What’s New

Deadlock — Shop Rework Update

Shop Rework Update

Added
  • Add visual glow effect to items when an upgrade is available to purchase
  • Redesign Build Browser as its own fullscreen UI
  • Add Create Build button when hovering over a player in post-game to generate local unpublished build from their match purchases
  • Introduce build tags feature allowing assignment of up to 3 tags with icons and descriptions to describe build themes
  • Add ability to specify suggested imbue target for items in a build that auto-selects in Quickbuy and highlights in normal purchase
  • Add ability to specify sell priority value for items in a build to automatically sell lower priority items when slots are full
  • Add optional category marking for build categories that appear differently and exclude from Quickbuy when queuing
  • Add item and category highlighting in build editor with dedicated left panel to edit properties replacing right-click context menus
  • Enable removing items from builds by dragging them outside the category UI
  • Add larger Quickbuy queue UI adjacent to the shop to remove and reorder items
  • Add buttons to queue entire build and clear Quickbuy queue
  • Add option to always queue selected build at the start of a match
Changed
  • Rework shop with full redesign including new items and universal item slots across all trees
  • Reduce total item slot count from 16 to 12
  • Apply item cost discounts when you own the component
  • Change tier bonuses from per-item purchase basis to total spend in a tree basis with non-linear scaling
  • Update various item names
  • Change default Quickbuy hotkey from Shift+B to G
  • Redesign base with new interior shape rounded with high domed ceiling and new Patron Throne mechanic
  • Update map layout including mid lane laning area, walker arenas, jungles, and various structural adjustments
Fixed
  • Fix several bugs that would cause Quickbuy purchases to fail

[ Shop Redesign ]

  • Full shop rework, including many new items.
  • Item slots are now all universal, rather than tree specific.
  • Total slot count reduced from 16 to 12.
  • Item costs are now discounted when you own the component.
  • New artwork for all item icons.
  • Reworked how tier bonuses work in the shop. They are no longer based on each item you buy, but instead based on your total spend in a tree. Bonuses are not linear (maxing out one tree fully isn't optimal bonus-wise).
  • Various item names have been changed.
  • Items now glow when there is an upgrade you can buy.

[ Build Authoring ]

  • The Build Browser has been reworked and is now its own fullscreen UI.
  • Added a "Create Build" button when hovering over a player in post-game. This will create a local unpublished build based on the items the player purchased in that match (including imbue targets and the order in which items were sold).
  • Added a new feature: build tags. Build tags are a way to compactly describe the theme of a build. A tag has an icon and a description, and you can assign 3 tags to a build (they don't have to be unique). There are a small number of initial "standard" tags such as Weapon/Spirit/Vitality, but also things like level of complexity, whether the build is melee focused, etc. In addition to the standard build tags, the ability icons of the hero, and icons of items included in a build can also be used as tags.
  • Published builds that don't yet have tags will not show up in the public results in the build browser.
  • Added the ability to specify a suggested imbue target for items in a build. When using Quickbuy this will be automatically selected. When purchasing normally, the suggested ability will be highlighted in the imbue popup.
  • Added the ability to specify a sell priority value (0-100) for items in a build. When using Quickbuy, if you are out of slots, and you own an item with a sell priority, that item will automatically be sold to make room for your next purchase.
  • Build Categories can now be marked as Optional, which show up differently in the build UI and will not be added to Quickbuy when queuing a build.
  • You can now highlight both items and categories in the build editor, with a dedicated section on the left to edit the properties of the current selection (this replaces right-click context menus to update things like annotation notes and imbue targets).
  • You can remove items from a build by dragging them outside of the category UI.

[ Quickbuy Redesign ]

  • Added a new larger Quickbuy queue UI adjacent to the shop that lets you remove and reorder items in the queue.
  • Added buttons to queue your entire build and to clear your Quickbuy queue.
  • The default Quickbuy hotkey has been changed from 'Shift+B' to 'G'.
  • Added an option to always queue your selected build at the start of a match.
  • Fixed several bugs that would cause Quickbuy purchases to fail.

[ Base and Map Updates ]

  • New base design.
  • Amber side early development pass at industrial exterior.
  • Sapphire side early development pass at museum exterior.
  • Interior shape changed to round with a high domed ceiling (both sides using the same interior temporarily).
  • Added Patron Throne that moves down into the ground to form the final Patron area.
  • Two ventilation tunnels from the player spawn to the final Patron area combined into a single tunnel.
  • Shrines moved back closer to the player spawn area and pushed into alcoves.
  • Hallways along the Mid Lane entrance to the base changed to rooms with ropes leading up to the high ground.
  • Side passages from player spawn area to the Shrines changed to curved stairs.
  • Increased areas in front of the Mid Lane base entrances.
  • Added Juke Closets in between base entrances on the interior side.

Mid Lane Laning Area:

  • Lowered buildings on the corners of the area that have access to Mid Boss.
  • Extended the rope from Mid Boss to the rooftop of these newly lowered buildings.

Mid Lane Walker Arena:

  • Redesigned Boutique.
  • Expanded the rooftop all the way back to the wall.
  • Raised building separating the Boutique and the base.
  • Continuous interior from jungle area to the walker.
  • Stairs dip down into the building.
  • Added high building archway behind the Walker.
  • Increased the window size in the covered hallway in between the Walker and the jungle areas.

Outer Lane Walker Arena (Amber Park and Sapphire York):

  • Removed the Skybridges just below the ziplines from the base side.
  • Removed the Pedestrian bridge in between the Walker and the Guardian.
  • Reduced width of the street coming from the Guardian.
  • Added catwalk on the defender side to connect to the catwalk behind the Walker.
  • Added an awning in front of the Cultural Center.
  • Changed the Cultural Center interior path to go to the defender side catwalk.
  • Removed the high ground side entrance to the interior hallway on the outside of the lane.
  • Centered the bounce pad coming out of the interior hallway in between the Walker and the Guardian.

Bull/Bear Jungles:

  • Added a rope to access the roof from the jungle side.
  • Removed wall shrubs on the jungle side.
  • Removed the zap triggers on that rooftop.
  • Added breakables on the roof.
  • Lowered the tower building in the jungle area across from the connection area.
  • Lowered rooftop of the Clinic/Law Office (building next to the Bear/Bull statues).
  • Connected the rooftop of the Clinic/Law Office to the lowered roof leading to Mid Lane.
  • Lowered one side of the building beside the Fish Market/Nursery.
  • Added Juke Closet off the lowered rooftop.
  • Added breakables to all newly lowered rooftops.
  • Moved and rotated delivery trucks separating neutral camps.

Juke Closets:

  • Increased size of doorways of Juke Closets.

Breakable Crates:

  • Wooden crates replaced with new design and shader.

Art Pass:

  • Skybridges
  • Pedestrian Bridges (old Power Up bridges)
  • Department Store
  • Chapel
  • Bell Tower
  • Apartment Complex
  • Speakeasy
  • Gallery
  • Interiors
  • Broadway Storefronts
  • Nightclub
  • Theater

Miscellaneous:

  • Increased size of all doorways entering interior spaces.
  • Removed the veils below the old Power-Up bridges.
  • Removed the sign on the top of the Theater.
  • Added collision to the chimney pipes.
  • Raised interior ceiling of Radio Station/Apartment Complex on outer lanes next to the T1 Shops.
  • Removed the columns in the interiors of the Radio Station/Apartment.
  • Added lights to the Radio Station/Apartment interiors.
  • Removed veil at the front of Dept Store/New York Oracle.

[ Soul Orb Mechanics ]

  • Players gain back ammo when claiming an Orb.
  • Improved reliability of soul orb claims when experiencing momentary packet loss or latency.
  • Reworked visual effects to more clearly communicate when they are claimable or expiring.
  • Reworked client feedback when shooting a soul orb prior to being awarded the souls.
  • Soul orbs no longer automatically claim when colliding with the world.

[ Game Feel and Optimization ]

  • Improved unit targeting logic.
  • Networking: Add method to smooth player jitter that may result from non-ideal networking conditions.
  • Fixed jittery motion for various in-world UI elements, such as targeting and ziplines.
  • Improve fairness in hit registration between high and low ping players during ability use and when shooting troopers.
  • Fixed rare bug that would cause melee hits to have an incorrect range on the server.
  • Fixed various scenarios causing networking-related jitter when climbing ropes.
  • Reduced jitter from mispredictions while ziplining near another player.
  • Fixed issues with mispredicting (and bad stuttering) when going around corners on zipline.

[ Movement ]

  • Air Acceleration has been increased to improve Wall Jump controls, but only while moving at lower speeds.
  • Wall Jump launch has different kick away speed from the wall based on whether you're pushing your movement direction toward, away, or neutral.
  • Fixed cases where it was impossible to Mantle Ledges to the left or right of your Wall Jump direction, just after a Wall Jump.
  • Fixed/improved control over air dashes just after a Wall Jump.
  • Wall Jump fatigue affects the vertical launch only, and recovers at 1.25s instead of 2s. This should encourage long lateral leaps, while keeping chimneying in check.
  • Fixed a bug where using Melee on the ground triggered Wall Jump fatigue.
  • Wall detection for wall jumps now takes into account all walls in a small radius around the player, not just the last wall touched.
  • Changes to Wall Jump behavior have reduced the effectiveness of "Corner Boosting" a bit.
  • While Wall Sliding, terminal velocity is in effect (for vertical speeds only). At -600u/s gravity is cancelled out.
  • Mantle Glide: Holding Crouch or Crouch Toggle while exiting a Mantle creates a small speed boost, allowing you to slide out of mantles.

[ Camera ]

  • Various Fixes for camera positions when characters push the camera into the ceiling in special cases ( Vindicta & Abrams' Ults ).
  • Characters, Guardians, Walkers and Shrines will fade to a minimum transparency as they get too close to the camera.
  • Soft Camera Collision: As you move, the camera anticipates walls approaching from behind and to the right of your character resulting in less sudden jolts, and smooth near/far camera paths when turning in constricted spaces.

[ Misc Gameplay ]

  • Changing the third flex slot unlock from killing all Walkers to killing two Walkers.

  • Changing last flex slot from base guardians and shrine to just base guardians.

  • Players now start with 400 souls.

  • Adjusted the boon reward schedule and added some more levels.

  • You now also gain Spirit per boon. Adjusted Spirit on various abilities and items to compensate.

  • All hero stats rebalanced alongside the shop rework.

  • Adjusted objective health values (as part of damage value changes in the shop).

  • Shields have been reworked and are now called Barriers. They are no longer multiple damage types. They also interact normally with resistances now.

  • Hero kill comeback values reduced by 15%.

  • The losing team now gains up to 25% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max networth delta). First 3k in networth difference is ignored.

  • Zipline Boost speed reduced from 130% to 80%.

  • Zipline Boost cooldown increased from 280s to 360s.

  • Zipline now glows in the world when there is a zipline-boosted player on it.

  • Zipline Walker nodes adjusted. When Walker is contested, the last active defending zipline node is now behind the Walker instead of right on top of it.

  • Zipline dismount momentum reduced slightly.

  • Trooper bounty split from 100/60/35/25/20/16% to 100/60/30/20/15/11 (less effective economy as a large group).

  • Side Walkers' HP relative to Mid Walkers HP changed from -22% HP to -40%.

  • Decreased the height of Walkers' Stomp ability from 9m to 6m.

  • Backdoor protection range check increased by 5m for Walkers and 10m for Base Objectives.

  • Distance to attack walkers increased from 32.5 to 35.

  • Powerups Now spawn at 5 minutes instead of 10 minutes.

  • Breakables now spawn at 2 minutes instead of 3 minutes (they still respawn every 3 minutes).

  • Soul Breakables chance increased from 50% to 60%.

  • Golden Statue breakables chance increased from 40% to 50%.

  • Minimap now shows what kind of powerup is spawned.

  • Teleporters now start available at the beginning of the game, rather than at 8 minutes.

  • Walkers Resistance based on nearby enemies increased from 0/8/16/24/32/40% to 0/0/20/30/40/50%.

  • Bullet and Spirit Resistance for being near Walker value reduced from 25% to 15%.

  • Bullet and Spirit Resistance for being near Walker radius reduced from 35.5m to 32m.

  • Neutral bounties increased by 6%.

  • Healing area turrets' damage increased by 20%.

  • Base trooper bounty reduced from 144 to 132

  • Powerup Gun: Min Fire Rate reduced from 15% to 12%.

  • Powerup Gun: Min Ammo reduced from 30% to 20%.

  • Powerup Survival: Min Health reduced from 250 to 200.

  • Powerup Survival: Min regen reduced from 0.75% to 0.5%.

  • Powerup Casting: Min Spirit Power reduced from 20 to 15.

  • Powerup Casting: Min CD Reduction reduced from 15% to 12%.

  • Powerup Movement: Min Sprint reduced from 2m to 1.5m.

  • Powerups now start scaling up from 5 min rather than from 10 min.

  • Debuff Resistance now stacks diminishingly.

  • Increased Dash Slow cap from -40% to -50%.

  • Upgraded items now share the cooldown of the consumed item (i.e. using Healing Rite before upgrading to Healing Nova no longer resets the cooldown).

[ General ]

  • Updated all default builds.

  • Net Worth display shows decimals until 10k (instead of only until 5k).

  • Updated all targeting in game with new visuals to be consistent for positive targeting AOEs.

  • Troopers are visible through walls during the laning phase. Replaces the HUD element showing trooper icon and health.

  • Ally health bars visible through walls in addition to X-ray.

  • Nearby creep X-rays also visible through walls.

  • Added outlines to hero shader.

  • Minor update to the "Get Started" tutorial videos to reflect the three lanes and removal of trooper last hits.

  • Corrected name of Temple Guardian in the damage report where it was appearing as Mid Boss.

  • Added a tooltip to explain the secondary build search language option in Settings.

  • Aligned labels of in-world pickup item labels with the corresponding modifiers so the HUD text that appears after picking up an item uses consistent terminology.

  • Shrines are now navigation blockers, discouraging troopers from walking through and into them.

  • Majestic Leap, Warp Stone, and Phantom Strike can now properly be cast while climbing ropes.

  • Sinclair's Spectral Assistant teleport follow-up can now properly be cast while climbing ropes.

  • Bots will change their mind less frequently when considering retreating due to low health.

  • Bots now use ziplines when returning to base to heal.

  • Bots are now much better at ziplining out of base.

  • Players will no longer be attacked by nearby Neutrals when attacking the Sinner's Sacrifice in Sandbox.

  • Improvements to camera change on rope climb ejection.

[ Sound, Music, and VO Changes ]

  • Added sounds for Patron transforming to weakened state.
  • Added Patron shock attack sound when in weakened state.
  • Adjusted Walker audio mix for greater threat perception when enemy and less threat when ally.
  • Improved Guardian activate sound to trigger less often between attacks.
  • Updated zipline audio mix so allies and enemies using ziplines are more audible.
  • Improved footstep audio sync across all heroes.
  • Improved animation audio coverage across all heroes.
  • Updated audio mix between footsteps and movement across all heroes.
  • New footstep material sweetener sounds, increased overall volume.
  • Added more match start conversations.
  • Match start conversations are now cancelled by higher priority lines (like ping lines), regardless of which hero is talking.
  • Fixed match start conversations to handle game pauses correctly.
  • Voice lines that fire when an objective is denied will only be played for those close to the objective.
  • Removed shop music in hero test.
  • Updated weapon initial reflection acoustics model.
  • Damage audio feedback scales with "falloff" - it will be more quiet when damage is least effective.
  • Lowered and shortened headshot damage audio.
  • Removed some mix settings that were lowering player weapon when receiving damage.
  • Added support to play weapon fire from muzzle location.
  • Technical groundwork to change sound effects based on surface materials for things like footsteps and bullets with some meaningful performance savings.
  • Added unique surface impacts for bullets for various materials.
  • Technical groundwork to unify weapon sound and continue reducing fatigue, includes some additional support to include per-weapon low ammo sounds and acoustics.
  • Remastered several characters' weapon fire sounds using the new feature set (Wraith, Dynamo, Calico, and Abrams).
  • Improved bullet whizby audio detection.
  • Ensured technical parity between automatic and animation-driven footstep systems.
  • Match Start conversations now have a 50% chance of firing - this reduces repetition as well gives the patron a chance to speak individually to a hero.
  • Match Start conversation timings have been adjusted to make them flow faster and more naturally.
  • Match Start conversations will no longer partially fire, so if content has not been recorded you won't hear the start of a conversation then no follow-up.
  • Green lane is once again referred to as Greenwich by heroes.
  • Added a new Ping for "leaving the area" for most heroes.
  • Adjusted Patron VO frequency when leveling up so they're a little less chatty.
  • Fixed several issues with heroes referring to other heroes with outdated names or not saying their name at all.
  • Updated Shopkeeper VO - minor update that adds a few new interactions.
  • Turned off/on a handful of stray VO lines to have things be more in line with current iteration of abilities (for instance Holliday no longer says "armor's not going to save you", when in fact, armor could save you).
  • Increased volume for hero effort VO sounds (jumping, dashing, mantling).
  • Teammates' pain VO will receive a volume boost when their health gets below a certain threshold.
  • Changed Hero Death VO to be directional.

[ User Interface ]

  • Items now show Spirit Scaling when alt is pressed.

  • General visual pass to minimap in concert with map changes to improve its read and usability.

  • Objective icons and lanes on minimap have been adjusted for visual and functional clarity.

  • New lower "basement" level texture was added to minimap when players traverse into deeper parts of the map.

  • All keyboard/controller button glyphs have been unified into a common UI element.

  • Keyboard, Mouse, and Button bind stylings have improved, especially in the case of "inline" bindings.

  • When an action is not bound to any key button, there is a symbol in its place.

  • When an ability or active item button is pressed during cooldown, the related element will shake and glow red briefly.

  • Updated and improved search functionality in the shop.

  • The cooldown alert message has been removed, but alert messages related to Charges, Silences, etc. remain.

  • Objective healthbars now only show for the Patron, Shrines, and Midboss.

  • When stunned or disarmed the reticle now changes state and displays a duration meter.

  • Hiding gun disarmed FX and generic disarm particles since the reticle communicates the disarmed state.

  • Added overhead indicators for disarm abilities.

  • Don't show cooldowns on ability icons for the imbue popup.

  • Reordered ping wheel messages with lanes so the order matches the left to right order of the lanes.

  • Simplified and reworked the menu when you hit ESC while in-game.

  • Deadlock loading screens can now animate and show other controls.

  • Added charge-up icon and entry in labels in the same way we have cooldowns for items.

  • Added "unstoppable" as a status effect to show in tooltips.

  • The ultimate icons on the team's bar at the top of the HUD have been updated.

  • Added UI indication when an item is upgradeable in the shop (when you already have a component for an item).

  • Added purchase messages in the chat feed for T3 and T4 items that allies or enemies purchase.

  • Added a corner cap on items in inventory/scoreboard/etc to replace the old tier indicators and give better tree recognition.

  • Disabled low/mid health label under crosshair.

  • Made it so scaling values below 0.5 shows 2 decimals instead of 1.

  • Hovering items in the damage report now shows tooltip for that item.

  • Sinner's Sacrifice bonuses now appear faster.

  • Added a UI state when Stamina is disabled with a debuff.

  • Top bar now uses the new vertical bar graphs.

  • Charge-up items (Mystic Burst, Tankbuster, QSR, Ethereal Bullets) now show 'cooldown' timin

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