Content
Item Shop
Item art is here! Every legendary item and consumable now has their own unique individual artwork done by Jayofflane. This will be placeholder artwork till we are able to create our own high fidelity item art in the future. The rest of the basic item art is still in the works and will be added to the game once they are completed. View the current item art we have in game by going to our website: https://www.playfault.com/items
Voracious Steel
Name changed to Devourer’s Blade.
King’s Castle
Name changed to Bloodlust Sabre.
AI Ammunition
Name changed to Tyche’s Firecannon.
Full Metal Jacket
Name changed to Doomsbringer Rifle.
Tungsten Rounds
Name changed to Infernal Gunblade.
Plasma Blade
Name changed to Gravedigger’s Crossbow.
Adrenaline Boost
Name changed to Adrenaline Shot.
General
Gameplay
Prime Buff
Prime buff now grants allied minions within 2000 units 200 energy and physical armour, 150 movement speed and 20% extra damage. A VFX now occurs on minions that have this buff.
Lane Minions
A new Pushing Mechanic has been added to lane minions. Lane minions gain increased damage and damage reduction for teams that have a higher average hero level than the other team and for having more towers destroyed in a lane. This effect compounds together to have an increasing effect the more advantage a team has.
This serves two purposes. When teams have an advantage in lane and in experience, lanes will more easily push into enemy territory and help in quickening any hard pushes and tower sieges, meaning smart strategic team choices are more easily rewarded. Conversely, this also allows teams that are at a disadvantage in lane and in experience farm in lane more safely given that lanes will more easily push against them, requiring less advantaged lanes to position more safely when farming and catching up.
Heroes
Attack Speed Scaling
All heroes now have attack speed scaling, meaning that there is a direct way to balance how different heroes interact with attack speed.
This will be an invaluable tool to balance how heroes interact with attack speed, especially those that are and are not meant to scale with attack speed, ie carries vs support.
Hero Growth Stats
Heroes now gain growth stats slower in the early game and faster in the late game. Heroes begin and end with the same amount of stats, but the journey from start to finish is different.
When heroes gain a flat amount of stats for each hero level, this flat effect has a different relative effect in the early game than it does in the late game. If a hero gains 80 health level 2 and has a base of 550, than they gain a 14.5% boost to their health, whereas if they’re level 16 going to 17, that gain is instead a 4.6% effect. While this relative effect is suppose to decrease as the game progresses, reducing this discrepancy will help each level up feel more equal in their relative impact and keep level discrepancies between players more competitively healthy.
Map
Red Jungle
The rear most jungle camp in the red jungle has been removed.
Currently, the gold and experience for each quadrant of the jungle was heavily favoring the red side jungle. So, to even out this discrepancy and slightly reduce overall gold and experience in the jungle, we are removing the backside camp in the red side jungle. Hopefully this should remove the notion of a “strong side” of the jungle and enable vertical jungling as a viable jungle strategy.
Optimization
Bug Fixes
General
Fixed an issue with game timer not syncing properly after reconnecting to a game.
Map
Blue buff and siege minions now have the proper amount of energy armour.
Items
War Aegis
Fixed an issue with Steel’s Shield Charge (Q) knocking back enemies with War Aegis active.
Aspects
Beast Hunter
Properly adds the correct power and health when gaining stacks.
Heroes

Sparrow
Inner Fire (R): Fixed an issue not allowing Sparrow to properly stack Relentless passive.

Steel
Shield Charge (Q): Fixed an issue allowing stuns to work while unstoppable.

Dekker
Ion Bot (E): Should now properly show the VFX during the first use of a match.

Boris
Bear Necessities (E): Unstoppable now lasting the correct amount of time instead of the full duration.
Blood Tracker (Q): Fixed an issue with Blood Tracker giving movement speed after killing the marked enemy hero.
Balance
Items
Goblin Glue
Changed item tree to build out of Health instead of the Attack Speed tree.
Faction color changed from Purple to Green.
Titan’s Maul
Gold cost changed from 1750 to 2000.
Physical Power increased from 25 to 30.
Health decreased from 375 to 350.
Heroes

Boris
Maul (RMB):
Base Basic Attack Damage from 90/105/120/135/150% to 70/80/90/100/110%
Blood Lust (Passive):
Bonus Basic Attack Damage per Missing HP from 0.1/0.2/0.3/0.4/0.5% to 0.1/0.15/0.2/0.25/0.3% (Self and Targeted Hero)
Boris became unBEARable after the QOL changes and buffs in patch 0.5.1. Taking out some of the damage in both his passive and RMB should hopefully bring everyone's favorite bear back inline with the rest of the heroes.

Dekker
Ion Bomb (Q):
Mana cost reduced from 90/100/110/120/130 to 75/85/95/105/115.
Ion Bot (E):
Mana costs reduced from 90/105/120/135/150 to 80/90/100/110/120.
Ion Boosters (RMB):
Mana cost reduced from 50/60/70/80/90 to 50 at all levels.
