Team Fortress 2

Valve, alongside its business partner in China, Perfect World, has given us an update on the progress of Steam China today, after both companies had been silent on the topic for over a year.

Eurogamer attended the brief presentation, given by Perfect World CEO Dr. Robert H. Xiao in Shanghai, where a small number of local and international press were told the companies were "one more step closer" to launching Steam China, which will be separate from the international version of Steam. A handful of launch games were revealed, including Dota 2 and Dota Underlords. There were no actual launch dates or broader windows mentioned for Steam China itself, mind, nor a look at how that storefront may shape up or any details on its features, barring the fact it'll support VR, multiplayer games, interesting games with "innovative, creative ideas," and "single-player games with abundant storylines". As far as we could tell, none of the non-Chinese launch games had official approval just yet, either.

In Xiao's words, "the Steam China project is undergoing solidly and smoothly" - but what is it, exactly? As it stands, Steam is actually widely available for Chinese players already. As of right now we've tested and confirmed it's possible to buy, download and play games through the Steam store in China as usual, with no issues - and no need for a VPN. Community features, such as discussion forums, are unavailable, but otherwise the platform as it stands still acts as a huge loophole in the Chinese government's strict regulation of games. Where it might take many months of admin and applications for a game to get through the approval process - if it gets through at all - or many revisions to a game's content to ensure it meets the various Chinese standards, that same game can already be bought and played in China, unfiltered, unregistered and unchanged, on regular old Steam.

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Dota Underlords - Finol


A few weeks ago we talked about the upcoming updates being a bit leaner (balance and bugs) while we worked on bigger updates. After chewing on things for a bit, we're ready to chat about what's coming in the next few weeks.

One quick note before we dive in: When making games alongside a live audience, there's a lot of pivoting that occurs based on feedback. Any update we ship may not have been 100% planned ahead of time. Sometimes they are mostly composed of ideas generated by the community that we thought would be worthwhile to fast track and ship sooner. So with this blog post we'll let you take a peek at our upcoming scheduled updates, but keep in mind their order or even the content might change.

Our main focus currently is on Season 1 and its features. Some features (like the ones below) will be shipping early in Season 0, while others will only make sense with the whole package at the beginning of Season 1.

Duos Game Mode
In the next week or two we'll be introducing a new game mode we've been calling Duos (well we've actually been calling it Battle Buddies, but Duos seems a bit more professional). Duos is a new way to play Underlords cooperatively with a friend - just party up and battle against 3 other teams. Supports Casual and Ranked version.

Underlords
We're also going to introduce Underlords to the game in a few weeks. The team is really excited about this feature - these Underlords are a core part of the game and we think they will add a layer of fun and strategy to every match.

UI and other Improvements
Massive changes are also coming to our UI, especially on the PC, based on feedback and also to accommodate our new features.

Heroes and Alliances
Lastly, we'll soon be introducing new heroes and alliances, expanding the roster and creating new and interesting ways to play Underlords. In addition to this we'll continue looking for feedback and tweaking game balance throughout all of these updates.

Finally
This is normally where we'd say 'that's about it' - but knowing us and our community, we can pretty honestly say that things will change. Season 1 is the update where our Beta turns into a fully released game, so expect features like the new and improved Battle Pass and others like City Crawl to make their first appearance there.

Stay tuned.


Aug 16, 2019
Dota Underlords - NathanKell
HOTFIXES
  • Sniper's cooldown actually cools down.
  • Prevented Sniper casting Assassinate on dead units.
  • Fixed an issue with the DPS meter on PC clients.
  • Fixed combat result notifications not showing when a player lost but took 0 damage.
  • Fixed Terrorblade's ability description using a % sign where it should not.
Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

Dota Underlords builds are things of wonderful complexity. Combining your knowledge not just of heroes and abilities and items and alliances, but also the pacing of a match and your relative needs on different rounds can all get pretty mind-boggling pretty quickly – especially now that the August Update for Dota Underlords has shaken up the meta with its medley of groundbreaking changes to alliances and items.

So we thought it’d be a good idea to revisit our Dota Underlords builds guide to see what still works and what no longer does. Below we’ve put together seven of the very best builds in the current Juggernaut Update meta, from Brawny Warriors to Scrappy Mages to souped up Demon Hunters and more.

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Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

Dota Underlords patch notes are something of a bigger deal than in many other games. Much like with Dota 2, Valve see each Dota Underlords update as an opportunity to completely rewrite the current meta much of the time. Thankfully (for me, writing this), the most recent Juggernaut Update is a comparatively minor one; but it still introduces a number of significant changes to certain heroes.

We’ll break it all down in our Dota Underlords patch notes analysis, exploring how each change may (or may not) shift the meta in a new direction.

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Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

I think we can all agree that Dota Underlords is a real head-scratcher of a game. Simplified heroes and systems it may have compared with its perplexing, ponderous progenitor Dota 2, but then Dota 2 never had multiple 10v10 fights happening at once, did it?

So, to help turn that head-scratching into head-bashing, we’ve put together this comprehensive Dota Underlords strategy guide, packed with beginner-friendly tips and explanations of everything that goes on in a match, from heroes, alliances and items to gold accrual, meta-dominating builds, and much more.

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Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

The Dota Underlords heroes roster is sublimely complex and difficult to wrap your head around even if Valve weren’t shaking everything up with massive content updates every week or two. With each hero sporting different alliances, abilities, and basic stats across three different levels, there’s an awful lot to bear in mind when forming your army.

Our Dota Underlords heroes guide will walk you through everything you need to know, from our handy Dota Underlords cheat sheet which contains essential info for newcomers on every single hero in the game to our descriptions and explanations of some of the strongest heroes in the current meta.

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Dota Underlords - contact@rockpapershotgun.com (Ollie Toms)

A great many of the Dota Underlords alliances received a substantial rework after the enormous August Update. With nearly all Alliance items abolished, several key alliances have been reimagined to adjust to this new meta – so it’s high time we go back through our Dota Underlords alliances tier list and repopulate it with our rankings of the relative power and viability of each alliance. And not only that, but we’ll also talk about each alliance in turn, demonstrating why it is we’ve ranked it where we have and how best to use each one in a match.

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Dota Underlords - NathanKell
HOTFIXES

  • Fixed Disruptor Static Storm being overly brawny.
  • Fixed sometimes not saving settings on mobile.
  • Misc UI fixes and improvements.
  • Fixed an issue with logging on to Steam for the first time on Android.
  • Fixed an issue with the Loot Rounds page in Season Info while in a game.
  • More improvements to Party invite UI flow.
  • Fixed Terrorblade ability tooltip using wrong numbers for attack speed.
  • Ogre Magi now has 0 max mana.
Dota Underlords - NathanKell
GENERAL

  • Crashes. You know what they are. You know what we do to them. Well, we did it some more.
  • When a unit is hexed and can't hop away, it now hops in place and doesn't stay hexed indefinitely.
  • Made Steam login work better for mobile players.
  • Fixed several bugs with switching between other players' fights.
  • Clicking on Spectate Player to watch a friend's game will now start you spectating that player when you load into the game.
  • While viewing other player's boards, the Fight Preview Button is now available during all phases, not just the Preparing phase.
  • Alchemist acid spray FX shows in proper location now.
  • FX updates and optimization
  • Fixed a bug where the unit selection highlight could show incorrectly.


UI

  • UI can now be toggled between large and small screen separately from cursor/touch input. This means you can run the old "PC" mode UI on tablets, for example, while still having interaction optimized for touch. This also fixes many issues with running the large-screen UI on mobile devices and the small-screen UI on PCs.
  • Party Matches now start through the regular Play button, once a party has formed.
  • Fixed sigils being clipped when more than 6 are unlocked.
  • Fixed alliance tooltips not working correctly while spectating.
  • Fixed leaderboard not working correctly for matches with fewer than 8 players.
  • Improved ability descriptions for Disruptor and Nature's Prophet.
  • Popups now only trigger for changes in major rank, not minor rank.
  • Misc UI fixes and improvements.
  • Localization improvements, including Yos.


MATCHMAKING

  • Lords of White Spire Rank Score is now updated using standard Elo formula. More details here.
  • Changed bonus given when attaining Lord of White Spire, such that a new Lord of White Spire lands at around 15,000.
  • Rank Scores of existing Lords of White Spire have been shifted and compressed into the new range in a way that retains existing leaderboard positions.


HERO CHANGES

Juggernaut:
  • Blade Fury:
    • Juggernaut continues to attack his current target normally while spinning.
    • Properly purges stuns, evens those applied by the hit that triggered Blade Fury.

Ogre Magi:
  • Bloodlust:
    • Mana cost is now 0. Cooldown is still 5 seconds.

Puck:
  • Phase Shift:
    • Will no longer trigger if Puck is hexed or stunned or force-attacking a target.
    • Properly purges stuns, evens those applied by the hit that triggered Phase Shift.

Razor:
  • Plasma Field:
    • Fixed doing extra damage to units 1 cell away (was doing 50% more damage to them than it should).
    • Fixed doing half damage to units 3 cells away.
    • Fixed applying damage to units too early while the field is contracting.

Sand King:
  • Caustic Finale:
    • Reworked: Whenever Sand King damages an enemy with an attack or ability, the target is poisoned for 3.5 seconds. When the poison expires, it bursts and deals damage and slows the attack speed of all enemies adjacent to the target. Damage is halved if the target is still alive when the poison expires.
    • Attack Slow Duration changed from 3.5 to 1.75.
    • AoE Damage if the target dies changed from [60, 110, 160] to [50, 100, 200]
    • AoE Damage on Expiration changed from [55, 100, 190] to [25, 50, 100]

Sniper:
  • Is now Scrappy in addition to Deadeye and Hunter.
  • Assassinate:
    • Will not restart the cast if the target dies. He will simply switch to the next valid target and go from there.

Tidehunter:
  • Armor changed from 5 to 10.
  • Maximum Health changed from [850, 1700, 3400] to [1100, 2700, 5500].
  • Attack Damage Minimum changed from [45, 90, 180] to [60, 120, 250].
  • Attack Damage Maximum changed from [55, 110, 220] to [70, 150, 300].


ITEM CHANGES

Bloodthorn:
  • No longer targets silenced/hexed/passive-ability units.

Helm of the Undying:
  • Fixed undying units sometimes doing round damage to the opposing player.
  • Fixed Bloodseeker both not activating the Helm but also not dying when he bleeds out (he now activates the Helm).

Refresher Orb:
  • in addition to its current actions, halves the remaining cooldown time of active cooldowns of allies within 1 cell and restores 25 mana to them.

Summoning Stone:
  • Fixed issue where the bonus health was not being applied to Arc Warden's clones.
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