Source: Steam Community (opens in a new tab)
Gameplay
lana rework
- no more hot/dot, instead basic attacks against enemies charge a buff, increasing your next AA healing
- R now embeds light in the target, healing or damaging them on your next AA and bouncing the light
- F now channels multiple flashes of light in the target location, healing and dispelling allies, blinding enemies
dandra rework
- Q is now the old E, rooting enemies if they are hit multiple times
- W no longer heals
- E creates a large garden of thorns, running over them will heal allies and bleed+root enemies
peipei update
- W can now cast at allies directly (unit target) or in a direction, ignoring allies and knocking up the first enemy hit
- E now instantly polymorphs the target, and polymorphs nearby enemies when it expires
tayji rework
- R once again manually spawns eyes, they will charm nearby enemies
- Can be sacrificed to shield allies and grant on-hit damage
- F is now a long-range AOE shield+buff for allies and reveals enemies
voltez update
- P no longer paralyzes, instead ability damage marks enemies and AAs against a marked target will zap all marked enemies
- R now longer charges while casting, instead it is reactived to deal damage after landing. it charges up while on the ground to deal extra damage and paralyze.
alrahim rework
- P now charges up by dealing damage, granting you a shield and damaging fire storm
- R now fires a big pillar in front of you for extra damage, and three smallers ones that knock back
- W now grants instances of CC immunity while channeling
- E can now be casted multiple times, sending phoenix fire forwards that damages enemies and dispels allies
uzai update
- P grants a strong burst of attackspeed when something you control dies
- R can now be bounced in a straight line, and leaves behind a zones in which enemies take extra damage from your AAs
- F will now throw the grabbed target in front of you after it has been dragged to you (barrel version works as before)
qel passive update
- pushing enemies damages them
- pushing allies now grants them bonus damage on their next AA
synestra update
- spells now switch to stealth version no matter the reason for the invisibility
Other
- removed many unintended instance of rage generation
- controlled items like scythe now prioritize retainers
- towers now reset their attack timer when switching targets, making lasthitting slightly easier
- rudra now only generates critical charges from the primary attack, but if the primary attack crits so do all bounces
Systems
- added "sticker" system, overhead display
- shards are now team wide, shrines require all shards at once to activate
- blindpick with bans has been added as a gamemode
- health restore spells and effects are now split between healing/regeneration categories, fixing various unintended interactions
- on-hit effects now only apply to the primary target for various spells
- rate limits have been introduced for pings, emotes, chat and stickers
- added damage stats for everburn, ignition wand, goggles, hortax and thundercore
Visuals and Tech
- Dreamfall Grove lighting has been updated [WIP]
- Dreamfall Grove music updated
- added cloud shadows to Dreamfall Grove
- loading screen backgrounds updated
- full item shop UI now available in the info center
- added a mana reg indicator to the UI
- new icon for trainees knife
Bugfixes
- fixed cc from allies flashing your screen
- fixed omnu ult teleport cd missing
- fixed ampwrecker and it now works on all nearby towers
- fixed loading screen text sometimes overlapping players
- fixed buffs overlapping with skillup buttons
- fixed wavebinder being able to pull enemies shielded by an enemy wavebinder
- fixed ancient cup tick calculation
- fixed ancient cup charges not showing
- fixed some more ping issues related to units
- fixed recommended items randomizing on every inventory change
- fixed really fast mousewheel zooming for some mouses
- fixed build tree not properly displaying owned-item marker
- fixed recommendation containing items with unique effects we already own
- fixed a rare issue that could cause energyusers to be unable to cast 0 cost spells
- fixed cannon minion spawning on 2nd wave at the start of the game
- fixed jungle camps not losing patience when their target turns invisible
- fixed vessel ability tooltips displaying wrong cost
- fixed "attack when idle" sometimes not working
- fixed boss monsters being permanently revealed after attacking them once
- fixed various issues with the "/switch" cheat, like UI elements not resettings and not respawning
- fixed death advanced tooltips not showing properly
- fixed emotes playing while game is paused
- fixed attackspeed stat display being wrong
- fixed respawn timer not resetting when getting rezzed
- fixed reource cost changes not showing in ability level up tooltips
- fixed bloodstone not prompting tower aggro when binding to enemy
- fixed begging for alms triggering from clones
- fixed various issues with tooltips