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Idk guys I think I might kinda like deadlock. Developer & Bebop Enjoyer. Discord - .iv.

Be/Bop ๐Ÿค– Hooks you cutely
Joined October 2026
Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)Photo by Bopbe (@Bopbe_)
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Move-move quickfast ๐Ÿ€๐Ÿ€๐Ÿ€ The Skaven have infested Deadlock! Pickup your copy of my Skaven rat replacement mod now! Download: gamebanana.com/mods/725234 #deadlock #skaven #ratking
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Annnnd the final #deadlock hotfix build 6860 from last nights Ranked Season 2 update! โ€ข ๐—›๐—จ๐—— - ๐——๐—ฎ๐—บ๐—ฎ๐—ด๐—ฒ ๐—ฟ๐—ฒ๐—ฝ๐—ผ๐—ฟ๐˜ The Damage Received / Damage Dealt toggle gets a clearer button, with a refresh icon and hover animation. โ€ข ๐— ๐—ฐ๐—š๐—ถ๐—ป๐—ป๐—ถ๐˜€ - ๐—ฆ๐—ฝ๐—ฒ๐—ฐ๐˜๐—ฟ๐—ฎ๐—น ๐—ช๐—ฎ๐—น๐—น Spectral Wall now checks up to 600 game units back along its travel path when deciding where the wall should form. There's a clip demonstrating this change shown below. In the clip, the old version placed a section on the ledge above the shop, leaving the doorway below clear. After the hotfix, that section formed across the doorway. โ€ข ๐—ก๐˜‚๐—ฟ๐˜€๐—ฒ ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—Ÿ๐˜‚๐—ฟ๐—ธ๐—ถ๐—ป๐—ด ๐—ง๐—ฒ๐—ฟ๐—ฟ๐—ผ๐—ฟ๐˜€ Lurking Terrorsโ€™ aiming preview and effects now add 60 game units to their displayed range by default. Its ground outline also changes from 95% to 100% scale. This just changes how the ability's reach is shown not the ability's actual range. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—–๐—ต๐—ฎ๐—น๐—ธ ๐—ฑ๐—ฟ๐—ฎ๐˜„๐—ถ๐—ป๐—ด The vyper chalk drawing recieves a slight touch up. โ€ข ๐— ๐—ผ๐—ฑ๐—ฒ๐—น๐˜€ - ๐—ฉ๐—ถ๐—ฐ๐˜๐—ผ๐—ฟ ๐—ฎ๐—ป๐—ฑ ๐—ฅ๐—ฒ๐—บ Neck bolts have been added back to Victor's model. Victor's morph textures were also updated alongside the mesh. These store how the model changes shape, such as during facial expressions. Remโ€™s model also received updated distance field data, which is a 3D grid describing distances to its surface and helps determine what is blocked from view. โ€ข ๐—Ÿ๐—ผ๐—ฐ๐—ฎ๐—น๐—ถ๐˜€๐—ฎ๐˜๐—ถ๐—ผ๐—ป - ๐—ฆ๐˜‚๐—ฏ๐˜๐—ถ๐˜๐—น๐—ฒ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐˜๐—ผ๐—ผ๐—น๐˜๐—ถ๐—ฝ๐˜€ 28 files across 16 languages contain 2,926 added, removed or updated text entries, including 2,812 translated voice line subtitle entries. Other changes cover ranked eligibility, reward plaque text and ability descriptions, including translations catching up with Apolloโ€™s previously announced Riposte disarm. These notes cover selected changes in the game files for build 6860 they represent the game during those builds and code can change.
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The new season is upon us! along with its spam of hotfixes because quality control isn't a real thing in Yoshi's mind ๐Ÿ˜ญ Here's all the extras from the #deadlock Ranked Beta Season 2 update and its hotfixes: โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ ๐—ฑ๐—ถ๐˜€๐—ฝ๐—น๐—ฎ๐˜† As many of you have seen, six more chalk drawings have been added for the Hideout ranked display, taking its UI from 9 designs to 15. One of which is the very popular vyper image, still waiting on the orange chud though... The rank display texture also changes its patterned panel from red to teal/blue. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€ ๐—ฑ๐—ถ๐˜€๐—ฝ๐—น๐—ฎ๐˜† The hotfixes update the ranked UI to use hero points instead of the old win value where the season requires points. The ranked overview now uses the hero point requirement value. The Hideout board reads hero score instead of hero wins, and the hero select tooltip has separate Points and Wins labels for the two requirement types. For context, Season 2's announced requirement is 35 points per hero, with 2 for a Standard win and 1 for a Standard loss. The display changes bring the UI into line with that system. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—–๐—ฎ๐—น๐—ถ๐—ฏ๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฝ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€ The checked calibration code now permits progress within the configured cap rank, up to its final point. Previously, this path stopped at the start of that rank. This changes progress inside the cap rank. The overview's wording now also specifies solo calibration for players who did not compete in the previous ranked season. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐— ๐—ฒ๐—ป๐˜‚ ๐—ฎ๐—ป๐—ฑ ๐—ฟ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ ๐—ฑ๐—ถ๐˜€๐—ฝ๐—น๐—ฎ๐˜†๐˜€ The ranked menu layout adds a Join Season button and removes the old season end disabled tooltip from View Season History. A new season completion popup layout includes a rotatable reward scene and a label for your highest rank that season. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—ฃ๐—ฎ๐—ป๐—ฒ๐—น ๐—ฝ๐—ผ๐˜€๐—ถ๐˜๐—ถ๐—ผ๐—ป A thin framed panel near the ranked/sticker area has been raised by about 44 units. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ ๐—ฝ๐—น๐—ฎ๐—พ๐˜‚๐—ฒ ๐˜‚๐—ฝ๐—ฑ๐—ฎ๐˜๐—ฒ๐˜€ A new lobby change notification is used to refresh the Hideout owner's ranked reward prop when the server receives or updates its lobby data. The listener rechecks the owner's account and ranked season details, updating the plaque's model when those values change. Its enable/disable outputs are also connected to the display light. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—Ÿ๐—ถ๐—ด๐—ต๐˜๐—ถ๐—ป๐—ด ๐—ฎ๐—ป๐—ฑ ๐—ฟ๐—ฒ๐—ณ๐—น๐—ฒ๐—ฐ๐˜๐—ถ๐—ผ๐—ป๐˜€ Lighting and reflection bakes have been updated, alongside lightmap UV and navigation data. The map also gains a light and a combined light probe volume. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—ง๐—ผ๐—ผ๐—น๐˜๐—ถ๐—ฝ ๐—ณ๐—ถ๐˜… The win streak tooltip stylesheet corrects a font size typo from 16x to 16px. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - Rems Room Two extra hang out markers for Remโ€™s Lil Helpers have been added to the Hideout, increasing the existing set from 24 to 26. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ - ๐—ฆ๐˜‚๐—ฏ๐˜๐—ถ๐˜๐—น๐—ฒ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐˜๐—ผ๐—ผ๐—น๐˜๐—ถ๐—ฝ๐˜€ 44 localisation files across 17 languages contain 14,970 added, removed or updated text entries. Most of that is translated voice line subtitle text, with ranked menu wording, eligibility instructions and hero/ability descriptions also updated. These notes cover selected changes in the game files for builds 6851 โ†’ 6858 they represent the game during those builds and code can change.
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Finally a patch with notes, though it seems they forgot 1 thing from the #deadlock balance shadow drop! โ€ข ๐—–๐—ฒ๐—น๐—ฒ๐˜€๐˜๐—ฒ - ๐—ฆ๐—ต๐—ถ๐—ป๐—ถ๐—ป๐—ด ๐—ช๐—ผ๐—ป๐—ฑ๐—ฒ๐—ฟ The notes state her T2 damage bonus drops from +90 to +80, but the old +90 bonus is still in place both in the tool tip and in the damage calculations. At 7.7 Spirit, a hit dealt 130 damage at T1 and 223 at T2. That increase fits +90 plus the upgradeโ€™s additional Spirit scaling. The game files also still show +90. That's all for build 6851! Stay tuned though as I imaged the rank reset later will bring some extra changes!
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Seems like the green man can't make his mind up! Another tiny #deadlock patch: build 6849 โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—œ๐—ป๐˜๐—ฒ๐—ฟ๐˜ƒ๐—ฎ๐—น ๐˜๐—ถ๐—บ๐—ถ๐—ป๐—ด The next ranked leaderboard changeover is now listed for 6 November at 00:00 UTC, four hours later than the previous 5 November 20:00 UTC time. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—ฆ๐—ฒ๐—ฎ๐˜€๐—ผ๐—ป ๐—ฝ๐—ฎ๐—ด๐—ฒ The ranked season page restores its remaining time label beside the dates. The client now selects "Last Day" when less than 24 hours remain, instead of the ordinary remaining time text.
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Just a few more small changes from the second hotfix! Here's what's included in build 6848 for #deadlock โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—ฅ๐—ฒ๐˜€๐—ฒ๐˜ ๐˜€๐—ฐ๐—ต๐—ฒ๐—ฑ๐˜‚๐—น๐—ฒ The season schedule in the game files now lists the next ranked interval starting on 5 November at 20:00 UTC, previously 22:00 UTC. That's two hours earlier. Meanwhile Baba's release page lists the ranked season closure at 2pm PDT. What this actually means for when the season ends is unconfirmed but the timing COULD be changing, I'd be prepared for it between 20:00 and 22:00 UTC โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—ฆ๐—ฒ๐—ฎ๐˜€๐—ผ๐—ป ๐—ฝ๐—ฎ๐—ด๐—ฒ The time remaining label has been removed from the ranked season page layout. The start and end dates remain. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—–๐—ฎ๐—น๐—ถ๐—ฏ๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—น๐—ถ๐—บ๐—ถ๐˜ The season configuration now explicitly lists Oracle VI as the calibration limit. That was already the used placement limit from the server so this just brings the local files inline. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—ฅ๐—ฎ๐—ป๐—ธ ๐—ฑ๐—ฎ๐˜๐—ฎ New data fields have been added for a maximum display badge in party rank data and a member's season one rank in Hideout lobby data. โ€ข ๐— ๐—ถ๐—ฑ๐˜๐—ผ๐˜„๐—ป - ๐— ๐—ฎ๐—ฝ ๐—ด๐—ฒ๐—ผ๐—บ๐—ฒ๐˜๐—ฟ๐˜† A narrow strip of brickwork and trim has been moved slightly. Other mesh differences include park wall, mushroom and church wall geometry. The map's baked lighting, collision and navigation data have also been rebuilt. Eight bottles switch from combined map geometry to separate scene objects at exactly the same positions. Why? Who knows. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ - ๐—ง๐—ผ๐—ผ๐—น๐˜๐—ถ๐—ฝ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—น๐—ผ๐—ฟ๐—ฒ Six files across Czech, Indonesian, Polish and Thai have 42 text edits. These cover ability and item descriptions, hero lore, candy instructions and wording for unscored matches. Note: These findings come from Deadlock's files for build 6848. They represent the current build and the code can change.
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One day they'll get all the Halloween leftovers... One day... ๐ŸŽƒ Until then we get another little #deadlock hotfix, build 6844. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐— ๐—ถ๐—ฑ๐˜๐—ผ๐˜„๐—ป ๐—ฎ๐—ป๐—ฑ ๐˜๐—ต๐—ฒ ๐˜๐˜‚๐˜๐—ผ๐—ฟ๐—ถ๐—ฎ๐—น Midtown loses its remaining candy cauldron and one pumpkin. The tutorial map also loses three candy cauldrons and three pumpkins, along with related Halloween decorations and lights. โ€ข ๐—•๐˜‚๐—ถ๐—น๐—ฑ ๐—ฒ๐—ฑ๐—ถ๐˜๐—ผ๐—ฟ - ๐—”๐—น๐—ฟ๐—ฒ๐—ฎ๐—ฑ๐˜† ๐—ถ๐—ป ๐—ฏ๐˜‚๐—ถ๐—น๐—ฑ While editing a build, the "Already in Build" marker can stay visible in the filtered and recommended item lists, instead of only appearing when you hover over a marked item. The client also adds a membership check to update that marker. The client also adds checks around build editing, copying and tag assignment. It adds cleanup for build editor event callbacks and connects item change updates to the item hover tooltip. โ€ข ๐—•๐—ถ๐—น๐—น๐˜† - ๐—–๐—ต๐—ฎ๐—ถ๐—ป ๐—š๐—ฎ๐—ป๐—ด If a Chain Gang tether snaps, Billy can try to tether that target again while the ability is still searching, provided the target meets its normal targeting rules. Previously, the target could stay on the ability's already tried list after the tether snapped. The new handling lets that entry be removed so another attempt can happen. โ€ข ๐—ฅ๐—ฒ๐—บ - ๐—ฆ๐˜‚๐—ฏ๐˜๐—ถ๐˜๐—น๐—ฒ๐˜€ 410 English subtitle entries have been added for Rem. This adds subtitle text for existing events. โ€ข ๐— ๐—ฎ๐—ฝ๐˜€ - ๐—š๐—ฒ๐—ผ๐—บ๐—ฒ๐˜๐—ฟ๐˜† ๐—ฎ๐—ป๐—ฑ ๐—ฟ๐—ฒ๐—ฏ๐˜‚๐—ถ๐—น๐˜ ๐—ฑ๐—ฎ๐˜๐—ฎ Midtown and the tutorial both have rebuilt geometry, collision, navigation and baked-lighting data. The source mesh changes include park wall sections, plus church wall and painted metal trim meshes in Midtown. A factory roof access model also gains collision shapes in its asset file. However this prop is not currently on the map. โ€ข ๐—ก๐—ฒ๐˜„๐˜€ - ๐—Ÿ๐—ฎ๐˜†๐—ผ๐˜‚๐˜ News entries now put their type label above the headline, with spacing adjusted. The latest news heading also uses a different font. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ 40 localisation files have been updated, covering subtitles and other translated text. Across those files, 5,106 entries were added, 1,029 removed and 212 changed. These notes come from Deadlock's files and code for build 6844. The code can change in later updates.
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And with spooktober coming to and end its sadly goodbye to the little Halloween event! ๐ŸŽƒ With the removal we get two #deadlock updates, builds 6841 and 6842. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐—˜๐˜ƒ๐—ฒ๐—ป๐˜ ๐—ฒ๐—ป๐—ฑ 36 candy cauldrons have been removed from Midtown, with another two removed from the Hideout map. Though 1 lone cauldron still remains on yellow lane near the Arch Mother base however it has no functionality if broken. The cleanup also removes scattered sweet decorations and 189 candles from Midtown. The first hot fix left the candy ability on players and even caused the candy troll to still be punchable along with stunning you for no candy, this sadly caused the troll to be removed temporarily while they patched it, thankfully its back now in all its glory! โ€ข ๐— ๐—ถ๐—ฑ๐˜๐—ผ๐˜„๐—ป - ๐—–๐—ฟ๐—ฎ๐˜๐—ฒ๐˜€ Two existing wooden crates have been rotated in place, from about 75ยฐ and 90ยฐ to 0ยฐ. Their positions are effectively unchanged. A toothpick changes everything. โ€ข ๐— ๐—ถ๐—ฑ๐˜๐—ผ๐˜„๐—ป - ๐—ฆ๐—ฐ๐—ฒ๐—ป๐—ฒ๐—ฟ๐˜† An existing stone railing and decorative mushrooms have updated model data. Additionally, there's a rebuild Midtownโ€™s map geometry, collision, navigation and baked lighting files. There are further changes to wall trim, mushrooms, overlays, grates and heavy door model data. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—›๐—จ๐—— Some Hideout specific rules for hiding ability and item panels have been removed, including the rule that hid the ability bar during the intro. โ€ข ๐—–๐—น๐—ผ๐˜‚๐—ฑ๐˜€ - ๐— ๐—ฎ๐˜๐—ฒ๐—ฟ๐—ถ๐—ฎ๐—น ๐˜€๐—ฒ๐˜๐˜๐—ถ๐—ป๐—ด๐˜€ The cloud ring material has revised transparency and fog settings. One of its fog parameters changes from 1.0 โ†’ 0.455. โ€ข ๐—ฉ๐—ถ๐˜€๐—ฐ๐—ผ๐˜‚๐˜€ - ๐—š๐—ผ๐—ผ ๐—•๐—ฎ๐—น๐—น Goo Ballโ€™s startup now uses separate restrictions for melee attacks and item use, replacing the broader "busy with action" state. Its base cast delay is still 0.55 seconds, before modifiers. โ€ข ๐— ๐—ถ๐—ป๐—ถ๐—บ๐—ฎ๐—ฝ - ๐—Ÿ๐—ฎ๐—ฏ๐—ฒ๐—น๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฐ๐—น๐—ถ๐—ฝ๐—ฝ๐—ถ๐—ป๐—ด Building labels get shrink-to-fit text and a 20px height limit. Clipping rules also change for the minimap and Tier 3 boss icon. The minimapโ€™s 15px bottom spacing moves from an outer margin to inner padding. โ€ข ๐—•๐˜‚๐—น๐—น๐—ฒ๐˜๐˜€ - ๐—ฃ๐—ฎ๐˜๐—ต ๐—ฐ๐—ต๐—ฒ๐—ฐ๐—ธ๐˜€ The game now makes extra checks along eligible sections of a bulletโ€™s calculated flight path before its usual final check. There is specific handling for Paradoxโ€™s Time Wall. This concerns how bullet interactions are detected along that route but the actual implications are unknown. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐——๐—ฟ๐—ฎ๐˜„๐—ถ๐—ป๐—ด ๐—ฝ๐—ถ๐—ฐ๐—ธ๐˜‚๐—ฝ๐˜€ Violetโ€™s Still Life ability now keeps track of the drawings it creates. Each drawing uses a link back to the ability that the game can check is still valid, and those links are cleared during cleanup. This is just internal work on how the ability manages its drawings. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ - ๐—ฆ๐˜‚๐—ฏ๐˜๐—ถ๐˜๐—น๐—ฒ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฑ๐—ฒ๐˜€๐—ฐ๐—ฟ๐—ถ๐—ฝ๐˜๐—ถ๐—ผ๐—ป๐˜€ 14 localisation files across nine languages contain 2,383 added, removed or edited text keys. Most changes are to voice line text, with smaller updates to hero descriptions and other interface text. Note: These notes come from Deadlockโ€™s files for builds 6839 โ†’ 6841 โ†’ 6842, they describe file changes and the code can change in the future.
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How about some more info on the crate bug fix included in the spooky little #deadlock update! ๐Ÿ‘€ Thereโ€™s been a longstanding bug holding crates hostage and stopping them from respawning! I found the same bug in code from all the way back in October 2024!! This bug is the likely reason why so many people believe crates get a longer respawn timer if they dropped Souls. But dropping Souls wasnโ€™t adding an extra timer. The problem was with how the game reused the pickup entities carrying those rewards. The green dino mustโ€™ve had his Red Bull though, because it was fixed just a few days after I reported it! So, what was actually happening? A crateโ€™s respawn cooldown started when it broke, whether it dropped a reward or not. For the crates in the current build, that cooldown is three minutes. Once the cooldown ended, the crate still needed its spawn spot clear and its pickup inactive before it could return. Leaving its Souls uncollected could therefore hold it up, but collecting them didnโ€™t start a fresh three-minute wait. To understand the bug, it helps to look at how those drops were created. Each reward used a pickup entity: the game object representing the drop. Rather than creating a new one every time, the game kept a pool of reusable pickup entities. When a crate needed one, it looked for a suitable inactive entity. If none was available, it created a new one. The crate then remembered that pickupโ€™s handle, essentially its ID, so it could check whether the drop was still active when it was time to respawn. Hereโ€™s where it got messy. Collecting the Souls made their pickup inactive and available for reuse, but the original crate still remembered its handle. Another crate could then reuse that exact entity for a completely different drop. If those new Souls were left uncollected, the original crate would check its remembered pickup, see that it was active again, and keep waiting. Youโ€™d already collected its reward. It was now waiting for someone elseโ€™s. Thatโ€™s what the video shows. A and B drop separate pickups, then I collect both. C reuses Aโ€™s pickup entity. B returns normally. A and C stay missing beyond four minutes because theyโ€™re both checking the same active pickup. I collect Cโ€™s Souls, move clear, and both can finally return. And it wasnโ€™t limited to two crates. Several boxes could remember the same entity, leaving one lonely Soul pickup holding the lot hostage. Heavy crates were affected too, including reuse between wooden and heavy boxes. Even a break that dropped nothing could get caught. A crate could retain the pickup handle from an earlier break, so an empty drop didnโ€™t necessarily mean it would respawn on time. There was an expiry, though. Uncollected crate Souls despawned five minutes after that particular drop appeared. Collecting them, or letting them despawn, made the pickup inactive and allowed overdue crates to return on a subsequent check, usually within about a second if their spawn spots were clear. That wasnโ€™t a five minute maximum wait from the original crate breaking, either. Another box could reuse the entity again and stretch the earlier crateโ€™s wait further. Permanent buff containers could get caught by the same bug too, although their uncollected pickups expired after 30 seconds. One pickup, several missing boxes. Lovely. ๐Ÿซ 
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Candy vacuum anyone? ๐ŸŽƒ Three more #deadlock hotfixes: builds 6836, 6837 and 6839. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐—–๐—ฎ๐—ป๐—ฑ๐˜† ๐—ฝ๐—ถ๐—ฐ๐—ธ๐˜‚๐—ฝ๐˜€ Candy now changes from touch collection to a vacuum pickup. Its pickup radius increases from 50 โ†’ 138 units: 2.76ร— the old radius, or +176%. The first eligible player inside that radius can trigger the vacuum pickup. The candy still travels to the player before collection finishes, entering the radius does not award it immediately. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐—–๐—ฎ๐—ป๐—ฑ๐˜† ๐—ฝ๐—ถ๐—ฐ๐—ธ๐˜‚๐—ฝ ๐—ฑ๐—ฒ๐—น๐—ฎ๐˜† Now when you decide to be evil and steal someones candy๐Ÿ˜ก when your hit causes candy to drop, you are briefly blocked from picking up that candy. The game then removes the block and checks whether you can collect it under the normal pickup rules. This all happens quite fast so you should see no difference. โ€ข ๐—”๐—บ๐—บ๐—ผ ๐—ฟ๐—ฒ๐—ณ๐—ถ๐—น๐—น๐˜€ - ๐—ฆ๐—ถ๐—ป๐—ด๐—น๐—ฒ-๐—ฟ๐—ผ๐˜‚๐—ป๐—ฑ ๐—ฟ๐—ฒ๐—น๐—ผ๐—ฎ๐—ฑ๐˜€ Previously, receiving a percentage based ammo refill while reloading adjusted your reload timer instead of adding bullets directly. Now, weapons that reload one bullet at a time get those bullets immediately, even during a reload. If the refill fills your magazine, the reload ends. Otherwise, it continues with the extra ammo already loaded. For example, a 25% refill on a 9-round magazine adds 3 rounds. Rounding up already existed. โ€ข ๐—ฉ๐—ถ๐—ป๐—ฑ๐—ถ๐—ฐ๐˜๐—ฎ - ๐—”๐˜€๐˜€๐—ฎ๐˜€๐˜€๐—ถ๐—ป๐—ฎ๐˜๐—ฒ A new check on both the client and server stops Assassinate from starting its scope while the owner has an ability channelling or in its cast delay. It returns โ€œbusy with actionโ€ and the client marks the ability unavailable. If Vindicta is already scoped in, this new guard is bypassed and the normal checks continue. โ€ข ๐—ฆ๐—ต๐—ถ๐˜ƒ - ๐—ž๐—ถ๐—น๐—น๐—ถ๐—ป๐—ด ๐—•๐—น๐—ผ๐˜„ ๐—ฟ๐—ฒ๐—ฐ๐—ฎ๐˜€๐˜ ๐—ต๐—ฎ๐—ป๐—ฑ๐—น๐—ถ๐—ป๐—ด Shiv now records when Killing Blowโ€™s selected player is killed while its damage is being processed. That recorded death can take the ability into its existing recast/cooldown path, instead of relying solely on the targetโ€™s state afterward. The usual target and recast requirements still apply. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐—ง๐—ฒ๐—ฎ๐—บ ๐—บ๐—ฎ๐˜€๐—ธ ๐˜€๐—ฒ๐—น๐—ฒ๐—ฐ๐˜๐—ถ๐—ผ๐—ป How the special team mask is assigned has changed. The server now picks a random eligible player from the teamโ€™s lobby data, using the match ID and team to seed the selection. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ - ๐—ฆ๐˜‚๐—ฏ๐˜๐—ถ๐˜๐—น๐—ฒ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐˜๐—ผ๐—ผ๐—น๐˜๐—ถ๐—ฝ๐˜€ 12 localisation files across seven languages contain 167 changed text keys, including Polish voice-line subtitles, candy instructions and ability descriptions. Several descriptions catch up with behaviour already described in English, including Charged Shot bouncing from walls, floors and ceilings, and heavy melee candy drops. Note: These changes and notes come straight from Deadlockโ€™s files for builds 6836 6837 6839, they describe the code and data in those builds and the code can change in the future.
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Don't worry, Yoshi didn't forget about the animals either! Halloween masks for all with the new #deadlock hotfix that dropped. Here are the changes from Deadlock's 6835 hotfix (separate from the earlier update) โ€ข ๐—ช๐—ฟ๐—ฎ๐—ถ๐˜๐—ต - ๐—ง๐—ฒ๐—น๐—ฒ๐—ธ๐—ถ๐—ป๐—ฒ๐˜€๐—ถ๐˜€ A new failsafe triggers the normal impact and cleanup if a slam remains unresolved for more than 0.25 seconds beyond its expected timing. The normal lift and slam timing is unchanged. This just helps prevent a stuck state. โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป - ๐——๐—ฒ๐˜ƒ๐—ฒ๐—น๐—ผ๐—ฝ ๐—ค๐˜‚๐—ฒ๐—ฒ๐—ป The delayed tile wave now also hits the central square, using the existing damage and stun checks. The centre also gets its warning preview. This is separate from the initial landing damage. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—ณ๐—ผ๐—ฟ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ - ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป ๐—บ๐—ฎ๐˜€๐—ธ๐˜€ Mask attachment points have been added to the cat, rabbit and pigeon models. โ€ข ๐—ฃ๐—ต๐—ผ๐˜๐—ผ ๐—บ๐—ผ๐—ฑ๐—ฒ - ๐— ๐—ฎ๐˜€๐—ธ ๐—™๐—ซ Halloween mask FX are now suppressed for your own hero, or the hero you're spectating, while in photo mode. โ€ข ๐— ๐—ถ๐—ฑ๐˜๐—ผ๐˜„๐—ป - ๐—–๐—ผ๐—น๐—น๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐—ฎ๐—ป๐—ฑ ๐—ฒ๐—ป๐˜ƒ๐—ถ๐—ฟ๐—ผ๐—ป๐—บ๐—ฒ๐—ป๐˜ A new box-shaped collision blocker was added near Yellow lane's north outside area. Lighting and reflection bakes also changed, and the map's assets gained an alternate park railing variant. โ€ข ๐—ข๐˜๐—ต๐—ฒ๐—ฟ ๐—ฐ๐—ต๐—ฎ๐—ป๐—ด๐—ฒ๐˜€ Quickbuy now carries purchase source information through the UI, queue and buying paths. There are also translation updates: 13 localisation files across eight languages received 429 text changes, including voice line subtitles, ability descriptions, Halloween troll prompts and Hideout camera UI wording. Finally, a fix preserving developer forced respawn timers has been included. These are file and code findings from 6835.
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Perfectly balanced as all things should be... or is it. Here's the rest of what was covered in today's balance patch for #deadlock ๐Ÿ‘€ (And its five hotfixes๐Ÿคฃ) โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐—•๐—ฟ๐—ถ๐—ฑ๐—ด๐—ฒ ๐˜๐—ฟ๐—ผ๐—น๐—น As you may know Midtown has a new bridge troll that gambles with your Candy! A heavy melee exchange costs 1 Candy, the odds are as follows: 30% - no reward 45.5% - 1 perma stat pickup 10.5% - 2 perma stat pickups 7% - 3 perma stat pickups 7% - a random 160 second stat buff The temporary buffs include survival, casting, movement, or gun stats. If you hit the troll without Candy you will instead get stunned. โ€ข ๐—›๐—ฒ๐—ฎ๐—น๐—ถ๐—ป๐—ด ๐—ก๐—ผ๐˜ƒ๐—ฎ - ๐—›๐—ผ๐˜๐—ณ๐—ถ๐˜… ๐—ฐ๐—ผ๐—ฟ๐—ฟ๐—ฒ๐—ฐ๐˜๐—ถ๐—ผ๐—ป The original balance patch shipped with 1.2 healing per Spirit while the patch notes claimed to change it to 1.1. A later hotfix corrected this to the stated 1.1 healing per Spirit. โ€ข ๐—ฆ๐—ต๐—ฎ๐—ฑ๐—ผ๐˜„ ๐—ช๐—ฒ๐—ฎ๐˜ƒ๐—ฒ - ๐—›๐—ผ๐˜๐—ณ๐—ถ๐˜… ๐—›๐—จ๐—— ๐—ฝ๐˜‚๐—น๐˜€๐—ฒ A hotfix added the fully charged Ambush HUD pulse that was stated in the main patch notes. This HUD pulse was not shipped in the main patch. โ€ข ๐—ฆ๐—ต๐—ถ๐˜ƒ - ๐—ฆ๐—ฒ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ฒ๐—ฑ ๐—ž๐—ป๐—ถ๐˜ƒ๐—ฒ๐˜€ The base full rage current health damage Spirit coefficient also increased from 0.01 to 0.015 (+50%). This is separate from the T3 addition of 0.01 that was listed and brings the T3 coefficient to 0.025. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—ฆ๐˜๐—ถ๐—น๐—น ๐—Ÿ๐—ถ๐—ณ๐—ฒ The buildup grace window configuration increased from 0.3s to 0.45s (+50%). The new line of sight check during grace was in the notes but the longer grace window was not mentioned. โ€ข ๐—•๐—ฎ๐—ฏ๐—ฎ - ๐—š๐—ฟ๐—ฎ๐—ป๐—ป๐˜† ๐—Ÿ๐—ผ๐—ป๐—ด ๐—Ÿ๐—ฒ๐—ด๐˜€ The miss cooldown for heavy melee in this mode was decreased from 1.7s to 1.6s and then to 1.5s in a later hotfix. The listed 1.4s to 1.2s change is the separate on hit cooldown. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐— ๐—ฎ๐˜€๐—ธ ๐—ฎ๐—ฟ๐˜๐˜„๐—ผ๐—ฟ๐—ธ Vampire, Frank, Pumpkin, and Clown have new versions of the old painted mask designs. New Archmother and Hidden King styles have also been added. Mask fitting has also been adjusted across the heroes. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐—–๐—ฎ๐—ป๐—ฑ๐˜† ๐˜๐—ต๐—ฒ๐—ณ๐˜ A heavy melee can knock candy out of another hero ๐Ÿ˜ก the code drops 30% of their stash which is rounded down with a minimum of 2 capped at whatever they actually hold. The victim of your evil Candy stealing is blocked from picking their dropped Candy back up for 1.5s. โ€ข ๐—›๐—ฎ๐—น๐—น๐—ผ๐˜„๐—ฒ๐—ฒ๐—ป - ๐—ฆ๐˜‚๐—ด๐—ฎ๐—ฟ ๐—ฅ๐˜‚๐˜€๐—ต Candy restores 1 stamina and heals for 75 + 3 per match minute. For 8 seconds Sugar Rush provides: +15 Spirit (+0.75/min) +15% fire rate (+0.35 percentage points/min) +1 m/s movement speed (+0.02/min) The cauldrons have a 20 second initial spawn and a 40 second respawn. Consuming candy is configured to preserve invisibility and slides. โ€ข ๐—ก๐˜‚๐—ฟ๐˜€๐—ฒ ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—”๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฎ๐—ป๐—ฑ ๐—ต๐—ผ๐˜๐—ณ๐—ถ๐˜… ๐—ฎ๐˜‚๐—ฑ๐—ถ๐—ผ Both of Harrow's light melee actions now select the same new clip. Her running and airborne branches also have a changed blend mask that affects her right arm. A hotfix also remixes the volume levels for the leech explosion, hit confirmation, debuff loop, and debuff end sounds. These are not new sounds just remixed ones. โ€ข ๐—ฉ๐—ถ๐—ป๐—ฑ๐—ถ๐—ฐ๐˜๐—ฎ - ๐—”๐˜€๐˜€๐—ฎ๐˜€๐˜€๐—ถ๐—ป๐—ฎ๐˜๐—ฒ Vindicta's Assassinate now also has a dedicated sound cue for when it's fully charged. โ€ข ๐—–๐—ฟ๐—ฎ๐˜๐—ฒ๐˜€ - You're welcome This fix comes from the recent bug report I raised with some help from Ashleyy. I will be doing a more in depth post on this later so stay tuned. Basically, the respawn check now matches the remembered pickup's spawn time. A later pooled drop with a different spawn time no longer blocks the earlier crate. An original uncollected drop can however still delay its own crate respawning. โ€ข ๐—•๐—ฎ๐˜€๐—ธ๐—ฒ๐˜๐—ฏ๐—ฎ๐—น๐—น - ๐—ฆ๐—ผ๐˜‚๐—ป๐—ฑ ๐—ฐ๐˜‚๐—ฒ๐˜€ The hoop for Basketball now has dedicated field goal and backboard bounce sounds! These replace its generic stinger and jump pad cues. Normal bounces also have a new cue and heavy melee gets its own dedicated bounce cue. โ€ข ๐—›๐—ฒ๐—ฎ๐—น๐—ฏ๐—ฎ๐—ป๐—ฒ - ๐— ๐˜‚๐—น๐˜๐—ถ๐—ฝ๐—น๐—ฒ inflictors Separate inflictors now inflict separate debuffs. With no other healing modifiers two 35% Healbane sources reduce incoming healing by 57.75%, three would reduce it by 72.54%. Each eligible debuff inflictor can receive their own 170 + 3/Boon heal when the target dies. โ€ข ๐——๐—ผ๐—ผ๐—ฟ๐—บ๐—ฎ๐—ป - ๐——๐—ผ๐—ผ๐—ฟ๐˜„๐—ฎ๐˜† ๐—ฝ๐—น๐—ฎ๐—ฐ๐—ฒ๐—บ๐—ฒ๐—ป๐˜ ๐˜‡๐—ผ๐—ป๐—ฒ๐˜€ Five existing Doorway exclusion volumes have been reshaped around Midtown. These invisible zones prevent Doorway placement so reshaping them changes where that restriction applies. One zone is now half as tall which may open up placements in its lower half if the other placement rules allow them. โ€ข ๐—›๐—ผ๐˜๐—ณ๐—ถ๐˜… - ๐—ง๐—ฎ๐—ฟ๐—ด๐—ฒ๐˜ ๐—ฐ๐—ต๐—ฒ๐—ฐ๐—ธ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฐ๐—ต๐—ฎ๐˜ An earlier hotfix broadened a shared trace to target check to also allow a hit object with the target's collision hierarchy ID. This appears intended to let a linked collision body count as part of the target instead of being treated as a separate obstruction. One confirmed use is NPC attack checks. Repeated ping and top bar chat handling have also changed. โ€ข ๐—ฆ๐—ฝ๐—ถ๐—ฟ๐—ถ๐˜๐˜‚๐—ฎ๐—น ๐—ข๐˜ƒ๐—ฒ๐—ฟ๐—ณ๐—น๐—ผ๐˜„ - ๐—›๐—ผ๐˜๐—ณ๐—ถ๐˜… ๐—ฐ๐—ผ๐—ฟ๐—ฟ๐—ฒ๐—ฐ๐˜๐—ถ๐—ผ๐—ป Its innate Spirit Lifesteal increased from 13% to 15% in a later hotfix which brings it in line with the already announced Spirit Lifesteal component buff. โ€ข ๐—ฅ๐—ฎ๐—ป๐—ธ๐—ฒ๐—ฑ - ๐—ฆ๐—ต๐—ถ๐—ฒ๐—น๐—ฑ ๐—ฐ๐—ผ๐—ป๐—ณ๐—ถ๐—ด๐˜‚๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป The local ranked season configuration now lists 2 subrank shields instead of 3. Badge shields remain at 5. โ€ข ๐—›๐—ผ๐˜๐—ณ๐—ถ๐˜… - ๐—˜๐˜ƒ๐—ฒ๐—ป๐˜ ๐—บ๐—ผ๐—ฑ๐—ถ๐—ณ๐—ถ๐—ฒ๐—ฟ๐˜€ Active event modifiers can now be initialized during pregame including after respawning or changing heroes. The checks also accept later game states instead of only the in-progress state. These notes are for builds 6826, 6827, 6828, 6829, 6831, and 6833. The notes use Deadlock's actual files and code.
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The green man has arrived and with him a little #deadlock update, here's what build 6821 includes! โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป - ๐—ฃ๐—ถ๐—ฒ๐—ฐ๐—ฒ ๐—ฝ๐—น๐—ฎ๐—ฐ๐—ฒ๐—บ๐—ฒ๐—ป๐˜ #solomon The final collision check that's used when moving a piece now starts 15 units lower when the detected surface faces downward. This should help make placement checks around undersides and ceilings more consistent. โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป - ๐—ฆ๐˜๐—ฟ๐—ฒ๐—ฒ๐˜ ๐—•๐—ฟ๐—ฎ๐˜„๐—น Solomon's Queen and Bishop now use a shared round reset notification to reset their active ability state and restore their normal ability buttons for the next round. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—Ÿ๐˜‚๐—ฟ๐—ธ๐—ถ๐—ป๐—ด ๐—ง๐—ฒ๐—ฟ๐—ฟ๐—ผ๐—ฟ๐˜€ #nurseharrow Harrow's fear debuff now has three separate NPC proc sound effects. This can be seen below. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐— ๐—ฒ๐—น๐—ฒ๐—ฒ ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ Harrow's heavy melee startup, dash, airborne dash, and hit animations have had another update #indecisive. These changes are mostly pose changes and can be seen below. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐— ๐—ผ๐—ฑ๐—ฒ๐—น ๐—ฝ๐—ต๐˜†๐˜€๐—ถ๐—ฐ๐˜€ Harrow's model's physics setup has expanded from 19 to 37 bodies and 18 to 33 joints, this adds parts for her bag, glasses, weapon, and cloak. Her mesh and hitbox data are unchanged. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—”๐—ฏ๐˜€๐˜๐—ฟ๐—ฎ๐—ฐ๐˜ ๐—Ÿ๐—ฎ๐—ป๐—ฑ๐˜€๐—ฐ๐—ฎ๐—ฝ๐—ฒ #violet Violet's ult now uses a dedicated airborne animation when she's in the air instead of falling back to the standing animation. Her standing and sliding ult animations have also been updated. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐— ๐—ฒ๐—น๐—ฒ๐—ฒ ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ Violet's ground and airborne light melee animations have also been updated. Both are the same length. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—Ÿ๐—ถ๐˜ƒ๐—ถ๐—ป๐—ด ๐—œ๐—ป๐—ธ Her brush trails now adjust their particle emission using her movement speed again now with an additional short trail layer. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—ฃ๐—ผ๐—ฟ๐˜๐—ฟ๐—ฎ๐—ถ๐˜๐˜€ #deadmandanny Danny's main portrait has been flipped/mirrored also a gap in his upper teeth has been filled in on the smaller vertical portrait. โ€ข ๐—”๐—น๐˜๐—ฒ๐—ฟ๐—ป๐—ฎ๐˜๐—ฒ ๐—ฐ๐—ฎ๐˜€๐˜ - ๐—ฃ๐—ฟ๐—ฒ๐˜€๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—›๐—ผ๐—น๐—ฑ The press and hold method for alternate casting now starts its hold down timer on a fresh key press instead of a key that was already held down. If you keep the key held down it doesn't restart an existing timer and releasing a key still clears the timer. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—›๐—ฒ๐—ฟ๐—ผ-๐˜ƒ๐—ผ๐˜๐—ฒ ๐—ฟ๐—ฒ๐—บ๐—ถ๐—ป๐—ฑ๐—ฒ๐—ฟ The daily "win a match / x2 votes" vote reminder is now hidden in the hideout. โ€ข ๐—›๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜‚๐˜ - ๐—œ๐—ป๐˜๐—ฒ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ถ๐—ผ๐—ป ๐—ฝ๐—ฟ๐—ผ๐—บ๐—ฝ๐˜๐˜€ The different interaction prompts within the hideout now use stricter checks, the actual hideout checks remain but the fallback outside it now requires the pregame waiting state, this removes the previous broader pre match and early street brawl conditions. This changes when the prompt appears. โ€ข ๐—ฆ๐˜๐—ฒ๐—ฎ๐—บ - ๐—š๐—ฎ๐—บ๐—ฒ ๐—ฅ๐—ฒ๐—ฐ๐—ผ๐—ฟ๐—ฑ๐—ถ๐—ป๐—ด Some menu states are now marked as "Staging" instead of "Menus" on Steam's game recording timeline. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ 40 different language files across 14 languages have been updated, this includes added subtitle translations. Note: These findings are from build 6821. They come from Deadlock's files and code and represent this build. Code can change.
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Yoshi is a busy dino today, another hotfix for #deadlock โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—ช๐—ฟ๐—ฒ๐˜๐—ฐ๐—ต๐—ฒ๐—ฑ ๐—ฉ๐—ฎ๐—ฝ๐—ผ๐—ฟ๐˜€ #nurseharrow Healing that's being used to clear her delayed damage now accounts for healing effectiveness instead of using the raw heal amount. Healing amplification will therefore clear more of the stored damage, while healing reduction will clear less. With 200 delayed damage and a 100 heal increased by 50%: Before: Removed 100 damage, left 100. Now: Removes 150 damage, leaving 50. If the heal clears all the stored damage then the leftover healing is also adjusted to keep the amount that continues to your main health bar. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—Ÿ๐—ถ๐˜ƒ๐—ถ๐—ป๐—ด ๐—œ๐—ป๐—ธ #violet Violet's solid ink strokes from her alt fire now place their segments from the previous point towards the new point. Before that calculation would run in reverse and could give a short stroke the same start and end position. This should make short strokes and connected walls place more consistently, and remove the invisble wall trick. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—œ๐—ป๐—ธ ๐—ฒ๐—ณ๐—ณ๐—ฒ๐—ฐ๐˜๐˜€ Two layers of Violet's drawn ink trail now emit a fixed 50 particles per second instead of changing their emission rate with movement speed. The visual trail now also waits until the brush has moved more than 15 game units horizontally before updating it's anchor position. Note: These findings are from 6819. They come from Deadlock's files and represent this build. Code can change.
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Some more little hotfixes after Yoshi's victor incident! Here's what's included in the latest #deadlock hotfixes. โ€ข ๐—ฆ๐—ผ๐˜‚๐—น ๐—จ๐—ฟ๐—ป - ๐—ฅ๐—ฒ๐˜๐˜‚๐—ฟ๐—ป ๐—ฝ๐—ฎ๐˜๐—ต The calculation for the path the soul urn takes when walking back now adds a penalty to paths that go above or below the height of its return point. This will help stop the urn from taking weird detours vertically. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—Ÿ๐—ฒ๐—ฒ๐—ฐ๐—ต ๐—ฒ๐—ณ๐—ณ๐—ฒ๐—ฐ๐˜๐˜€ #nurseharrow Harrow's leech pickup effects have been updated to include a new separate body glow along with another glow for the ready indicator. The leech model now also gets two attachment points for these effects `attach_body_fx` and `attach_root_fx` โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐— ๐—ฒ๐—น๐—ฒ๐—ฒ ๐—ฎ๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ Four of Harrow's melee animations have been updated, her melee startup, her dash, her airborne dash, and her hit pose. These are just visual changes and can be seen attached. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—ช๐—ฟ๐—ฒ๐˜๐—ฐ๐—ต๐—ฒ๐—ฑ ๐—ฉ๐—ฎ๐—ฝ๐—ผ๐—ฟ๐˜€ Wretched Vapors can now delay damage marked DFLAG_PREVENT_DEATH, such as Pocketโ€™s Affliction. Before, that flag made the damage bypass her deferral, so it damaged you during Vapors instead of being delayed until the crash. The code now also checks that the affected hero and source ability still exist before playing the deferred damage tick sound as the crash ends. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—ฆ๐—น๐—ถ๐—ฑ๐—ถ๐—ป๐—ด #violet Violet's sliding loop sound now checks that its source still exists and isn't marked for deletion before starting to loop it. โ€ข ๐——๐—ผ๐—ผ๐—ฟ๐—บ๐—ฎ๐—ป - ๐—ง๐—ฟ๐—ผ๐—น๐—น๐—ฒ๐˜† ๐—บ๐—ผ๐—ฑ๐—ฒ๐—น๐˜€ #doorman Both of Doorman's trolley models have been simplified. Their meshes drop from 48,686 to 8,412 triangles. โ€ข ๐——๐—ฟ๐—ถ๐—ณ๐˜๐—ฒ๐—ฟ - ๐— ๐—ฒ๐—ป๐˜‚ ๐—น๐—ถ๐—ด๐—ต๐˜๐—ถ๐—ป๐—ด #dadwifta #drifter An existing environment light has been enabled in his menu scene. โ€ข ๐—จ๐—ป๐˜€๐˜๐˜‚๐—ฐ๐—ธ The stun applied from unstuck now leaves its direction unset. Before the stun would calculate a direction from the positions of the ents involved. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ 18 language files across 13 different languages have been updated. This mainly covers subtitle translations, hero, and attribute translations. Note: These findings are from build 6817. They come from Deadlock's files and represent the current build, code can change.
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Annnnnd another one lets see what #deadlock hotfix 6813 has instore for us! โ€ข ๐—ช๐—ฎ๐—ฟ๐—ฑ๐—ฒ๐—ป - ๐—Ÿ๐—ฎ๐˜€๐˜ ๐—ฆ๐˜๐—ฎ๐—ป๐—ฑ #warden Last Stand now gives fear immunity during both its charge up and active ult, without needing T3. Its tooltip now reflects this change. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—Ÿ๐˜‚๐—ฟ๐—ธ๐—ถ๐—ป๐—ด ๐—ง๐—ฒ๐—ฟ๐—ฟ๐—ผ๐—ฟ๐˜€ #nurseharrow Harrow's ult now explicitly skips applying fear buildup to fear immune targets to support the immunity from wardens change. โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป - ๐— ๐—ผ๐˜ƒ๐—ถ๐—ป๐—ด ๐—ฝ๐—ถ๐—ฒ๐—ฐ๐—ฒ๐˜€ #solomon Moving a piece downhill now counts the height difference towards its move distance limit. Previously, only moving uphill reduced the horizontal allowance. With a 10m move limit and a 6m drop the horizontal allowance changes from 10m -> 8m: sqrt(10ยฒ - 6ยฒ) = 8m This is before grid snapping and collision checks. The movement calculation will now also bottom out at zero if the height difference exceeds the move limit. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ 21 translation files were updated across 10 languages. Harrow text, UI wording, and translated item tooltips are included. Note: These findings come from build 6813's files and code. Anything can change.
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A few more tweaks from the little green man for #deadlock! No mention of slork though ๐Ÿ˜” Here's what we got for builds 6807, 6810 and 6812! โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป - ๐—ฃ๐—ถ๐—ฒ๐—ฐ๐—ฒ ๐—ฝ๐—น๐—ฎ๐—ฐ๐—ฒ๐—บ๐—ฒ๐—ป๐˜ #solomon When placing or moving a piece, the game finds a possible position and then snaps it to his grid. The final collision check for this now starts at that possible position and checks the adjustment needed to reach the grid spot. Before it would start at the original placement point and check a different line for obstacles. This means that an obstacle along the old line could change where the piece ended up. โ€ข ๐——๐—ผ๐—ผ๐—ฟ๐—บ๐—ฎ๐—ป - ๐——๐—ผ๐—ผ๐—ฟ๐˜„๐—ฎ๐˜† #doorman Doorway's placement checks now include surfaces using window/glass collision, which those checks previously ignored. This changes which surface the placement check can find and whether a placement is accepted. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—Ÿ๐˜‚๐—ฟ๐—ธ๐—ถ๐—ป๐—ด ๐—ง๐—ฒ๐—ฟ๐—ฟ๐—ผ๐—ฟ๐˜€ #nurseharrow Harrow's ult particle now references projected ground cone effects, layered rings, a pulse, glow, and eye beam effects. Two old effects (darkness and scrolling face) have been removed from the main effect. These are just visual changes but will help in seeing the range in which her ult hits. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—”๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ Harrow's zipline animation now selects a dedicated zipline model state. Her sleep animation has been adjusted and changed (see attached), and her weapon lean animation has been tweaked. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—š๐—น๐—ผ๐—ฎ๐˜ ๐—ฐ๐—ฎ๐—ฟ๐—ฑ Her gloat card artwork has been updated, this mainly changes the apperance of her eyes. โ€ข ๐— ๐—ฎ๐—ฝ - ๐—ง๐—ต๐—ฒ๐—ฎ๐˜๐—ฒ๐—ฟ ๐—ป๐—ฒ๐˜‚๐˜๐—ฟ๐—ฎ๐—น๐˜€ The theater lobby camp changes from a medium camp to a strong camp, replacing its three Stage Hand II neutrals for Stage Hand III. โ€ข ๐— ๐—ฎ๐—ฝ - ๐—ก๐—ฒ๐˜‚๐˜๐—ฟ๐—ฎ๐—น ๐˜€๐—ฒ๐˜๐˜‚๐—ฝ 14 old neutral shield trigger volumes have been removed, their shield activation was already disabled in the code so this is likely just cleanup. Many neutral spawners have now also changed from numbered types to explicit creature definitions. โ€ข ๐—ฃ๐—ฎ๐—ฟ๐˜๐—ถ๐—ฐ๐—น๐—ฒ ๐—ฑ๐—ฒ๐˜๐—ฎ๐—ถ๐—น The particle detail graphics setting now has fixed limits of 0-3 but allows game configuration to override its default. โ€ข ๐—ฃ๐—ฎ๐—ฟ๐˜๐—ถ๐—ฐ๐—น๐—ฒ ๐—ฐ๐—ผ๐—น๐—ผ๐˜‚๐—ฟ Particle rendering now carries through an existing desaturation override that was being replaced with zero before in one render path. Effects that use this can now correctly lose colour towards grey. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ 38 language files have been updated across 13 different languages. This includes various added subtitle entries, hero, item, and ui translations. Note: These findings cover builds 6807, 6810 and 6812, They come from Deadlocks files and code and represent the current state.
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Some little #deadlock hot fixes 6805 and 6806! โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—ช๐—ฟ๐—ฒ๐˜๐—ฐ๐—ต๐—ฒ๐—ฑ ๐—ฉ๐—ฎ๐—ฝ๐—ผ๐—ฟ๐˜€ The crash damage that gets repaid to you now checks who should be credited for it. The attacker it stores is now only used if they're still valid and on a different team, otherwise, the hero suffering the crash is used as the attacker. โ€ข ๐—•๐—ฎ๐—ฏ๐—ฎ - ๐—š๐—ฟ๐—ฎ๐—ป๐—ป๐˜† ๐—Ÿ๐—ผ๐—ป๐—ด ๐—Ÿ๐—ฒ๐—ด๐˜€ Her long legs buff can now only accept duration extensions while the ride timer is still running. This means that Harrow's T3 healing needles can no longer extend a lingering buff from the ability after her ability has ended. โ€ข ๐—ฆ๐—ฝ๐—ถ๐—ฟ๐—ถ๐˜๐˜‚๐—ฎ๐—น ๐—ข๐˜ƒ๐—ฒ๐—ฟ๐—ณ๐—น๐—ผ๐˜„ / ๐—˜๐˜€๐—ฐ๐—ฎ๐—น๐—ฎ๐˜๐—ถ๐—ป๐—ด ๐—ฅ๐—ฒ๐˜€๐—ถ๐—น๐—ถ๐—ฒ๐—ป๐—ฐ๐—ฒ Their tooltips have been changed to now say shooting/hitting "heroes" instead of "enemy heroes" โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—–๐—น๐—ถ๐—บ๐—ฏ๐—ถ๐—ป๐—ด Four climbing animations update how her leech jar moves and rotates with her left hand. โ€ข ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—ณ๐—ฎ๐—ฐ๐—ถ๐—ป๐—ด Some checks used for aiming and for your hero leaning while shooting now use your normal aim direction unless the game has explicitly locked your facing. Before, they could instead use a direction supplied by an ability or status effect. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ Another 11 language files have been updated across Brazilian Portuguese, Czech, French, German, Italian and Latin American Spanish. This includes 717 subtitle translations of lines that already existed in English. Note: This covers builds 6805 and 6806. These notes come from the files and code can change.
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The yoshi has smiled down upon us and blessed us with #nurseharrow but that's not all! Here's the rest of the changes the dino brought along for the latest #deadlock drop! โ€ข ๐——๐˜†๐—ป๐—ฎ๐—บ๐—ผ - ๐—ฅ๐—ฒ๐—ท๐˜‚๐˜ƒ๐—ฒ๐—ป๐—ฎ๐˜๐—ถ๐—ป๐—ด ๐—”๐˜‚๐—ฟ๐—ผ๐—ฟ๐—ฎ If his healing modifier is removed early it will now explicitly makes sure that the channel for the ability ends. This stops the bug where the channel would continue without healing. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—–๐—น๐—ผ๐˜€๐—ฒ ๐—ง๐—ต๐—ฒ ๐——๐—ฒ๐—ฎ๐—น His ult state now explicitly adds `MODIFIER_STATE_TECH_UNTARGETABLE_BY_TEAMMATES` this means he can no longer be targeted by his allies abilities while ulting and was likely added to stop the buggy interactions with ivy ult and healing beam. โ€ข ๐—ฉ๐—ถ๐—ผ๐—น๐—ฒ๐˜ - ๐—Ÿ๐—ถ๐˜ƒ๐—ถ๐—ป๐—ด ๐—œ๐—ป๐—ธ Drawn ink walls now create their final segment between the last placed blocker and the brush's final position. This makes the last section in the wall cleaner. โ€ข ๐—Ÿ๐—ผ๐—ป๐—ด๐—ฒ๐—ฟ ๐—ฏ๐˜‚๐—ณ๐—ณ๐˜€ - ๐—›๐—ฒ๐—ฟ๐—ผ ๐—ฎ๐—ฏ๐—ถ๐—น๐—ถ๐˜๐—ถ๐—ฒ๐˜€ Infernus' Flame Dash, Mo & Krill's Burrow/spin, Victor's Jumpstart, Sinclair's Spectral Assistant, and Paradox's Kinetic Carbine now have their internal countdowns stay in sync when the effect's duration is extended. This change doesn't do much visually but it cleans up internal code and systems. โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป - ๐—–๐—ต๐—ฒ๐˜€๐˜€ ๐—ฝ๐—ถ๐—ฒ๐—ฐ๐—ฒ๐˜€ His chess piece models now have smaller hitbox and collision shapes. These can be seen below. โ€ข ๐—ฆ๐—ผ๐—น๐—ผ๐—บ๐—ผ๐—ป / ๐—•๐—ฎ๐—ฏ๐—ฎ - ๐—˜๐—ณ๐—ณ๐—ฒ๐—ฐ๐˜๐˜€ Solomon's rook battery and piece movement effects get changes to their trails, colours, and small particles. Baba's brew and thread effects now get smaller strands and lower particle limits. These visual changes can be seen attached. โ€ข ๐—ฅ๐—ฎ๐˜ ๐—ž๐—ถ๐—ป๐—ด - ๐—š๐—ฟ๐—ฒ๐—ป๐—ฎ๐—ฑ๐—ฒ ๐—ถ๐—ป๐—ฑ๐—ถ๐—ฐ๐—ฎ๐˜๐—ผ๐—ฟ The grenade now gets a stronger opacity pulse, the indicator should now look more solid at its peak. โ€ข ๐—ฅ๐—ฎ๐˜ ๐—ž๐—ถ๐—ป๐—ด - ๐—ฅ๐˜‚๐—น๐—ฒ, ๐—ฅ๐—ฎ๐˜๐—ฎ๐—ป๐—ป๐—ถ๐—ฎ! Harrow's new fear status now explicitly resets his banner plant leap and takes over his movement. Nothing happens to an already placed banner. โ€ข ๐——๐˜†๐—ป๐—ฎ๐—บ๐—ผ - ๐—š๐—น๐—ผ๐—ฎ๐˜ ๐—ฐ๐—ฎ๐—ฟ๐—ฑ Dinkymo's gloat portrait has been updated to have a bright halo, stars, and sparkles around his dome. โ€ข ๐——๐—ฎ๐—ป๐—ป๐˜† - ๐—”๐—ป๐—ถ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ The strix salvo and large knockdown loop have got updated poses. Their lengths stay relatively the same just slightly different movement. These changes can be seen below. โ€ข ๐— ๐—ฎ๐—ท๐—ฒ๐˜€๐˜๐—ถ๐—ฐ ๐—Ÿ๐—ฒ๐—ฎ๐—ฝ - ๐—ฆ๐˜๐˜‚๐—ป ๐—ฎ๐˜‚๐—ฑ๐—ถ๐—ผ When stunned while using majestic leap, the leap will now stop its airborne loop and clear the landing sound flag. โ€ข ๐— ๐—ฎ๐—ฝ - ๐—ก๐—ฒ๐˜‚๐˜๐—ฟ๐—ฎ๐—น ๐—ฐ๐—ฎ๐—บ๐—ฝ๐˜€ Two spawn points in the drug store camp now use Specimen II instead of Gutter Ghoul II. Their positions remain the same. Another Specimen I camp has its three spawn positions adjusted, moving them slightly upwards. โ€ข ๐— ๐—ฎ๐—ฝ - ๐—–๐—ฟ๐—ฎ๐˜๐—ฒ๐˜€ 248 wooden crates have had their starting rotation adjusted. On top of this 31 wooden crates and three item containers have been moved, and two old wooden crate placements removed. โ€ข ๐— ๐—ฎ๐—ฝ - ๐——๐—ถ๐—ป๐—ฒ๐—ฟ 25 diner prop models have been added, including kitchen equipment, tickets, a clock, and seven sign variants. There's some new menu/poster art which names it as "Crowley's Diner". The checker floor has been changed to a warmer pink/brown, and the indoor windows material has a more blue lighting applied. โ€ข ๐— ๐—ฎ๐—ฝ - ๐—ข๐˜๐—ต๐—ฒ๐—ฟ ๐˜๐—ผ๐˜‚๐—ฐ๐—ต๐˜‚๐—ฝ๐˜€ The theatre dome's collision data and geometry for the main staircase along with the Fairfax statue change. โ€ข ๐—ฉ๐—ถ๐˜€๐—ฐ๐—ผ๐˜‚๐˜€ - ๐—ฆ๐—ฝ๐—น๐—ฎ๐˜๐˜๐—ฒ๐—ฟ ๐—ง๐Ÿฏ His splatter tooltip changes from "+1 Bounces" to "+1 Bounce" no functionality change. โ€ข ๐—œ๐˜ƒ๐˜† - ๐—ž๐˜‚๐—ฑ๐˜‡๐˜‚ ๐—–๐—ผ๐—ป๐—ป๐—ฒ๐—ฐ๐˜๐—ถ๐—ผ๐—ป When her tether ends its cleanup now also clears the lock on marker from the target. Likely clearing a visual bug. โ€ข ๐—Ÿ๐—ถ๐—ด๐—ต๐˜๐—ถ๐—ป๐—ด / ๐—š๐—ฟ๐—ฎ๐—ฝ๐—ต๐—ถ๐—ฐ๐˜€ The way maps now store baked lighting has been changed along with settings for baked fog shadows. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐— ๐—ผ๐—ฑ๐—ฒ๐—น / ๐˜๐—ฒ๐˜…๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ As you may have seen yoshi has listened and changed Harrow's facial textures to be a merge of the last two changes, adding back the very important eyebags. Her old partial transformation from resource has changed instead of changing the colour of her cloak it now adds alternate face textures that change at 1, 4, 8, and 12 collected leeches. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—›๐—ฒ๐—ฎ๐—น๐—ถ๐—ป๐—ด ๐—ก๐—ฒ๐—ฒ๐—ฑ๐—น๐—ฒ๐˜€ Her healing needles have a larger configured bullet radius compared to her normal damaging bullets. They have a radius of 15 units which is 50% bigger than the normal ones. Both use the same bullet speed of 20,000 units/s. This likely makes the healing bullets easier to hit. Her charge gain uses fixed amounts per listed damage events rather than scaling with how much damage that hit deals. Normal Bullet: 1.26% Headshot: 2.52% Light Melee: 7.56% Heavy Melee: 15.12% Ability Damage: 1.26% Hits on non-heros give 35% of those amounts. There's a damage gate of 0.15 seconds. Cooldown reduction also scales these gains, 20% cooldown reduction makes them 1.2x larger. So 1.26 x 1.2 = 1.512% for a normal bullet. Additionally Leech Therapy separately adds 0.15% charge per second per leech before that scaling. This passive gain bypasses the above mentioned damage gate. Healing needles can also heal an ally inside of a viscous cube, this will also proc items as though it's an out of cube hit. Ricochet bullets are also classed as healing bullets and proc items and heal. However bounced needles heal for 50% of the normal amount. The T3 buff extension is halved too from 6% to 3% per hit. The T2 stamina restoration is not halved and still restores the full 0.6 stamina to the ally. Her T3 can extend unstoppable, metal skin, and colossus. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—œ๐˜๐—ฒ๐—บ ๐—ฝ๐—ฟ๐—ผ๐—ฐ๐˜€ Shooting an ally with healing needles can trigger the following items. Headhunter: an allied headshot gives Harrow the heal and movement speed. Restorative Shot: heals Harrow. Burst Fire: gives Harrow the firerate and movement speed buff. Spiritual Overflow: allied hero hits can build it up, with Harrow receiving the completed buff. Escalating Resilience: allied hero hits build Harrow's Bullet Resistance. The code prevents the same shot being counted twice. Healing Tempo: gives its buff to the healed ally, including full-health allies. Split shot and express shot can fire extra healing needles too. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—ช๐—ฟ๐—ฒ๐˜๐—ฐ๐—ต๐—ฒ๐—ฑ ๐—ฉ๐—ฎ๐—ฝ๐—ผ๐—ฟ๐˜€ ๐—บ๐—ผ๐˜ƒ๐—ฒ๐—บ๐—ฒ๐—ป๐˜ Her vapors affect more than just run speed, its base 25% rush multi shortens dash duration while the dash still uses the normal distance. The multiplier also affects rope latching and climbing, and lash's ground strike speed. For wall jumps the sideways input lockout shortens from 0.95s to 0.76s at base strength meaning you regain sideways control sooner. The crash is marked as unable to be purged, its 20% movement penalty also slows dash timing. A 0.68s dash takes 25% longer at 0.85s with the crash. Unstoppable immunity also prevents the crash's movement slowdown. It doesn't remove the crash or wipe the stored damage. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - Fear Indomitable can stop fear once, while it's ready it can prevent a fear status from applying but then it goes straight into building fear again. โ€ข ๐—›๐—ฎ๐—ฟ๐—ฟ๐—ผ๐˜„ - ๐—Ÿ๐—ฒ๐—ฒ๐—ฐ๐—ต๐—ฒ๐˜€ ๐˜ƒ๐˜€ ๐—ฏ๐˜‚๐—ณ๐—ณ๐˜€ Leeches can eat away at certain timed buffs, they can't affect buffs sourced from ultimates or anything marked as unable to be purged. Unstoppable and EShift are also immune. โ€ข ๐—ง๐—ฟ๐—ฎ๐—ป๐˜€๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ 71 different localization files across 17 languages were updated. Five existing conversations also have their speech cues retimed, this includes viscous conversations and some violet x harrow. โ€ข ๐—จ๐—ป๐—ฎ๐˜€๐˜€๐—ถ๐—ด๐—ป๐—ฒ๐—ฑ ๐—ฐ๐—ผ๐—ฑ๐—ฒ - ๐—™๐—ฟ๐—ฒ๐—ฒ ๐˜„๐—ฎ๐—น๐—น ๐—ท๐˜‚๐—บ๐—ฝ๐˜€ Finally a new modifier `MODIFIER_STATE_FREE_WALL_JUMPS` has been added, this bypasses the wall jump stamina check and sets its stamina cost to zero. The activation and use for this can't be located. Note: This covers builds 6796 and 6803. These notes come from the files and code can change.
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Yoshi listened and did some changes to #nurseharrow you guys won! The eyebags are back!!! #deadlock
So #nurseharrow got some model changes...
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A nice little updated gloat card for #dynamo
She's finally here! The green #deadlock dino brought peak to the game, currently doing my writeup of the patch as per usual but have some of #nurseharrow's new assets while you wait!
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