User:Mgpt/Sandbox/Test

Revision as of 23:02, 4 September 2024 by Mgpt (talk | contribs)

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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   Flying Cloak 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


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   Affliction visual and sound effects reworked
  •   Pocket   Enchanter's Satchel 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   Quantum Entanglement 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   Storm Cloud 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

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   Death Slam sound effects
  • Various minor fixes to   Ground Strike and   Death Slam effects
  •   Warden's   Last Stand has improved visual effects
  • Fixed a bug where the shopping book visuals could get stuck on your hero
  •   Vindicta's   Crow Familiar 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   Time Wall 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


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Update Changes