We've changed several gameplay mechanics, fixed bugs and addressed balance.
Hero Respawn Times
Hero Respawn Times have been reduced overall and made to be more dependent on hero level.
Base respawn time is now 3 seconds instead of 2 at level one, increasing by 3 seconds instead of 2 for every hero level plus 20% instead of 140% of the current game time in minutes, with a minimum respawn time of 6 seconds and a maximum spawn time of 78 seconds.
Lane minions will now respond more fairly to ranged heroes harassing opponents in lane.
Lane Minion aggro range increased from 1000 to 1450.
Aggro duration also increased from 2 seconds to 3 seconds.
Lane Minions now consider towers and enemy lane minions the same priority. Lane minions will no longer switch from attacking a structure to attacking enemy lane minions.
Lane Minion attacks will now always go through if they get within range of a target. Previously, their attacks would be interrupted if their target went outside of their targeting range while attacking.
The pushing advantage is being re-implemented after some issues were fixed, causing the effect to previously not be removed from minions once they received it. Additionally, this effect would compound for each subsequent advantage they would gain. The advantage should now be in effect, producing a very mild advantage in the vast majority of cases.
Visual and sound effects added for when players enter and leave the shadow plane.
Additional visual effects added while in the shadow plane.
NEW: Fountain Birth
Fountain Birth and Fountain Spring are being introduced to help incentive early game aggression and warding and to reduce travel times in the later half of matches.
Heroes gain 100% bonus movement speed for 15 seconds when leaving the Fountain for the first time within the first 60 seconds of the match. Can only occur once. Using abilities or dealing or receiving damage removes the effect.
NEW: Fountain Spring
Heroes gain 50-100% bonus movement speed that decays over 8 seconds when leaving the Fountain after the 20 minute mark. Using abilities or receiving or dealing damage removes this effect and prevents you from receiving it for 10 seconds.
Jump pads are now active until the 20 minute mark or until your first T2 tower is destroyed.
A 'Core Destroyed' cinematic will now play when the game ends.
Ability decals have been updated to be more visually appealing. The outside of the decal will now change colour depending on whether the ability belongs to an enemy or allied hero.
Added tutorial video to the main menu. This must be watched in it’s entirety upon first log-in.
Hide/Show Enemy & Ally Health Bars default keys are now set to O/P.
We have implemented auto-pick server regions and we will continue to monitor matchmaking while working to improve the experience for all players.
Minion health bars now properly show at distance when in lane.
Game settings are now saved in match.
Jungle Minions and Monsters should now have the proper amount of armour
AoE abilities radius now properly will only damage heroes that are inside them
Fixed an issue where Blue Buff monster was not resetting properly
Fixed an issue with ultra wide monitors not properly showing stats/filter box on the store in game.
Fixed issue with some items and abilities not giving assists on kills.
Fixed various areas of the map where wards were able to stick inside terrain or the skybox. There may be more but we will continue to fix as they get reported.
Fixed an issue where it was shredding the Armour of the turrets
Now appropriately grants 1/3rd healing from AoE abilities instead of 100% healing.
Fixed issue with RMB into a turret causing player to be dashed forward to many units ahead.
Ion Bomb (Q)
Fixed issue with ball going through the turrets with no collision
Black Hole (R)
Fixed the increasing Shield over duration to properly only give Shield when first cast and not during the entire duration of the ability.
Heroic Rebirth (R)
Will now give the correct percent of the base max Health and Mana when casted.
Gift of The Heavens (P)
Fixed the healing on all AoE damage to the correct amount of Life Steal.
Neural Disruptor (R)
Now properly deals damage to GRIM.exe.
Reversal of Fortune (R)
Fixed issue where she would respawn bugged if she died mid-cast.
Hall of Arrows (Q)
Does not get canceled anymore when Sparrow gets stunned during casting
Shield Charge (Q)
Will no longer get stuck inside Orb Prime, other Minions or Jungle Monsters
Basic Attack Projectiles
Basic Attack Projectile speed has been increased by 23%.
Changed to give Health and Mana Regen based on missing Mana instead of maximum Health and Mana.
Minion armour Aura reduced from 200 to 100.
Health gained every three waves reduced from 80 to 60.
Attack Range decreased from 600 to 300.
Siege minions now spawn in between melee and ranged minions.
Item Favour Changes
Removed all Favour scalings from boots.
Increased all Physical Power favour scaling from 0.5 to 1.
Reduced all Energy Armour favour scaling from 1 to 0.75.
Reduced all Physical Armour favour scaling from 1 to 0.75.
The basic item components are finished! This will be placeholder artwork till we are able to create our own high fidelity item art in the future. Both the Physical Power and Attack Speed trees also include naming scheme overhauls to more resemble their legendary counterparts.
OLD: Energy Cell NEW: Power Cell
OLD: Spring NEW: Tempered Vial
OLD: Stimulant NEW: Luminous Liquid
OLD: Frenzy Powder NEW: Unstable Tonic
OLD: Modified Holster NEW: Leather Satchel
OLD: Keen Edge NEW: Unholy Quiver
OLD: Exotic Belt NEW: Alchemist's Belt
OLD: Academy Pistol NEW: Sturdy Grip
OLD: Laser Sight NEW: Academy Pistol
OLD: B.F. Gun NEW: Serrated Bayonet
OLD: Hand Cannon NEW: Orion Carbine
OLD: Soul Blade NEW: Voracious Steel
Removed Noxious Musk active.
Essence of Time
Energy Armour reduced from 40 to 30.
Physical Armour reduced from 40 to 30.
Health Regen increased from 1 to 1.4.
Mana Regen increased from 0.4 to 1.4.
Removed Energy favour scaling and added Mana and Health Regen scaling.
Gold cost reduced from 1700 to 1600.
Energy Armour reduced from 30 to 25.
Physical Armour reduced from 30 to 25.
Energy Power increased from 25 to 30.
Endurance reduced from 30% to 25%.
Increased Energy Armour from 8 to 18.
Removed Physical Armour.
Energy Armour reduced from 30 to 20.
Physical Armour reduced from 30 to 20.
Energy Power increased from 30 to 40.
Removed Energy Armour Favour scaling and added Energy Power scaling.
Robe of Miracles
OLD: Unique active - Bless: Heal friendly heroes in ground cast area for 20.0% of their max health. Radius = 700. Cooldown = 120 sec.
NEW: Unique active - Bless: Heal all nearby allies within 1000 units for 175 + [10 x level]. Any ally who has had this effect used within the last 30 seconds will only have the heal be 20% as effective. Cooldown = 120 sec.
Gold cost reduced from 2600 to 2400.
Removed 15 Energy Armour.
Energy Armour reduced from 32 to 25.
Physical Armour reduced from 32 to 25.
Mana Regen increased from 0.4 to 1.2.
Increased Energy Penetration from 13 to 15.
Basic Ability Level Up
Basic abilities can now be ranked up to higher ranks at lower hero levels.
Base Damage increased from 210/285/360 to 250/350/450.
Energy Power scaling reduced from 90% to 75%.
Static Trap (E)
Deploy delay reduced from 1 second to 0.8 seconds.
Cast time reduced from 0.375 seconds to 0.25 seconds.
Long Arm of the Law (R)
Base Damage increased from 180/240/300 to 200/275/350.
Physical Power scaling increased from 75% to 100%.
Cast time reduced from 0.6 seconds to 0.5 seconds.
Recovery time reduced from 0.8 seconds to 0.4 seconds.
Hail of Arrows (Q)
Physical Power scaling increased from 7.5% to 17.5% damage per tick (30% to 70% total).
Base Damage increased from 35/55/75/95/110 to 50/70/90/110/130.
Rocket Dash (E)
Range increased from 450/500/550/600/650 to 500/550/600/650/700.
— Strange Matter Team
Fault is currently in Early Access on Steam! Visit our Steam page for information and updates!