Spirit Resistance scaling reduced from 0.12 to 0.1
Now has -7% Base Bullet Resistance
Spirit reduction on enemies now ends when Baba dies
Cooldown increased from 26s to 28s
Duration lasts 35% lessThis change only affects Street Brawl.
Cooldown increased from 30s to 32s
Repeat light melees while airborne now have diminishing forward momentum
Light melee upward launch reduced (looking up no longer lifts her as high)
Heavy melee ground pound no longer gains horizontal speed when landing on slopes
Barrier scaling reduced from 1.2 to 0.7
Barrier reduced from 100 to 90
Cooldown increased from 25s to 27s (moved to T2)
Health regen increased from 2.5 to 3.25
Base health increased from 680 to 730
Gun - Base bullet damage for uncharged shots from 12 to 15 and charged shots from 44 to 48
Rocket Jumping - Self damage from 6.5% max HP to 5% and is now spirit damage
Cooldown boon scaling increased from -0.25 to -0.45
Heal on hit spirit scaling increased from 1 to 2
Weapon scaling increased from 1.15 to 1.4
Slow effectiveness in air reduced by 15%
Cooldown from 30s to 25s
Damage spirit scaling from 0.9 to 1.1
T2 increased from "+20 damage / +35 mark damage" to "+30 damage / +45 mark damage"
T3 increased from +0.2 spirit scaling to +0.35
1AP increased from +50 to +90
Bonus damage to under half health targets increased from +50% to +75%
Spirit scaling reduced from 0.04 to 0.035
Fixed bugs that were causing troopers to walk too slowly in lane
Fixed some bugs with bouncing targeting
Damage increased from 65 to 70
T2 Damage increased from 65 to 70
Base Cooldown reduced from 28s to 24s
Cooldown increased from 130 to 160
Damage Reduction reduced from 20% to 15%
Radius reduced from 24m to 20m
Charge Duration reduced from 12s to 10s
Bonus Move speed no longer scales with Spirit
Now falls faster while charging
T1 +1m/s Move Speed to +2m/s Move Speed
T1 No longer gives -20s cooldown (Total cooldown from 110s to 160s)
T2 No longer grants +8s Charge Duration (Total charge duration from 20s to 10s)
T2 Flag Duration reduced from +8s to +5s
T3 Damage Reduction reduced from 15% to 10% (Total Damage Reduction from 35% to 25%)
Base HP Regen reduced from 2 to 1
Gun - Falloff range reduced from 25-61 to 20-60
Gun - Reduced bullet base damage from 17.76 to 16.5
Now does half damage to objectives
Gun falloff range reduced from 25-61 to 20-60
Radius reduced from 6.5m to 6m
T3 reduced from +3m Radius to +2m
Copy duration reduced from 12s to 9s
Copied cooldown increased from 40% to 60%
Added an option to hide player names above the health bar or to change it to hero names
Names above health bar fade out with distance starting at 25m and fully gone at 35m.
Reduced brightness of player names on health bars
Reduced size of Ultimate indicator on health bars
Improved stability of health bar position
Trooper enemy health bars now also change based on your custom enemy color.
Added Enemy Damaged Color for health bar options in accessibility settings (yellow is default)
Added Enemy zipline color option to Custom UI colors
Added minimap ping when the bell sounds
Added the ability to rebind Down Dash
Lowered volumes for UI death notification sounds and respawn music
{STEAM_CLAN_LOC_IMAGE}/45164767/4cb96ab54e327aefdcfeef87a67414bdf8f03c6f.png
The Cursed Apple is ever changing, and these streets are nothing like you remember. A massive visual update to the map and neutrals, six new heroes, HUD updates, numerous quality-of-life additions, accessibility options, and more.
Check out everything that's new at: https://www.playdeadlock.com/cityneversleeps
We also wanted to take this opportunity to talk about where we are with the development of the game and what to look forward to in the future. Our team has been incredibly happy and surprised with how passionate and supportive the community has been the past couple of years; every day someone shares something cool they've seen from the community with the rest of the team, and we are thankful for the constant support and useful feedback, despite the game being unfinished. We think building a multiplayer game is very hard and risky, and the best way to minimize that risk to make sure that we are able to have it in players' hands from an early state to help us shape it and tell us what is fun and what isn't. So, we wanted to give you all more insight into what we've been focusing on internally, as part of developing this game with your help and guidance.
After the Old Gods New Blood update, we felt that there was still a good amount of work we wanted to do on the core game itself before we moved onto more polish phases of the game development (like updating older hero artwork). Unlike previous updates where our efforts were more singularly focused on the key parts of that update, this year we've been working on several different things in parallel. A good number of those are things you can see in today's update. Some others are things we've been working on in the last few months alongside this update. This even includes things like progression and hero/hideout customizations, as we feel those are features we want to be able to adjust and significantly change based on feedback before the game is fully released. There are also other things we've been working on recently that are more speculative (as in we aren't 100% sure if they will be released or not based on how playtesting goes, though results so far have been promising) like large item redesigns/additions and alternate game modes that expand the scope of the game.
Then there are other things like Midboss (both the model and the layout to a degree), Guardians and Walkers, which we do consider important but just haven't gotten to yet and will be focusing on for upcoming updates. On the other hand, things like hero remodels were in our heads as something we'd get to later, towards the end of early development, after other core aspects of the game were more fleshed out. That doesn't mean we don't think they are important by any means, just that they are more of a known quantity to us that don't necessarily need to be done earlier than other things. That being said, we will likely be gradually working on them in the near future for inclusion in upcoming updates alongside other work.
We hope you will like this update. Thank you all for your continued support so far during development, and don't forget to Vote!