User:Mgpt/Sandbox: Difference between revisions

From Deadlock Wiki
Jump to navigation Jump to search
Mgpt (talk | contribs)
mNo edit summary
Mgpt (talk | contribs)
mNo edit summary
Line 288: Line 288:
* Fixed gaps where you could climb outside of the map
* Fixed gaps where you could climb outside of the map
* Added a wall between the T1 shop and the hallway on the outer lanes by the Fire House and the Chapel to prevent attackers from shooting the T1 without taking damage
* Added a wall between the T1 shop and the hallway on the outer lanes by the Fire House and the Chapel to prevent attackers from shooting the T1 without taking damage
* Fixed a couple of spots where Mo could get stuck between a truck and wall
* Fixed a couple of spots where {{HeroIcon|Mo & Krill|Mo}} could get stuck between a truck and wall
* Replaced news stand that was close to the T1 with different cover kiosk building to avoid shop confusion
* Replaced news stand that was close to the T1 with different cover kiosk building to avoid shop confusion
* Fixed no collision on water tower on the garage roof.
* Fixed no collision on water tower on the garage roof.

Revision as of 17:15, 19 September 2024

Updates
← N/A May 3, 2024 May 10, 2024

Source: 05-03-2024 Update

Patch notes

General Changes

  • Added a Recommend A Friend button to the dashboard that you can use to send us requests for people to include in our playtesting
  • Added a Resources page to the dashboard which contains a browsable item shop
  • Added overhead text display when another hero uses active items
  • The hotkeys F1-F5 to change cameras to allied heroes now maps directly to the order of heroes on the top bar left to right
  • Added the Patron to the spectate-when-dead cycle if the enemy is in your base or everyone on your team is dead
  • Added support for Flex Items in the Hero Sandbox
  • Increased the range of the mouse sensitivity slider from 0.5->4.0 to 0.05->8.0
  • Increased the default framerate cap from 120 to 400
  • Improved UI display when endgame objectives are being attacked
  • Added music for when the base is under attack
  • Changed the local player icon on the the minimap to always be on top of enemy icons
  • Shop music will now only play for shops players can access
  • Postgame graphs now default to team stats rather than individual
  • Added borders around hero icons on the minimap when watching replays/spectating
  • Top bar now shows incoming players before they are fully connected
  • Added console command to hide the bar at the bottom in replays ('citadel_hide_replay_hud 1' to hide it, 'citadel_hide_replay_hud 0' to bring it back)
  • Various VOIP improvements
  • Fixed open mic threshold
  • Fixed various consistency issues with the presentation of Souls terminology, icons, etc
  • Fixed Pocket teleporting players into geometry or out of the world
  • Fixed Warp Stone teleporting you through geometry
  • Fixed Fixation decimal point display
  • Fixed Parry animation not playing
  • Fixed various issues with the spectate UI display
  • Removed the slow climbing vertical recoil on Yamato's alt fire
  • Fixed AP count not showing if you are dead, spectating a team mate or when holding alt/tab to upgrade your abilities

Gameplay Changes

  • Troopers DPS vs Lane Guardians reduced from 44 to 36
  • Objectives now have 80% damage reduction anti-backdoor defense when there haven't been creeps nearby in a while
  • The uncapturable zipline nodes near your base now extend out 2 more nodes (this means attackers can't capture ziplines quite as close to the enemy base)
  • You are now silenced while carrying the Urn
  • Urn bounty increased from 900 + 160/minute to 900 + 200/minute
  • Vaults base bounty increased from 150 to 200
  • Abrams: Base Health increased from 550 to 600
  • Abrams: Abrams DPS increased from 24 to 35
  • Bebop: Weapon no longer has horizontal/vertical recoil
  • Dynamo: Dynamo DPS increased from 48 to 60
  • Dynamo: Dynamo T3 Max HP DPS increased from 3.2% to 3.8%
  • Grey Talon: Grey Talon damage increased from 95 to 105
  • Grey Talon: Grey Talon T2 damage reduced from 80 to 70
  • Grey Talon: Grey Talon damage increased from 200 to 300
  • Haze: Haze bonus Fire Rate reduced from +30 to +20
  • Haze: Haze duration scaling from Spirit improved from 0.2 to 0.3
  • Infernus: Infernus no longer slows Infernus to 1.3 m/s during the cast delay
  • Infernus: Infernus damage increased from 130 to 160
  • Kelvin: Kelvin T3 bonus damage increased from +100 to +175
  • Lady Geist: Lady Geist damage increased from 80 to 100
  • Lady Geist: Lady Geist T2 damage increased from +65 to +70
  • Lady Geist: Lady Geist tooltip fixed to reference the correct self damage type and that it can be reduced with armor
  • Lady Geist: Lady Geist damage amp per shard increased from 10% to 15%
  • Lash: Lash cooldown reduced from 55 to 45
  • Lash: Lash Damage increased from 55 to 65
  • Lash: Lash lifesteal from heroes increased from 70% to 80% of damage dealt
  • Lash: Lash lifesteal from non-heroes reduced from 35% to 30% of damage dealt
  • Lash: Lash T1 from +3m to +5m
  • Lash: Fixed Lash's targeting cone not finding enemies near the edges
  • Lash: Fixed Lash to only target enemies who stay in the targeting cone
  • McGinnis: McGinnis now reduces your speed rather than setting it to a low cap (by itself this change isn't a buff or a nerf, but it allows you to buy items to move faster during the ultimate)
  • McGinnis: McGinnis camera interaction with Fleetfoot Boots has been fixed
  • Mo & Krill: Mo & Krill range increased from 25m to 30m
  • Mo & Krill: Mo & Krill width increased from 3m to 5m
  • Mo & Krill: Mo & Krill is now permissive with small obstructions in the way
  • Mo & Krill: Mo & Krill no longer loses its state as you change elevations
  • Mo & Krill: Mo & Krill now knocks enemies up when you come up
  • Mo & Krill: Mo & Krill DPS increased from 50 to 60
  • Mo & Krill: No longer listed as a recommended new player hero
  • Vindicta: Base Bullet Damage reduced from 15 to 14
  • Vindicta: Bullet Damage gained per boon reduced from 0.88 to 0.7 (these are gained occasionally as you earn souls, up to 11 times)
  • Vindicta: Vindicta T1 bonus duration reduced from +1.5s to +1.0s
  • Vindicta: Is now a recommended hero for new players
  • Yamato: Yamato radius increased from 11m to 12m
  • Yamato: Yamato fire rate debuff duration increased from 3s to 4s
  • Yamato: Yamato T2 changed from "-5s Cooldown" to "10% Max Health heal on hero hit"
  • Yamato: Yamato T3 changed from "12% Max Health heal on hero hit" to "-6s Cooldown"
  • Yamato: Yamato T1 Bullet Resist increased from 40% to 60%
  • Yamato: Yamato cooldown reduced from 35 to 20
  • Yamato: Yamato T2 changed from "-15s Cooldown" to "+20 Cast Range"
  • Yamato: Yamato range no longer scales with Spirit
  • Yamato: Ability Shadow Explosion not found bonus Spirit per victim increased from 10 to 15
  • Yamato: Ability Shadow Explosion not found bonus Fire Rate per victim increased from 5 to 10
  • Yamato: Ability Shadow Explosion not found buff duration increased from 8s to 15s


Updates
May 3, 2024 May 10, 2024 May 13, 2024

Source: 05-10-2024 Update

Patch notes

General Changes

  • Sandbox mode now supports entering it with your party
  • Sandbox mode now has troopers spawning on the left side
  • Added Search By Match ID to the Watch Tab
  • Added Filter By Hero to the Watch Tab
  • You can now see an indicator for enemy troopers when near them if they are behind a wall or offscreen (primarly improves tracking their positions during the lane)
  • Map is now precached while in the queue to improve loading times into matches
  • Visual and Audio updates to the shop
  • Added a key for toggling replays being paused (defaults to P)
  • Pocket Pocket visual and sound effects reworked
  • Pocket Pocket visual effects updated
  • Fixed a bug where Pocket's briefcase would stop animating when the duration upgrade was taken
  • Updated Divine Barrier sound effects
  • Updated Dynamo VO for Dynamo and a few other missing lines
  • Hero death voices are now broadcast more widely
  • Fixed being unable to ping while casting or channeling
  • Fixed various issues with hero abilities causing you to be stuck in walls
  • Fixed players being able to kill themselves pre-match and run around in the map
  • Fixed Ice Dome effects disappearing while still active if Kelvin dies during it
  • Simplify some visuals with Seven's Seven radius indicator to help clarify the bounds
  • Fixed Stamina not appearing to regenerate while spectating
  • Improve the text display when a replay is still processing after a match
  • Fixed Walker boss moving around while the game is paused
  • Fixed some controller input issues
  • Fortitude now starts on cooldown to prevent purchasing and selling in the field for significant regen
  • Updated Decay item sound effects
  • Updated Berserker item visuals
  • Fixed visual bug on Spirit Urn when dropping on the ground
  • Fixed Restorative Locket Spirit Resist not working
  • Fixed items not updating in the UI when purchased from the shop while spectating a teammate

Item Gameplay Changes

Hero Gameplay Changes

  • Abrams: Reduced chances that Leap gets stuck on geometry during the downward phase
  • Bebop: No longer has an innate +15% Spirit Resist
  • Bebop: Now has innate +20% Bullet Resist
  • Bebop: Bebop cooldown reduced from 27s to 22s
  • Bebop: Bebop T3 reduced from -15s to -12s Cooldown
  • Bebop: Bebop Speed increased from 2700 to 3000
  • Bebop: Bebop Return Speed increased from 1800 to 2200
  • Bebop: Bebop DPS increased from 180 to 210
  • Grey Talon: Grey Talon damage increased from 105 to 115
  • Grey Talon: Grey Talon Multishot increased from 3 to 5
  • Kelvin: Kelvin cooldown reduced from 30s to 26s
  • Infernus: Fixed Infernus refreshing from item damage
  • Ivy: Base stamina increased from 3 to 4
  • Lash: Lash now additionally damages enemies within 2m of Lash on impact
  • Lash: Lash radius reduced from 16m to 14m
  • Lash: Lash's ground preview now lines up under Lash when cast on the ground
  • Lash: Lash T3 reduced from +100% to +85%
  • Lash: Bullet Damage growth increased from 0.76 to 1.0
  • Lash: Lash tether visuals now improved to communicate the different phases its in
  • Lady Geist: Lady Geist now comes out quicker and no longer slows you
  • McGinnis: McGinnis Spirit Resistance increased 50% to 60%
  • McGinnis: McGinnis Health increased from 30% to 40%
  • McGinnis: McGinnis T2 increased from +5m Range to +10m
  • McGinnis: Fixed issues with McGinnis not damaging units within the target area
  • Mo & Krill: Base HP increased from 650 to 700
  • Mo & Krill: Mo & Krill damage increased from 40 to 50
  • Mo & Krill: Mo & Krill T3 debuff duration increased from 10s to 16s
  • Mo & Krill: Mo & Krill duration increased from 3.5s to 4s
  • Mo & Krill: Mo & Krill T3 DPS increased from +30 to +40
  • Paradox: Paradox bullet freeze duration no longer increases with Spirit or Duration Extender
  • Paradox: Paradox bullet freeze base duration reduced from 1.5 to 1.25
  • Paradox: Paradox no longer deals damage to Mid Boss
  • Paradox: Paradox: Max Damage Amp reduced from 150% to 125%
  • Paradox: Paradox T3 no longer provides +50% Min Damage Amp
  • Paradox: Paradox T3 reduced from +125% Max Damage to +75%
  • Pocket: Gun damage per bullet reduced from 6 to 5.6
  • Pocket: Pocket DPS reduced from 30 to 26
  • Seven: Seven rebalanced around no longer reducing fire rate (similar shock value effectiveness as before)
  • Warden: Warden damage increased from 48 to 55
  • Yamato: Yamato cooldown reduced from 13s to 11s
  • Yamato: Yamato physics/world collision reduced from 15 to 4 (allowing it to be more easily used near objects)
  • Yamato: Ability Shadow Explosion not found radius increased from 14m to 16m
  • Yamato: Ability Shadow Explosion not found Fire Rate and Spirit buff duration increased from 15s to 20s
  • Yamato: Ability Shadow Explosion not found T3 Spirit bonus increased from +10% to +15%
  • Yamato: Ability Shadow Explosion not found T3 Fire Rate bonus increased from +5% to +10%

Misc Gameplay Changes

  • Sprint is now always considered active as long as you are out of combat (haven't taken or dealt damage for 5s, healthbar is now a little transparent when out of combat).
  • Fixed various inconsistencies and scenarios with how Sprint speed was calculated. Previously there were many conditions that could result in you losing the bonus.
  • Patron (Weakened) now has 40hp/s regen when it has not taken damage for 30s
  • Medic Troopers no longer use their heal on troopers if there is a hero within 30m
  • Zipline Speed Boost cooldown reduced from 420s to 380s
  • Damage over time no longer prevents zipline usage
  • Adjusted how the Anti Backdoor system works. It does a little less % damage reduction now, but it regens "backdoor damage" dealt to it over time. Backdoor damage is defined as any damage taken with no candle troopers within 50m in the last 20 seconds.
  • Troopers run speed increased from 9.1 m/s to 10 m/s
  • Troopers DPS vs Patrons reduced from 110 DPS to 80 DPS
  • Troopers DPS vs Walkers from 110 DPS to 80 DPS
  • Troopers DPS vs Base Guardians from 110 DPS to 80 DPS
  • Crate Powerups: Removed Zipline buff as a potential drop
  • Crate Powerups: Increased Health Regen drop from 1.25% Regen to 1.5%
  • Crate Powerups: Added Fire Rate drop, provides +20% Fire Rate for 25s
  • Vault base bounty increased from 200 to 225
  • Fixed some issues that allowed players to more easily camp players in the spawn area

Note: 10% of users will default to vulkan rendersystem. If you experience any issues related to this, you can report these on the forums and switch to dx11 in the video settings. Deadlock will eventually drop support for dx11 and render on vulkan exclusively.


Updates
May 10, 2024 May 13, 2024 May 16, 2024

Source: 05-13-2024 Update

Patch notes

We've heard a lot of feedback on matchmaking quality recently, especially with parties that include a wide range of skill spread and the impact they have on matches. We think it's important to try to improve these as best we can so everyone can have fun playing. Options are a bit limited right now in general due to small queue sizes, but we have a few adjustments we are doing in today's update that we hope will give us more potential to optimize and tweak the system in the immediate future. These changes will need continual tuning over the coming days, so the impact may not be fully visible today.

  • The match will no longer start at a fixed time immediately after 12 players are in the queue, sometimes it might start faster sometimes it might start slower, depending on the distribution of players in the queue. There will still be an upper bound for how long it waits, for practical reasons, but it won't automatically start asap if it knows the match won't be good. Conversely, if the match is already reasonable it won't wait unnecessarily to start it.​
  • Parties that have too high of a gap between the players in them will often make for a bad experience for both teams, but especially the opponents. When we detect that your party has this composition, we will present a warning letting you know that this will result in a more difficult match for your party and might also take longer to find a game, so you can decide if you value the group/social aspect more or not. In terms of specific matchmaking changes, in cases where the party has a large gap in skill, the party's overall skill will now be biased closer to the best player's values rather than the average. This will make it less likely that the system grabs lower skilled players for the opposing team just because your party was ok with wide variance.​

This update also has a couple of fixes that we are moving up from our usual end of week patch:

  • We fixed a bug when combining shields and resistance that caused you to take too much damage. Previously there was a bug where if you take a high amount of damage, the remaining damage after shield reduction would pass through as pure damage instead of being reduced by resist. An example of this is someone dealing 800 spirit damage to you and you having 80 Spirit Shield and 45% Spirit Resistance. With the bug, the 800 would be reduced to 720 from the shield, and then you would lose 720 health. With the fix, the shield now reduces the damage to 720 as usual, but the remaining amount then gets reduced by 45% to 396 health lost instead of 720.​
  • We are also nerfing Alchemical Fire. It now deals 40% less damage to non-heroes and the cooldown is increased from 25s to 37s.​


Updates
May 13, 2024 May 16, 2024 May 19, 2024

Source: 05-16-2024 Update

Patch notes

General Changes

  • Playtesting times are now starting 1 hour earlier. Weekdays are 6PM PDT and weekends are 4PM PDT.
  • Redesigned the Walker model and visuals
  • Added ambient sound effects
  • Added jar smash sound effects
  • Updated Cold Front sound effects
  • Improved NPC/minion weapon fire audio feedback for victims
  • Improved player damage received audio feedback
  • Updated Lash Lash sound effects
  • Various minor fixes to Lash and Lash effects
  • Warden's Warden has improved visual effects
  • Fixed a bug where the shopping book visuals could get stuck on your hero
  • Vindicta's Vindicta projectile effect indicates the radius more accurately now
  • New voice for Warden (in advance of upcoming model swap)
  • Patrons will now play a voice warning when Rejuvenator time is close to expiring as well as when it's expired
  • Updated VO for Amber Hand's Patron
  • Increased the duration of the item-used popup text a bit
  • Fixed a bug where Warden's second and third abilities were swapped VO wise
  • Fixed Paradox damaging units that don't move multiple times instead of once per walk through
  • Added a short wall between Shrines level of the base and the Weakened Patron level
  • Moved the taxi back into the street to fix players getting stuck between the front and the building corner
  • Moved a truck away from the garage to give wide enough path for Mo & Krill
  • Added clips to both sides of the overpass on outer lanes to keep from hitting your head on the ledge when climbing
  • Added clips at outer lane T1 stairs where you could get stuck doing a roll slide
  • Fixed Vindicta being able to shoot above the base wall
  • Fixed gaps where you could climb outside of the map
  • Added a wall between the T1 shop and the hallway on the outer lanes by the Fire House and the Chapel to prevent attackers from shooting the T1 without taking damage
  • Fixed a couple of spots where Mo could get stuck between a truck and wall
  • Replaced news stand that was close to the T1 with different cover kiosk building to avoid shop confusion
  • Fixed no collision on water tower on the garage roof.

Misc Gameplay Changes

  • Medium and Hard neutrals now spawn at 7 minutes
  • Neutrals now have 20% Spirit Resist
  • Basement neutrals now have +2 Medium neutrals and -4 Small neutrals
  • Basement neutrals are now classified as a Medium camp instead of a Small camp (for the purposes of spawn time)
  • Fixed various abuses where you can shoot neutrals without them being able to shoot back. Neutrals now become invulnerable when they have no line of sight of you for 2 seconds.
  • Spirit scaling reduced by ~19% (the total effective Spirit damage is reduced by less than this, this is just the Spirit multiplier scaling portion and has largest impact on late game burst)
  • Respawn curve adjusted slightly (results in a few seconds of increased respawn time in the mid phase, same overall max respawn time)
  • Zipline Boost ability is now available at the start of the game (used to start on cooldown)
  • Shield break cooldown reduced from 80s to 60s
  • Troopers run speed increased from 10 m/s to 11 m/s
  • Medic Trooper health increased from 200 to 240

Item Gameplay Changes

Hero Gameplay Changes

  • Bebop: Sticky Bomb T3 now applies the silence on cast instead of detonation
  • Bebop: Sticky Bomb T3 silence duration reduced from 5s to 3.5s
  • Bebop: Sticky Bomb now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
  • Kelvin: Now has +10% Base Spirit Resistance
  • Kelvin: Frozen Shelter T1 increased from +35% to +40% Fire Rate Slow
  • Kelvin: Ice Path T3 Now gains 1 Spirit per meter of Ice Path trail created. Max of 40 Spirit.
  • Grey Talon: Charged Shot cooldown reduced from 18s to 16s
  • Haze: Sleep Dagger cooldown increased from 25s to 27s
  • Haze: Smoke Bomb cooldown reduced from 45s to 35s
  • Haze: Smoke Bomb T1 changed to +4 Invis Sprint
  • Haze: Smoke Bomb T2 is now -20s Cooldown
  • Infernus: Afterburn T2 now reduces enemy Spirit damage by 30%
  • Ivy: True Form cooldown reduced from 50s to 40s
  • Lady Geist: Soul Exchange now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
  • Lash: Ground Strike Stomp Damage reduced from 125 to 110
  • Lash: Death Slam cooldown increased from 110s to 130s
  • Lash: Grapple Bullet Damage bonus increased from +4 to +6
  • Lash: Grapple cooldown decreased from 45s to 40s
  • McGinnis: Mini Turret T1 is now +1 Charge and +25% Movement Slow
  • McGinnis: Mini Turret T2 is now +10m Attack Range and +10% Fire Rate
  • McGinnis: Spectral Wall cooldown reduced from 40s to 35s
  • Mo & Krill: Combo now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
  • Paradox: Kinetic Carbine T3 reduced from +75% to +50%
  • Vindicta: Flight spirit bullet damage now has range effectiveness (previously the magic bullets did max damage from any range)
  • Vindicta: Flight spirit damage per bullet increased from 8 to 12
  • Vindicta: Flight T2 bonus spirit damage per bullet increased from 8 to 12
  • Warden: Last Stand no longer goes on cooldown when it is interrupted during its initial cast delay
  • Yamato: Shadow Explosion cooldown reduced from 120s to 90s