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Patch Notes 0.7.8.8 - 12/13/14

General

  • Fixed bug the escape menu not closing properly when hitting escape.
  • Added Lightning Passive.
  • Added juxtapose spell to game.
  • Earth Ultimate changed to Lodestone.
  • Major changes to repel skill. Repel now fires a projectile that causes knockback at its impact location. Repel is a highly effective rocket jump that deals no self damage. Spell classification has changed from a utility spell to a mobility spell.
  • Added netcode optimizations for player spell effects
  • Changed Ice(2) functionality. This ability can now be quick casted for three projectiles, or charged up to fire one large ice bolt
  • Added spell effects for Lodestone (earth ultimate) summoning and Lodestone explosion.
  • Minimum projectile explosion falloff damage changed from 40% to 60%
  • Changed juxtapose projectile lifespan from 5 seconds to 4. Juxtapose projectile max travel distance reduced from 2000 to 1600.
  • Changed the charge effect on fireball. Charging fireball now increase the size and damage radius of the projectile while slowing its travel speed.
  • Capture Points changed, instead of a flag there is now a particle system in place to represent the current capture standing of a point
  • Nature(Q) indicator added to display where it will hit before it is retriggered.
  • Reduced the momentum transfer on Fire 3 (Magma Bomb).
  • Reduced the momentum transfer on mobility spell Repel.

The Pass:

  • Changed layout on path from center to #1 Control Points.
  • Changes to cover around #3 Control Point.
  • Fixed lighting in various areas.

Breach:

  • Blockout pass completed using new custom meshes to create the new “Slums” environment.
  • Increased playable area throughout entire map by leaving more space underneath walkways and in other places.
  • Changed layouts around both #1 Control Points and Final Spawn point by increasing the defenders advantage.
  • Changed layout around #3 Control Point by removing mirrored building platforms and increasing height of center buildings.

Inner City:

  • Changed layouts around both #1 Control Points and Final Spawn point by increasing the defenders advantage.
  • Changes to the #3 Control Point building. Removed lower entrances and made side entrances enter building on the 2nd story. Many changes to windows throughout the building. Increased area of front balcony and removed edge.
  • Removed various alternate flanking paths and alleys in order to better funnel players together and prevent excessive flanking without using a movement spell and/or being seen.
  • Various lighting fixes.
  • Changed layout around Magnus #2 Control Point to balance it better with Validus #2 Control Point. Removed/changed cover and made certain paths wider.

Market:

  • Removed alternate paths from #2 Control Points to #3 Control Point and/or Raised platforms.
  • Moved #2 Control Points away from #3 Control Point and changed layout around #2 Control Points for balance and defenders advantage.