Build 240

General Gameplay

Context: The changes to the Main Base Protector and Archive Tower should disincentivize skipping too many structures on the way to the Archive.

Added health bars and timers for Titans on the UI

Added measures to make it more difficult to accidentally select titans as a part of your army

Reduced the detection range of structures across the board

The Nexus destruction scene now plays even if a game is surrendered or forfeit

The Main Base Protector now attacks Titans from further away

Archive Tower



Damage: 45 ⇒ 70



Economy

Context: Tech rushing was way too strong in the current build, so we're taking steps to make it a bit more difficult to get high tier armies out so quickly. We’re holding off on more drastic changes, since we're addressing other balance factors that were making tech rushes particularly potent. It's possible we'll need to make further changes here, so we'll be monitoring closely.

Starting Energy: 70 ⇒ 60

Starting BioShards: 50 ⇒ 30

Starting Supply: 38 ⇒ 32

BioShard generator value: 40 - 96 ⇒ 30 - 93

Tech Level 2 cost: 100 ⇒ 150

Tech Level 3 cost: 200 ⇒ 225

Creeps

Context: We think that the current build often has too few objectives up on the map at a time. Given the number of other changes in this patch, we're sticking with a very moderate increase in camp uptime. We'll continue to push in this direction if it looks promising.

Respawn times have been reduced



Easy: 6 minutes ⇒ 5 minutes Medium: 8 minutes ⇒ 7 minutes Hard: 10 minutes ⇒ 9 minutes

Mantis Flower



Energy pickup reward: 2 ⇒ 1

Flying Flytrap



Energy pickup reward: 2 ⇒ 1

Pitcher Plant



Energy pickup reward: 3 ⇒ 2



Critters

Respawn time: 40 seconds ⇒ 30 seconds

Deckbuilder

Hovering a unit's portrait in the topmost bar of the pregame deckbuilder now shows more information about the unit

Units

Fixed several bugs that caused certain units to be stuck in an idle animation after casting their abilities

Tightened the airspace around the sides of the map.

Hero Kill Bounty: 4 Shard pickups + 1 per 5 Hero levels ⇒ 4 Shard pickups + 1 per 2 Hero levels

Blue

Context: We wanted to make Cannonball much less of a guaranteed wombo combo tool without jeopardizing the Aquadillo's ability to jump into a fight. We also wanted to make Hydros' level 20 ultimate a little less forgiving.

Hydros



Turn the Tide



Health threshold: 30% ⇒ 20% Level 15 Power Spike no longer increases the duration of Turn the Tide

Aquadillo



Cannonball



Radius: 4.6 ⇒ 3.2



Green

Context: We're giving quality of life improvements to the Grove Tender, Toxin Mystic, and Batterhorn to help them fulfill their roles more successfully. We've also got an eye on the power of Bramblethorn rushes, but we want to see how the other changes affect its strength first.

Grove Tender



Grow Needlefern



Cooldown: 20 seconds ⇒ 12 seconds Duration: 40 seconds ⇒ 48 seconds Growth time: 8 seconds ⇒ 6 seconds

Toxin Mystic



Health: 175 ⇒ 220 Movement Speed: 4.85 ⇒ 4.40 Deadly Toxin



NEW: Can now move while channeling with a 35% movement speed penalty Casting range: 12 ⇒ 13 Leash range: 14 ⇒ 15

Batterhorn



Damage: 60 ⇒ 100



Red

Context: Dervish/Apocalyte was too safe and too strong, even against tanks. These changes should make that combination a little less guaranteed, while still keeping them as a legitimate threat.

Eris



Dis-Array



Level 15 Power Spike



Strikethrough damage: Full ⇒ 10

Devilkin Dervish



War Dance



Cooldown: 20 seconds ⇒ 24 seconds Movespeed duration: 3 seconds ⇒ 2.5 seconds Movespeed buff: 30% ⇒ 25%

Lancer



Withdraw time: 1 second ⇒ 0.5 seconds

Apocalyte



Movement speed: 4.85 ⇒ 4.6 Destructive Prophecy



Cast recovery time: 0.4 seconds ⇒ 0.8 seconds Spell delay: 1.8 seconds ⇒ 2 seconds Damage: 200 ⇒ 150

Pyrosaur



Energy cost: 8 ⇒ 10 BioShard cost: 85 ⇒ 100 Health: 600 ⇒ 800 Size reduced by ~8% Flamethrower



Cast time: 0.2 seconds ⇒ 0.7 seconds Caster slow: 50% ⇒ 25%



White

Context: We want to improve the Precognitor's ability to protect fragile units against difficult to avoid burst damage without making it too easy to perma-shield high damage units.

Precognitor



Movement Speed: 4.75 ⇒ 4.6 Unit Cap: 2 ⇒ 3 Hamaliel's Blessing Damage Reduction: 90% ⇒ 100% Duration: 4 seconds ⇒ 1.5 seconds Cooldown: 18 seconds ⇒ 15 seconds NEW: Now grants 25% movement speed for the duration of the buff



Mercenaries

Context: The changes to the warp drone (along with the tighter airspace around the map) should clean up its behavior significantly. We're also making it a little weaker at straight backdoor attacks on the archive, but stronger as a tool for split pushing and retreating.

Patchbot



BioShard cost: 35 ⇒ 30

Warp Drone



Unit Cap: 2 ⇒ 1 Tech Requirement: 3 ⇒ 2 Matter Transposition



No longer cancels the teleport on damage Immobilized units will no longer be teleported, and being immobilized will cancel the effect Warp Out time: 4 seconds ⇒ 3 seconds Warp In time: 2 seconds ⇒ 7 seconds Now holds formation and uses warp-in functionality



Art

Map

Improved path clarity in critter areas and the adjacent brush-contained regions

Minor texture improvements to various assets

UI