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Valve continue to tweak Dota Underlords in the hopes of keeping players happy, this mid-Season gameplay update flips quite a few things on their head.

I like their sense of humour, with a note about them removing "code that caused crashes and kept code that doesn't cause crashes".

There's a few smaller changes like the addition of Loot Round tips to the Season Info tab, the ability to change equipped items from the Battle Pass and some buffs to the amount XP awarded for your placement in matches and for doing the quests. Meaning you will level up the Battle Pass faster.

Combat will now continue until some abilities are finished, Assassins will no longer hop around if they have an enemy in range, not seeing heroes from the previous shop when you re-roll and units that can't be healed will no longer be targeted for healing. Those all sound good, that's more just fine-tuning what we would expect to see.

The biggest changes come in the form of balancing across many heroes and alliances, something that's going to be quite tricky and will require constant tuning as it does in other competitive games. For example, when you lose to a neutral creep wave, it will no longer remove two of your options. Instead, it will now offer rewards from the previous wave.

Another huge change is to Alliance items, which now have their own category and they're randomly assigned a tier, with each player seeing Alliance items appear at different tiers thoroughly mixing it up. For those who thought the game was RNG-heavy before, it seems Valve have decided to double down on that to make it even more random overall.

You can find all the patch notes here and find the game free on Steam.

I had a rather amusing battle in Underlords recently, with only Morphling left and the opponent had a Bounty Hunter. Both constantly using their ability to move around the board, so I was just watching two heroes hop around never actually doing anything. Somehow though, my Morphling eventually got the better of the Bounty Hunter but it was pretty funny to see.

How are you finding Underlords with all these changes? Let us know in the comments.

Article taken from GamingOnLinux.com.
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12 comments
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scaine 23 July 2019 at 9:45 am UTC
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Yep, we'll still disagree. Partly because some such rounds are still meaningless (instead of everyone winning, now everyone loses) but mainly because you have to learn about strategy outside of the game. That's terrible, unforgivable game design.

Well, slightly forgivable, because it's beta. But as I say, I still hold Valve to a higher standard, and they've failed here.
rawpotato 24 July 2019 at 9:24 pm UTC
All the information is available in the game, highlighting any unit (including neutral creeps) will show all base stats, icons for abilities and alliances, which will be described in a tooltip when you mouseover. If you're seeing any incorrect information it's either a mistake or a bug, not a design issue. Things like evasion will show you a blue "evade" text whenever an attack gets evaded, lifesteal show a purple circle under affected units when active and so on. It's your job as a player to figure out how to counter them.

You have the option to read patch notes, which lets you digest the information at your own pace without distractions, or seek out forums/guides/videos to learn strategies from other players. This applies to every competitive game. Theres no requirement to do so, all of this can be learned from playing the game, these are optional "shortcuts".

The UI has plenty room for improvement. There is likely better ways to communicate information to the player within the game, both through displaying raw information, audio cues and visual indicators. Critiqueing how well the game communicates information to the player is fair and such feedback is an essential part of developing the game during the beta.

We could probably agree they overshot the difficulty, you say a lot, I say a little.
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