



Economy
Soul Orbs now fly out in different initial directions before floating up. There is a 1/3rd chance it goes left, 1/3rd chance it goes right, and 1/3rd chance it goes up.

NPC
Fixed Candle Troopers near-death flash sometimes occurring while moving or doing other active animations
Candle Trooper behind-wall HUD indicator now also shows near-death state
Fixed Walkers having a pause at the end of their Rocket Barrage
Temporarily disabled the audio reminder on being unable to damage the patron while the shrines are alive
Improved visibility of low health state on troopers about to die
Reworked the location of the Walker on Amber Yellow and Sapphire Purple lanes. They are a little further towards the map edges. Nearby terrain has been reworked as well.
Added connection from the underground teleport station to the outer lane Guardian previously a juke spot
Added steam tunnel connection from Amber Blue Guardian and Sapphire Orange Guardian to Mid one-way
Each trooper you shoot at will now consider you a higher priority than Guardians/Walkers; that trooper will stop shooting the Guardians/Walkers and consider you its target for a few seconds
Walker laser DPS vs troopers increased 150 → 190
Parrying a Guardian attack will no longer cause the Guardian to be stunned
When Shrines are destroyed the Patron gets more aggressive, moves faster, and does more damage
Weakened Patron HP regen increased 80 → 120
Weakened Patron out of combat delay reduced from 30s to 20s
Moved kiosk cover prop in the outer lanes to space out trooper paths
Removed the tree in front of the Walkers on Amber Orange and Sapphire Blue
Moved barrel cover barrier to block the Guardian shop opening on Amber Purple and Sapphire Yellow

Mechanic
Fixed taking damage not interrupting teleporters
Fixed multiple instances of "Killing Blow" in the Damage Report
Fixed Spectral Wall forcing itself into the first ability slot if its cooldown is refreshed
Updated Pocket animations: New crouch walk and aim, updated slide animation, and new firing from slide animation.
Updated Mo & Krill Burrow start, duration, and end sounds
The server no longer tells clients to play certain sounds when players and spectators are outside of audible range
Mid Boss health gained per minute increased 350 → 425
Bullet damage falloff now maxes out at ~60m instead of ~65m
Powerup durations increased from 150s to 160s
Fixed a bug with Urn that could cause you to be permanently silenced
Urn now gives the team that is behind +2 more sprint when carrying it
Stamina regen increased 20% → 30%
Sprint speed increased +2 → +3
Zipline bonus increased 30% → 50%
Added a new hero, Viscous. He's green.
Improved client performance
Reworked the Hero Builds system. Browsing and editing builds now happens within the Shop UI accessible via Sandbox or during a normal game. You can create custom categories for items with unique names and descriptions that can be independently resized and positioned. The interface for browsing builds has also been improved, public builds will now be sorted by popularity number of favorites. Old builds are incompatible with this system, so they won't be visible in this UI, but we'll have a console command we'll release soon that you can use to print out your older guides if you need them for reference.
North America NA servers have been moved from the west coast to closer to the middle of the country to make latency between east and west coast a little more even, as the majority of users are east coast now. The total average ping amongst all players will be lower as a result of this a little higher for some and a lot lower for others.
NA region testing times now start 1 hour earlier weekdays and weekends
Minimum hero roster requirement reduced 4 → 3
Added Oceanic servers and matchmaking region. Testing times are displayed in the client
Added Teleporter icons on the minimap. The icons glow when you get close to them and pulse on the teleporter's exit location to show you the destination when you are about to enter it.
When using the underground tunnels, the primary minimap fades out and an underground map for that area shows you your path and the exit locations.
Reworked the invite system in the client to streamline the process. Emails are no longer required, the users will now receive access directly through Steam and Discord/Forum access will be available through the client. The UI will now also group users into three categories: available to invite, already invited, and already have access. This new system will result in less invitations stuck in limbo, and any previous invites that have not already claimed the game will be granted through this system as well.
Hero Sandbox: Added an orb spawner for practicing last-hitting orbs
Hero Sandbox: Added a dummy hero that patrols left and right to practice targeting
Added a checkbox on the startup development dialog to be able to choose to not show it again
Your vision through a Cosmic Veil is now based on your hero position rather than camera position
Adjusted Zipline camera positions for various heroes to help with visibility
Double tap threshold increased from 0.2s to 0.3s
Fixed clicking on the top bar or minimap to change spectate targets being unreliable
Fixed Function keys F1-F5 being broken recently and not spectating team mates
Fixed various abilities not showing the cast preview correctly on the first use Mini Turrets, Quantum Entanglement, etc
Fixed Paradox Swap sometimes putting players behind walls
Fixed Lash's Ground Strike sometimes causing the hero to be stuck for the rest of the match
Fixed Abrams' Charge and Siphon pings not playing the correct VO
Changed camera to more closely track the followed hero angles when watching replays
Player names no longer show up above hero's heads when in replay free-cam mode
Increased post-game time by 1s
Fixed upgrading abilities via hotkeys not working while dead
Fixed dead player minimap icons showing over enemy players who are below street level and over shop icons
Fixed various bugs with Infernus that caused significant lag
Fixed Shrines not having collision
Fixed crosshair sometimes being stuck hidden for Yamato after Flying Strike was interrupted
Added a bunch of new Ivy lines including updated pings, kill lines, etc
Improved mix clarity for game dialog
Improved distinction between orb collect and orb deny sounds
Fixed various cheat/debug commands being accessible
Updated Mo & Krill Combo sound
Updated Mo & Krill Sand Blast cast sound mix
Updated Warden Alchemical Flask impact sounds
Updated Warden Binding Word sound mix for teammates
Updated Pocket Enchanted Satchel cast and delay sounds
Added sleep status sound
Updated Wraith zipline animations
Fixed shop close sounds playing whenever the player enters the radius of a closed shop
Added new visual effects for Lash's Ground Strike
Improved ground impact effects for Ivy's True Form
The client now culls more sounds when they are below a volume threshold
Shortened weapons and abilities volume attenuation over distance
Fixed the console command zoom_sensitivity_ratio affecting both zoomed in and out
Replaced two oil trucks with a new vehicle prop
Fixed Pocket's Cloak being able to tunnel through some ceilings and out of the world
The shooting experience near corners has been improved. Previously if your hero's eyes were obstructed at all, you would be unable to shoot altogether even if a large portion of your body was clearly visible. The check will now be a little more sophisticated and custom per hero, to allow you to shoot if your body is reasonably exposed. A part of this will also involve your hero leaning out a bit if not enough of your model is exposed to enemies.
Teleporters are now in pairs that send you between them to traverse the map horizontally
Removed outer lane teleporters
Added teleporters to areas between lanes one in each quadrant. Total of 6 teleporters.
Old teleport exit location changed to a connection to the street that slopes down to Mid
Rejuv bonus reduced 75% → 50% respawn time reduction
Gun Powerup: Ammo increased +30% → +40%
Reworked the climb-up exit from the Cosmic Veil space on the outer lanes
Moved delivery truck out from the street curb near the underground shop
Moved breakable idols from the street level juke spots to other locations
Replaced some trees on the Amber side with steam vents
Raised the sign on the roof of the garage
Removed the smoke wall from the end of the alleys
Items
Bonus damage reduced 25% → 20%
HP Bonus increased +50 → +65
HP Penalty increased from -40 HP to -50 HP
Base Spirit Damage reduced +70 → +65
Damage required to earn a stack increased 100 → 110
Now gives 1 HP regen
Weapon Damage increased 14% → 16%
Gives +25% Weapon Damage, +12 Spirit Power, and +12% Spirit Armor. When an enemy is above 50% HP, you deal an additional +25% Weapon Damage.
No longer grants +16% Ammo
Now grants +150 Health
Bullet Shield increased 250 → 300
Weapon Damage increased 40% → 45%
Now gives +8% Bullet resistance
Bonus Health increased +125 → +150
Fixed a bug that allowed you to gain weapon damage without firing
Bonus Health increased 100 → 125
Now gives +8% Fire Rate
Weapon Damage increased 70% → 75%
Cooldown increased from 25s to 34s
Weapon damage is no longer conditional on 15m, now always gives +40% Weapon Damage previously gave +45% when close
Now grants +10% Spirit Lifesteal
Regen increased 2.5 → 2.7
Bonus health increased +50 → +70
When consuming at max stacks, replenishes target's stamina fully
Bullet Damage returned increased 70% → 80%
Bonus HP increased +100 → +125
Cast range increased from 30m to 35m
Now grants +1.5 HP Regen
Bonus HP increased +50 → +75
Now grants +75 HP
Pull speed is now 25% faster
Now grants +2 Sprint
Bonus HP increased +100 → +125
Duration increased from 3s to 3.5s
Bullet Resist increased 6% → 8%
Bullet and Spirit Shields increased 185 → 200
Cooldown reduced from 20s to 18s
Weapon Damage increased 6% → 10%
Fire Rate reduced 15% → 10%
Bonus HP increased 500 → 600
Cooldown reduction increased 10% → 15%
Cast range increased from 30m to 35m
Debuff duration increased from 2s to 2.5s
Now provides +30% Degen Resistance reduces anti heal effects by 30%
Spirit Damage increased 30 → 40
Spirit Power duration increased from 18s to 24s
Damage reduced 115 → 100
Spirit Power damage scaling increased 0.98 → 1.25
Bonus HP increased 75 → 100
Spirit Shield increased 150 → 225
Bonus HP increased 125 → 175
Imbued Spirit Power increased +24 → +26
Now has a regular cooldown that is reduced by cooldown reduction
First stack no longer does double amp value
Now passively applies -12% Spirit Resist when dealing Spirit Damage
Cooldown reduced from 220s to 200s
Spirit Resist increased 12% → 14%
Bullet Resist increased 10% → 16%
Buff duration increased from 12s to 15s

Abrams
Fixed Shoulder Charge not stunning the target when colliding with Kelvin's Ice Dome
Fixed some cases where Shoulder Charge did not stun when hitting a wall
Fixed enemies being able to double jump out of Seismic Impact
Shoulder Charge T3 reduced +6.5 → +5.5 Weapon Damage
Seismic Impact damage reduced 200 → 175

Bebop
Bullet Resistance growth per boon increased 2% → 2.5%
Sticky Bomb now prioritizes enemies over allies
Hyper Beam duration now scales with Spirit 0.08
Hyper Beam spirit scaling increased 2.2 → 2.4

Dynamo
Kinetic Pulse width increased from 4m to 4.5m
Kinetic Pulse recharge time reduced from 6s to 5s
Rejuvenating Aurora regen Spirit Power scaling increased 0.4 → 0.5

Grey Talon
Charged Shot collision size reduced by 10%
Guided Owl explosion radius increased from 10m to 12m
Guided Owl cooldown reduced from 120s to 110s

Haze
Bullet damage falloff is now 20% more falloff than default
Can now cast Smoke Bomb while on zipline

Infernus
Fixed Infernus being unable to slide out of Flame Dash
Afterburn T1 and T2 Swapped
Afterburn base DPS reduced 18 → 15
Afterburn T3 DPS reduced 33 → 30
Afterburn spirit scaling increased 0.4 → 0.5

Kelvin
Fixed Arctic Beam not having proper lag compensation
Fixed some cases where Frost Grenade would explode and not hit anyone
Arctic Beam can now be canceled directly by using parry
Frost Grenade cast time reduced from 0.2s to 0.1s
Frost Grenade recharge time reduced from 8s to 7s
Ice Path sprint is now granted immediately on use

Lady Geist
Base sprint reduced 2 → 1

Lash
Base sprint reduced 3 → 1
Ground Strike Damage Per Meter reduced 6.3 → 6.0

McGinnis
Mini Turrets no longer target immune structures
Heavy Barrage cast/aim behavior improved for indoors and close range
Reverted recent melee damage reduction
Fixed Health Nova not working on Mini Turrets when Health Nova was cast by McGinnis
Mini Turret base HP increased +50 → +75

Mo & Krill
Can now reload while burrowed

Paradox
Kinetic Carbine Time Slowed targets that were moving before the time slow will now resume their momentum when time slow wears off
Bullet and Kinetic Carbine projectile speed reduced by 10%
Ammo count reduced 54 → 45

Affliction damage is dealt over 18s instead of 16s same total damage, lower DPS
Enchanter's Satchel T3 changed from Disarms for 2.5s to Applies -40% Fire Rate for 4s

Seven
Static Charge stun duration reduced from 1.25s to 1.1s
Static Charge T3 stun duration reduced from 1.25s to 1.1s
Static Charge T2 radius increased from +5m to +7m
Headshot damage taken reduced by 25%

Vindicta
Flight cooldown reduced 45 → 40
Gun damage growth increased 0.85 → 1.0

Wraith
Card Trick post cast time reduced from 0.5s to 0.2s
Fixed some issues Card Trick tracking that could cause it to orb players or go to the wrong spot

Yamato
Power Slash collision size reduced by 10%
Bullet damage growth increased 0.4 → 0.5







































