Full notes
Full Golem Gates update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Maps
- Gameplay
- Balance
- Fixes
We've added a little something for everyone, with new Trials, Versus maps and a Survival challenge as well. New cosmetic skins and a large list of improvements and fixes round it all out. Have fun! New Features and Content
Added 2 new Versus maps. These maps are suitable for either 2 or 4 players and have a new center map objective point that attacks the enemy while it is held.
Added 3 new Trials. The new Trials are difficult but offer alternate Glyph skins as rewards.
Added a Survival version of Vision with unique enemy spawn mechanics where enemies can appear over more and more of the map as the game progresses.
The Glyph Draw Rate setting for Skirmish games (both online and AI) now has a "Pickups" option. When this option is selected, players do not draw from a timer but instead pickups appear all over the level that must be touched by friendly units to draw Glyphs.
Added many more cosmetic skins to collect.
Fixes/Enhancements
The first half of the campaign has been adjusted to provide a smoother difficulty curve. In particular, the first part of Chapter 4 is easier and in general early mission enemies will use one or zero legendary Glyphs.
Various minimap icons have been updated to be easier to recognize at a glance.
Improved font size and readability at 4k resolution.
If the player buys all the cards in the store, it restocks the next time they enter regardless of time.
Clicking on a structure proxy in the fog of war will now display any permanent status effects that were on the structure when it was last seen.
Glyphs that don't require a target can now be cast by double clicking on them.
Fixed self-targeted AoE attacks (Flame Turret, Vacuum Turret) activating when the nearest enemy is somewhat outside the range at which the ability deals damage.
Reanimate (Decaying Horde, Spider King), Duel (Duelist) and Buff Stealer (Cipher) are now correctly disabled if the user is Silenced.
Fixed Energy Collectors' Suppress ability not auto activating correctly.
Fixed an issue in Vision where the global vision area's activation timing would depend on how long the game lingered in the prematch state.
Fixed a rare issue where certain units with a Skill requiring an enemy unit as a target could get stuck attempting to use that Skill on a target that is no longer valid, preventing them from returning to normal attacks.
Fixed bots not properly using the Echo unit when dead in an allied game.
Balance Changes
In Versus and Survival the maximum Energy capacity is now 1000. After reaching this value, Energy expansion increases base draw speed instead, to a minimum of 3 seconds.
Stone Boots: Now provides 5 Armor in addition to its other effects.
Lesser Regeneration: Reduced regeneration amount from 20 to 15; added a 50 point instant heal on cast.
Basic Turret: Increased health from 1100 to 1250.
Flame Turret: Increased health from 1300 to 1500.
Pulse Cannon: Increased health from 1500 to 1600; Increased construction time from 20 to 25 seconds.
Vacuum Generator: Increased health from 1000 to 1100.
Twin Blades: Increased regeneration from 10 to 15.
Spider King: If all minions are destroyed, it can now resummon its initial two. This effect has a 60 second cooldown.
Mimic: Increased health from 2500 to 2700.
Creeping Battlement: After teleporting, gains 3 seconds of Impenetrable.
Source
Changelog.gg summarizes and formats this update. How we read updates.
