Early Access Patch V0.18
Hotfixes
V0.18.1 (24/05/2024)
Fixed a bug with wrong MMR value being used to calculate the match result MMR changes.
Fixed a bug with friends status not updating correctly.
Fixed a bug with loading into Brawl match immediately after finishing the Tutorial will not place all the players into the correct match queue.
Fixed a wrong audio setting for the Soul Storm jumppad effect.
Introduction
Greetings Champions!
V0.18 is finally upon us, unquestionably the biggest game update Predecessor has ever seen.
We’ve got an entirely new gamemode, a beloved new Hero, improvements and overhauls to our audio system, oodles of brand new items, a complete overhaul of nearly every other existing item, Hero and stat in the entire game as well as some completely original new skins for some of your favourite Heroes.
So grab your best biscuits and settle in, it’s time to overhaul Predecessor!
A New Hero Appears
Put your enemies on ice, with Aurora!
The undisputed crystalline queen of the cold, Aurora, is making her icy Predecessor debut!
Aurora is a cool-headed crowd-control master, able to skate around her enemies and sail through the air thanks to her unrivalled arctic agility. Capable of freezing the battlefield and encasing her foes in deadly, bone-chilling ice, you’ll want to wrap up warm if you find yourself facing her down in the midlane!
Abilities:
Frozen Simulacrum [Passive]:
Effect: Damaging an Enemy Hero or Monster 4 times will summon a Frost Storm around Aurora for 3s, refreshing on additional damage dealt. The Storm deals 5 (+30% Magical Power) + 1% (+0.06% per level) Enemy Max Health magical damage per second.
Additionally if Aurora jumps whilst already airborne she will leap in the direction she is moving, leaving behind a frozen replica of herself!
This replica has (+20% Maximum Health)(+150% Magical Power) Health, draws aggression from enemy towers, and lasts for 8s.
Frozen Sword [Basic Attack]:
BAT: 1.1
Effect: Melee basic attack dealing 62 (+80% Bonus Physical Power) physical damage.
Glacial Charge [Primary]:
CD: 26/24/22/20/18
Cost: 80
Effect: Aurora dashes forward, leaving behind a trail of ice that other Heroes can walk on for the next 5s.
Allied Heroes gain 20/25/30/35/40% increased movement speed when walking on the ice.
Hoarfrost [Secondary]:
CD: 14/13/12/11/10
Cost: 50
Effect: Aurora creates a ring of frost on the ground around her. Enemies that touch the ring take 100/125/150/175/200 (+70% Magical Power) magical damage and are Rooted for 1.25s.
The ring remains in the world for 2.5s.
Boreal Sweep [Alternate]:
CD: 12/11/10/9/8
Cost: 40/45/50/55/60
Effect: Aurora summons a wave of frost in a cone dealing 45/60/75/90/105 (+25% Magical Power) magical damage and Slowing enemy targets hit by 35% for 1s.
After 1s the wave erupts, dealing an additional 75/110/145/180/215 (+60% Magical Power) magical damage and reapplying the Slow.
Cryoseism [Ultimate]:
CD: 120/110/100
Cost: 100
Effect: Aurora freezes an area, applying a 50% Slow to all enemies for 1.5s. After 1.5s, the ice freezes, Stunning the target for 1s. After the Stun the target explodes, dealing 130/250/370 (+50% Magical Power) magical damage to them and all nearby enemies.
Enemies damaged by Cryoseism will be Slowed by 50% for 0.5s before exploding, dealing 65/125/185 (+25% Magical Power) magical damage to them and nearby enemies. Targets can only be slowed this way once per Cryoseism.
Store News
New Skins
Quantum Lt. Belica
Take your tech to the top with the all-new [Legendary] Quantum Lt. Belica skin!
Odyssey Howitzer
One small step for man is actually many small steps for Howitzer when he’s out of his mech. Explore the stars with his all-new [Epic] Odyssey skin!
Ascended Zarus
Carry the blessings of the God of the Senezani and fulfil your divine potential at long last with the ruthless [Common] Ascended Zarus skin!
Glacial Empress Aurora
Plunge your foes into a bitter cold snap, with Aurora’s [Epic] Glacial Empress skin!
New Bundles
Quantum Lt. Belica Bundle
Make a quantum leap with the Quantum Lt. Belica bundle, including multiple variants of her new legendary skin as well as brand-new recall and jump pad visual effects!
Bundle Contents:
◆Lt. Belica [Hero]
◆Quantum Lt. Belica [Skin]
◆Nebula Quantum Lt. Belica [Skin Variant] (Timed Exclusive)
◆Nova Quantum Lt. Belica [Skin Variant] (Timed Exclusive)
◆Quantum Lt. Belica [Spray] (Exclusive)
◆Quantum Lt. Belica [Banner] (Exclusive)
◆Quantum Lt. Belica [Profile Icon] (Exclusive)
◆Quantum Jump Pad [VFX]
◆Quantum Recall [VFX]
Quantum VFX Bundle
Power up all of your Heroes and dazzle your foes with the Quantum VFX Bundle, letting you put these unique effects on any of your Heroes!
Bundle Contents:
◆Quantum Jump Pad [VFX]
◆Quantum Recall [VFX]
Odyssey Howitzer Bundle
Pick up Howitzer, his new Odyssey skin and a bunch of astral goodies in the Odyssey Howitzer Bundle!
Bundle Contents:
◆Howitzer [Hero]
◆Odyssey Howitzer [Skin]
◆Odyssey Howitzer [Spray] (Exclusive)
◆Odyssey Howitzer [Banner] (Exclusive)
◆Odyssey Howitzer [Profile Icon] (Exclusive)
◆Odyssey Recall [VFX] (Timed Exclusive)
Ascension Bundle
With enough ascended Heroes to fill a small pantheon, this bundle is ideal for anyone who wasn’t able to play during the Road To Ascension season last year!
This is the only way to get the Ascended skins for The Fey, Sparrow and Narbash right now, so pick up this bundle while you can!
Bundle Contents:
◆Zarus [Hero]
◆Narbash [Hero]
◆The Fey [Hero]
◆Sparrow [Hero]
◆Ascended Zarus [Skin]
◆Ascended Narbash [Skin]
◆Ascended The Fey [Skin]
◆Ascended Sparrow [Skin]
◆Ascension Recall [VFX]
◆Ascension Jump Pad [VFX]
Glacial Empress Aurora Bundle
Subvert your foes with sleek and sublime sub-zero sleet, snow and storms in Aurora’s very own Glacial Empress bundle, complete with a collection of cool cosmetics and bundled with her premium Affinity Pass unlocked and ready to take on!
Bundle Contents:
◆Aurora [Hero]
◆Glacial Empress Aurora [Skin]
◆Glacial Empress Aurora [Spray] (Exclusive)
◆Glacial Empress Aurora [Banner] (Exclusive)
◆Glacial Empress Aurora [Profile Icon] (Exclusive)
◆Premium Affinity Pass
Brawl Mode
Predecessor’s first new game mode, Brawl, is finally here!
It’s casual, it’s crazy, and it’s sure to stir things up. You can check out everything you need to know about it in the video below, or keep reading for the full breakdown of how it works!
Overview
Brawl Mode is a brand-new, quickfire game mode coming to Predecessor on May 21st, where two teams of 5 battle it out in an action-packed skirmish featuring faster gold and more XP, all on a brand new, single lane map.
The aim of the game is simple, take all of your enemies points by any means necessary, before they take yours.
Points
Each team starts the game with 400 points. Killing enemy minions and taking down opposing Heroes takes points from the other team. Each minion killed is worth one point, each Hero slain is worth five points. But securing takedowns is just one way to build your lead.
At each end of the map, both teams have a portal to defend from enemy minions and… other monsters… Your portal is located just in front of your spawn point. If an enemy minion reaches it, your team will lose one point. So if a whole wave of minions comes crashing down your lane, consider playing defensively and intercept them before you start losing too many points.
Now about those other monsters…
Once your team has killed five enemy Heroes you’ll gain the aid of a mighty Fangtooth! This destructive dinosaur will rampage down the lane on your behalf, devastating minions and Heroes alike as it charges towards the enemy portal! Escort your Fangtooth successfully to the enemy portal, and they’ll lose a massive 15 points.
The best part? There’s no limit to the number of Fangteeth you or your opponents can spawn during a game. Successfully escorted a Fangtooth? Simply wrack up another five kills and watch the slaughter start all over again!
Takedowns, defense and wave management are the keys to success in Brawl Mode!
Objectives
While the central lane will see most of the action, flanking your enemies and exploring the sides of the map will reveal a number of monsters that will grant you various buffs. Here you’ll find the Orange buff for more damage and increased jump height, the purple buff providing extra health and tenacity, and the River buffs, all spawning on a timer throughout the match to provide a range of effects for players to take advantage of. Killing these monsters won’t reduce your enemy’s points, but it could give you the boost you need to turn the battle in your favor.
Likewise, you may notice health packs dotted around the map too. When collected these heal you and any allies within a short radius. You can use them to instantly recover your health during a fight, or maybe you’ll be grabbing them to deny heals for your opponents!
Later on in the match Orb Prime will spawn in the middle of the map for either team to try and take advantage of. This is a huge objective that neither team will want to give up easily, as it grants the team who secures the takedown a buff to their minions as well as health and mana regen, while also deducting a huge 50 points from the enemy team.
Victory
The game ends when one team is reduced to zero points, leaving the other side victorious and the losers as food for Fangtooth!
Find Brawl Mode in the Game Modes menu and strap in for more carnage than ever before!
Audio Improvements
V0.18 also sees a complete redesign of Predecessor’s sound system!
Perhaps the first thing you’ll notice when booting the game up is a brand new announcer! This new voice of Predecessor is primed and ready to commentate your battles, highlighting every epic multikill with clearer audio and a richer presence.
As the battle begins you’ll also be able to pick up on more audible details than ever before. We’ve flooded the game with brand-new sound effects for the UI, game interactions and ambient moments. Enjoy walking down midlane to the sounds of distant explosions, or the sounds of minions clinking as they spawn and march to their inevitable demise.
As the match heats up and you let loose your epic abilities don’t be surprised to hear many new voice lines coming from your favorite Heroes! We’ve upped the chattiness of every character in the game, so expect to hear your Hero react more dynamically to the match around them with more personality than ever before!
Beyond these new additions we’ve overhauled the entire audio system, rebalancing everything you hear in game and rebuilding our audio implementation from the ground up. Predecessor should feel fresh, exciting and alive, and we’re excited to hear your thoughts on these improvements.
Performance Improvements
Not only will Predecessor sound better than ever, but it’ll now run more smoothly than ever before too!
We’ve identified and fixed a number of memory leaks and performance issues, such as the leading cause of performance troughs and spikes during gameplay and in the main menus. Median FPS remains roughly the same, but if you experienced random slow downs before this update you should now find that they’re mostly fixed or improved.
On top of this we’ve also reduced Predecessor’s overall memory consumption, improving performance on lower-end machines and making it easier for everyone to run the game while other intensive programs run in the background.
We’ve identified more potential improvements too, so look out for more fixes and optimisations in future patches.
Console Localisation
We’ve been hard at work expanding and improving our in game translations, ever-dedicated to our mission of making Predecessor more accessible to more people.
We’re almost ready to release the localisation options that PC users have been enjoying recently on console, with this V0.18 update being the original target.
Unfortunately due to the sheer scale of this update we’ve made the decision to delay console localisation until a future update.
Matchmaking
We've identified an edge case with our Matchmaking Rating (MMR) calculations affecting players frequently partying up with friends that are naturally a much higher or lower MMR. Our system previously did not account well for players in matches with an average rating well above or below their own MMR, improperly boosting up the rating of lower-MMR players and dragging down the rating for high-MMR players frequently playing in mixed-skill parties. While these effects were relatively minor for the vast majority of the player base, players who played many games in parties with very widely-ranging skill saw their ratings skewed by dozens or even hundreds of MMR rating points from other players with a similar career win/loss ratio, and meant that their solo-queued games often placed them in lobbies that otherwise wouldn't be a good fit.
We'll be rolling out a fix for these wonky party adjustments alongside 0.18, and to facilitate this change we'll also be condensing everyone's MMR proportionally closer to the internal average of 1000, and temporarily increasing the amount of MMR gained or lost for each match. This "squeeze" towards the middle and increased rating volatility might result in some more variable matchmaking for a short while so please bear with us as the system rebalances, but we expect players to settle back towards their natural skill point relatively quickly while "resetting" those outlier players affected by the mixed-party issue.
Thanks as always to everyone for providing feedback!
Gameplay Balance Changes
Without further ado, let’s finally get into the bulk of the V0.18 update.
Six Items
As requested by many in the Community we’re pleased to finally introduce the highly-anticipated 6th Item Slot, allowing for more creativity and unique builds than ever before!
To account for this game-changing new addition and the need for more Gold in order to complete a full build, we’ve carried out a substantial balance pass on almost every aspect of the game.
While the overall goal with the addition of 6 Items may have been for the match-to-match experience to remain recognisable as the Predecessor we all know and love, the introduction of any new system or re-balance of this scale will naturally lead to emergent balance issues. While there is a risk of it being a bumpy road, with the help of community feedback we will continue to address pain points as they come up in follow-up balance patches now that we are able to put the baseline through its paces in a live environment.
Additionally, due to the sheer volume of balance changes that have occurred in this update, we’ve decided to provide you here with a brief overview of the changes to keep things digestible.
Editor’s note: Seriously, the full list of notes is absurdly long and in depth. Game Design gave us over 90 pages of changes all in bullet points. If you’re having a particularly boring day and want to go through it all feel free, but just know that we tried to warn you. Link to the full changelog HERE.
So, what’s changed?
Sixth Item Slot
As of the V0.18 Predecessor will feature an exciting new sixth item slot, allowing players to further customize their builds and experiment with previously impossible combinations!
Mass Game Re-Balance
The addition of the sixth item slot brings with it several balance requirements to ensure that things run smoothly and gameplay continues to work as intended, with damage output and Hero durability all remaining relative to the new baseline we’ve created.
While things should feel largely the same, everything from the amount of Gold and Experience you earn in a match, to Heroes, Items, Minions and Monsters have all received comprehensive balance adjustments to ensure that the overall pace and feel of Predecessor remains intact.
Summary of overall balance changes:
◆Gold pacing increased by approximately 15%.
◆Total XP required for Level 18 decreased by approximately 10%.
◆Kill XP and Kill Comeback XP modifiers adjusted.
◆Hero Stat Growths on Level-up normalized to 80-120%.
◆Hero Base Stats adjusted.
◆Hero Base Ability Damage and/or Scalings adjusted.
◆Minions, Monsters, Gold, XP, Durability and Damage adjusted across the board.
◆Stacking items such as Azure Core now gain additional Stacks when killing Monster Camp Leaders.
◆Structure Durability and Damage adjusted.
◆Almost all items have been completely re-balanced and/or adjusted.
◆Carry T3 Items Critical Strike Chance decreased from 25% to 20%,
◆Base Critical Strike Damage decreased from 160% to 150%.
◆50~ existing items heavily adjusted (Statlines, Recipes, or Passives).
9 items removed:
◆Fenix [Crest]
◆Abyssal Bracers [T2]
◆Hallowed Braid [T2]
◆Breach [Carry]
◆Viper [Carry]
◆Boneseeker [Fighter]
◆Tectonic Mallet [Fighter]
◆Wellspring [Support]
◆Requiem [Support]
22 new items added:
◆1 new Warrior Crest Evolution .
◆1 new T1.
◆5 new T2s.
◆15 new T3s.
Faster Gold Gain
More Item Slots means a more expensive full build!
Rather than aggressively compressing Stats and Gold Costs, we’ve opted to increase the passive Gold Drip and the Gold gained from Minions & Monsters. As a result we have re-balanced all Heroes and items with this new Gold Pacing in mind. As mentioned, Gold gain is now roughly 15% faster across the board.
Faster XP
Along with these Gold changes the amount of XP required to level up has been decreased, and XP values from their respective sources have been changed.
While the Early game Pacing is largely unaffected, achieving Level 18 now requires roughly 1500 less total XP, meaning the endgame can now be approached a few minutes faster.
The reason for this? With Gold pacing increasing and Hero Stat Growths becoming normalized, Time To Kill would become quicker in isolation due to items being acquired faster. To combat this, experience pacing must be faster to ensure important Hero Base Stats such as Health and Armor keeps up while general durability remains relative.
Hero Rebalance
All Heroes have had their Base Stats adjusted.
The goal here is to provide a new Hero Stat Baseline that can keep pace with and work within a six item economy. This can be seen through Hero Stats such as Health increasing and allowing them to match up to the quicker Stat gain offered by items, while simultaneously allowing us to keep our general item statline ceilings roughly the same.
Granted, there was the easier option of aggressively reducing all item strengths and costs across the board now that we have introduced a sixth item slot, but by opting for a full re-balance it allows Predecessor to retain its balance levers moving forward and provides us with a healthier item stat baseline to work with in the long-term - after all, bigger numbers are easier to differentiate and work with!
Though individual Heroes received Balance Adjustments on a case-by-case basis, a general summary of what’s changed is as follows.
General Rebalance Changes:
◆Recommended items have been updated.
◆S Factor Growth Ratios have been normalized.
◆All Heroes now Scale at the same Growth rate of 80%-120%, over Levels 1-18.
◆The following notable stats have been changed for all Heroes (on average):
◆Health is 25% higher.
◆Physical Armor is 15-20% lower to offset some Effective Health gains.
◆Magical Armor is 15-20% lower to offset some Effective Health gains.
◆Base Health Regeneration is 50% higher.
◆Base Physical Power is 15-20% higher.
◆Attack Speed Growths are 20% lower.
◆Damage on Rank 1 Abilities is 15-20% higher.
◆Ability Scalings have been selectively adjusted in places due to increased stat gain pacing.
◆Mana Costs and Mana Regen values are largely unchanged.
Item Rebalance
Under the new pacing and stat baseline, practically all items have received a complete re-balance, be that stat changes such as Critical Strike Chance Tier 3’s now offering the stat at a 20% rate instead, or more generally buffs and nerfs.
While the majority of items will be recognisable from their previous forms and continue to function as you might expect, roughly 50 items have had their statlines and/or passive effects completely adjusted or revised in more extreme ways with the goal of improving the gameplay they offer.
For example, Fire Blossom now ramps up its Burn Damage over time rather than when a target is Immobilized; Mutilator no longer steals Health from your opponent; and Mindrazor’s Mana stacking passive has moved over to Resolution.
As mentioned, the full list of changes can be found in the Supporting Blog here
New Items
Alongside the other item changes we’ve also introduced 22 brand new items in their place!
Crests:
12 Physical Power
100 Health
4% Omnivamp
Recipe: Warrior Crest
Active - Thunder Cleaver: Unleash a whirlwind of energy around you, dealing (+120% Total Physical Power) to all nearby Enemy Units. Hitting Enemy Heroes Heals you for (+35% Total Physical Power)(+8% Missing Health). Subsequent Hero hits Heal for 50% effectiveness.
T1:
Cost: 350g
5 Ability Haste
T2:
Cost: 1000
20 Physical Armor
8 Ability Haste
Recipe: Tunic + Pendant
Cost: 900
60% Base Health Regen
15 Physical Armor
Recipe: Life Stream + Tunic
Cost: 1050
20 Magical Power
75% Base Mana Regen
Recipe: Codex + Energy Stream
Cost: 1250
35 Magical Power
8 Ability Haste
Recipe: Codex + Pendant
Monster Slayer: Abilities deal 8% more damage to Monsters
Cost: 1000
150 Health
15 Physical Armor
Recipe: Vitality Beads + Tunic
Carry:
Cost: 3100
20 Physical Power
35% Attack Speed
20% Critical Strike Chance
Recipe: Robust Arbalest + Ironwood Warbow
Nightshade - Critical Strikes deal 6% bonus true damage.
Adamance - On Falling below 40% Max Health, gain a 200-400 (based on Level) Shield for 4s - 90s CD.
Cost: 3200
40 Physical Power
25% Attack Speed
250 Mana
20% Critical Strike Chance
Recipe: Claymore + Spirit Beads + Ironwood Warbow
Havoc - Your Abilities deal 4-20% more damage, based on 20-100% Critical Strike Chance.
Cost: 3000
25 Physical Power
40 Magical Power
35% Attack Speed
Recipe: Ironwood Warbow + Rune Bow
Vibro Cutter - Basic Attacks against Heroes grant you 8% Critical Strike Chance for 3s, stacking up to 5 times.
Assassin:
Cost: 3000
40 Physical Power
200 Health
6 Physical Penetration
20 Ability Haste
Recipe: Honed Kris + Vitality Beads + Temporal Ripper
Essence Reaper - On Takedown, reduce your Non-Ultimate Cooldowns by 4s.
Cost: 2900
40 Physical Power
8 Physical Penetration
10 Ability Haste
Recipe: Serrated Blade + Pendant + Honed Kris
Blighted Strikes - On dealing physical damage, reduce the Target’s Healing by 40% for 3s.
Woundseeker - Your Abilities deal 4 (+15% Physical Penetration)% bonus true damage to Blighted Units.
Fighter:
Cost: 3000
30 Physical Power
30% Attack Speed
300 Health
Recipe: Ironwood Warbow + Banded Emerald
Battleborn - Upon dealing damage to an Enemy Hero or Monster, increase your Ability Damage dealt by 1% for 3s, stacking up to 15 times. Melee Heroes gain Stacks twice as fast.
Cost: 2900
350 Health
30 Physical Armor
15 Ability Haste
20% Tenacity
Recipe: Gilded Pendant + Tenacious Drape
Tremor - Move to generate up to 100 stacks of Tremor. Each stack grants 0.7 bonus Movement Speed, up to 70. Your next Basic Attack expends all current stacks, dealing up to 50 (+120% Base Physical Power) bonus physical damage. Lose 50 stacks per second while Slowed or Immobilized.
Unburden - Increase your Jump Height by 75%.
Cost: 3000
40 Physical Power
30 Magical Armor
5% Omnivamp
Recipe: Bloodletter + Sabre + Nullifying Mask
Mistwood Guard - Gain 100 Mistwood charges; regenerate 5 charges per second. While at 100 charges, gain 15 bonus Magical Armor.
Bark Skin - Upon receiving Magical Damage, consume Mistwood charges based on the amount of damage taken. Each charge consumed blocks 1 damage. Bark Skin can block up to 50% of the incoming damage based on available charges.
Mage:
Cost: 3050
85 Magical Power
20 Ability Haste
Recipe: Chronomatic Wand + Potent Staff
Evil Eye - Damaging an Enemy Hero with an Ability marks them for 3s. Dealing damage to a Marked Hero with a separate ability activates Dark Matter.
Dark Matter - Deal 5% of the Target’s Maximum Health as bonus magical damage - 8s CD.
Cost: 3000
75 Magical Power
400 Mana
15 Ability Haste
Recipe: Dusk Stave + Chronomatic Wand
Arcane Salvo - Deal 8% additional true damage to Enemy Heroes that are at least 1,500+ units away. With each activation of Arcane Salvo, permanently gain 1 Magical Power - 12 CD.
Support:
Cost: 2700
45 Magical Power
100% Base Mana Regen
15 Ability Haste
Recipe: Mystic Cane + Spell Slasher + codex
Moonblade - Upon casting an Ability, empower your next Basic Attack within 4s to deal (+20% Magical Power)(+80% Base Physical Power) magical damage on-hit and reduce your Current Non-Ultimate cooldowns by 15% - 1.5s CD.
Cost: 2600
250 Health
75% Base Health Regen
20 Physical Armor
10 Ability Haste
Recipe: Violet Brooch + Life Ring
Debilitating Strikes - Your Basic attacks reduce Enemy Hero’s damage dealt by 2% for 3s, stacking up to 5 times. Melee Basic Attacks apply 2 stacks.
Crusader - On Immobilizing Enemy Heroes, gain 20% Attack Speed for 2.5s.
Cost: 2650
45 Magical Power
200 Health
8% Heal & Shield Power
Recipe: Divine Wreath + Chaotic Core
Divine Protection - Your Heals and Shields grant Yourself and Ally Heroes 5% Damage Mitigation and 15% Tenacity for 2s.
Cost: 2650
55 Magical Power
10 Ability Haste
8% Heal & Shield Power
Recipe: Divine Wreath + Chronomatic Wand
Incandescence - Gain charges of Incandescence equal to 30% of damage dealt to Enemy Heroes. 100-360 charges Max (based on Level).
Mending - On Healing or Shielding an Ally Hero, consume all Incandescence charges and Heal the Ally for an additional amount based on the charges consumed. Prioritizes the Lowest Health Target.
Tank:
Cost: 3100
450 Health
25 Physical Armor
10 Ability Haste
Recipe: Banded Emerald + Gilded Pendant + Vitality Beads
Razuul’s Might - Upon dealing or receiving damage, gain a stack of Might each second for 3s. Upon reaching 5 stacks, empower your next Basic Attack to deal (+3% Max Health) bonus magical damage, increased by 2x for Heroes. Heal for 50% of the damage dealt by this Effect.
Minion Crusher - Deal 30% more damage to Minions.
Removed Items
Alongside the new additions we’ve also removed 9 existing items (farewell, Fenix!).
Bug Fixes
Fixed a bug where Grim.exe would jitter after his Strong Man emote finishes.
Fixed a bug where Argus would blend his movement incorrectly when rotating.
Fixed a bug where Child restricted Accounts would not send Parental blocking requests correctly to the Parent Account.
Fixed a bug where the Lighting in the Main Menu would distort shadows.
Fixed a bug where the in-game Lighting would darken aggressively while walking through the River.
Fixed a bug where the Midlane River Fog Walls could hide Heroes incorrectly when standing below it.
Fixed a bug where Wards could not be placed near the Dusk Midlane Minion spawner.
Fixed a bug where the Lock Icon on Hero Skin Variants lacked visibility.in the Main Menu.
Fixed a bug where Custom Game Info Text could cut off incorrectly on certain languages.
Fixed a bug where Hero Unlock Prompts could Jitter when navigating their options.
Fixed a bug where Grim.exe would not play SFX from his Ultimate for far away Target’s.
Fixed a bug where Friend Requests send via the Post-match screen would fail to go through.
Fixed a bug where Menu Focus Highlighting could randomly appear for unselected elements when equipping Cosmetics.
Fixed a bug where Murodck and Argus’ SFX could become distorted for spectators in Death Cam.
Fixed a bug where Howitzer’s Slow Grenades could visually duplicate on explosion.
Fixed a bug where current Buff Effects could display incorrect duration values when reconnecting to a match.
Fixed a bug where Party Members could get sent back to the Main Menu when another member disconnects from the Match Loading screen.
Fixed a bug where disconnected players could appear invisible and become soft-locked upon reconnecting.
Fixed a bug where Kira’s Mercy would not deal its bonus damage to Minions correctly.
Fixed a bug where Zarus’ Barricade would not display its damage increase correctly on Level-up.
Fixed a bug where TwinBlast’s Basic Attack would state the incorrect damage in his Main Menu Description.
Fixed a bug where Grim.exe’s Pulsefire Main Menu Description
Fixed a bug where Grim.exe’s Main Menu Ability descriptions would display the incorrect Colors for Scalings
Fixed a bug where Grim.exe’s Ultimate would not state its cooldown reduction on Level-up.
Fixed a bug where Keeper Crest would not deal its bonus damage correctly.
Fixed a bug where Crunch’s Right Crunch Main Menu Description would state the incorrect cooldown.
Fixed a bug where Khaimera’s Ultimate would not state its Slow effects in its Description.
Fixed a bug where various Items would display their Scaling Icons outside of the brackets.
Fixed a bug where Obelisk’s Scaling Icon would appear small in the Main Menu.
Fixed a bug where Wild Hunt would state the incorrect damage amount for its Slay Effect.
Fixed a bug where Iceskorn Talons would incorrectly state 15% damage increase instead of Physical Power.
Fixed a bug where Phase’s Ultimate would display an additional HUD Notifier.
Fixed a bug where Drongo’s Old Rusty and Rad Rounds would not state their cooldown reduction on Level-Up.
Fixed a bug where Murdock’s Hot Pursuit would not show a HUD Notifier correctly.
Fixed a bug where Riktor’s Old Saint Skin would not display its Chains correctly to other Users.
Fixed a bug where Sprays could appear pixelated in-game for PS5 Users.
Fixed a bug where Grim.exe’s descriptions would not display the correct Localisation text.
Fixed a bug where a variety of in-game text elements would not display the correct Localisation text.
Fixed a bug where Items Tab Descriptions would not display the correct Localisation text.
Fixed a bug where Howitzer could cancel his own Ultimate.
Fixed a bug where Serath’s Heaven’s Fury could incorrectly lock onto Explosive Flowers.
Fixed a bug where Kallari’s Shadow Walk would not deal its damage to Towers.
Fixed a bug where Zarus’ Ultimate VFX could appear the incorrect color.
Fixed a bug where Feng Mao could cancel his ultimate when using a Spray.
Fixed a bug where Grim.exe Basic Attacks would not gain bonus damage from Flux Matrix’s effect.
Fixed a bug where Steel’s Shield Wall would incorrectly lose its cooldown when its cast is interrupted.
Fixed a bug where Crunch’s Forward Crunch would do less damage than intended when using his Ultimate variant.
Fixed a bug where Iceskorn Talons’ Buff could be stacked.
Fixed a bug where Greystone could be launched by Explosive Flowers during his Ultimate.
Fixed a bug where Iggy’s Flame Turret could shoot through Emerald’s Ether Crystal.
Fixed a bug where Zarus’ Barricade could incorrectly register false-hits on Enemies.
Fixed a bug where Zarus’ Passive Stacks would consume at the incorrect rate on the HUD.
Fixed a bug where Countess could target Enemies in Stasis.
Fixed a bug where Phase could Link to two Allies while they are close together.
Fixed a bug where Kira could Cleanse her Ultimate’s self-slow.
Fixed a bug where Lt.Belica’s Seismic Assault hitbox would linger.
Fixed a bug where Dusk Team’s Blink and Ultimate indicators would not update correctly in Spectator Mode.
Fixed a bug where Emotes would become unusable for Heroes.
Fixed a bug where Ability Casts and Autobuy could reset to Default Settings upon reconnecting to a match.
Fixed a bug where Users’ Platform Icons could be overridden incorrectly when accepting Party Invites
Fixed a bug where Argus’s Dread Nova would not play sound when damaging a Hero out of Vision.
Fixed a bug where the Dusk Grey Camp (3) could spawn underground.
Fixed a bug where disconnected Heroes would stop running back to base when Stunned.
Fixed a bug where Belica’s Void Drone would display the incorrect Skin variants when it explodes.
Fixed a bug where Countess’ Shogun Skin would cause VFX to misalign during her Ultimate.
Fixed a bug where Users could be prevented from Queuing for a Match during minor Matchmaking server updates.
Fixed a bug where Jungle Camps could update on the Minimap when killed without Vision.
Phew, talk about an involved update! What do you think?
Don’t forget you can click HERE for the full breakdown of every single technical change made in the update, but again, grab a snack before you head in because it’s a heavy read.
Let us know your feedback over on our Discord server or the Predecessor Subreddit.
Until next time!
Kari & Rei
Community Lead and Game Designer @ Omeda Studios