8th May 2025
Patch SourceFull shop rework, including many new items.
Items now glow when an upgrade you can buy is available.
The Build Browser has been reworked into its own fullscreen UI.
Added a “Create Build” button on post-game player hover that generates a local unpublished build.
Introduced build tags with icons and descriptions; up to three tags can be assigned per build.
Published builds without tags no longer appear in public build-browser results.
You can now specify a suggested imbue target for items in a build; Quickbuy auto-selects it.
Added sell-priority values (1-100) for items; Quickbuy auto-sells low-priority items when out of slots.
Build categories can be marked Optional and are displayed differently, excluded from Quickbuy queues.
Editor now lets you highlight items or categories with a left-panel property inspector (replaces context menus).
Items can be removed from a build by dragging them outside the category UI.
Added a larger Quickbuy queue UI beside the shop that supports removing and re-ordering items.
Added buttons to queue your entire build and to clear the Quickbuy queue.
New option to auto-queue your selected build at match start.
Client feedback improved when shooting a Soul Orb before souls are awarded.
Minimap now displays the type of spawned power-up.
Net Worth display now shows decimals until 10k (previously only to 5k).
Ally health bars are now visible through walls in addition to X-ray.
Nearby creep X-rays are also visible through walls.
Added tooltip explaining the secondary build-search language option in Settings.
Aligned in-world pickup item labels with HUD terminology for consistency.
Items display Spirit Scaling when Alt is pressed.
Performed visual pass on minimap to improve readability and usability.
Adjusted objective icons and lane indicators on the minimap for clarity.
Unified all keyboard/controller glyphs into a common UI element.
Improved inline styling for keyboard, mouse, and button bindings.
Unbound actions now show a placeholder symbol.
Ability or item buttons shake and glow red when pressed during cooldown.
Enhanced shop search functionality.
Removed generic cooldown alert—alerts for Charges, Silence, etc., remain.
Objective healthbars now show only for Patron, Shrines, and Mid-boss.
Reticle now changes state and shows a duration meter when stunned or disarmed.
Added overhead indicators for disarm abilities.
Cooldowns no longer display on ability icons within the imbue popup.
Reordered ping-wheel messages so lane order matches left-to-right map layout.
Simplified and reworked the in-game ESC menu.
Deadlock loading screens can animate and display additional controls.
Added charge-up icon entries in labels similar to cooldown indicators.
Added “Unstoppable” status effect to tooltips.
Updated ultimate icons on the team bar at top of HUD.
HUD now indicates when an item is upgradeable in the shop.
Post-game player hover now includes a button to create a build from that player's items and abilities.
Added charge-up icon entries in the same way cooldowns are shown for items.
Added corner cap on items to replace old tier indicators and improve tree recognition.
Removed low/mid-health label under the crosshair.
Values below 0.5 now show two decimal places instead of one.
Hovering an item in the damage report now displays its tooltip.
Sinner's Sacrifice bonuses now appear faster.
Added HUD state when Stamina is disabled by a debuff.
Top bar now uses new vertical bar graphs.
Charge-up items (MysticBurst, Tankbuster, QSR, EtherealBullets) now show a cooldown clock while charging.
Fully charged items now show a refreshed-on-cooldown HUD icon.
Renamed “Move Speed Resist” to “SlowResist.”
HUD items are now ordered cheapest-to-most-expensive from left to right.
Base Guardians now share one icon and HP pool on the minimap.
Patron now displays an icon for each of its phases.
Active items are no longer sorted separately; all items sort alphabetically.
Range and Duration upgrades are labeled “AbilityRange” and “AbilityDuration” in tooltips for easier shop search.
Item slots are now all universal rather than tree-specific.
Total shop slot count reduced from 16 to 12.
Item costs are now discounted when you already own the component.
Tier bonuses are now based on your total spend in a tree and are non-linear.
Various item names have been changed.
Players now regain ammo when claiming a Soul Orb.
Soul Orbs no longer auto-claim when colliding with the world.
Improved unit targeting logic.
Hit-registration fairness improved between high- and low-ping players for abilities and trooper shots.
Air acceleration increased for better low-speed wall-jump control.
Wall-jump launch speed now depends on whether you push toward, away, or neutral relative to the wall.
Improved control of air dashes immediately after a wall jump.
Wall-jump fatigue now affects only vertical launch and recovers in 1.25 s (was 2 s).
Wall-jump detection now considers all nearby walls, not just the last touched.
Adjusted wall-jump behaviour to reduce effectiveness of corner-boosting.
While wall-sliding, gravity is cancelled at –600 u/s terminal velocity (vertical only).
Mantle-Glide: holding crouch while exiting a mantle gives a small speed boost for sliding.
Third flex-slot unlock now requires killing two Walkers instead of all Walkers.
Last flex-slot unlock now requires defeating base Guardians only.
Players now start each match with 400 souls.
Boon reward schedule adjusted and additional levels added.
Players now gain Spirit per boon; Spirit values on abilities and items adjusted accordingly.
All hero stats rebalanced alongside the shop rework.
Objective health values adjusted to match new damage numbers from shop changes.
Shields reworked into Barriers; removed damage-type variations and enabled normal resistance interactions.
Hero-kill comeback values reduced by 15%.
The losing team now gains up to 25% more souls from objectives based on net-worth deficit.
Zipline boost speed reduced from 130% to 80%.
Zipline boost cooldown increased from 280s to 360s.
Zipline dismount momentum slightly reduced.
Trooper bounty split changed from 100/60/35/25/20/16% to 100/60/30/20/15/11%.
Side Walkers' HP reduced from 22% to 40% relative to Mid Walker.
Walker Stomp height decreased from 9m to 6m.
Back-door protection range increased by 5m for Walkers and 10m for base objectives.
Distance to attack Walkers increased from 32.5m to 35m.
Power-ups now spawn at 5 minutes instead of 10 minutes.
Breakables now spawn at 2 minutes (still respawn every 3 minutes).
Soul-Breakable spawn chance increased from 50% to 60%.
Golden-Statue Breakable spawn chance increased from 40% to 50%.
Teleporters are available from game start instead of unlocking at 8 minutes.
Walker resistance scaling versus nearby enemies changed from 0/8/16/24/32/40% to 0/0/20/30/40/50%.
Bullet and Spirit resistance near Walker reduced from 25% to 15%.
Resistance radius near Walker reduced from 35.5m to 32m.
Neutral-camp bounties increased by 6%.
Healing-area turret damage increased by 20%.
Base-trooper bounty reduced from 144 to 132.
Power-up Gun minimum fire-rate buff reduced from 15% to 12%.
Power-up Gun minimum ammo bonus reduced from 30% to 20%.
Power-up Survival minimum health bonus reduced from 250 to 200.
Power-up Survival minimum regeneration reduced from 0.75% to 0.5%.
Power-up Caster minimum Tech Power reduced from 20 to 15.
Power-up Caster minimum cooldown-reduction bonus reduced from 15% to 12%.
Power-up Movement minimum sprint bonus reduced from 2m to 1.5m.
Power-ups now scale from 5 minutes instead of 10 minutes.
Debuff resistance now stacks diminishingly.
Dash slow cap increased from -40% to -50%.
Upgraded items now inherit the cooldown of the consumed item instead of resetting it.
Troopers are visible through walls during the laning phase, replacing the old HUD icon/health read-out.
Bots rethink retreating due to low health less frequently.
Bots now use ziplines when returning to base to heal.
Bots are much better at ziplining out of base.
New artwork added for all item icons.
Amber side received an early industrial-exterior art pass.
Sapphire side received an early museum-exterior art pass.
Breakable wooden crates replaced with a new design and shader.
Environment art pass applied to Skybridges.
Environment art pass applied to Pedestrian Bridges.
Environment art pass applied to Department Store.
Environment art pass applied to Chapel.
Environment art pass applied to Bell Tower.
Environment art pass applied to Apartment Complex.
Environment art pass applied to Speakeasy.
Environment art pass applied to Gallery.
Environment art pass applied to building interiors.
Environment art pass applied to Broadway Storefronts.
Environment art pass applied to Nightclub.
Environment art pass applied to Theater.
Added lighting to Radio Station/Apartment interiors.
Soul-Orb VFX reworked to better show claimable or expiring states.
Fixed camera clipping issues when characters push camera into ceilings (e.g., Vindicta & Abrams ults).
Characters, Guardians, Walkers, and Shrines fade transparent when too close to the camera.
Implemented soft camera-collision system for smoother near-wall behaviour.
Ziplines now glow when a boost-enhanced player rides them.
Updated all targeting visuals to be consistent for positive-targeting AOEs.
Added outline pass to the hero shader.
Added lower “basement” texture to minimap for deeper map levels.
Hid gun-disarmed FX and generic disarm particles (reticle now communicates state).
Default Quickbuy hotkey changed from Shift+B to G.
Fixed several issues that caused Quickbuy purchases to fail.
Fixed jittery motion for in-world UI elements such as targeting and ziplines.
Fixed rare server bug causing melee hits to have incorrect range.
Fixed cases where mantling ledges to the side of a recent wall-jump was impossible.
Fixed bug where ground melee triggered wall-jump fatigue.
Temple Guardian now displays its correct name in the damage report (was showing as MidBoss).
MajesticLeap, WarpStone, and PhantomStrike can now be cast while climbing ropes.
Sinclair’s Spectral Assistant follow-up teleport can now be cast while climbing ropes.
Neutrals no longer aggro on players attacking the Sinner's Sacrifice in Sandbox.
Fixed heroes referencing others with outdated or missing names in VO.
Fixed the base-healing sound sometimes getting stuck on.
Fixed items such as Suppressor showing fire-rate slow deltas for yourself when they actually apply to the enemy.
Fixed crosshairs not always indicating the Disarmed state even though you were disarmed.
Fixed heroes whose weapon attributes scale with Spirit not showing those deltas in mod tooltips.
Fixed Move Speed on the HUD always including Sprint speed even when you were not sprinting.
Fixed hero-stats on the dashboard being overwritten by stats from the previous game.
Fixed being unable to ping while the game is paused.
Fixed hero-stats tooltip (e.g., Glass Cannon now shows -20% health instead of -20 health).
Fixed Sandbox prompting to sell items for half price.
Fixed a rare bug that could leave you stuck on a zipline until manually dismounting.
Fixed nearby players appearing jittery while on a zipline.
Fixed Yamato, Vindicta, and Pocket desperation voice lines not playing.
Fixed incorrect ammo grants from modifiers.
Fixed Soul Urn icon not appearing next to Team Sapphire enemies on the minimap.
Fixed shotguns not having their damage properly reduced against Guardians.
Fixed abilities and items that allowed players holding the Soul Urn to exceed the max speed cap.
Fixed an edge case where a player could claim the Rejuvenator while their attack was parried.
Fixed self-damage putting zipline usage on cooldown or knocking the player off the zipline.
Fixed Debuff Reducer unintentionally reducing Soul Urn and Unsecured Orbs pickup time.
Balanced Lash's Ground Strike and Flog impact volume when hitting large enemy groups.
Fixed Dynamo's and Lash's light-melee sounds not playing.
Fixed Holliday's weapon firing sound being too quiet during sustained fire.
Fixed Holliday's Crackshot ready sound playing while dead.
Fixed ambient cricket sounds not playing.
Fixed ambient tree sounds not looping correctly.
Fixed certain looping sounds occasionally starting with a delay.
Fixed Lucky Shot proc sound being too loud for some weapon types.
Fixed match-start zipline conversations being too quiet.
Fixed various Bullet Velocity tooltip errors.
Fixed Bullet Velocity stacking logic so multiple sources combine correctly, even with negatives.
Fixed Stamina Recovery deltas not displaying properly.
Fixed a crash when clicking “Take Control” with nothing to control.
Fixed Phantom Strike causing infinite gravity for the debuff duration.
Fixed Magic Carpet being cancelled if any enemy stepped into your debuff (e.g., Viscous Goo, Inferno FlameDash, Ivy Kudzu).
Fixed Debuff Reducer accidentally reducing effects like Viscous' Ball stun prevention and certain kill trackers.
Fixed Vindicta flight and Wraith Full-Auto Spirit damage not working when the enemy had a barrier.
New base design implemented.
Base interior shape changed to a round space with a high domed ceiling (temporary shared interior).
Added a Patron Throne that sinks into the ground to form the final Patron area.
Combined two ventilation tunnels from spawn to Patron area into a single tunnel.
Shrines moved closer to player spawn and recessed into alcoves.
Hallways at Mid-Lane base entrance converted to rooms with ropes up to high ground.
Side passages from spawn to Shrines replaced with curved stairs.
Expanded areas in front of Mid-Lane base entrances.
Added Juke Closets between base entrances on the interior side.
Mid-Lane laning area: lowered corner buildings that have Mid-Boss access.
Extended rope from Mid-Boss to rooftops of the newly lowered buildings.
Mid-Lane Walker Arena: Boutique redesigned.
Mid-Lane Walker Arena: rooftop expanded fully back to the wall.
Mid-Lane Walker Arena: building separating Boutique and base was raised.
Mid-Lane Walker Arena: created continuous interior from jungle to Walker.
Mid-Lane Walker Arena: stairs now dip down into the building.
Mid-Lane Walker Arena: added high archway behind the Walker.
Mid-Lane Walker Arena: enlarged windows in hallway between Walker and jungle.
Outer-Lane Walker Arena: removed Skybridges just below ziplines on base side.
Outer-Lane Walker Arena: removed pedestrian bridge between Walker and Guardian.
Outer-Lane Walker Arena: reduced street width coming from Guardian.
Outer-Lane Walker Arena: defender-side catwalk added to connect behind Walker.
Outer-Lane Walker Arena: added awning in front of Cultural Center.
Outer-Lane Walker Arena: Cultural Center interior path rerouted to defender-side catwalk.
Outer-Lane Walker Arena: removed high-ground side entrance to exterior hallway.
Outer-Lane Walker Arena: centered bounce pad exiting the interior hallway.
Bull/Bear Jungle: added rope for rooftop access from jungle side.
Bull/Bear Jungle: removed jungle-side wall shrubs.
Bull/Bear Jungle: removed zap triggers on rooftop.
Bull/Bear Jungle: added breakable objects on jungle-side roof.
Bull/Bear Jungle: lowered tower building across from connection area.
Bull/Bear Jungle: lowered Clinic/Law Office rooftop.
Bull/Bear Jungle: connected Clinic/Law Office rooftop to lowered roof leading to Mid-Lane.
Bull/Bear Jungle: lowered one side of building beside Fish Market/Nursery.
Bull/Bear Jungle: added Juke Closet off lowered rooftop.
Bull/Bear Jungle: breakables added to all newly lowered rooftops.
Bull/Bear Jungle: moved and rotated delivery trucks separating neutral camps.
Increased doorway sizes for all Juke Closets.
Increased size of all doorways entering interior spaces.
Removed veils beneath old Power-Up bridges.
Removed the sign on top of the Theater.
Added collision to chimney pipes.
Raised interior ceiling of Radio Station/Apartment Complex near T1 shops.
Removed interior columns from Radio Station/Apartment.
Removed veil at the front of Department Store/New York Oracle.
Defending zipline node now spawns behind the Walker when contested instead of on top.
Shrines now act as navigation blockers to stop troopers walking through them.
Improved Soul-Orb claim reliability under packet loss or latency.
Networking: added smoothing to reduce player jitter in poor network conditions.
Fixed various networking-related jitters when climbing ropes.
Reduced misprediction jitter when ziplining near another player.
Resolved midprediction stuttering when rounding corners on ziplines.
Updated all default builds.
Updated the “GettingStarted” tutorial videos for three lanes and removal of trooper last-hits.
Improved camera behaviour when ejected from a rope climb.
Added sounds for Patron transforming to weakened state.
Added Patron shock-attack sound when weakened.
Adjusted Walker audio mix—more threatening as enemy, less as ally.
Guardian activate sound now triggers less often between attacks.
Updated zipline audio mix so ally/enemy usage is more audible.
Improved footstep audio sync across all heroes.
Expanded animation-driven audio coverage across all heroes.
Balanced audio mix between footsteps and movement across all heroes.
Added new footstep material sweeteners and raised overall volume.
Added additional match-start conversations.
Match-start conversations cancel if a higher-priority VO line (e.g., ping) plays.
Fixed match-start conversations to respect game pauses.
Objective-denied VO now only plays for players near the objective.
Removed shop music in Hero Test.
Updated weapon initial-reflection acoustics model.
Damage audio feedback now scales with effectiveness fall-off.
Lowered and shortened headshot damage audio.
Removed mix settings that lowered player weapon volume while taking damage.
Weapon fire now plays from the muzzle location.
Added groundwork for surface-specific SFX (footsteps, bullets) with performance gains.
Added unique bullet impact sounds for various surface materials.
Laid groundwork to unify weapon sound and add per-weapon low-ammo acoustics.
Remastered weapon fire for Wraith, Dynamo, Calico, and Abrams.
Improved bullet whiz-by audio detection.
Ensured parity between automatic and animation-driven footstep systems.
Match-start conversations now have a 50% chance to play to reduce repetition.
Adjusted match-start conversation timing to flow faster and more naturally.
Match-start conversations will no longer partially fire if follow-up lines are missing.
Reduced Patron VO frequency on level-up.
Updated Shopkeeper VO with additional interactions.
Toggled stray VO lines to align with current ability behaviour.
Increased volume of hero effort VO (jump, dash, mantle).
Teammate pain VO now gains a volume boost when their health is low.
Hero death VO is now directional.
Heroes once again refer to Green lane as “Greenwich.”
Fixed jittery health numbers in some non-English languages.
Adjusted individual soul-count backer width per language so soul counts no longer spill outside the HUD bounding box.
Applied language-specific width and padding tweaks to the team soul-count panel for better readability.
Localized the loading screen.
Added localized versions of the “Great For New Players” screenshot in the new-player dialog.
Added localized versions of the Hero Labs screenshot shown at hero selection.
Corrected HUD images that still appeared in English when playing in Korean.
Adjusted font sizing to fix truncated text in the Hero Testing menu for Russian and Indonesian.
Enabled resizing of the new-player dialog window so translated text fits and the “Got it!” button is not cut off.
Enabled font scaling on Imbue/Active tag labels and the Report button to prevent truncation.
Fixed multiple instances of a single character awkwardly wrapping to a second line in Japanese.
Added localization support for bot-hero pings.
Added new “leaving the area” ping for most heroes.
Chat feed now shows purchase messages for ally/enemy T3 and T4 items.
Siphon Life
Added new animation logic support for Siphon Life & items
Fixed regression where Siphon Life & Shoulder Charge ping VO were swapped
Shoulder Charge
Base duration increased from 1.2s to 1.4s
Added air‑cast support, new cycle & precast “goose‑step”, new hit sounds
Shoulder Charge
T1 now: “On‑Hero‑Collide +25% Weapon Damage for 8s”
Shoulder Charge
T2 now: “‑12s Cooldown”
Shoulder Charge
T3 now: “+0.2s Stun & 40 % Slow for 4s”
Seismic Impact
Radius increased from 9 m to 10.5 m
Effects revisions
Removed competing camera modifier
New slam animation
New sounds added for in‑air looping & descend
Fixed crash‑down sound triggering twice
Base Sprint
Added new “out‑of‑combat” run & sprint animations
Other
New crouch / hip‑fire / jump / zip‑line animations & misc camera‑jitter fix
Improved hip‑fire animations
Added custom jump‑catapult animation
Refined jump start to be cleaner
Added custom Zipline‑Boosted loop
Added Zipline swinging animation
Fixed camera position on client ground‑target previews
Exploding Uppercut
Fixed missing hero‑impact SFX
Hook
Re‑worked code to reduce mispredicts
Trooper‑hook success sound now only for Bebop
Fixed hook not breaking when target is stuck & bad target positioning
Hyper Beam
VFX projection polish on vertical surfaces
Fixed damaging enemies through thin walls
Leaping Slash
Fixed animation getting stuck if stunned during cast
Other
New model, animations, ambient VFX (hero pose), reload VFX
Announcer match‑start line now always friendly
Various tooltip fixes
Kinetic Pulse
T1 fire‑rate slow now correctly matches move‑slow
Quantum Entanglement
Added small lerp to teleport VFX & smoothed camera
Rejuvenating Aurora
Re‑centered VFX on head
Singularity
Tick‑rate increased (same DPS, smoother)
VFX polish
Base Attack
Base bullet‑damage Spirit‑power scaling ↓ 0.09 → 0.07
Spirit Snare
Added physical elements to AoE visuals
Charged Shot
T3 Spirit‑power scaling ↓ 1.3 → 1.2
Sleep Dagger
Sleep no longer breaks on damage‑over‑time
Other
VO remastering pass
Powder Keg
Fixed spawning barrels through thin walls
Bounce Pad
Fixed pads forcing players back to ground after use
Spirit Lasso
VO now plays on hit instead of cast
Watcher's Covenant
Fixed healing from bullet‑lifesteal not replicating
Stone Form
Fixed delayed cast‑sound & interaction with vents / small geo
Air Drop
Ally‑cast range ↑ 8 m → 12 m
Slow duration ↓ 4 s → 3 s
Radius ↓ 14 m → 12 m
Combat‑barrier ↓ 200 → 150
SP‑scaling ↓ 2.5 → 1.5
Air Drop
T1 duration ↓ 12 s → 8 s
Air Drop
T2 Combat‑barrier ↓ +300 → +200
Air Drop
T3 Silence ↓ 4.5 s → 3 s
Ice Path
Reduced stickiness for allies
Arctic Beam
Fixed damaging enemies through thin walls
Life Drain
Slow only applies while Life Drain is dealing damage
Other
Base Spirit‑resist ↓ 15 % → 10 %
Ground Strike
Spirit‑scaling ↓ 0.05 → 0.04 & fixed victims clipping under world
Flog
Updated ability icon
Death Slam
Lock‑on UI cleanup, early‑cancel fix, new success / miss SFX
Other
New model & animations
Passive: Removed +15 % bullet‑resist; added +1 % spirit‑resist per Boon
Base Attack
Bullet‑velocity ↑ 590 → 650
Bullet‑growth ↓ 0.311 → 0.29
Mini Turret
Now spawn with 60 % resist decaying over 6 s
Ambient / tracer VFX
Removed 3 s minimum lifetime
Updated DPS tooltip to reflect correct number
Mini Turret
Duration ↓ +18 s → +14 s
Medicinal Specter
Now grants +15 % stamina‑regen
SFX fixes
Medicinal Specter
Heal‑amp ↓ 4 % → 3.5 %
Spectral Wall
Duration ↓ 5 s → 4.5 s
Cooldown ↑ 46 s → 50 s
Segments auto‑hinge near walls
Fixed missing travel sound before deploy
Spectral Wall
Cooldown reduction ↓ –22 s → –20 s
Spectral Wall
Stun duration ↓ 1 s → 0.75 s
Heavy Barrage
Damage per rocket ↓ 30 → 23
Min range ↑ 7 m → 9 m
Cooldown ↑ 140 s → 150 s
SP‑scaling ↓ 0.35 → 0.25
Allows full movement but dashing slowed 35 %
Projectile & ambient effects revisions
Camera fix
Heavy Barrage
Damage bonus ↓ +30 → +25 & adds +0.1 SP‑scaling
Tornado
Improved camera animations, added item‑throw animations
Other
VO remaster & new VO content
Scorn
Heal multiplier ↓ 1.3 × → 1.2 ×
Burrow
T2 damage bonus ↓ +100 → +80
Sand Blast
Ability now deals no damage
Projectile no longer slides against geometry
Combo
Bonus health on kill / assist ↓ +70 → +50
Other
VO remastering pass
Other
VO remastering pass
Base Attack
Base bullet‑damage ↑ 3.9 → 4.1
Affliction
DPS ↑ 10 → 30
Duration ↓ 18 s → 14 s
Initial hit ↓ 18 % → 10 %
Not removed by Debuff Remover (item no longer removes ultimates)
Affliction
T2 duration +4 s
T2 Healing‑Reduction −50 % → −40 %
Affliction
T3 DPS bonus ↑ +10 → +20
T3 range ↑ +5 m → +6 m
T3: removed % Current‑HP damage component
Other
VO remaster & new VO content
Static Charge
Static Charge can no longer be self‑cast
Other
VO remastering pass
Killing Blow
Threshold ↓ 22 % → 20 %
Killing Blow
Threshold ↓ +6 % → +5 %
Other
VO remaster & updated ping lines
Vexing Bolt
Telegraph now redirects correctly on vertical geometry
Rabbit Hex
Fixed Henry & Savannah VO not playing on rabbit‑transform
Other
Minor animation‑set rework
Assassinate
Fixed zoom‑in SFX triggering twice
Other
Gun firing‑effects polish
Fixed alt‑fire trying to zoom while jumping
Puddle Punch
Fixed missing damage when target very close to wall
Goo Ball
Cooldown ↑ 95 s → 105 s
Fixed knockback on Unstoppable heroes
Petrifying Bola
Debuff effect clarity & audio‑volume tweaks
Adjusted volume of explosion & direct‑hit sounds
Other
VO remastering pass
Base Attack
Gun falloff range reduced: 20 m→58 m → 18 m→52 m
Telekinesis
Debuff VFX revisions
Other
VO remastering pass
Other
VO remastering pass