August 20th, 2019
Coming up next in Dota Underlords


A few weeks ago we talked about the upcoming updates being a bit leaner (balance and bugs) while we worked on bigger updates. After chewing on things for a bit, we're ready to chat about what's coming in the next few weeks.

One quick note before we dive in: When making games alongside a live audience, there's a lot of pivoting that occurs based on feedback. Any update we ship may not have been 100% planned ahead of time. Sometimes they are mostly composed of ideas generated by the community that we thought would be worthwhile to fast track and ship sooner. So with this blog post we'll let you take a peek at our upcoming scheduled updates, but keep in mind their order or even the content might change.

Our main focus currently is on Season 1 and its features. Some features (like the ones below) will be shipping early in Season 0, while others will only make sense with the whole package at the beginning of Season 1.

Duos Game Mode
In the next week or two we'll be introducing a new game mode we've been calling Duos (well we've actually been calling it Battle Buddies, but Duos seems a bit more professional). Duos is a new way to play Underlords cooperatively with a friend - just party up and battle against 3 other teams. Supports Casual and Ranked version.

Underlords
We're also going to introduce Underlords to the game in a few weeks. The team is really excited about this feature - these Underlords are a core part of the game and we think they will add a layer of fun and strategy to every match.

UI and other Improvements
Massive changes are also coming to our UI, especially on the PC, based on feedback and also to accommodate our new features.

Heroes and Alliances
Lastly, we'll soon be introducing new heroes and alliances, expanding the roster and creating new and interesting ways to play Underlords. In addition to this we'll continue looking for feedback and tweaking game balance throughout all of these updates.

Finally
This is normally where we'd say 'that's about it' - but knowing us and our community, we can pretty honestly say that things will change. Season 1 is the update where our Beta turns into a fully released game, so expect features like the new and improved Battle Pass and others like City Crawl to make their first appearance there.

Stay tuned.
August 16th, 2019
August 16 Hotfix
HOTFIXES
  • Sniper's cooldown actually cools down.
  • Prevented Sniper casting Assassinate on dead units.
  • Fixed an issue with the DPS meter on PC clients.
  • Fixed combat result notifications not showing when a player lost but took 0 damage.
  • Fixed Terrorblade's ability description using a % sign where it should not.
August 15th, 2019
The Hotfix In Which They Finally Fix Disruptor
HOTFIXES

  • Fixed Disruptor Static Storm being overly brawny.
  • Fixed sometimes not saving settings on mobile.
  • Misc UI fixes and improvements.
  • Fixed an issue with logging on to Steam for the first time on Android.
  • Fixed an issue with the Loot Rounds page in Season Info while in a game.
  • More improvements to Party invite UI flow.
  • Fixed Terrorblade ability tooltip using wrong numbers for attack speed.
  • Ogre Magi now has 0 max mana.
August 15th, 2019
The Update In Which They Finally Fix Juggernaut
GENERAL

  • Crashes. You know what they are. You know what we do to them. Well, we did it some more.
  • When a unit is hexed and can't hop away, it now hops in place and doesn't stay hexed indefinitely.
  • Made Steam login work better for mobile players.
  • Fixed several bugs with switching between other players' fights.
  • Clicking on Spectate Player to watch a friend's game will now start you spectating that player when you load into the game.
  • While viewing other player's boards, the Fight Preview Button is now available during all phases, not just the Preparing phase.
  • Alchemist acid spray FX shows in proper location now.
  • FX updates and optimization
  • Fixed a bug where the unit selection highlight could show incorrectly.


UI

  • UI can now be toggled between large and small screen separately from cursor/touch input. This means you can run the old "PC" mode UI on tablets, for example, while still having interaction optimized for touch. This also fixes many issues with running the large-screen UI on mobile devices and the small-screen UI on PCs.
  • Party Matches now start through the regular Play button, once a party has formed.
  • Fixed sigils being clipped when more than 6 are unlocked.
  • Fixed alliance tooltips not working correctly while spectating.
  • Fixed leaderboard not working correctly for matches with fewer than 8 players.
  • Improved ability descriptions for Disruptor and Nature's Prophet.
  • Popups now only trigger for changes in major rank, not minor rank.
  • Misc UI fixes and improvements.
  • Localization improvements, including Yos.


MATCHMAKING

  • Lords of White Spire Rank Score is now updated using standard Elo formula. More details here.
  • Changed bonus given when attaining Lord of White Spire, such that a new Lord of White Spire lands at around 15,000.
  • Rank Scores of existing Lords of White Spire have been shifted and compressed into the new range in a way that retains existing leaderboard positions.


HERO CHANGES

Juggernaut:
  • Blade Fury:
    • Juggernaut continues to attack his current target normally while spinning.
    • Properly purges stuns, evens those applied by the hit that triggered Blade Fury.

Ogre Magi:
  • Bloodlust:
    • Mana cost is now 0. Cooldown is still 5 seconds.

Puck:
  • Phase Shift:
    • Will no longer trigger if Puck is hexed or stunned or force-attacking a target.
    • Properly purges stuns, evens those applied by the hit that triggered Phase Shift.

Razor:
  • Plasma Field:
    • Fixed doing extra damage to units 1 cell away (was doing 50% more damage to them than it should).
    • Fixed doing half damage to units 3 cells away.
    • Fixed applying damage to units too early while the field is contracting.

Sand King:
  • Caustic Finale:
    • Reworked: Whenever Sand King damages an enemy with an attack or ability, the target is poisoned for 3.5 seconds. When the poison expires, it bursts and deals damage and slows the attack speed of all enemies adjacent to the target. Damage is halved if the target is still alive when the poison expires.
    • Attack Slow Duration changed from 3.5 to 1.75.
    • AoE Damage if the target dies changed from [60, 110, 160] to [50, 100, 200]
    • AoE Damage on Expiration changed from [55, 100, 190] to [25, 50, 100]

Sniper:
  • Is now Scrappy in addition to Deadeye and Hunter.
  • Assassinate:
    • Will not restart the cast if the target dies. He will simply switch to the next valid target and go from there.

Tidehunter:
  • Armor changed from 5 to 10.
  • Maximum Health changed from [850, 1700, 3400] to [1100, 2700, 5500].
  • Attack Damage Minimum changed from [45, 90, 180] to [60, 120, 250].
  • Attack Damage Maximum changed from [55, 110, 220] to [70, 150, 300].


ITEM CHANGES

Bloodthorn:
  • No longer targets silenced/hexed/passive-ability units.

Helm of the Undying:
  • Fixed undying units sometimes doing round damage to the opposing player.
  • Fixed Bloodseeker both not activating the Helm but also not dying when he bleeds out (he now activates the Helm).

Refresher Orb:
  • in addition to its current actions, halves the remaining cooldown time of active cooldowns of allies within 1 cell and restores 25 mana to them.

Summoning Stone:
  • Fixed issue where the bonus health was not being applied to Arc Warden's clones.
August 14th, 2019
Lords of White Spire
A few weeks ago we made some changes to ranked matchmaking, to make the Rank Score and update rules more transparent. As we noted at that time, we approach the design of the ranked mode from the perspective of balancing two goals that are in tension: giving players a sense of progress, and providing an accurate measurement of skill. We like the balance we have struck between those two goals for Upstart through Big Boss. Unfortunately, in the current design, the Lords of White Spire leaderboard has a tendency to devolve into a list of players who play Underlords the most, and we've heard from many of you that it should be a list of who plays the best. In other words, for Lords of White Spire, the dial needs to be turned all the way to the "accurate measurement of skill" setting.

So we're making two changes to Lords of White Spire that will go live with the next update.

  • First, we are switching the Rank Score update for Lords of White Spire to use the well-known Elo system. In this system, the number of rank points gained or lost depends on the skill of your opponents. The higher your Rank Score compared to your opponents, the more you have at stake: a win will result in a smaller increase, and a loss will result in a larger decrease. Furthermore, it is possible for Rank Score to decrease when placing 4th or above and increase when placing 5th or below, depending on the Rank Scores of your opponents.
  • Second, we will be adjusting the bonus granted when you attain the rank of Lords of White Spire, such that a newly minted Lord begins at around 15,000. This means that your rank score will have room to go both up and down, and players won't clump at the floor of 7,600.

Now for a few quick questions.

What happens to the existing Lords of White Spire?
We'll be adjusting the Rank Scores of existing Lords to the new range, and compressing it a bit. Positions on the leaderboard will remain the same.

What happens when Big Boss players are in matches against Lords of White Spire?
The Big Boss players' Rank Scores will continue to be updated as before, using the fixed schedule that is based only on where they place in the match and not on opponent ranks. For the purpose of updating the Lords's rank using the Elo formula below, the Big Boss player's Rank Score will be mapped into the Lords of White Spire range.

Are parties allowed?
For now, yes. There are no additional restrictions on partying up in high rank matches. This means that Lords of White Spire can continue to party up with their friends of any rank, and lower ranked players who party up with a Big Boss may find themselves playing in matches with Lords. Also as before, players in the same party do not affect each others' rank. Switching to Elo does require one rule change: for purposes of updating the Lord's Rank Score, players below Big Boss are discarded. This is so that players cannot easily create matches where Lords have little to gain and much to lose.

Exactly how does the math work?
We're using the standard Elo formula with K=3 and all the Rank Scores multiplied by 10. The formula is



where R is your rank, Rᵢ is the rank of each relevant opponent, S is the number of relevant opponents eliminated earlier than you, and ΔR is the rank change.

If all players have exactly the same Rank Score, the numbers work out to be about the same as the fixed schedule used at lower ranks.

1st
2nd
3rd
4th
5th
6th
7th
8th
+105
+75
+45
+15
-15
-45
-75
-105

To give you an idea of how rank disparity in the match can shift the amount gained or lost, here are some examples where an outlier is significantly higher or lower than all other players in the match (who, in these examples, all have the same Rank Score).

Rank difference over all other players
1st
2nd
3rd
4th
5th
6th
7th
8th
5000 lower
+199
+169
+139
+109
+79
+49
+19
-11
2000 lower
+160
+130
+100
+70
+40
+10
-20
-50
1000 lower
+134
+104
+74
+44
+14
-16
-46
-76
1000 higher
+76
+46
+16
-14
-44
-74
-104
-134
2000 higher
+50
+20
-10
-40
-70
-100
-130
-160
5000 higher
+11
-19
-49
-79
-109
-139
-169
-199
August 8th, 2019
Update 8/8/2019
General:
  • We crashed some crashing code into a crash compactor.
  • Fixed some issues with animations and unit facing.
  • More FX have been optimized.
  • Units affected by Medusa's Stone Gaze now visually freeze and look stony.
  • Changed Global Items achievement to require 2, not 4, global items.
  • Bot games now start paused when they are resumed.
  • Bot personalities tweaked for the current state of the game.
  • The Combat Stats Kills panel now treats kills like damage (summons' kills accrue to the summoner).


UI:
  • Fixed an issue where the wrong alliance icons could be shown when a unit is placed on the board and an alliance completes.
  • Fixed an issue where the +Free Reroll line could be shown in error on the round rewards popup.
  • Fixed some issues with Proto Pass progress display.
  • Fixed reoccurring rank-up popups.
  • Can now click on heroes on the scoreboard and all heroes of that type will be highlighted.
  • In-game alliance tooltip/popup now shows icons for all heroes in that alliance.
  • Fixed sometimes not notifying other players when a combat ended and an Aegis was used.
  • Highlight your own row on the scoreboard.
  • General UI updates and polish.


Gameplay:
  • Fixed an issue with ability targeting and summons where those abilities which sort units by, e.g., health were not properly excluding summons.
  • Fixed unexploded Techies Bombs doing player damage on round over.

Alliance changes:

  • Elusive: Level 3 Alliance (9 heroes) - changed from "All units gain +75% evasion" to "All heroes gain +75% evasion".
  • Demon Hunter Level 2 Alliance (2 heroes) - changed from "Invalidate your opponent's Demon Alliance bonus. All Demon units gain +50% Pure Damage. All Demon Hunters gain +50% Pure Damage." to "Invalidate your opponent's Demon Alliance bonus. All Demon and Demon Hunter units gain +50% Pure Damage." This means that Terroblade no longer gets the double bonus.
  • Hunter Level 1 (3 heroes): Extra Attacks chance raised from 20% to 25%. Level 2 (6 heroes): Extra Attacks chance raised from 35% to 40%.

Hero Changes:

Doom:
  • Doom's Doom ability now uniformly disables passive bonuses, including alliance passive bonuses.
  • Ability description changed to reflect this.

Lycan:
  • When Lycan transforms and he gains 30% max health, he heals by the full 30% each time, rather than this being based on his current health at the time of transforming.

Juggernaut:
  • If Juggernaut is eligible to cast Blade Fury (has enough mana, not on cooldown) and he is about to take magic damage, he immediately casts Blade Fury and takes no magic damage.


Item Changes:

Helm of the Undying:
  • Undying units, if they are in the undying state, will never deal damage to the opponent, but will still count when determining which side won a round.
August 2nd, 2019
August Second Patch (#215)
General
  • Some code that didn't use to crash had started crashing. That problem is now fixed.
  • Fixed an issue with finish-in-top-3 achievement.
  • Fixed an issue with Brawny kills not being tracked.
  • Fixed an issue with win-rounds achievement.
  • Fixed an issue where Divine Rapier could be lost or won when fighting a clone. It can now only be lost in head-to-head combat.
  • Fixed an issue with Poaching Knife giving extra gold.
  • Fixed an issue with Proto Pass items not unlocking immediately.

Gameplay
  • Demon Hunter Alliance: extra Pure Damage only applies at Level 2 of the alliance. Extra Pure Damage is now +50% for all Demon Hunters regardless of number of Demons on the board.
August 1st, 2019
August Update (#213)


Head to Head
  • Players are now paired off to fight directly against each other, and both take part in the same shared combat.
  • When an odd number of players are present one of the players fights a clone of an actual player.
  • Leaderboard now pairs off players when they're in head-to-head combat.

New Ranked System
  • Rank is now a number you can see that moves up and down in a predictable way.
  • Rank change is based solely on where you finish in a Ranked match and does not depend on your opponents' Rank.
  • Any time you reach the next minor Rank, we also grant bonus rank points.
  • Just like before, once you obtain a major Rank, it's locked in and you cannot drop below it
  • More details and breakdown of rank thresholds here.

New Casual Multiplayer Mode:
  • Play multiplayer games without affecting your Rank.
  • You will be matched against opponents of your same skill level.
  • You can queue up solo or with friends.
  • This is where you experiment with new builds, or complete those elusive challenges.
  • Daily Challenges and Achievements can be earned in Casual Multiplayer matches.

Ranked Multiplayer Mode Updates:
  • Your Rank (Enforcer I, Upstart III, etc) is used to find opponents.
  • Play Ranked matches solo or in a party, see this blog post for details about party ranked.
  • New players will need to unlock ranked mode by playing 5 casual games. (Don't worry, accounts with at least one Multiplayer game will be grandfathered in.)
  • Daily Challenges and Achievements can be earned in Ranked Multiplayer matches.

Achievements
  • Complete achievements to earn Proto Pass XP
  • Complete an entire tier of achievements to unlock equippable Banner Sigils (i.e. complete all three 1-star Economy achievements to unlock the piggy sigil)

Added 2-Star and 3-Star look upgrades to the following Heroes:
  • Abaddon
  • Arc Warden
  • Anti-Mage
  • Clockwerk
  • Doom
  • Dragon Knight
  • Drow Ranger
  • Gyrocopter
  • Kunkka
  • Lina
  • Luna
  • Medusa
  • Mirana
  • Phantom Assassin
  • Queen of Pain
  • Razor
  • Templar Assassin
  • Timbersaw
  • Tiny
  • Venomancer

Gameplay:
  • Round damage eliminated for rounds 4-9. Round Damage starts at round 11, at 2 damage, and proceeds as before from then on (3 starting at round 20, 4 at round 30, etc.).
  • Whenever a player loses a round against another player, the loser gains a free reroll the next round. This reroll is not stackable, so use it or lose it.

General:
  • Fixed solo games / tutorial not ending (staying on an empty board screen) when you are not connected to Steam.
  • Fixed Spirit Bear HP bar offset
  • Fixed Defeat screen sometimes not showing correct units and damage
  • Fixed healing-disabling items not applying in neutral waves
  • Clarified some alliance text
  • Fixed an issue where an incorrect message was sent when a Divine Rapier was stolen
  • Fixed an issue with players being shown to have completed their rounds on the leaderboard before that was actually true
  • Fixed Deadeye units not switching away from unselectable targets.
  • Fixed Unstoppable (now Helm of the Undying) triggering too early.
  • Fixed incorrect stun duration after Burrow Strike bump.
  • Further particle effect optimizations across all platforms.
  • Fixed crashes when resuming app on iOS
  • Several optimizations for ARM Mali GPUs
  • Added option (defaults to on) to automagically deploy units from your bench if you have room on the board and combat begins before you had time to do so yourself.

UI:
  • Updated post-game screen with progress, stats, and scoreboard
  • Improved mobile responsiveness to touch events (dragging, scrolling, etc.)
  • General UI updates and polish

Spectating
  • Fixed playing the startup animation if you start spectating or reconnect to a game after the first round
  • Spectators can now see the shop of players from the same party that they started the match with

Hero Changes

Crystal Maiden:
  • Maximum Health changed from (450, 900, 1800) to (550, 1100, 2000)
  • Gold Cost changed from 2 to 3
Eidolon:
  • Attack Damage Minimum changed from (40, 50) to (40, 80)
  • Attack Damage Maximum changed from (60, 70) to (60, 120)
  • Armor changed from 20 to (5, 10)
  • Maximum Health changed from 300 to (300, 600)
Juggernaut:
  • Juggernaut will only cast Blade Fury when he's surrounded by at least 2 enemies.
Lina:
  • Gold Cost changed from 3 to 2
Ogre Magi:
  • Bloodlust:
    • Self Bonus Attack Speed changed from (35, 55, 75) to (50, 90, 130)
    • Other Bonus Attack Speed changed from (30, 40, 50) to (30, 65, 100)
Shadow Fiend:
  • Attack Range changed from 4 to 3
  • Requiem of Souls:
    • Projectile Start Width changed from 125 to 128
    • Projectile End Width changed from 425 to 256
Venomancer:
  • Plague Ward:
    • Number of Wards spawned changed from (1, 1, 3) to (1, 1, 1)
    • Maximum Health changed from (200, 200, 240) to (200, 220, 240)
    • Attack Damage Minimum changed from (50, 80, 120) to (50, 100, 150)
    • Attack Range changed from 6 to 8
    • Attack Damage Maximum changed from (55, 100, 140) to (55, 110, 170)
Witch Doctor:
  • Paralyzing Cask:
    • Cooldown changed from 10 to 15

Item Changes
Alliance items have been disabled. Many of these effects have been migrated to Alliances or Equipment. The rest went back into the Underlords Vault.

New Items:
  • Helm of the Undying: Tier 2 Defensive Equipment: "+5 Armor. Equipped hero survives for an extra 4 seconds after receiving a killing blow."
  • Bracers of Desperation: Tier 3 Support Equipment: "Equipped hero resets their cooldown and gets full mana when below 30% health. Attack target's magic resistance is reduced by 30%."
  • Poaching Knife: Tier 3 Offensive Equipment: "Equipped hero has a 30% chance of producing 1 gold when they kill an enemy. Attacks against units with less than 20% health crit for 200%."
  • Dawning of Ristul: Tier 3 Global Item: "Healing for both crews is reduced by 50%."

Removed Items:
  • Cloak
  • Recruiter
  • Vicious Intent
  • Wicked Intent

Item Changes:

Big-Time Contract
  • Changed from "Equipped unit is Blood-bound in addition to its other types." to "+250 Health. Equipped unit is Blood-bound in addition to its other types."
Brooch of the Martyr
  • Changed from "+50% Mana gained from receiving damage." to "+50% Mana gained from receiving damage. +50% debuff resistance."
Chainmail
  • Bonus Armor changed from +7 to +10
Claymore
  • Attack Damage changed from +21 to +30
Gloves of Haste
  • Attack Speed changed from +20 to +25
Hood of Defiance
  • Tier changed from 3 to 1
Octarine Essence
  • Tier changed from 2 to 3
Tranquil Boots
  • Health Regen changed from +16 to +25
Force Staff
  • Now pushes melee attackers away from the equipped hero when taking damage.

Alliance changes:
  • Elusive: Level 3 Alliance (9 heroes) - changed from "Allied Elusive units gain +75% evasion" to "All units gain +75% evasion."
  • Warlock: Healing Link duration changed from 3 seconds to 2 seconds
  • Brawny: Changed from "All Brawny units have their Maximum HP increased by 200/500" to "All Brawny units gain +30/60 maximum HP for each kill they have."
  • Savage: Changed from "Allies gain +10/25/45% Attack Damage" to "Allied Savage units apply a stackable 5/10/15 damage/s bleed on attack for 3s. Duration refreshes each attack."
  • Shaman: Changed from "Enemies affected by Hexes, Silences or Stuns will generate -200% mana" to "Units attacking a Shaman have a 17% chance of being turned into a chicken and hop 4 cells in a random direction."
  • Primordial: Changed from "Enemies attacking Primordial/Allied units have a 25% chance to have their attack speed slowed by 50% each attack. This effect is applied at the start of the attack and lasts for the duration of the attack." to "Allied Primordial units spawn a rank 1/2 Eidolon on death. Eidolons are ranged Primordial units that don't spawn Eidolons."
  • Inventor: Changed from "Allied Inventors get 15/40 HP regen" to "Allied Inventors explode on death dealing 15/30% of their Max Health to all enemies 1 cell away"
  • Demon Hunter: In addition to the existing bonuses both levels now also have "All Demon Hunters gain 30% Pure Damage for each unique allied Demon unit."
  • Assassin: Level 3 Alliance (9 heroes) - In addition to the existing bonuses level 3 now also has "All Assassins also blind enemies 1 cell away from where they land for 2 seconds (50% miss chance and 50% less mana when attacked)"
July 26th, 2019
Ranked
(Updated August 1, 2019)

Heads up. Some big changes are coming to ranked matchmaking in the next update.

We heard from many of you that you wanted a place where you could experiment with different strategies or just play more casually in general without worrying about risking your hard-earned rank. So we've made the ground-breaking design decision to have two ways of playing; Casual and Ranked. Let's break them down:

In Casual:
  • You will be matched against opponents of your same skill level.
  • You can queue up solo or with friends.
  • This is where you experiment with new builds, or complete those elusive challenges.
  • Daily Challenges and Achievements can be earned.

In Ranked:
  • (Updated) You can only queue up solo Your Rank (Enforcer I, Upstart III, etc) is used to find opponents.
  • New players will need to unlock ranked mode by playing 5 casual games. (Don't worry, accounts with at least one Multiplayer game will be grandfathered in.)
  • Daily Challenges and Achievements can be earned.

We also received a lot of feedback from players who were (rightly) confused trying to understand the relationship between rank promotions and demotions and their performance in the preceding match.

We've completely redesigned how the numbers work under the hood. Actually, we've removed the hood; your Rank is now a number you can see that moves up and down in a predictable way. This change is based solely on where you finish in a Ranked match and does not depend on your opponents' Rank. Any time you reach the next minor Rank, we also grant you bonus points. And just like before, once you obtain a major Rank, it's locked in and you cannot drop to a lower major Rank.



In this next update, your current Rank will be converted to the new system. The Lords of White Spire will be set to Big Boss V and the leaderboard will be cleared.

The Ranked system serves two design goals that are fundamentally in tension: some players want the system to measure progress, while others want it to be a clear, objective measurement of skill. We hope that this new more transparent design will strike a better balance between these goals. But like all things Underlords, nothing is final and we'll continue to iterate on this and other features based on your feedback.

(Updated) Ranked Parties
Speaking of your feedback: we've received some of it regarding parties in ranked since we posted this announcement. Like many of you, we're concerned about parties in ranked being abused and degrading the integrity of ranked play, which is why our initial thought was to only allow solo players in ranked. But we also heard from many players who really wanted to climb the ladder with friends. So we went back to the drawing board.

Parties of up to 3 players will be allowed in Ranked multiplayer. If party members do not have the same rank, the highest rank is used for matchmaking. Also, the change to your Rank Score after a Ranked multiplayer match uses the following values.

1st
2nd
3rd
4th
5th
6th
7th
8th
Party of 2
+88
+63
+33
0
-33
-63
-88
N/A
Party of 3
+75
+50
+15
-15
-50
-75
N/A
N/A

Note that these tables do not extend to 8th place. That's because for the purposes of Rank Score update, your place is calculated relative only to non-party members. For example, if two friends party up and the first friend to be eliminated finishes in 4th place overall, his rank would increase by 33.

Preventing abuse is important to us, and we'll be keeping an eye on things. If we identify problems, we might need to make further changes, especially at high rank.
July 24th, 2019
Gameplay Update (#210)
GENERAL
  • We have found more code that caused crashes and told it to behave
  • Updated Slark's ability description to match the gameplay - he is not intended to reduce enemy attack speed
  • Added Rich Presence when finding a match
  • Fixed lack of glow in Roshan's "Vs." image
  • Quality of Life and look improvements have been done to the Season Info UI
  • Fixed win/lose streak particles sometimes not showing up
  • Many particle effects optimizations have been done
  • Tweaks to foliage and other visuals on the Path of Sunbreeze custom board
  • Fix Thunderhides' ability tooltip referring to Ogre Magi
  • Fix an issue where a unit that has two units Tiny Tossed against it in rapid succession would only take damage once
  • Fix Warlock alliance not correctly choosing low health units to link to
  • Fix Desperate Measures not applying to summons
  • Don't allow player interaction while the map is loading
  • Units prefer to target heroes rather than summons with their abilities, but if no heroes are available they will still target summons


HERO CHANGES
Arc Warden:
  • Attack Speed changed from [0.59, 0.67, 0.77] to [1.0, 1.0, 1.0]
  • Maximum Mana changed from 100 to 0
  • Maximum Health changed from [600, 1100, 2650] to [700, 1400, 2800]
  • Gold Cost changed from 3 to 4
  • Draft Tier changed from 3 to 4
  • Tempest Double:
    • Cooldown changed from 60 to 0
    • Mana Cost changed from 100 to 0
    • Now reads: Arc Warden creates a copy of himself with the same health he currently has. The clone can use all of Arc Warden's current items and will attempt to attack the same enemy as his summoner. Whenever this clone dies, Arc Warden will create a new one.
Clockwerk:
  • Armor changed from [5, 7, 10] to [10, 13, 15]
  • Maximum Health changed from [800, 1600, 3200] to [950, 1800, 3500]
Medusa:
  • Attack Damage Minimum changed from [50, 100, 200] to [75, 150, 300]
  • Attack Damage Maximum changed from [60, 120, 240] to [80, 160, 320]
Tinker:
  • Attack Speed changed from 0.67 to 0.77
  • Armor changed from 10 to 5
  • Attack Damage Minimum changed from [50, 100, 225] to [60, 120, 270]
  • Attack Damage Maximum changed from [60, 120, 275] to [72, 144, 330]
Treant Protector:
  • Leech Seed:
    • Projectile Speed changed from 600 to 800
    • Leech Damage and Heal changed from [80, 110, 150] to [100, 150, 200]
Lycan:
  • Alliance changed from Human Warrior Savage to Human Hunter Savage
  • Lycan's Wolves are Hunter Savages
Juggernaut:
  • Juggernaut Attack Speed changed from 0.91 to [0.91, 1.0, 1.25]
  • Juggernaut Min Damage changed from [65, 130, 260] to [65, 140, 280]
  • Juggernaut Max Damage changed from [70, 140, 280] to [70, 150, 300]


ITEM CHANGES
Font of Creation:
  • Eidolon HP changed from [300, 400, 500] to 300
  • Eidolon Max Damage changed from [70, 80, 90] to [60, 70, 80]


ALLIANCE CHANGES
Primordials:
  • Level 1: Enemies attacking Primordial units have a 25% chance to have their attack speed slowed by 50 each attack. This effect is applied at the start of the attack and lasts for the duration of the attack.
  • Level 2: Enemies attacking friendly units have a 25% chance to have their attack speed slowed by 50 each attack. This effect is applied at the start of the attack and lasts for the duration of the attack.