1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

v2.40: Witch

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

Thread Status:
Not open for further replies.
  1. Jules

    Jules Developer Staff Member

    Messages:
    1,500
    Likes Received:
    1,702
    Trophy Points:
    113
    2018_1012_Witch.jpg

    Competitive News
    • New community-run tournament "Mastermind Lords" on November 24/25! Check out the tournament thread for details and sign-up instructions.
    • New community-run league starts on December 3! Check out the league thread for details and sign-up instructions.
    v2.40a Patch Notes
    Deployed 10.17.2018


    Rating Changes
    - Fixed a bug where parties consisting of a new player playing with an experienced player wasn't being computed correctly

    Spectator Mode
    - Fixed a bug where spectator mode wasn't working (accidentally broken from a prior failsafe)

    Stability
    - Fixed a rare bug where two consecutive waves would spawn creeps at the same time (This happened if a creep was somehow killed while the wave was already over)
    - Loading Screen: Made a few more stability improvements (Unified time syncing in several cases, removed an unnecessary File.Delete call)

    Chat Mutes
    - Now no longer block pings by default, to help muted players communicate (You can decide if you want to block pings from muted players in the Options menu, if they are being annoying)

    FairPlay
    - Fixed a bug where automatic strikes/mutes/penalties weren't working
    - Fixed a bug where the "Successfully reported player" message wasn't showing up (Reports were still going through, though)

    v2.40 Patch Notes

    Released!

    NEW! Mercenary

    Witch_card_s.png

    Witch
    - Cost: 200 mythium
    - Income: 50
    - Bounty: 40
    - Movement type: Ground
    - Health: 1800 (Swift)
    - Damage: 60 (Magic)
    - Attack speed: 1.25
    - Range: 400 (Ranged)
    - Mana: 15
    - Mana regeneration: 1/sec

    Necromancy.png
    Ability: Necromancy
    - Restores 1 mana when a nearby unit dies, excluding Imps and Froggos

    SummonFroggo.png
    Ability: Summon Froggo
    - Mana cost: 15

    via Sketchfab


    Froggo_card_s.png

    Froggo
    - Bounty: 2
    - Movement type: Ground
    - Health: 300 (Arcane)
    - Damage: 20 (Pierce)
    - Attack speed: 0.91
    - Range: 250 (Ranged)

    via Sketchfab


    Game Improvements

    Loading Screen
    - Fixed a case where a player would skip the loading screen, resulting in unpredictable game glitches
    - Fixed a rare case where your client would "reconnect" to another game in progress when your game server crashed during the loading screen
    - Minor optimization (Display Names are now fetched in a background task)

    Matchmaking
    - Optimizations to how the matchmaker finds games

    FairPlay
    - Fixed a few false-positive cases
    - Fixed a case where the in-game mute button wasn't working
    - Improved warning messages

    Egg Sack
    - Now correctly pulls lane aggro (for example, if you build a Harpy in the back, it will be aggroed)

    Debugging
    - "-bug" command can now be used in Global Chat

    Chat
    - Improved timestamps to display local time and be more readable

    Bots (v2.39a)
    - Fixed a bug where bots would push workers on the same wave the opponents sent
    - Fixed a bug where bots taking over for leavers sometimes wouldn’t build (and would actually cause the game to lag)
    - Now smarter about overbuilding & not pushing workers against a long save
    - Now smarter about placing sea serpents and harpies
    - Refactored & reorganized logs for future bot debugging

    If are you interested in helping test bots in the future, type -bot in debug mode in a custom game to have a bot take over your lane.

    Auras (v2.39a)
    - Fixed a bug where sometimes auras wouldn't get applied if your lane aggroed too quickly (Aura targets are now computed at the start of the wave, rather than when the ability is cast)
    - Fixed a bug where units with multiple auras would only use the targets of the first aura (e.g. a Leviathan with Hero - the Hero aura would mistakenly only affect flying units)

    FairPlay (v2.39a)
    - Improved UI for when FairPlay is globally disabled (now hides alert status/mute status in lobby and in-game)

    Chat Commands (v2.39a)
    - Fixed "-powerup" not showing the legion spell window

    Game Balance

    Legion Spells

    GiantSnail.png
    Giant Snail green_arrow.png
    - Health: 630 -> 650
    - Damage: 27 -> 28

    Hero.png
    Hero red_arrow.png
    - Heroism Aura: 6% damage and damage reduction -> 5%

    Overwork.png
    Overwork red_arrow.png
    - Recovering workers: 30% reduction -> 40%

    Venture.png
    Venture green_arrow.png
    - Gold cap 100 -> 120

    Tier 1

    BoneWarrior.png
    Bone Warrior red_arrow.png
    - Skeletal Regeneration: 5% -> 4%

    FireArcher.png
    Fire Archer red_arrow.png
    - Skeletal Regeneration: 5% -> 4%

    DarkMage.png
    Dark Mage red_arrow.png
    - Skeletal Regeneration: 5% -> 4%

    BoneCrusher.png
    Bone Crusher green_arrow.png red_arrow.png
    - Health: 1010 -> 1060
    - Skeletal Regeneration: 5% -> 4%

    The Bone Warrior line is monopolizing a lot of Forsaken's power. Nerfing these units allows us to buff underperforming units, such as Gateguard and Nightmare.

    Tier 2

    Pyro.png
    Pyro green_arrow.png red_arrow.png
    - Upgrade cost: 160 -> 180
    - Health: 1600 -> 1800
    - Damage: 30 -> 32

    This change is intended to nerf Pyro opening only for Mech because it forces you to receive a Snail on 1 or send a Snail on 1 or 2 to afford the 4th worker on wave 2. The +3 income in Mastermind will give you just enough gold.

    Harpy.png
    Harpy green_arrow.png
    - Damage: 19 -> 20

    SkyQueen.png
    Sky Queen red_arrow.png
    - Damage: 90 -> 88

    The bug fix to auras indirectly buffed Harpy/Sky Queen, but that fix only happened 2 days ago, so we need more time to evaluate

    Tier 3

    SeaSerpent.png
    Sea Serpent green_arrow.png red_arrow.png
    - Health: 740 -> 580
    - Damage: 65 -> 74

    Deepcoiler.png
    Deepcoiler green_arrow.png red_arrow.png
    - Health: 2200 -> 1720
    - Damage: 224 -> 256

    This change should make Sea Serpent/Deepcoiler weaker when massed without nerfing their intended use as a flanker. If this change is ineffective, we have some ideas for a mini redesign.

    Gateguard.png
    Gateguard green_arrow.png
    - Chaos Hound: 1.14 -> 1.18

    Harbinger.png
    Harbinger green_arrow.png
    - Cerberus: Attack speed: 1.14 -> 1.18

    Tier 5

    Nightmare.png
    Nightmare green_arrow.png
    - Attack range: 100 -> 150

    Doppelganger.png
    Doppelganger green_arrow.png
    - Attack range: 100 -> 150

    Mercenaries

    Ogre.png
    Ogre green_arrow.png
    - Damage: 230 -> 235
     
    Last edited by a moderator: Oct 17, 2018
  2. Mick

    Mick Member

    Messages:
    115
    Likes Received:
    95
    Trophy Points:
    28
    Nice new type of merc :D
     
    Last edited: Oct 12, 2018
  3. Marchombre

    Marchombre Member

    Messages:
    135
    Likes Received:
    76
    Trophy Points:
    28
    Mercenary doesn't have any upgrade :p
     
    Ya Dingus likes this.
  4. Mick

    Mick Member

    Messages:
    115
    Likes Received:
    95
    Trophy Points:
    28
    Yeah corrected it when I saw the blunder :D
     
    Ya Dingus likes this.
  5. Ben4iksXd

    Ben4iksXd Member

    Messages:
    10
    Likes Received:
    4
    Trophy Points:
    3
  6. Seraphon

    Seraphon Member

    Messages:
    381
    Likes Received:
    122
    Trophy Points:
    43
    Very good change I think even if I'm afraid Overwork will be a bit more too much situational (but maybe this is the goal). I'm not sure to understand well the change about Venture ? It means you earn 340 at the end of 12 ?

    God finally an interesting nerf !!! Will see if bone crusher buff on HP is necessary.

    Perfect change. Let see if Pyro is more interesting mid/late game and how Mech goes in early game now.

    Interesting choice ! I want to see how it goes now !

    I guess it's attack speed you want to buff? Good buff I think. Guateguard and Harbinger was a bit too weak I think.

    What does it change exactly ? They take less aggro ?

    A bit surprised since I thought Ogre was already good but ok. :)

    Interesting patch for sure. I'm still a bit disapointed that the T6 start is still open but I guess I'm the only one who don't like it ^^.
     
    Pennywise and Ya Dingus like this.
  7. Ya Dingus

    Ya Dingus Member

    Messages:
    23
    Likes Received:
    4
    Trophy Points:
    3
  8. Darktarant

    Darktarant Member

    Messages:
    20
    Likes Received:
    10
    Trophy Points:
    3
    Venture gives out 3x the ammount of the gold you paid so it should be 360 if you pay 120
     
  9. imp

    imp Member

    Messages:
    8
    Likes Received:
    2
    Trophy Points:
    3
    New merc looks cool, can punish t1 spam a bit.

    Particulary happy about these changes. Looking forward to test them. Overall this seems to be a great patch!
     
  10. Ben4iksXd

    Ben4iksXd Member

    Messages:
    10
    Likes Received:
    4
    Trophy Points:
    3
    @Jules The translation spreadsheet needs an update. As more units get added and abilities changed, the translation gets more and more stale.
    By the way you should re-import the Latvian spreadsheet. I updated the text for changed abilities.
     
  11. jitsuc4

    jitsuc4 Moderator

    Messages:
    474
    Likes Received:
    258
    Trophy Points:
    63
    Unlikely that there will be any big changes before the new workflow is in place. Once that's in, it should be easier to update all the missing stuff as well as correct typos etc.
     
  12. Nacccho

    Nacccho Member

    Messages:
    351
    Likes Received:
    144
    Trophy Points:
    43
    HOLY FUCKIGN SHITTTTTT.

    Here i was in hopeless sadness, and this miracle come in. I need more time to evaluate the mercenary, but god damn every change seem somewhat on point.

    Reading about the buffs to harbinger and doppel on BCs nerf made me scared, but adding some range to Doppel seems like a pretty finessed solution.
    But i still think doppel butcher is already OP, so....

    ~~
    Ogre was already super strong, but IMO mercenaries need to be super strong, because it helps you keeping strong units in check without having to mess with wave power too much. So i'm in favour of all small buffs to costly "late game" mercs.

    Agree with all spell change, and this one is superb. I might have suggested that already haha. But this is also a significant enough buff to haven, so will have to keep an eye out for it.

    ~~

    I haven't been this happy reading a patch in a long time, gawd damn.
     
    Last edited: Oct 13, 2018
  13. Pepperpiet

    Pepperpiet Member

    Messages:
    11
    Likes Received:
    2
    Trophy Points:
    3
    well cant wait for this patch sounds nice
     
  14. Nacccho

    Nacccho Member

    Messages:
    351
    Likes Received:
    144
    Trophy Points:
    43
    One thing i would sincerely like to ask is for 5 to be fixed tho.

    @jitsuc4 should be the expert here, but aggro on 5 is a total mess now with the randomness of how merecenaries affect the aggro of the wave.
     
  15. Pennywise

    Pennywise Member

    Messages:
    22
    Likes Received:
    12
    Trophy Points:
    3
    THANK YOU THANK YOU THANK YOU :)
     
  16. jitsuc4

    jitsuc4 Moderator

    Messages:
    474
    Likes Received:
    258
    Trophy Points:
    63
    Are you referring to this? Or something new since the spawning changed?
     
  17. Nacccho

    Nacccho Member

    Messages:
    351
    Likes Received:
    144
    Trophy Points:
    43
    It's not that specifically, even though it is very similar. Depending on how many or which tanks u send into 5, it will push the boss behind, or to the right. I just mentioned you because you're always the one that goes more in depth in testing and demonstrating with this kind of stuff.
     
  18. Marchombre

    Marchombre Member

    Messages:
    135
    Likes Received:
    76
    Trophy Points:
    28
    Yeah, jitsuc is the bug seeker here :p
     
  19. swordfightingguy

    swordfightingguy Member

    Messages:
    26
    Likes Received:
    6
    Trophy Points:
    3
    Still, the same. Now Pyro get buff and you cant leak at wave 4 anymore. If enemies blunder made legion that slow kill wave such as BC and aim for 120 send, Pyro even stronger with this buff. The nerf also ok I guess, delay worker a bit for Mech. But overall Mech still super playable even in high ELO games.
     
  20. Seraphon

    Seraphon Member

    Messages:
    381
    Likes Received:
    122
    Trophy Points:
    43
    That's not the same at all. Now if you want to start Pyro, you will loose pressure. So it is not the same at all. Okay you won't leak. But you won't be able to pressure your opponent.
     
    Marchombre and Pennywise like this.
Thread Status:
Not open for further replies.