Summary
- Deadlock’s latest map overhaul reduces lanes to three.
- The update makes various other changes to the game.
- It also includes comprehensive bug fixes.
A major change has occurred for the game “Deadlock,” as its map functioning underwent a substantial revision. Since its pre-release, players of “Deadlock” have been engaged in combat on a four-lane landscape; however, this was reduced to three lanes in the February update. This alteration is part of a series of updates for “Deadlock,” leading some to speculate that Valve may soon unveil the official release of the game in 2025.
In a fresh take on hero-based shooter games, Valve’s new title, Deadlock, deviates from the first-person perspective of their previous titles such as Team Fortress 2. Instead, it offers a third-person view, setting it apart with an entirely unique look and feel compared to its predecessors. One of the standout features of Deadlock is its diverse cast of characters, and as the release date approaches, more characters have been unveiled. However, the latest update has generated a lot of buzz, making it one of the most significant ones yet.
In their latest Steam post, Valve outlines the significant modifications made in the recent update for the game ‘Deadlock’. Rather than maintaining its original four lanes, the map now only boasts three. This shift greatly influences the gameplay and overall feel of ‘Deadlock’. The strategic aspects and elements of a ‘Deadlock’ match have been affected due to this change, with certain locations disappearing or being combined. As a result, the map itself undergoes a dramatic transformation, appearing noticeably different from its previous version. To complement these changes, Valve has introduced a new feature called “Explore Map”, allowing players to roam freely in an empty city to familiarize themselves with the revamped surroundings.
In the recent update, Valve has made a significant shift towards teamwork in Deadlock, echoing its collaborative roots since day one. The removal of a lane and introduction of sky bridges on tower blocks, along with repositioned powerups and a relocated mid-boss, create new strategic opportunities. Moreover, fresh jungle camps have sprung up across the map. To enhance visuals, DLSS support has been added as an FSR2 alternative for temporal antialiasing and upscaling. Lastly, NVIDIA Reflex and AMD Anti-Lag 2.0 have been incorporated to minimize latency, making gameplay smoother than ever before!
In this update, soul orbs now move towards players after being picked up. This update also incorporates numerous changes to characters, such as new animations for Mirage and Sinclair, and revised voiceovers for Dynamo and Infernus. Since its debut in April 2024, Valve has been continually refining Deadlock. Although players were already familiar with the game before it was officially released, thanks to leaks, some information about Valve’s upcoming title was disseminated online, which contributed to the excitement surrounding Deadlock. As of now, an official release date has yet to be announced.
Deadlock February Map Rework Patch Notes
[ Map Rework ]
The new design of the map now features three lanes instead of four. As a result, numerous adjustments have been made across the entire map, including modifications to visuals, building structures, pathways, neutral camps, air vents, breakable objects, power-up bonuses, juking spots, and even the mid boss.
Introduced a fresh element named “‘Explore Map’“, which allows you to roam freely within an open urban landscape for testing movement and navigation. This feature is accessible via the ‘Play’ menu.
[ Soul Orb Mechanics ]
As a gamer, I now don’t have to worry about being the one to deliver the final blow on troopers for them to spawn souls. Instead, just being close enough is enough to generate these valuable resources. Also, those annoying “near death” flashing behaviors are gone from the troopers, making them less likely to distract me during gameplay.
– Soul Orb lifetime in the air reduced significantly.
– Soul Orb denies changed from 65/35% to 50/50%.
– Soul Orb physical radius increased by 10%.
– Reduced horizontal movement of soul orbs from troopers.
– Gaining souls from kills now shows a visual effect of souls flying towards you.
[ Sprint ]
– Default sprint speed increased from 0.5 to 1.0.
– Sprint disable duration reduced from 5s to 4s when dealing/taking damage with heroes.
– Sprint disable duration reduced from 5s to 0.5s when dealing/taking damage with non-heroes.
[ Sinner’s Sacrifice ]
– Sinner’s Sacrifice no longer grants a random Golden Statue buff.
In the case of Sinner’s Sacrifice, there’s a continuous time window for attacks. If you manage to defeat it using Heavy Melee (you’ll notice both visual and audio signals), you’ll be granted three Golden Statue buffs. On the other hand, a final blow with Light Melee will only award one Golden Statue Buff.
[ Game Feel and Optimizations ]
Introduced compatibility with DLSS, serving as a replacement option for FSR2 in terms of spatial anti-aliasing and scaling. Suitable for GPUs that are at least 2x-class from NVIDIA.
For those using Vulkan, AMD has updated FSR2 to their latest FSR3 temporal upscaler, offering a sharper and more consistently stable output.
– Enabled NVIDIA Reflex and AMD Anti-Lag 2.0 for reduced latency.
– Client performance improvements.
– Bicubic filtering for lightmaps at higher shadow quality settings.
– Improve how we preload units to prevent shader compilation during gameplay.
– Hero shader improvements.
– Various netcode improvements
– Increased tick rate from 60hz to 64hz to improve the precision of certain game calculations.
– Improved client reporting to prevent incorrect prediction offsets to the server.
Enhancing the precision of server delay adjustment to prevent bullets from incorrectly detecting hits on opponents who were in the past.
Or simply,
Making bullets more accurate by fixing a problem where they seem to hit enemies that already passed.
Instead of fixing lag compensation during the final stage of bullet production, we now apply it at the initial phase. This change prevents bullets from being generated from inconsistent locations on both the server and the client, improving the overall synchronization.
Enhancing the precision of Soul Orb hitbox placements to guarantee their proper alignment while predicting hits for the client’s perspective.
Enhanced the performance of short-range skills with casting issues (like Sticky Bomb, Soul Exchange, Combos, etc.), ensuring smoother gameplay.
[ Misc Gameplay Changes ]
– Increased post-laning trooper bounty to match the previous 4 lane global economy.
– Changed flex slot requirements:
- 1st flex slot changed from 3 Guardians down to 2 Guardians.
- 2nd flex slot changed from 2 Walkers down to 1 Walker.
- The last 2 flex slots are unchanged.
– Small Neutral Camp respawn time reduced from 4 minutes to 3 minutes.
– Mid Neutral Camp respawn time reduced from 6 minutes to 5 minutes.
– Neutrals soul values reduced by 10% (overall camp count and frequency has been increased).
– Side Walkers HP increased from 5,175 to 7,000.
– Mid Walkers HP increased from 8,000 to 9,000.
– Mid Boss HP and HP growth increased by 30%.
– Outer Zipline speed increased by 15%.
– Breakable soul values reduced by 5%.
– All juke spots now have veils (the dead end closets with the mystery man infront).
– Gun Powerup min/max Fire Rate increased from 10/30% to 15/35%.
– Fixed Gun Powerup not scaling Ammo to 60% as intended.
– I’ve incorporated a fresh Mid Boss Resurrection Marker, featuring three distinct visual phases (not yet activated, less than one minute until activation, and active).
Initially, all the newly introduced fragile items in the mid-boss zone now appear simultaneously with the emergence of the mid-boss.
– Holliday: Bounce Pad damage reduced from 120 to 90.
– Holliday: Bounce Pad T3 stun duration reduced from +1.25s to +1s.
– Holliday: Spirit Lasso damage reduced from 120 to 90.
– Superior Stamina: No longer gives 7% fire rate.
[ Damage Report ]
– Now visualizes the amount of damage reduced by resistances or shields.
– Incoming Damage UI now visualizes general damage reduction and amplification.
– Now shows the number of instances of damage done by each ability.
Instead of getting a clean slate upon respawning, the Damage Report now retains information from your past lives, marking it as “(Last Life)”.
Displaying detailed breakdown of secondary statistics, such as damage from an initial strike and damage-over-time, separately within the user’s Damage Report interface for weapons like Shiv Serrated Knives.
– Defaulting damage report to compact mode when you initially take damage.
– A variety of UI bugfixes and polish changes.
[ Quick Buy ]
You can now access the Quickbuy queue by right-clicking on any build category header, which will automatically include all items within that category.
As a fan, I appreciate that Quickbuy now gives me the ability to customize my experience. Previously, it would display purchase prompts even after an item was bought. Now, there’s a new setting where I can choose to see these prompts only when an item is queued for purchase, not just when it’s already been bought. This makes navigating the platform more seamless and efficient for me.
– Fixed a bug where you could queue an item that was a component of an item you already own.
As an enthusiast, I tackled numerous glitches that prevented items from being automatically added to my cart when using the ‘Auto Buy’ feature. Now, it works like a charm!
[ Builds/Shop ]
– Fixed a bug where purchasing an item would clear the item search box in the shop.
In some instances, the Steam profanity filter may not be uniformly enforced across user-generated content such as names, descriptions, or annotations within various game builds.
– You can now create builds on the dashboard.
Besides honing your abilities in Sandbox Mode, you also have the option to design your ability builds by simply clicking on the corresponding icons within the Skill Build section on the dashboard. This is the exclusive method for creating ability builds in this interface.
– Resolved an issue that caused annotations on items to be deleted when they were dragged and dropped during the editing of a build.
Or, more casually:
– Solved the problem where moving stuff around in a build would accidentally erase any notes attached to those items.
– Reworking default builds to assume items are bought in specified order.
– Updated Hero default builds.
– Added Suggested AP path for Haze, Paradox, Shiv, and Yamato.
[ General Changes ]
– Ziplines are now curved.
In case a player quits the game within the initial 5 minutes, the system will display a green heads-up message: “Points won’t be awarded for this game. You’re free to log off now.” If the quit happens past the 5-minute mark, the message will read: “You can leave this match without penalty, but quitting will result in a loss.
– Updated the Heavy Melee vfx.
The updated gun audio system strives to achieve a more effective blend of intensity and comfort against ear strain, while incorporating innovative trials on early reflections in gunshot sounds.
– Updated regular damage and headshot damage sounds; damage dealt to NPCs is now quieter.
– Players no longer collide with Bosses to prevent some unintended interactions.
– Crouch toggle now ends on a failed dash.
– Added positional tier 1 Guardian death sounds.
– Added sounds for tier 1 Guardian melee swing, melee slam, and melee hit.
– Added sounds for tier 1 Guardian activate from idle and deactivate to idle animations.
– Added positional Walker death sounds.
– Added sounds for Walker beam attack.
– Added sounds for Walker stomp attack.
– Added sounds for Walker rocket barrage attack.
– Adjusted what counts as a headshot when shooting through non-head hitboxes.
– Reduce duration of buff effect for gaining Ability Points.
– Button hints now update when changing keybinds during a match.
– Made bots better at purchasing and upgrading items.
– Made bots better at not getting stuck in walls.
As a gamer, I’d love to see a row indicator when I’m on the global leaderboards. Plus, it would be awesome if the leaderboard automatically scrolled to my position, helping me quickly check my rank among players worldwide.
– Taskbar icon only flashes once when you’re about to respawn.
– The Walker’s area buff now shows up on the hud’s active stats section.
– Adding support for pinging Ability 1-4 to be “almost ready” with supporting vo.
– Hooking up generic “Item is Ready”, “Item is almost Ready”, and “Item is on cooldown” vo.
– Added missing unique death vo sounds for: Fathom, Trapper, Wrecker, Raven, Sinclair, and Wraith.
– Updated voice lines for having many souls to trigger at 6k, instead of 6.2k.
The tune for battle kicks off straightaway as soon as an adversary steps into the home turf of the local player (used to start playing only after damage was inflicted on an objective).
– Damage audio does not play loudly if the player’s health is not changing.
– Elevated ability hit confirmation sounds in the mix.
– Players can no longer shoot or reload their weapon while climbing a rope.
– Mix updates to deprioritize NPC, currency, and other sounds in base.
– Protections added to low audio frequencies from building up and clouding the mix.
The volume of the “Select/Unselect” lines for Paradox and Viscous has been adjusted to be consistent with other characters in the roster.
To prevent any unwanted instances where your location might be inadvertently exposed during stealth, the voice lines that originally said “you can’t hide from me” will now only be heard by the speaker themselves.
In the opening phase of a battle, some characters will exchange messages while traveling towards combat. If a character doesn’t have any saved dialogue, their mentor will converse with them in a manner similar to before.
Making corrections to minor issues such as missing skill descriptions, incorrect player names being mentioned during alerts, and so forth.
Before the game begins, pressing the ping button may trigger your character to perform a spontaneous cheer or gesture. Not all characters have these phrases available just yet.
Ping Updates: Some heroes now offer additional choices for the ping wheel such as “Follow Me”, “Healing Dropping”, “Protect Me”, “Ignore Me”, “Capitalize On Advantage”, “Not Prepared For A Teamfight”, “Let’s Hide Over Here”, “This Area Is Risky”, “I’ll Deal With The Minions”, “Regroup Here”, and “I’ll Attack From Behind”.
– Ping Update: The Green lane is now alternatively referred to as “Park” instead of “Greenwich”.
– Added an effect for when you break bridge Powerups.
– Sprint effects revisions to reduce noise.
– Window materials now feature imposter interiors and improved glass reflection.
– Added new signage to the world.
– Added new railing smartprop to the world.
– Added new oracle building model.
– Added new buildings for the city backdrop.
– Added under construction suspension bridge to yellow lane.
– Improved blending of character and world shadows.
– Improved lighting on city backdrop.
– Added Bull/Bear statues to the jungle lane street for landmark callouts.
– Ability Point effects revisions to reduce lingering noise.
– Powerup spawner gained effects revisions to reduce lingering noise.
– Zipline speed effect revisions.
– Stunned debuff effect revisions.
– Update last hit effects so that it reflects what is shown in the UI.
– Changed minimum bot difficulty for some heroes.
– Added chimes and bird sounds behind park gate.
– Added looping sound to jump pads in the world.
– Added neutral camp spawn sound.
– Added permanent powerup spawn sound.
– Added a global spawn sound for bridge buffs.
[ User Interface ]
– Changed all language around ‘Hero Sandbox’ to ‘Hero Testing’.
Reorganized the layout by grouping both Private and Cooperative bots together under a unified “Play Bot Match” button. This button will present a selection window where users can choose between playing privately or in cooperation.
– Added a News Post popup panel to the main menu.
– Added a link to Patch Notes to the main menu.
– Commends are now right-aligned.
– Enemy commends now auto-dismiss after a short duration.
– Fixed both “Leave Match” and “Leave Spectating” showing when you hit Esc while watching a match.
– Fixed a bug where abilities showed their imbued item multiple times.
Instead of having just a health bar, consider incorporating Status Effect Panels on either side or below it. These panels will showcase various modifier icons related to status effects. By hovering your cursor over these panels, you’ll be able to view the specific status effect that has been applied to your character.
– Adding Rejuvenator icon in the bottom left next to healthbar when you have the Rejuvenator.
Instead, let’s place power-ups at the bottom-left corner and take away the progress bar from the middle-left region of the user interface (HUD).
– Adding player speaking indicator on the minimap icon.
Adjusting the default settings for mini-map, specifically reducing the size of ziplines and making some slight modifications to player icons.
– Adding Health regen to active player stats on the left.
– Updating images on the zipline prompt UI to match new colors.
– Fixing wash-color on new inline glyphs for active items.
Let’s make it so that the default build categories automatically increase their height by twofold if there are more than nine items within a single category.
Instead of choosing “Abandon Match” from the escape menu, opt for the “Leave Match” label on those matches considered safe to exit now.
Custom Match Settings (like enabling cheats, bot difficulty, etc.) will automatically revert to the previously used settings from now on.
[ Hero Content Improvements ]
Abrams
– Updated playable model with latest art, animation, and vfx content.
– New Siphon run locomotion.
– New stand and crouch idles.
– New book model.
– New run stop animations.
– New shop UI animations.
– New jump animation Set.
– New run locomotion.
– Added new zoomed run set.
– Added new stagger animation.
– Re-authored crouch locomotion to match faster speeds.
– Authored new stand and crouch turn set.
– Improved camera animations during Seismic Impact.
– Updated vo – remastering pass, no new content.
– Added ambient effects to book.
– Siphon Life buff effect revisions to unify theme better.
– Improved Abrams zipline animations.
– Fixed Shoulder Charge acting like it’s modifying your movespeed on the hud active player stats.
Bebop
– Disjoints now break hook tracking.
– Uppercut now only locks out player movement until the top of the launch ‘arc’.
– Bomb now favors applying to the Hook target for 0.25s after Hooking.
– Weapon changes to scale beam visual impact based on dps of weapon.
– Hyper Beam visual revision to starting point to hook up better to rest of beam.
– Hyper Beam now has updated ground effects.
– Sticky bomb and Uppercut effects revisions to help clarify damage areas.
Revise the T2 Perk for Bebop to enhance the visual clarity of its benefits, making it easier to see when Bebop has increased weapon damage.
When character Bebop catches a Non-Player Character (NPC), only Bebop will notice the sound of a successful catch to avoid confusion among teammates and adversaries.
– Fixed casting errors that would sometimes happen with Sticky Bomb
Calico
– Gloom Bombs now has updated vfx.
– Leaping Slash now has updated vfx.
– Updated Neutral Soul Orbs location while controlling Ava.
– Return to Shadows now has updated vfx.
– Fix Return to Shadows not breaking boxes on its damage portions.
Revised version – primarily focuses on enhancing the passage, however, it also includes fresh content that aligns with her revamped abilities.
updating or improving an existing work, but incorporating some new elements to match changes in its current state, particularly concerning its capabilities or functions.
– Added new Ava run and jump animations.
– New simulation on cat tail. New upwards and downwards animation.
– New Calico slide animation.
Dynamo
Enhance the logic concerning teleportation trails, particularly those associated with quantum entanglement, to ensure that players are not teleported outside the game map.
– Updated vo – largely remastering pass, but some new content.
– Revision to adjust tracer properties as fire rate increases, simplify impacts.
– Reload effects revisions.
Gray Talon
– Guided Owl accelerate has been updated from M1 to ‘W’ by default.
– Better visual feedback for Spirit Snare when triggered.
– Fixed Spirit power bonus from Guided Arrow always being visible in the active player stats.
As an enthusiast, I took care of a glitch that prevented the caster from hearing Grey Talon’s Owl explosion sound when they prematurely triggered the explosion using a keypress. Now, everyone will get to hear the boom in time!
– Updated vo – largely remastering pass, but some new content.
Haze
– Sleep Dagger now has updated vfx.
– Adjusted hitboxes to added backpack.
– Updated to use the new weapon gun audio system.
– Fixed Haze getting stuck during Bullet Dance cast pose if she died during use.
Holliday
– Spirit Lasso now has a cast bar on the hud during wind-up.
– New in-air looping sound added to the first time she uses a bounce pad.
– Updated vo – some new content, including increased variety of Crackshot lines.
Infernus
– Flame Dash speed boost has been updated from M1 to ‘W’ by default.
– Flame Dash now shows the speed boost in the active stats area.
– Updated vo – remastering pass, no new content.
– Concussive Combustion: reduced chances of ground trace missing ground and improved perf.
Ivy
– Adjusted hitboxes to conform to model.
Kelvin
– Frozen Shelter updated to use triggers rather than cancel, to match behavior of other un-summons.
– Fixed aoe abilities going through Frozen Shelter.
Lady Geist
– Updated vo – largely remastering pass, some new content.
– Tracer revisions to lower visual noise when close to tracer.
– Life Drain is no longer cancellable.
– Life Drain no longer slows you down if it’s not draining life from an enemy.
– Fixed Soul Exchange flashing on left of hud for <1s.
– Fixed casting errors that would sometimes happen with Soul Exchange
McGinnis
– Updated to use the new weapon gun audio system.
– Updated vo – largely remastering pass, but some new content.
– New tracer and muzzle flash effects.
– Rocket Barrage launch effects revisions.
– Rocket Barrage effect addition to connect projectiles in space to the hero better.
Mirage
– Updated with new custom animations.
– Coattail sim has been added.
– Fire Scarabs no longer causes Magic Carpet to be cancelled.
– Fire Scarabs now works with “No Cooldowns” set in Hero Testing.
– Fire Scarabs debuff and buff effects revisions.
– Tornado cast delay increased from 0.0s to 0.1s.
– Tornado now destroys breakable props.
Modify the activation sound of Djinn’s Mark so that it isn’t overly loud when activated against multiple enemies simultaneously, ensuring a balanced and less disruptive gaming experience.
– Added new spawn animation.
– Traveler now has a custom animation on his destination model.
Mo & Krill
– Fixed bonus health not showing from ultimate when hovering Mo & Krill on the scoreboard.
* Adjusting Burrow’s behavior so that it seems as though it alters the active player’s movement speed without needing a cast.
– Fixed casting errors that would sometimes happen with Combo
– Adjusted hitboxes to conform to model.
– Updated vo – remastering pass, no new content.
Seven
– Fixed sometimes being stuck in skeletal form forever.
Adjust the Static Charge impact to enhance the Area of Effect (AoE) as a timing indicator, gradually increasing its visibility as it approaches.
Shiv
– Slice and Dice is no longer cancellable.
– Updated vo – remastering pass, no new content.
Revisions to the Killing Blow debuff indicator will eliminate the arrow symbol and instead, display a short description of the debuff directly on the affected target.
Sinclair
– Updated model with new wand weapon.
– Moved to a new animation set.
– Spectral Assistant now has updated vfx.
– Spectral Assistant’s bullets updated to come out of the turret’s muzzle position.
– Fixed Sinclair keeping some passive bonuses from stolen ultimates after they’ve been used.
– Fixed enemy Mo & Krill getting buffs from copied ult.
Resolved an instance where Sinclair’s and the enemy’s Mo & Krill ultimates overlapped (their ultimates would simultaneously conclude when one was finished).
– Added warning sound for Sinclair’s rabbit hex when placed.
Instead of displaying stat adjustments for skills obtained through using an ultimate ability while browsing shop items, just hide or omit them from view.
– Fixed Spectral Assistant firing effects to not track with projectile.
– Increased volume of Vexing Bolt projectile loop and redirect.
– Vexing bolt redirect telegraph now displays on vertical geometry.
Vindicta
– Fixed getting stuck zoomed in if you tried to use Assassinate while getting stunned or silenced.
– Updated vo – largely remastering pass, but some new content.
Viscous
– Fixed a bug that allowed you to kill your teammates coming out of The Cube.
– New weapon firing effects and updated projectile.
Vyper
– Updated to use the new weapon gun audio system.
– Updated vo – lots of new content for everyone’s favorite sleazebag criminal.
Upon explosion, the Petrifying Bola delivers a precise impact sound to indicate a direct hit has been made.
Warden
– Updated Binding Word visual ring to be more apparent.
Yamato
– Adjusted volume of Power Slash hit confirm sound to give better feedback to the attacker.
– Crimson Slash: adjusted slash effects height to be better aligned to crosshair.
– Update model to show default Yamato body for all effects.
[ Hero Lab Updates ]
Fathom
Transformation of Lurker’s Ambush: Instead of causing an immobilization, the spit debuff will now slow significantly. Moreover, the damage inflicted by it will be distributed throughout the duration of the effect, rather than dealing all the damage at once upon impact.
– Added unique footstep sfx.
In “Lurker’s Ambush,” the duration and damage dealt are reduced by half unless “Fathom” is attached to a wall during casting.
– Lurker’s Ambush: shortened the channel time required for max duration/damage.
– Reefdweller Harpoon: fixed it failing to cast if you were sliding while casting.
– Scalding Spray now has new vfx.
– Scalding Spray now has a new animation.
– Remastered sounds for Scalding Spray and Breach abilities for better feedback.
Corrected an issue where the Scalding Spray sound was not loud enough for the affected character in specific scenarios.
Raven
Revised Animation Sequence – Enhanced 8-Directional Run, Sharper Attacks, Blocks, Jumps in the Air and on Ground, Dashing Forward and Backward, Smooth Reloading Mechanism.
– Added sounds to Blindside debuff hit, loop, and end.
– Initial gun weapon audio.
– Fixed bugs preventing his vo from playing as intended.
Trapper
– Reworked Bottled Phantasmicide and Silktrap.
– Adjusted hitboxes to better conform to his model.
– New sounds added for all of Trapper’s abilities.
– Now traps new vermin and bought a new coat.
[ Item Content Improvements ]
Active Reload
– Now plays a sound when entering the active window.
Arcane Surge
– Added activation sound.
Debuff Remover
– Added cast and buff sounds.
Fortitude
– Effects revisions.
Healing Rite
– Revision to buff and cast to look less modern.
Knockdown
– Updated vfx.
Magic Carpet
– Fixed a bug that caused the ambient sound to not loop properly.
Majestic Leap
– New sounds added to differentiate them from Holliday’s bounce pad.
– Clean up buff effect after launch.
– Fixed showing an extra cancel hint.
Mystic Reverb
– Area effect now applies the intended slow debuff.
– No longer triggers off Pocket’s Affliction.
Quicksilver Reload
– Added new sound to proc.
Rescue Beam
– Fixed the UI prompt getting stuck when moving too far away from the other player.
– Fixed heroes sometimes getting dropped to the ground while under the effect of Rescue Beam.
Surge of Power
– Added new proc and end sounds.
Spellslinger Headshot
– Now keeps the Soul Shredder passive buffs.
Spirit Snatch
– Now has new vfx.
– Fixed a rare case where the cooldown was displaying incorrectly.
Tesla Bullets
– Effect revisions.
Torment Pulse
– Added new proc sound.
Veil Walker
– Added new vfx.
– Added proc sound.
[ Controller Support ]
– Added Switch Pro default configs for [ Standard | Gyro | Gyro + FlickStick ].
– Changed the default suggested SteamInput config to Gyro Enabled (with standard stick controls).
– Minor fix for glyph size inside settings keybinding popup.
– Added option to use regular face button glyphs vs. universal glyphs.
– Camera movement between crouching and standing is smoother and quicker.
– Fixed a performance issue when zipline hint appears.
– Tweaks/remake of mouse button glyphs.
[ Localization ]
– Added Japanese localization support.
– Adding support for keybind glyphs in non-English languages.
In various regions, I implemented a system for formatting numbers according to the local language, which was not being done before.
– Fixed many instances of truncated text in localization languages.
– Allowed room for 3-line Hero Labs descriptions in languages that needed additional space.
Ensured that the “Zip Line Boost Prompt” didn’t break onto a second line and get truncated in certain languages.
I’ll rephrase that for you: In certain languages, I resolved a problem where extended text within the menu that pops up after pressing ‘Esc’ during a match would sometimes break onto a second line, potentially hiding or overlapping other options in the menu.
– Fixed clipping of chat wheel label text in languages where additional space was required.
Enlarging the width of the keybinding settings slightly to accommodate the “Reset” label better, as it wasn’t fitting well in certain languages before.
I made sure that the title of popup windows has a width restriction, similar to the one that’s already set for the body content of those messages.
Improved the software to prevent text cutoff in Asian languages, particularly within search boxes and the “Builds” tab title.
– Added missing Spirit Snare, Flying Cloak, and Colossus modifier labels.
As a passionate user, I took care of a snag within the Custom Match lobby interface that affected specific labels’ lengths. This glitch prevented the visibility and sharing of party codes for custom games among users in Ukrainian, Polish, and Italian communities. Now, everyone can enjoy hassle-free custom match experiences!
[ Bug Fixes ]
– Fixed ‘Unstick Hero’ and ‘Suicide’ buttons not working properly.
– Fixed a few cases of the camera getting stuck zoomed out.
– Fixed powerups from breakables sometimes not being able to be picked up.
– Fixed not being able to stop death replay.
– Fixed death replay not working if you try to play it right after you die.
– Fixed Pause not working while you’re dead.
– Fixed Urn return location looking active on the minimap when no one is holding the urn.
– Fixed players getting killed by Bosses showing “Unknown” in the kill feed.
– Fixed long outstanding bug where sometimes you couldn’t drag an item to an active item slot.
– Fixed console getting bound to ` repeatedly.
– Fixed active items sometimes not showing correct cooldown.
If an invincible midboss is within reach, the fixed turrets will continue to fire at it, even though their shots won’t harm it. However, if you find yourself inside the pit during this time, the turrets will instead target the midboss, allowing their shots to inflict damage. The same applies to a Weakened Patron – when it’s invincible and within range, the turrets will still fire at it, but only when you’re in the pit will their shots actually hurt the patron.
– Fixed a bug with targeting previews for aoes sometimes not showing up.
As a dedicated gamer, I tackled an issue where sounds starting from afar would mysteriously fade into silence without any trace of echo – you know, those looping audio snippets that make games immersive. I managed to solve it, ensuring that even if the listener is far away when the sound begins, they can still hear its haunting loop.
If Ivy is above the bridge and the target is below it, or vice versa, the tether will be temporarily removed and reapplied each frame, leading to a visual effect (VFX) that appears to flicker.
– Fixed a rare bug where an incorrect voice line would play.
– Fixed a rare bug that could cause a response voice line to not play.
– Fixed Urn return music not playing.
– Fixed Rejuvenator drop music playing in Sandbox.
– Fixed damage audio not playing in replay and for spectator.
– Fixed the case where multiple shields of the same type weren’t stacking correctly.
The weapon damage percentage statistics are not separating golden statue and tier bonuses accurately in the tooltip display.
– Potential fix for roster getting cleared if your game crashed.
Instead of adjusting their position based on the client’s latency for each tick, bullets now keep a consistent offset and store their lag compensation value.
– Fixed Walker stomp sometimes not hitting nearby units on an elevation.
– Fixed Walker backdoor protection sometimes mistriggering from other lanes.
Fixed an issue where the abilities might incorrectly predict a failed cast when the target was moving swiftly past the caster during casting.
– Fixed a bug where abilities could mispredict a successful cast if the target is an ally.
– Fixed an exploit that allowed players to ‘secure’ their gold by buying and refunding an item.
– Fixed Cancel button not working when waiting to spectate a match.
– Prevented cooldown timers from displaying 0.0 briefly at the end of the countdown.
Resolved a problem that led to unnecessary blank lines being added after lengthy lines in the ping text.
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2025-02-26 22:14