1. Valgrave: Immortal Plains
  2. News
  3. Patch Notes v1.0.9 - v1.0.14

Patch Notes v1.0.9 - v1.0.14

Patch v1.0.14 (11/04/2019)


Summary: Mostly bug fixes from the previous patch as well as some quality of life changes with HomingSpheres, LaserBeam, and the spawn selection phase.

Minor features:
- Improved spawn behavior of HomingSpheres so that it's initial rotation points towards the target character if homing. This should make close range combat more predictable.
- LaserBeam now always shoots in the direction of the crosshair. Before the angle of the beam would try and intersect what was targeted by the crosshair, which would result in the beam shooting off to right when targeting characters or Dragons in close range.
- Added a sound effect on selection of spawn location markers.
- Updated music during spawn selection phase.

Bug fixes:
- Fixed a bug where abilities weren't being dropped on death (introduced in v1.0.13).
- Fixed a bug where Dragon kills were counting towards player kill count (introduced in v1.0.13).
- Fixed a bug where periodic effects from certain abilities would persist after death. These abilities include Whirlwind, FireRain, and Blackhole (introduced in v1.0.13).

Patch v1.0.13 (11/02/2019)


Summary: This is primarily a code refactor, but a significant one that should resolve a handful of issues regarding the strange behaviors we have been seeing with sound effects lingering indefinitely. We've also enabled speed hack detection in the engine and fixed a few bugs around the visual representation of players remaining in a match. Due to the nature of this change, I would anticipate the introduction of new bugs so please let us know of any strange behavior you encounter so we can address them as quickly as possible.

Major features:
- Enabled speed hack detection
- Implemented a blue-green deployment system so that we can safely deploy breaking changes into isolated environments to ensure not to impact players who haven't updated their clients yet.

Bug fixes:
- Fixed a bug where your games played stat would increment even when leaving or disconnecting from a match that hasn't started yet
- Fixed a bug where the in-game player count would not properly account for players who left or disconnected before the match started
- Fixed a bug where sound effects would linger indefinitely

Performance optimizations:
- Lowered the maximum number of times per second at which characters replicate from the server to clients. This should improve CPU performance on the server by not wasting CPU cycles replicating information more than it needs to yet without having a perceivable difference from the clients perspective.

Patch v1.0.12 (10/31/2019)


Summary: Fixed a handful of bugs around the deathcam, game over screen, and Dragon projectile behavior.

Minor features:
- Reduced ability disenchantment sound by 50% (far too loud in my opinion)

Bug fixes:
- Fixed a bug where Dragon's projectiles would always miss you when standing immediately next to them
- Fixed a bug where UI wasn't getting removed on death or immediately after game ended
- Fixed a bug where the camera would detach from the winning character at the end of the game

Patch v1.0.11 (10/30/2019)


Summary: We have a big update to our websocket plugin which we use to communicate with the matchmaking service. The functionality will remain the same from a player's perspective but we are hoping this will resolve the issue some people are having with not being able to queue for matches at all.

Major features:
- Matchmaking websocket update

Balance changes:
- AntiProjectileBubble duration 5.5s -> 4s
- BackStab damage 10 -> 15 | Damage multiplier 2.5 -> 2 (Total bonus damage 25 -> 30)

Minor features:
- AntiProjectileBubble will now have a distinct sound effect when hit to better indicate when it blocks an ability
- LaserBeam visual effects should have much closer timing to the actual hitscan (attempting to improve the "that didn't hit me" sentiment)

Patch v1.0.10 (10/27/2019)


Summary: Entirely rewrote ForwardDashAttack collision logic in attempt to resolve server crash

Minor features:
- Changed color of enemy spawn selection markers from red -> orange
- Crosshair is no longer visible when the game ends (end game screen shots were being ruined by that crosshair in the middle of the screen...)

Make sure to update your game client in Steam. Please inform me of any server crashes you encounter after updating. Thanks for your patience on this problem everyone!

Patch v1.0.9 (10/26/2019)


Summary: Overhauled projectile targeting for more precision as well as a few buffs and bug fixes

Projectile targeting update:
- Crosshair shifted to the right like traditional 3rd person shooters for better visibility of ground targeted abilities
- Projectile targeting is significantly more accurate towards crosshairs
- Improved accuracy of aim collision detector
- Projectiles no longer shoot in undesirable directions when targeting close characters or terrain

Balance changes:
- RisingWall duration 10s -> 7s | CD 4s -> 8s (goodbye wall stacking)
- Meteor damage 20 -> 25
- FireRain damage 7 -> 8 per second (35 -> 40 total damage over 5s)
- BlackHole damage 2 -> 3 per second (10 -> 15 total damage over 5s)
- SwordSlash damage 7 -> 8

Bug fixes:
- Crosshair no longer turns red for teammates
- Deathcam now works properly and will track your killer for a brief period of time before spectating
- Fixed bug where the start group selection screen would remain uninitialized and show "Message about start group selection" and a "0.0" countdown timer.

Working on:
- Adding Y-inverted axis to keybindings
- Issue where some people queue indefinitely
- Issue where some people cannot connect to server and get pushed back to entry map
- Advertising campaign with streamers to draw in more people
- Enabling speed hack detection