0.14.0

The anticipated patch 0.14.0
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GENERAL

Website

  • Item page disabled until further notice.
  • New hero pages are live

CONTENT

AI Game Mode

Solo vs PVE and Co-op vs PVE game modes will now be available for players. In Solo vs PVE, players will be able to queue up with themselves or a part of premade players, filling up any empty spots with AI. Coop will use Fault's matchmaking system to fill in any missing party slots with other players also looking to queue up and play with others against AI.

New accounts will now have to play PVE Game Modes until they are level 5, at which point they will unlock PVP. This is aimed towards helping new players learn the basics of Fault without having the additional stress of having to play against other players looking to play in a more competitive environment.

Heroes

NEW: Phase

Phase is our second support caster to Fault and is meant to be focused on protecting single allies while also having two unique mechanics; a link and a blind. Not only that, but she also has an expanded sphere of influence and can use her link on enemy heroes as well, expanding her gameplay options beyond being a more passive support caster. Positioning is key with Phase, both offensively and defensively, while making smart tactical decisions to engage in sustained engagements that are advantageous will be crucial for her success.

Base Stats
  • Health: 495 (+76)
  • Health Regen: 1.4 (+0.12)
  • Mana: 315 (+47)
  • Mana Regen: 2.3 (+0.16)
  • Attack Speed: +0.45
  • Attack Speed Scaling: 45%
  • Physical Armour: 27 (+3.4)
  • Energy Armour: 29 (+0.45)
  • Movement Speed: 550
  • Basic Attack Damage: 55 (+2.8)
  • Basic Attack Cooldown: 1.15

Psychic Attunement (Passive)
  • Passive: Gain stacks of 1 Health Regen and 0.5 Mana Regen whenever casting abilities or damaging enemy heroes, stacking 10 times. Stacks last 5 seconds. Basic Attacks on enemy heroes grant 1 stack, casting abilities grant 2 stacks and damaging enemy heroes with abilities grants 1 stack. Can only occurs once per ability.
Psychic Eruption (Q)
  • Active: Phase blasts a flare of energy in a 400 unit radius around herself and any linked hero dealing 80-260 (+60% energy power) Energy Damage. 14/13/12/11/10 second cooldown. Enemy heroes around Phase are also blinded for 1/1.2/1.4/1.6/1.8 seconds. Costs 80/90/100/110/120 mana.
Psychic Lance (E)
  • Active: After a 0.5 second delay, Phase channels a 2000 unit long beam of psychic energy for 2.5 seconds. The beam deals 10/14/18/22/26 (+7% energy power) every 0.25 seconds (100/140/180/220/260 +70% energy power total) and each instance of damage adds a 5% Movement Speed Slow for 0.8 seconds, stacking additively. If 8 stacks of Slow are reached, the slow duration is increased to 1.5/1.75/2/2.25/2.5 seconds.
Psychic Link (RMB)
  • Active: Phase links with a targetted ally or enemy hero within 1800 units, creating a Psychic Link between Phase and the hero. Grants allies her health and mana-regen, and deals Energy Damage to linked enemy heroes equal to the sum of her health and mana regen (+5% Energy Power) every 0.5 seconds. If already linked, reactivating Psychic Link will pull the linked Ally to Phase. Lasts indefinitely on an ally or up to 3 seconds on an enemy hero. Stuns enemy heroes for 1/1.2/1.4/1.6/1.8 seconds at the end of its duration. The Link has a maximum range of 2200 units.
Psychic Overload (R)
  • Active: grant 60/80/100 Attack Speed, 50% Cooldown Reduction and 10 (+30% energy power) Mana Regen to Phase and linked allies for 8/10/12 seconds. Gain 30% Decaying Movement Speed for 3 seconds on activation. Linked enemies are debuffed for equal amounts of Attack Speed and Movement Speed, but not Mana Regeneration or Cooldown Reduction. Enemies also take Energy Damage equal to the sum of Phase's Health and Mana Regen every 1 second. Duration is halved for enemies.

Phase Wallpapers:

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UI Overhaul

REVAMPED: Main Menu

UPDATED: Loading Screen

NEW: Mastery Screen

Other Screens

  • UPDATED: Draft lobby
  • UPDATED: Learn screen
  • NEW: Role selection screen
  • NEW: Transition screens

Mastery

Mastery System

Mastery System is a new aspect in Fault that allows players to gain experience and earn rewards through the heroes they love playing the most. The Mastery System is hero-specific, so each individual hero will keep their own leveling system and rewards gained. The Mastery System unlocks once the hero is purchased for either Matter or Coins.

Players start in Bronze and make their way up through Silver, Gold, and Diamond before eventually hitting Master tier. Each tier has 10 levels, with the Mastery System capping out at Master tier Level 10. Experience is still earned and tracked after Master level 10 and will be shown in a future patch. Experience is gained through in-game playtime, with a player's performance also being weighed into the final amount of experience earned.

Rewards

  • Tier Specific Skins (Unlocked at the start of each new Tier)
  • Mastery Boarder (Displayed in Loading Screen)
  • Mastery Level (Displayed in both the Main Menu and Loading Screen)

Skins

NEW: Gideon Astronaut

Wallpaper 1:

1k Wallpaper
2k Wallpaper
4k Wallpaper

Wallpaper 2:

1k Wallpaper
2k Wallpaper
4k Wallpaper

GAME MECHANICS

Aspect Effects

Beasthunter

Effect One
  • REMOVED: Receive reduced damage from jungle monsters
  • NEW - Juggernaut: Permanently gain 10% Endurance and slow resistance. Gain more Endurance when losing health, up to a maximum of 20% additional Endurance when at 30% maximum health.
Effect Two
  • REMOVED: Gain physical power and health from monster kills
  • NEW - Pelt Collector: Minion and lesser monster kills permanently grants 0.15 Physical Power or 0.25 Energy Power (Adaptive) and 1.2 Health, stacking 100 times. Large and epic monsters grant 3 stacks. Reaching max stacks grants 5% movement speed when out of combat.

Rook

Effect One
  • REMOVED: Slows are 50% less effective
  • NEW - Resurgence: Taking 5% of your max health in damage within 2 seconds increases Physical and Energy armour by 10% for 6 seconds. Can only occur once every 30 seconds.

Titan

Effect One
  • REMOVED: Not taking damage for 12 seconds grants a shield for 5% of your maximum health
  • NEW - Reactive Rejuvenation: After taking damage from an enemy hero, gain health regeneration equal to 0.5 (+0.1% of your missing health) for 10 seconds. Subsequent attacks refresh the duration.
Effect Two
  • REMOVED: Receive 0.5% of bonus health as physical and energy power
  • NEW - Titan: Receive 1% of bonus health as adaptive power.

Rogue

Effect One
  • REMOVED: Pass through minions
  • NEW - Vengeance: Damaging an enemy hero 3 times within 3 seconds deals 30-180 (based on level) (+40% Physical Power) (25% Energy Power) bonus Physical or Energy damage (adaptive). 25 second cooldown.
Effect Two
  • REMOVED: Not attacking for (20 - level) seconds grants 100% crit chance for one attack
  • NEW - Rogue: Your next basic attack deals bonus physical damage equal to 3-6% (based on your hero level) of the target's maximum health. 18 second cooldown.

Hunter

Effect One
  • REMOVED: Last hits on enemy minions heal for 12 health
  • NEW - Vanquisher: Damaging enemy heroes grants 1.2-3 Physical or 2-5 Energy Power (Adaptive) for 6 seconds, stacking up to 10 times. At maximum stacks, gain 3% movement speed.

King

Effect One
  • REMOVED: Gain an additional 6 gold on lane minion kill if an ally is within 2000 units
  • NEW - Multi-kill: Permanently gain 4 bonus attack speed. Gain 2 additional attack speed for every 20 CS and 2 more attack speed for every hero kill. Maximum of 20 additional attack speed.
Effect Two
  • REMOVED: Receive 5% bonus gold on hero kills and assists
  • NEW - Desperation: Gain 1.5-2.5% (based on level) of total basic attack damage as physical power for every 10% of your missing health.

Ace

Effect One
  • REMOVED: Gain 5% increased basic attack range
  • NEW - Burst of Aggression: The next basic attack against an enemy hero shreds 4-8% (based on level) physical armour for 5 seconds. 20 second cooldown.
Effect Two
  • REMOVED: Gain 30% additional critical damage
  • NEW - Healing Bounty: Last hits on enemy minions Heal for 12 Health.

General

AOE Aiming Update

  • Aiming AOE abilities such as Gideon's Cosmic Rift should be more fluid when trying to aim through walls and up surfaces such as staircases.

Healing Modifier Changes

Healing was previously being affected by only one modifier, limiting how healing could be affected through buffs, debuffs and gameplay effects. There are now two healing modifiers in Fault geared towards modifying healing that is oncoming onto a target and healing that is outgoing from a target. For example, Siren’s Call now only affects a target’s outgoing healing and shielding.
Incoming Healing
  • Healing that increases effects such as Lifesteal, SpellVamp, and Health Regeneration.
Outgoing Healing
  • Healing that increases Outgoing Healing effects, such as Narbash’s Song of My People.

 

Movement Speed Slow Change

  • Currently, all negative modifiers for Movement Speed in the game are able to stack on top of each other, resulting in certain interactions such as Gadget's kit being able to almost root players in place. To combat this, Movement Speed Slows will only have the largest effect reduce a players Movement Speed at one time. Once the largest Slow falls off, the next largest will be applied.

Items

NEW: Fate’s Gunblade

  • 55 Physical Power
  • 15 Flat Physical Penetration
  • 35 Energy Armour
  • 3000 Gold
  • Unique passive - Grants a spell shield that blocks the next enemy hero ability, item effect or monster ability. This shield refreshes after 60 seconds.
  • Builds out of a Shadow Strike and Sharpened Shiv.

NEW: Sword of Souls

  • 55 Physical Power
  • 15 Flat Physical Penetration
  • 2700 Gold
  • Unique passive - Gain 0.6 Physical Power per Stack, Stacking up to 75 times. Minion kills grant 1 Stack while Hero Kills/Assists grant 5 Stacks. At Maximum Stacks, gain 10% Bonus Physical Power.
  • Builds out of a Shadow Strike and Serrated Bayonet.

NEW: Magus Siphon

  • 75 Energy Power
  • 200 Health
  • 300 Mana
  • 2900 Gold
  • Unique passive -Gain 0.6 Energy Power and 4 Health per stack, stacking up to 75 times. Lesser monsters and minions grant 1 stack while large and epic monsters and hero kills and assists grant 5. At maximum stacks, Basic Abilities have their mana cost reduced by 10%.
  • Builds out of a Mana Matrix and Conjurer’s Tomb.

NEW: Demon Sword

  • 40 Physical Power
  • 400 Health
  • 10 CDR
  • 2800 Gold
  • Unique passive - Hitting an Enemy Hero with a basic attack or ability Shreds their Physical Armor by 5% for 6 seconds, stacking up to 6 times. Gain Omnivamp when attacking a target with max stacks, healing the wearer for 15% of all damage they deal.
  • Builds out of a Light Harvester and Titan’s Maul.

NEW: Mana Shard

  • 200 Mana
  • 500 Gold
  • Unique passive - Quest: Obtain 1 stack from killing minions and lesser. Large and epic and hero kills and assists grant 5 stacks. Max 100 stacks. Gain 7.5 Mana per stack. Stacks carry into Mana Focus.
  • Has no components.

NEW: Mana Focus

  • 50 Energy Power
  • 500 Mana
  • 10 CDR
  • Unique passive - Focus: Receive 1.5% of Max Mana as Energy Power.
  • Unique passive - Quest: Obtain 1 stack from killing minions and lesser. Large and epic and hero kills and assists grant 5 stacks. Max 100 stacks. Gain 7.5 Mana per stack. Once at max stacks, evolves into Mana Lens.
  • 2600 Gold
  • Builds out of a Mana Shard, Power Cell and Inspiration.

NEW: Mana Lens

  • 50 Energy Power
  • 1250 Mana
  • 10 CDR
  • Unique passive - Focus: Receive 3% of Max Mana as Energy Power.
  • Obtain 1 stack from killing minions and lesser monsters. Large and epic monsters and hero kills/assists grant 5 stacks. Max 100 stacks. Gain 7.5 Mana per stack.
  • Evolves from Mana Focus.

NEW: Knight’s Battleplate

  • 350 Health
  • 30 Energy Armor
  • 30 Physical Armor
  • Unique active - Gain a shield equal to 100 + (20% Maximum Health per Passive stack) for the next 3 seconds. During this time, your own damage output is reduced by 50%. Cooldown = 60 sec.
  • Unique passive - For every nearby enemy hero within 1200 units, gain 8 Energy Armor and 8 Physical Armor.
  • Builds out of a Bark Skin and Safeguard Bracelet.

NEW: Shield of Mirrors

  • 25 Physical Armor
  • Unique passive - When affected by a basic attack, deal 5 Energy Damage to the attacker.
  • Builds out of a Force Shield

NEW: Thornshield

  • 300 Health
  • 60 Physical Armor
  • 15 Cooldown Reduction
  • 2800 Gold
  • Unique passive - Wearer reduces the critical strike damage bonus from all critical strikes received by 20%.
  • Unique passive - When affected by a basic attack, deal 12% of your total Physical Armor as Energy Damage to the attacker.
  • Builds out of a Shield of Mirrors, Bark Skin, and Impact Absorber.

Map

Visual map updates

This map visual update is just the initial step to making Exodus a more immersive place to fight. More visual improvements and optimizations will continue to come in future patches.

Gameplay

Lane Markers
  • Lane markers will now appear that will guide you from your spawn point along the lane that corresponds with your selected role.

Structures

Outside Lane River Geometry
  • The middle of each outside lane where it meets the river is now a depression instead of a hill, similar to the mid-lane.
Mid Lane River Platforms
  • Two additional platforms have been added to the mid lane around the river on the red jungle side of each lane.
Rear Red Jungle Platforms
  • Two additional platforms have been added to the rear of the red jungles.
Blue Buff Platforms
  • A ramp has been added to the rear of blue buff, allowing players to walk off the back side of blue buff.
  • The stairs that previously granted access to the rear side of blue buff has been replaced with a platform with two ramps.
Blue Jungle Platforms
  • The platform that had stairs and a statue has been slightly rotated and altered to have only a ramp.
  • The pathway from blue jungle to the off-lane now features a staircase granting access to the jump through into the river.
Raptor Pit & Gold Shrine
  • The Raptor Pit and Gold Shrine is now a mirror image of the Helix Pit and Green Shrine.

SFX

  • Lobby Screen SFX
  • New Map Ambiences
  • Menu Ambiences
  • New Menu UI
  • Lobby/MainMenu Cinematic SFX
  • LaneMarker SFX
  • VoiceLines in Menu
  • Victory/Defeat SFX

VFX

Status Effect VFX

  • Shields, Movement Speed Buffs, and Slow Debuffs should now all have their own emissive and visual effects to indicate when a hero is under these effects.
  • Silence’s will now play an overlay on the players screen to help better visualize when and how long a player is silenced for.

Last Hit VFX

  • Last hitting minions should now play a gold explosion visual effect for the player. A slightly altered version plays when turrets are destroyed.

Gadget - Tesseract Reaction

  • Dome Visual Effect should now change color based on if Gadget is an enemy or ally hero.

Gate Scroll

  • Now has a beam effect that plays from the sky while this item is being channeled. Visual Effect changes color based on if the teleporting hero is an enemy or ally.


BUG FIXES

Heroes

Gadget

Anti-personnel Mine
  • Fixed an issue with Anti-personnel mine sometimes prioritizing minions over heroes.

Khaimera

Ambush (RMB)
  • Fixed an issue causing Ambush to not grant stacks of Spirit Regeneration.

Sevarog

Reaper’s Gain (P)
  • Fixed an issue causing Shrines to not grant the correct amount of souls when killed.
Siphon (Q)
  • Should now properly use the Z axis when aiming and casting the ability.

HUD

Friend list

  • Various party and friend list fixes


BALANCE

General

Base Stats

  • Base ranged attack range increased from 1350 to 1400.
  • Base critical strike damage bonus increased from 50% to 75%.

Heroes

Countess

Shadow Slip (Q)
  • Now also executes small jungle minions.

Greystone

Passive Rework -  Hero’s Resolve (P)
  • Greystone permanently gains 5-10 (based on level) bonus Physical Armor and regenerates 0.1% of his Maximum Health every second. Damaging enemy heroes and monsters increases these effects by 50% for 5 seconds, stacking up to 6 times.

Items

Tyche’s Firecannon

  • Critical damage bonus increased from 30% to 35%.

Substitution

  • No longer has a shorter timed effect.
  • NEW Unique active - Target an Allied Hero within 1500 units and grant them Life Link. Heroes can only have one active Life Link at a time. Cooldown = 90 sec.
  • NEW Unique passive - Life Link: Transfer 15% of all damage taken by your Linked Allied Hero to yourself while within 1500 units of each other.

Unyielding Mantle

  • 400 Health
  • 40 Physical Power
  • 3200 Gold
  • No longer has an active effect.
  • NEW Unique passive - Overdrive: Taking damage that would put you into critical condition creates a 100 (+20% bonus health) shield, absorbing the damage and decaying over 3 seconds. Cleanse all debuffs and gain 30% Endurance for 8 seconds after Overdrive is triggered.  Cooldown = 120 sec.

Goblin Glue

  • 200 Health
  • 30 Physical Armour
  • 30 Energy Armour
  • 10 CDR
  • 2300 Gold
  • No longer has a passive effect.
  • Unique active - Drop a flask of glue that explodes around yourself in a 500 unit radius, GROUNDING and SLOWING targets by 20% within it for the next 4 seconds. 90 second cooldown.
  • Builds out of a Safeguard Bracelet and Light Harvester.

— Strange Matter Team
December 10, 2021

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