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Full IMMORTAL: Gates of Pyre update
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What changed
- Server
- UI and audio
- Gameplay
- Balance
IMMORTAL: Gates of Pyre changes
Hell, it's about time...
The IMMORTAL: Gates of Pyre weekend playtest is now LIVE!
Jump in and experience the latest build, explore new features, and test your strategies against the best! The servers are open from November 22nd, 00:00 PT until November 24th, 23:59 PT, so gather your friends and dive into battle!
Be sure to join our Discord where you can play matches and ask questions with our dev team.
Playtest Patch Notes
Milestone Build 0.0.6.20585a
Highlights
NEW! In-game HUD.
NEW! Unit Voice Lines.
NEW! Art - Many units and buildings have updated textures and animations.
NEW! Skill Based Matchmaking.
NEW! Immortal visuals in Main Hub.
General
Rootway visual improvement.
Added a yellow bar to many abilities with durations where the duration is important to keep track of.
Increased the alloy mining of Ether Extractors after alloy mining toggle from 50 alloy/min to 75 alloy/min.
Visuals and Sound
Added voice lines for many units.
Updated textures on many units.
Added animation to many units.
UI
In-game HUD
Complete visual rework.
Piles of new Icons.
Paired upgrades are now on the same button. For example, Offering and Blood Mother's Fervor for Masked Hunters are now on the same button. When Offering is researched, Blood Mother's Fervor will appear on the Tech Tab.
Attack and Defense Upgrades (+1/+1) are now accessible through the Tech Tab.
Resource colors have been aligned across all UI and In-game representations. Alloy is gold. Ether is purple. Pyre is red.
Center Minimap Experiment!
SSG has a long history of breaking tradition and experimenting with ideas rarely (if ever) seen in other games. Please remember that most innovations take a little time to get used to. We ask that you assist us in testing this out. In the future there will be options for left, right, and center positions for the minimap.
The goal of the test is to decide on the default. Since we don't have minimap position options yet, this is a good time to test out if it's worth having center minimap as the default for new players or to have it as a more niche option for efficiency nerds.
Potential Advantages:
The higher skill level sampled, the more time is spent looking at the minimap. Looking at the minimap is critical to APM, avoiding tunnel vision, and making good decisions in an RTS. By moving the minimap to the center, it should be easier for you to be aware of the state of the game.
It allows us to put important UI adjacent to it. Having the Selection Panel to the right allows for quick spreading out of units on the minimap. Having the resources and game time close to the minimap allows you to stay aware of the game state better.
Potential Disadvantages:
There are two main drawbacks from a central minimap that we're looking out for. The main one is misclicks. Accidentally clicking on the minimap can be disorienting and frustrating. Please report if this is happening to you with too much regularity (keeping in mind that initially it takes time to adjust).
A secondary one is more about vibes/aesthetics. Sometimes centrally located UI elements can make playing the game feel claustrophobic. Please let us know if you have this experience.
We've reduced the size of the minimap down to Sc2 size (was bigger) to compensate for the two above disadvantages (should be about the same size as Sc2). This may be its own disadvantage. Please report if you are having a hard time clicking where you want to on the minimap or other issues related to minimap size.
Main Hub
Play
Quickplay Mode: Instead of selecting your Immortal after launching a game, you will select it beforehand. This should help speed up queue times. In the future we will be exploring a draft mode, but only when there are enough Immortals.
Skill Based Matchmaking: In our last test matchmaking was random, now it takes your skill into account. For now, your Matchmaking Rating (MMR) is hidden.
Learn
NEW: How to Play section shows the basic game loop and objectives.
NEW: Roles and Traits section shows all Roles and Traits in the game. The Role of a unit or building will tell you its primary purpose. Traits provide additional valuable information.
Tooltips
Tooltip lore/flavor text removed from in-game tooltips. They are still displayed in the Learn section of the Main Hub.
Immortals
Mala
Dread Sister
NEW Ability: Deploy Dread Sister Activate to deploy and get a long-range, single target ground attack.
Deploy Dread Sister research requires Deep Nest.
Gets +100 Shields while deployed.
Deploy time: 3s.
Undeploy time: 2s.
Deployed ground attack:
Damage: 120/160/200 (vs light/vs medium/ vs heavy).
Each attack cost 10 Energy.
Range: 1500.
Cooldown: 4s.
Siege Maw:
Removed from the game.
Incubator:
Now gains Energy when any nearby unit dies (not just friendly units). The amount gained per death has been reduced from 15 to 7.
Xol
Xol unit is now immune to crowd control effects.
Factions
Aru
Aarox
No longer requires Neurocyte to train.
Cost reduced from 40/40 to 35/35 (Alloy/Ether).
Bloodbound
Bloody Rebound cooldown increased from 30s to 40s.
Blood Well
Summon cooldown decreased from 15s to 3s.
Murder Hollow
Alloy cost reduced from 125 to 75.
Thrum
Reduced Ether cost from 75 to 65.
Underspine
Reduced damage from5 to 2.
Xacal
Damage reduced from 16/22/28 to 14/21/28 (vs light/vs medium/vs heavy).
Q’rath
Absolver
Reduced the time it takes from the beginning of deploy to reach full area damage from 6s to 4s.
Hallower
HP changed from 195/150 to 200/75 (Life/Shields).
Increased Ether cost from 75 to 100.
Increased build time from 28s to 32s.
Decreased area damage. Area size reduced from 125 to 100 and the 50% damage zone has been removed.
Decreased area damage. Area size reduced from 125 to 100, and the 50% damage zone has been removed. It deals 100% damage in a 20 radius circle and 25% damage in a 100 radius circle.
Magi
Damage reduced from 7 to 6.
Attack Cooldown increased from 0.94s to 1.5s.
HP changed from 100/100 to 75/125 (Life/Shields).
Mana Cost to Heal increased from 9 to 10.
Lowered max Energy from 100 to 75.
Sentinel
Shield cost per blocked missile reduced from 15 to 13.
Throne
Build time increased from 50s to 70s.
Tithe Blades research cost increased from 150/125 to 200/200 (Alloy/Ether).
Zephyr
No longer gets movement speed when windstepping into Hallowed Ground.
Known Issues:
Changing your Immortal: We are missing the button for changing your Immortal. We are also missing a hover effect on the Immortal that indicates it as a clickable object. To change your Immortal, click on it.
How to Play: The How to Play section of the Learn page in the Main Hub is currently not showing by default. To see it, you'll need to manually select it after clicking on Learn (even though it's already highlighted).
Audio Cue: Audio cue for "workers under attack" is incorrect.
One Spectator Only: Custom Games do not launch properly when they contain more than one spectator.
We're excited to read your feedback and see how you adapt to the latest changes in this playtest!
Good luck and have fun, Immortals!
Source
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