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{{Update history table | {{Update history table | ||
| contents = | | contents = | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = May 21, 2025 | ||
| changes = | | changes = | ||
* Troopers will now only flinch from player damage if it is a headshot while the trooper is busy running. | * Troopers will now only flinch from player damage if it is a headshot while the trooper is busy running. | ||
* Trooper resistance near base reduced from 50% to 40% | * Trooper resistance near base reduced from 50% to 40% | ||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = May 19, 2025 | ||
| changes = | | changes = | ||
* Troopers now gain 50% resistance when they are in near the base (this has been 30% the past few days) | * Troopers now gain 50% resistance when they are in near the base (this has been 30% the past few days) | ||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = May 13, 2025 | ||
| changes = | | changes = | ||
* Troopers now gain 30% [[Damage Resistance|resistance]] when inside the enemy base. | * Troopers now gain 30% [[Damage Resistance|resistance]] when inside the enemy base. | ||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = April 17, 2025 | ||
| changes = | | changes = | ||
[ General ] | [ General ] | ||
* Soul Orbs no longer have special duplication rules before 8 minutes. Soul splitting rules are now the same before 8 minutes as afterwards. Adjusted trooper economy to compensate. There is also no longer a bounty bump that occurs at 8 minutes. | * Soul Orbs no longer have special duplication rules before 8 minutes. Soul splitting rules are now the same before 8 minutes as afterwards. Adjusted trooper economy to compensate. There is also no longer a bounty bump that occurs at 8 minutes. | ||
* Wave interval increased from 25s to 30s (bounty values adjusted by the same ratio) | * Wave interval increased from 25s to 30s (bounty values adjusted by the same ratio) | ||
* Players can no longer Parry troopers | * Players can no longer Parry troopers | ||
* [[Trooper#Banner_Trooper|Medic Trooper]]: Heal no longer has charges (was 3) | * [[Trooper#Banner_Trooper|Medic Trooper]]: Heal no longer has charges (was 3) | ||
* [[Trooper#Banner_Trooper|Medic Trooper]]: Cooldown reduced from 35s to 6s (this was the previous setup before) | * [[Trooper#Banner_Trooper|Medic Trooper]]: Cooldown reduced from 35s to 6s (this was the previous setup before) | ||
* [[Trooper#Banner_Trooper|Medic Trooper]]: Fixed healing sometimes not functioning on bounce when there are walls nearby | * [[Trooper#Banner_Trooper|Medic Trooper]]: Fixed healing sometimes not functioning on bounce when there are walls nearby | ||
* [[Troopers]] will no longer aggro to you when you shoot them while they are attacking a [[Guardian]] | * [[Troopers]] will no longer aggro to you when you shoot them while they are attacking a [[Guardian]] | ||
[ Trooper AI Fixes ] | [ Trooper AI Fixes ] | ||
* [[Trooper#Melee_Trooper|Melee troopers]] will no longer see and follow players around corners and through veils | * [[Trooper#Melee_Trooper|Melee troopers]] will no longer see and follow players around corners and through veils | ||
* Smoothed out trooper navigation in some spots of the map where they need to drop down | * Smoothed out trooper navigation in some spots of the map where they need to drop down | ||
* [[Troopers]] that are attacking shrines are no longer distracted from their task by distant enemy troopers | * [[Troopers]] that are attacking shrines are no longer distracted from their task by distant enemy troopers | ||
* [[Troopers]] now know to cross the base and attack the other shrine once their near one is defeated | * [[Troopers]] now know to cross the base and attack the other shrine once their near one is defeated | ||
* Fixed a bug where troopers would rapidly change targets when multiple enemies are in range | * Fixed a bug where troopers would rapidly change targets when multiple enemies are in range | ||
* Fixed a bug where troopers would fidget with their facing direction when walking without a target | * Fixed a bug where troopers would fidget with their facing direction when walking without a target | ||
* Fixed a bug where troopers would fear really steep stairs | * Fixed a bug where troopers would fear really steep stairs | ||
* Fixed a bug where troopers would flash their targeting flare at the targeted player every time they came into camera or line of sight | * Fixed a bug where troopers would flash their targeting flare at the targeted player every time they came into camera or line of sight | ||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = February 25, 2025 | ||
| changes = | | changes = | ||
[ Soul Orb Mechanics ] | [ Soul Orb Mechanics ] | ||
* Troopers no longer need to be last hit by a player in order to generate souls, as long as you are nearby. Troopers no longer have the "near death" flashing behavior. | * Troopers no longer need to be last hit by a player in order to generate souls, as long as you are nearby. Troopers no longer have the "near death" flashing behavior. | ||
* Soul Orb lifetime in the air reduced significantly. | * Soul Orb lifetime in the air reduced significantly. | ||
* Soul Orb denies changed from 65/35% to 50/50%. | * Soul Orb denies changed from 65/35% to 50/50%. | ||
* Soul Orb physical radius increased by 10%. | * Soul Orb physical radius increased by 10%. | ||
* Reduced horizontal movement of soul orbs from troopers. | * Reduced horizontal movement of soul orbs from troopers. | ||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = November 21, 2024 | ||
| changes = | | changes = | ||
* Mid Boss trooper health for first spawn reduced from 95% to 70% | [Misc Gameplay] | ||
* Trooper Spirit Resist at 25 minutes reduced from 30% to 20% (still scales to 70% at 50 minutes) | * Mid Boss trooper health for first spawn reduced from 95% to 70% | ||
* Trooper soul changed from 60/40% in the kill/orb to 65/35% | * Trooper Spirit Resist at 25 minutes reduced from 30% to 20% (still scales to 70% at 50 minutes) | ||
* Medic Trooper now has 3 charges of heal rather than 2 | * Trooper soul changed from 60/40% in the kill/orb to 65/35% | ||
* Medic Trooper now has 3 charges of heal rather than 2 | |||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = November 7, 2024 | ||
| changes = | | changes = | ||
* Fixed some cases where troopers could get stuck in the base | [General Changes] | ||
* Troopers no longer change soul sharing rules after laning phase ends (meaning 2 heroes don't split souls) | * Fixed some cases where troopers could get stuck in the base | ||
* Troopers no longer increase their bounty by 20% at 8 minutes | [Misc Gameplay] | ||
* Troopers now take 28% more damage from [[Guardians]] | * Troopers no longer change soul sharing rules after laning phase ends (meaning 2 heroes don't split souls) | ||
* Troopers Spirit resist goes to 30% instead of 40% at 25 minutes | * Troopers no longer increase their bounty by 20% at 8 minutes | ||
* Mid Boss Rejuv Trooper Health increased by 30% | * Troopers now take 28% more damage from [[Guardians]] | ||
* Fixed Troopers resistance against Base Guardians not working properly | * Troopers Spirit resist goes to 30% instead of 40% at 25 minutes | ||
* Mid Boss Rejuv Trooper Health increased by 30% | |||
* Fixed Troopers resistance against Base Guardians not working properly | |||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = October 24, 2024 | ||
| changes = | | changes = | ||
* Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying | [Misc Gameplay] | ||
* Trooper soul changed from 50/50% in the kill/orb to 60/40% | * Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying | ||
* Medic Trooper heal now has 2 charges; time between casts is 6s | * Trooper soul changed from 50/50% in the kill/orb to 60/40% | ||
* Medic Trooper heal cooldown increased from 6s to 35s | * Medic Trooper heal now has 2 charges; time between casts is 6s [does not consume a charge when healing other troopers, mainly affects waves pushing on their own] | ||
* Troopers now gain +40% Spirit Resist gradually over 25 minutes, goes to 70% at 50 minutes | * Medic Trooper heal cooldown increased from 6s to 35s | ||
* Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't) | |||
* Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die) | |||
* Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes | * Troopers now gain +40% Spirit Resist gradually over 25 minutes, goes to 70% at 50 minutes | ||
* Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes | * Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't) | ||
* Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die) | |||
* Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes | |||
* Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes | |||
}} | }} | ||
{{Update history table/row | {{Update history table/row | ||
| update = | | update = October 10, 2024 | ||
| changes = | | changes = | ||
* Fixed troopers being unreliable to shoot while on the zipline | [General Changes] | ||
* Adjusted Trooper tracer and muzzle effects for better alignment and lower visual noise | * Fixed troopers being unreliable to shoot while on the zipline | ||
* Trooper death effects resolve quicker and more cleanly | * Adjusted Trooper tracer and muzzle effects for better alignment and lower visual noise | ||
* Troopers attack range vs Lane [[Guardians]] reduced from 13.5m to 12m (they get closer to it) | * Trooper death effects resolve quicker and more cleanly | ||
* Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) | [Misc Gameplay] | ||
* Trooper spawn/bounty lane end time changed from 10 min to 8 min | * Troopers attack range vs Lane [[Guardians]] reduced from 13.5m to 12m (they get closer to it) | ||
* Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units) | * Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) | ||
* {{HeroIcon|Bebop}}: {{AbilityIcon| | * Trooper spawn/bounty lane end time changed from 10 min to 8 min | ||
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} damage reduction against troopers/neutrals increased from -40% to -50% | * Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units) | ||
[Hero Changes] | |||
* {{HeroIcon|Bebop}}: {{AbilityIcon|Hook}} now also hits enemy troopers, killing them instantly | |||
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} damage reduction against troopers/neutrals increased from -40% to -50% | |||
}} | }} | ||
}} | }} | ||