
A boss now rules the side-lane pit, Quu wellsprings open on both flanks, and TinkerKlock joins the roster with a nest of turrets. On top of that: chat, a big animation pass, weapon fixes and a full balance round.
New boss — Tyrant Lumos
A neutral boss now rises in one of the two side-lane pits (the other pit stays empty for now). Tyrant Lumos first appears at 5:00 and returns 5 minutes after each death. You get a 30-second warning in the system log, and it is marked on the minimap while alive.
It grows with the match. Health: about 19,900 at minute 5 → 30,500 at minute 10 → 54,000 at minute 20 → 80,500 at minute 30. Its damage scales with how durable players are at that minute. Its level is fixed when it spawns, so a fight in progress never gets harder.
It is a shooter boss: you beat its attacks with positioning, not strafing.
Radiance: everyone in the pit it can see takes a small hit every second. Cover stops it.
Lance: a 1-second charge, then a beam swept across the pit as a wall of light. You cannot jump it. Break line of sight behind the pillars, or hug the Tyrant where the sweep is slow.
Slam: both arms up, then a shockwave across the whole pit floor with a knock-up. Jump as it reaches you; the gallery is above it.
Seeker orbs: slow homing orbs, two per challenger. Outrun them or lead them into a wall.
Enrage below 30% health: every attack comes about a third sooner.
It never leaves the pit. Only heroes inside the pit hold its attention: shooting it from outside does nothing lasting, and after 5 seconds with nobody inside it regenerates about 8% of its health per second, back to full in ~12 seconds, and calms down. You cannot snipe it, and you cannot leave it half-dead and come back later.
Rewards go to the whole team that lands the killing blow: 150 XP (+15 per minute of match time) and 200 gold (+20 per minute) each, a burst of unowned gold anyone can grab, and Quu Dominion.
Quu Dominion: for 3 minutes your shots push the Quu 60% harder at minute 5, up to 120% harder late. Only teammates alive at the kill receive it, and you lose it when you die.

New — Quu Wellsprings

Two wellsprings now open on the map, one on each flank between the mid hall and the side lane, first at 2:00. Each sits in the open, just inside a narrow hall doorway the Quu barely fits through. Roll the Quu into an open wellspring and keep it there with at least one of you standing inside.
While it drains, every player in the wellspring gains XP worth one level per minute, and the Quu throws out 300 gold per minute as nuggets that belong to whoever picks them up.
Each opening holds 90 seconds of draining, then the wellspring runs dry and closes for 3 minutes — both are announced in the system log. It is a big, finite reward, not a farm you can sit in. If both teams are standing in it, XP is halved until one side is cleared out.
An open wellspring is a wall of emerald light with rings running across the floor; while it drains, the wall breathes and the rings run inward. Opening is announced and shown on the minimap. Draining is not: a Quu that is being farmed pulses and beats like a heart, and that is your only tell. If you cannot see the Quu, go and find it.
New hero — TinkerKlock
Manipulator
A scrap-tech engineer who fights from a nest of his own making. Lowest health in the roster and a modest gun of his own — his turrets are the rest of his damage.
Placeholder look until his model arrives: a brass steampunk diving helmet over a verdigris-and-gunmetal body.
Health 165 (+42 per level), Armor 100, Damage 13 (+2.8 per level), Move Speed 790 (+3 per level).
Klock Turret (Ability 1): hold to aim a spot on the ground, release to place a turret that locks on to the nearest enemy it has a clear shot at within 1,200 / 1,250 / 1,300 / 1,350 / 1,400 range and fires every 0.8s. A red targeting beam runs from the turret to whoever it has picked — thin and flickering while it locks on, solid once it is firing, with a lock-on tone — and every player sees it, so everyone knows who a turret is shooting at. It shoots any enemy with health — heroes first, then summons, deployables and other turrets it can hurt. Destroying one pays the killer 5 XP (split with an assist) and drops 10 money for their team; one that expires or is replaced pays nothing. Each shot deals 6 / 11 / 17 / 23 / 30 + 50% of your Damage, worked out from your stats at the moment it fires — an item bought later upgrades turrets already standing. Turret health is 140 / 200 / 270 / 350 / 440 + 35% of your max Health (turrets have no armor pool). Shots knock back harder the more Health and Armor you have. Holds 1 / 2 / 3 / 4 / 5 charges (one per rank): every charge in hand is a turret you can place right now, and spent charges come back one at a time, 16 / 15 / 14 / 13 / 12s each — a full stock is five turrets back to back, then five cooldowns to refill. Ranking up adds an empty charge that starts filling while the ones you have stay usable. As many turrets can stand at once as you can hold charges (placing another retires the oldest); each lasts 30 / 32 / 34 / 36 / 38s.
Klock Turrets are also wards. Each one clears your team's minimap fog and keeps every enemy within 1,500 / 1,550 / 1,600 / 1,650 / 1,700 of it revealed to your team — stealthed enemies included, which breaks their stealth — and it shoots what it reveals.
Home Ground (Ability 2, passive): within 650 / 700 / 750 / 800 / 850 of one of your turrets you regenerate 3 / 5 / 7 / 9 / 12 Health per second plus 0.8% of your max Health per second. Does not stack per turret.
Confusion Contraption (Ability 3): hold to aim, release to lob a grenade up to 1,500 away. When it lands, enemies within 380 / 400 / 420 / 440 / 460 who are not behind cover are silenced for 1.25 / 1.5 / 1.75 / 2 / 2.5s. The landing zone is drawn on the ground for everyone while it is in the air. Cooldown 22 / 20 / 18 / 16 / 14s.
Tinker Thoughts! (Ultimate): upgrades the turret you are looking at. Every cast applies the next upgrade in turn, at every rank — MegaMode (×1.4 / 1.55 / 1.7 damage, fires 43% / 54% / 67% faster and gains 150 / 250 / 350 Health for 10 / 11 / 12s), then DropMode (for 10 / 11 / 12s, a stunning shot is loaded every 4s, the first one immediately — three stuns per cast at every rank; each stuns for 1 / 1.25 / 1.5s, a target stunned by any of your turrets cannot be stunned by them again for 3.5s, and a yellow charge crackles at the muzzle, and the dot on its target turns yellow, whenever a stunning shot is loaded), then ShieldMode (a barrier that stops shots stands between the turret and whatever it is aiming at for 8 / 10 / 12s, turning with its aim while it keeps firing through it; enemy fire breaks it after 350 / 600 / 900 + 30% of your max Health in damage, and shots from your own team never hurt it), then MegaMode again. Rank makes each mode stronger; it never decides which one you get. Holds 1 / 2 / 3 charges that come back one at a time, 60 / 50 / 40s each.
Turrets can be shot and destroyed, need a moment to lock on before their first shot, and lose their lock when you break line of sight. Stealth does not hide you from one. They never block movement or the Quu.
Ground-targeted abilities now show a placement indicator: a ring that follows your crosshair along the ground, turns red where the spot is not allowed, and marks your maximum range around you.
Overhead health panels now only show what the thing actually has: no armor bar on something with no armor stat (a hero whose armor has been shot away still shows an empty one), no level chip on something with no level, and a thin white bar under the health bar that drains as a timed unit's lifetime runs out.
Shields with health can now be broken by damage. Ru'un's Shield Wall is unchanged (it has no health and cannot be broken).
A Klock Turret whose target is behind an enemy shield now fires at the shield instead of holding fire, and wears it down like any weapon would. A loaded DropMode stun is not spent on a shield.
Map turrets now shoot any enemy with health in range, not only heroes: summons and deployables such as Klock Turrets are fair targets. Heroes still come first — a hero stepping into range pulls the turret's fire off a summon immediately.
Anything that is not a hero can now pay a bounty when killed, by the same rules as a hero kill: XP to the player who killed it, split 50-50 with an assisting player; a kill no player had a hand in (a map turret on its own) pays nobody; nothing for destroying your own team's things; money is dropped where it died for the killing team.
Ability slots can now show a small state badge in their top-left corner. TinkerKlock's ultimate uses it to show which upgrade the next cast applies (MegaMode / DropMode / ShieldMode), on cooldown or off it.
Abilities that hold charges now show the number in hand on their ability slot, with a ring that fills as the next charge comes back. The slot only shows its normal cooldown once every charge is spent.



Weapons
Weapon damage multipliers now apply to shots and projectiles only. Hero abilities scale with your own Damage and no longer change with the gun you are holding. Before this, a Railgun multiplied ability damage by 8 (and a Shotgun halved it).
Damage from items is now scaled by your weapon like the rest of your shot damage, so a Damage item gives the same percentage of extra DPS on every weapon. Before, flat Damage was worth roughly 30 times more DPS on a Link Gun than on a Railgun, and the Shotgun applied it in full to every one of its 10 pellets.
Weapon multipliers are unchanged: Machine Gun ×1, Rocket Launcher ×1.5, Railgun ×8, Shotgun ×0.5 per pellet, Link Gun / Plasma Gun / Grenade Launcher ×0.6.
Animation
Hit reactions: heroes and training dummies now flinch when they take damage. Bigger hits flinch harder, and a hit from behind looks different from one in front. Heroes with more Knockback Resistance flinch less. A flinch never moves your aim — your gun stays on the crosshair.
Weapons are now held by the hands, not baked into the animation. Your gun points exactly at your crosshair in first person and stays steady while you run instead of bobbing with your stride. Before, the held pose pointed the gun about 12° up and 8° right of your aim.
In third person, other players' guns now sit clear of their shoulder and head instead of clipping into them. The Link Gun is held bullpup-style.
New weapon kickback: firing now kicks the gun back through the arms.
Fixed a pop in the running animation when moving diagonally.
Small fixes to ability animations.
Fixes
The Quu's ambient energy sparkles now appear in real matches. They were missing from packaged builds and only showed in the editor.
Fixed levelling up silently removing your weapon's damage multiplier until you re-equipped a weapon.
Shots now land exactly on your crosshair. Every hit check was running about 18 cm below it.
Tracers now start at your gun's muzzle instead of your eyes, and projectiles now fly to whatever your crosshair is on instead of parallel to your view. Six of the seven weapons also fired their muzzle effects from your hand; they now come from the barrel.
UI updates
Chat is here. Party chat in the lobby, Team and All chat in matches.
T: party chat in the lobby, team chat in a match
Y: All chat
Enter: reopen the last channel you used
Team messages only ever reach your own team. Team lines play a soft whoosh, All and party lines a chime — your own messages too, so you know they went through.
Every chat line now shows the in-game match time it was sent at, e.g. [12:34][TEAM] Name: text. System lines (objectives, joins) are stamped too. Lobby / party chat outside a match has no stamp.
Hero balance — Ru'un
Health: 230 (+55 per level) → 270 (+74 per level)
Armor: 100 (+5 per level) → 130 (+9 per level)
Damage: 13 (+3 per level) → 13 (+2.6 per level)
Hero balance — Rogue
Health: 180 (+55 per level) → 175 (+46 per level)
Damage: 15 (+5 per level) → 15 (+3.6 per level)
Behind You: base damage 20 / 26 / 30 / 35 / 55 → 45 / 75 / 105 / 140 / 180, Damage scaling 100% → 120%
Short Circuit: total damage 20 / 45 / 120 → 120 / 220 / 360, Damage scaling 100% → 200%
Item balance
Damage stacked too well: six damage items took DPS from ~735 to ~2,900 and killed a fully tank-built Ru'un in about a second. Damage is now pricier per point, Attack Speed is worth buying, and defensive items give more.
Honed Bit: +15 → +7 Damage
Chamber Edge: +45 → +20 Damage
Serrated Driver: +26 Damage, +0.06 Attack Speed → +13 Damage, +0.09 Attack Speed
Deadeye Scope: +12% Crit, +20 Damage → +13% Crit, +9 Damage
Executioner's Mark: +28 Damage, +0.05 Attack Speed → +13 Damage, +0.06 Attack Speed (Crit unchanged at +20%)
Overload Matrix: +45 Damage, +0.10 Attack Speed → +22 Damage, +0.11 Attack Speed (Armor Penetration unchanged)
Cycler Spring: +0.04 → +0.06 Attack Speed
Overclock Feed: +0.12 → +0.18 Attack Speed
Vector Governor: +0.03 → +0.05 Attack Speed
Cell Weave: +180 → +200 Health
Alloy Plate: +110 → +125 Armor
Bulwark Frame: +350 Health, +200 Armor → +400 Health, +240 Armor
Vital Mesh: +550 Health, +320 Armor → +620 Health, +370 Armor
Aegis Bastion: +480 Health, +400 Armor → +540 Health, +460 Armor
Kinetic Anchor: +40% → +30% Knockback Resistance (Armor stays +130)
Ballast Core: +5% → +12% Knockback Resistance
Stabilizer Field: +10% → +35% Knockback Resistance, 1,400g → 1,100g
Tell us what you think — especially about the Tyrant fight and TinkerKlock's turrets.
