1. Evercore Heroes: Ascension
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  3. DUO matchmaking is LIVE!!!

DUO matchmaking is LIVE!!!

[p][/p][h2]Greetings heroes![/h2][p][/p][p]With the release of this patch we complete our most requested feature (duo mode), add a highly requested quality-of-life change as well as a limited-time bonus event we think you’ll appreciate![/p][p][/p][p]We've halved the in-game cost to unlock Core Powers from now till the end of the weekend! It's the perfect time to jump in, play and unlock some more of the more expensive powers![/p][p][/p][h3]Patch summary[/h3]
  • [p]2+1 matchmaking is now live! You can now queue up together with your friend and find a third player via matchmaking![/p]
  • [p]You can now hold down your basic attack key to keep attacking; No more button mashing! [/p]
  • [p]We've added Tons more bug fixes![/p]
[p][/p][h3]What's next?[/h3][p]With the full launch of Duo Mode now live, we're happy to share that development is moving steadily - and we're currently ahead of schedule on our roadmap!
[/p][p]We're already gearing up for our next major update, which will introduce a variety of new features, including an entirely new game mode and the debut of our first new hero: Ace Everstar.
[/p][p]As always, thank you for your continued support and valuable feedback![/p][p][/p][p][/p]
FULL PATCH NOTES
[p][/p][h3]NEW FEATURE[/h3][p]2+1 Matchmaking – Full Duo Support is Now Live![/p]
  • [p]Simply go to the Match Start screen by visiting the Portal in Castle Everae, add one friend to your match screen, and you will be presented with “Play as a Duo” or “Matchmake”.[/p]
  • [p]For Duos that join the Matchmaking Queue, they will be matched with the first Solo Queue player available, regardless of region.[/p]
[p][/p][h3]QOL Improvements[/h3][p]Updated Basic Attacks. Another point of feedback we wanted to address was improving the Basic Attack feel for all heroes.[/p]
  • [p]We’ve added support to “hold” the attack button now for Basic Attack as well as allowing more movement. [/p]
  • [p]We’ve also tuned some Heroes’ attack timing and VFX.  In some cases, we’ve compensated for changed attack timing with updated damage values. [/p]
  • [p]This is a medium level change, and we’ll be continuing to look at more combat improvements in the future![/p]
[p]Core Keys and Core Gems are now granted immediately upon completion of the Encounter.[/p]
  • [p]Originally, we had designed Gems and Keys to be granted at the end of the game (to help cut down on Leavers in Co-Op), but wanted to be more forgiving and ensure you keep all the Gems and Keys you earn![/p]
[p]The Abandon Run option is now available in Co-Op runs. Originally, we had designed this to help prevent Leaving during Co-Op runs, but we’ve enabled this to make game restarts easier on everyone.[/p][p]Enemies will now Scale automatically on the next Island after a Disconnect. This will ensure that should you lose a player on your run, the balance of the game will adjust accordingly.[/p]
  • [p]NOTE:  If a player is in Co-Op and eventually drops down to one solo player, they will still encounter Co-Op specific objectives.[/p]
[p]Solo Mode now has its own screen on the Mode Selection button, indicated at the top of the screen.[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]\[SHARDS & SOULBOUND BLOOMS] We’ve done a large amount of work to ensure that rewards earned at the end of encounters are granted correctly, as well as improving the performance of the menus themselves under high latency.  This should fix several of the issues players were seeing before.[/p]
    • [p]NOTE: We are aware that sometimes some players might see instead of the correct name, and are continuing to track these issues down.[/p]
  • [p]\[ENCOUNTERS] Fixed a bug where occasionally a small set of Surge encounters would not spawn enemies correctly in Shiverforge Mines.[/p]
  • [p]\[ENCOUNTERS] Fixed a few various issues related to the wrong reward category being granted, and a few encounters that had too many enemies.[/p]
  • [p]\[ENEMIES] Improved behaviour of Enemies so that they should spawn more reliably and stop moving less frequently.[/p]
  • [p]\[SOUND] Hero Attack and Take Damage VO should now respect the VO Volume Slider as expected.[/p]
  • [p]\[SOUND] Fixed a bug that was causing unintended music to play on repeat games.[/p]
  • [p]\[UI] Continued to fix several “loss of focus” issues.[/p]
[p][/p][h3]Balance[/h3]
  • [p]\[BASIC ATTACKS] all heroes have had their animations tuned slightly, with some very minor and some a little more significant.  Shade and Cynder have had base damage turned up to compensate.[/p]
  • [p]\[WALLUMPS] has had his Co-Op Overshield values in each phase increased, making the fight closer to how it was originally intended.[/p]
  • [p]\[CO-OP ENEMIES] several more difficult enemies in Duos and Trios have had their Hitpoints reduced slightly.[/p]
    • [p]NOTE: We’ll be doing a large re-balance in our Starstruck Update to improve game pacing in a more comprehensive way, but for now we’re continuing to touch down enemies that have a longer fight time.[/p]
  • [p]\[SHADE] increased the Critical Strike Chance granted by Blink from 8% to 15%.[/p]
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