be matched as a 1800 with a 1400, imagine at the situation I reported above.

    Sorry for my english
     
    Last edited: Feb 12, 2018
  16. Muaddib

    Muaddib Member

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    This game is getting balanced, awesome works guys !

    Btw, I rly must say smth. I'm on the stage that just I'm getting fun from learning. Cant climb my ELO yet, but my basics of the LTD2 are good alrdy.

    Adaptation to every patch is smth that requires time, which I do not have, but it's great to watch streams or reading Guides.

    25% off ---> mb that will bring more ppl to our community. We need them ( fresh meat :p )
     
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  17. Lisk

    Lisk Director Staff Member

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    Updated the Fair vs. Fast Option as v1.75a (just now).
     
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  18. SavageM1K3Y

    SavageM1K3Y Member

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    I love how you're patching the game soo often but I have to say wave 20 is too strong. I have only been to wave 21 once before the last two patches arrived and I've played a lot of games. Recently I was about 3,000 over value on wave 20 with a good setup and still leaked with 1 shaman sent. I enjoyed getting to 21 and having to save up vs my opponents in order to win. As well as thinking will they send and win before we do. In my opinion the games aren't that long and If you get there it puts a whole other spin on the game. Most games still wont make it there because of saving and ending the game early.
    The leak income changes will cripple people so they cant win if they leak 2 rounds late game.
    Also I don't like the changes to waves 6 & 18, if you save enough for wave 6 (3 brutes) it still kills the king and sometimes even more so than before, with the stacking de-buff rather than the lucky stun lock. Maybe every 3rd or 4th hit should stun from brute instead of 33% chance or whatever it is? I've sent 2 brutes before and been stun locked more by 1 sent to me by my opponent which causes me to leak and him not to. That's frustrating and shouldn't happen.
    Also wave 18 is now a useless wave to send on, with nothing special about it (It's ranged whoop ! ). The poison was a good idea and I have hardly ever lost to 18 because it's still a squishy wave being ranged.
    Every wave should have its own special attribute to be able to end the game past round 10, being able to punish all the different strategies/builds people use.
    Can't wait for king upgrades and different creeps to send, or even customizable creeps. i.e. + armour, damage, slows, de-buffs or cleave which cost gold or mythium to upgrade but stay on the creeps you send each round. This would change the game drastically.
    Keep up the good work !
     
  19. Jules

    Jules Developer Staff Member

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    Great idea. I'd like to do this. We were originally opposed to this because our original design (no parties +/- 400 rating apart) didn't allow us to apply it to lower rated parties without severely compromising matchmaking. Since then, we've rethought the design. Now it only prevents you from getting matched with parties more than 400 rating lower than your party. This should allow us to apply it to more players, not just 1800+ parties. Give us some time to think about the details.
     
  20. Bluejin

    Bluejin Member

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    What's your deal with trying to buff DPS units by giving them ... health?!?

    Really a pity for Daphne and Doppels.