September 19th, 2019
The Update In Which Mr. Warlock Gets Flashy
GENERAL

  • 2-star and 3-star visual upgrades for Batrider, Enigma, Slark, Sniper, and Warlock.
  • The janitor took out some more crash trash.
  • Fixed an issue where Terrorblade could Sunder with the wrong unit at cast time, including dead units.
  • Can no longer enter combat preview mode on the board when in combat.


HERO CHANGES

Bloodseeker:
  • Bloodrage:
    • Now ramps up to his existing maximum attack speed bonus of 500 earlier, at 20% health (was 0%).


Lich:
  • Chain Frost:
    • Bounce range changed to 2 (was 4).


Templar Assassin:
  • Added Meld:
    • When first attacking after teleporting, Templar Assassin fires a projectile that does [50, 100, 150] damage on impact and decreases her target's armor by [2, 4, 6] for 5 seconds.


Treant Protector:
  • Leech Seed:
    • If the target of Leech Seed dies before the ability duration expires, the seed jumps to another target for its remaining duration.


Tusk:
  • Walrus Punch:
    • Tusk is now invulnerable while mid-Punch.


Warlock:
  • Shadow Word:
    • Now heals 75% of the total heal instantly, and the remaining 25% over the duration of the buff. This results in [168, 337, 675] instant heal and [56, 112, 225] over the remaining duration.
    • Damage per second changed from [50, 100, 150] to [75, 150, 300].


ALLIANCE CHANGES

Deadeye Alliance:
  • Added a small health difference buffer to prevent Deadeye units constantly changing targets.


ITEM CHANGES

Tombstone:
  • Raise Zombies:
    • Range changed from 2 cells to 1.
September 12th, 2019
A Bigger Update
We have updated our servers with the following changes.

NOTE: Tooltips on mobile platforms will not reflect the changes until the build is updated.

GAMEPLAY
  • Reduced the chances of finding T4 Units by 5%, from level 6 to 8.


HERO CHANGES
Arc Warden:
  • Maximum Health changed from [700, 1400, 2800] to [600, 1200, 2400]

Enigma:
  • Ace Effect:
    • Now prevents gaining mana from attacks while Hexed, Silenced or Stunned, instead of draining it.

Disruptor:
  • Ace Effect:
    • Now reads: The effect of the Warlocks Alliance is now applied to 1 target per Alliance level.

ALLIANCE CHANGES

Warlock Alliance:
  • Healing changed from [50%, 80%, 130%] -> [50%, 70%, 100%].

Assassin Alliance:
  • On a critical strike, Assassin's wound the target reducing healing done by [50%, 100%]
September 12th, 2019
A tiny update
As you've probably noticed, today's update is pretty small. Let's chat about why this is and what's coming.

Last time we talked about our plans, we detailed the features we are working on for our next big update.

Internally, we are calling that update The Big Update (surprise), and it's one of the last milestones on our road to Season One. This update will include 2 playable Underlords, the Duos team mode, 6 new Heroes, 3 new Alliances, and an updated user interface. We're currently shooting to release this update in the first half of October.

The final stop will come not long after, with the official launch of the complete game in 1.0. This will come with 2 more Underlords, the Battle Pass, the City Crawl, and will be the official beginning of Underlords Season One.

To give you an idea of how far apart the internal and external builds are, here's our current Dashboard:



These differences extend to other areas as well and are fully intertwined, making it difficult to ship them separately. This is why we've decided to spend all our efforts on finishing and shipping everything together.

You can expect any updates in the next few weeks to be more in the "bugs & balance" category as we prepare for the release of The Big Update.

We cannot wait to talk more about Season One with you, so expect to hear more about it soon.
September 5th, 2019
The Update In Which Tusk And Friends Get Mighty Stylish
GENERAL

  • Uncap Proto-Pass XP, up level cap to 99.
  • 2-star and 3-star visual upgrades for Alchemist, Bloodseeker, Crystal Maiden, Sand King, and Tusk.
  • Animation imrpovements.
  • FX optimization and improvements.
  • Added framerate option on mobile. Now you can select from the default (30FPS), 60FPS, and 15FPS (battery saver), as well as an option to up to 60FPS only while plugged in.
  • When a unit in the shop can combine into a 3-star unit, the 3-star version rather than the 2-star version is shown.

GAMEPLAY

  • Melee units can now target barricades if no better targets are available.
  • Assassin targeting and Blink Dagger targeting is now a bit more random between left and right when selecting the farthest target.

HERO CHANGES

Arc Warden:
  • Tempest Double:
    • There is now a 3 second cooldown on creating another clone whenever a clone dies.


Sand King:
  • Caustic Finale:
    • Fixed an issue where duration was not set properly, leading to Caustic Finale doing the timer-expired rather than the on-death damage much of the time.

Tidehunter:
  • Ravage:
    • Now applies its damage after the stun is applied, so the Shaman Ace Effect interacts properly.

Tiny:
  • Toss:
    • Tiny can now toss Target Buddy.
September 2nd, 2019
Chicken Dinner Update
HERO CHANGES

Enigma
  • Ace Effect:
    • Now: Enemies affected by Hexes, Silences or Stuns will generate -200% mana. (Was: Extends the effects of the Shaman Alliance to your entire army.)


ALLIANCE CHANGES

Shaman
  • Units now again have a 17% chance of being turned into a chicken when attacking a Shaman, up from 10%.
August 31st, 2019
Target: Hotfix Buddy
HOTFIXES

  • Fixed an issue with Bloodseeker and Deadeye. Sometimes the Deadeye target is unreachable; in that case Bloodseeker will attack the next-best reachable target.
  • Fixed an issue where Arc Warden's clone would not equip some items in combat.
  • Fixed an issue where Target Buddy wouldn't get bonus health from items, just bonus max health.
  • Fixed Target Buddy, with Big Time Contract equipped, not buffing Bloodbound units on death.
  • Fixed Ace Effects counting benched units for activation requirements.
  • Fixed Ace Effects not applying to summons.
  • Fixed Barricades sometimes not blocking the damage from ranged attacks. If a unit is within 1 cell of a barricade, and the ranged attack passes through the barricade's cell, the barricade takes the damage rather than the unit. If the attack passes through multiple barricades, the barricade whose cell center is closest to the line of attack takes the damage.
  • Fixed a bug introduced in this update where modifiers were being removed on death even if they should not be (for example, Enchantress's wisps were being removed on her death when they should persist).
  • The prior patchnotes described Troll Warlord's change in attack time rather than attack rate. The change in Attack Rate is actually 1.0 -> 0.77.
August 30th, 2019
Ace Tier Heroes and Contraptions


CONTRAPTIONS
  • Contraptions are placeable items.
  • Contraptions, when on the board, behave like regular units. You can drag them around, and they affect gameplay in combat.
  • Contraptions do not count against the unit cap.


ACES
  • Tier 5 units are now Aces. Each is the capstone to its associated alliance.
  • Each Ace unit, in addition to its regular abilities, offers a new Ace effect that is enabled when you have at least one level of its associated alliance.
  • When at least one level of that alliance is enabled, when an Ace unit appears in the shop, the odds of it being the Ace unit associated with that alliance is increased by 15%.

GENERAL
  • Improvements to the Friends UI.
  • Remove most cases of unexpected unit deselection.
  • You can now see the the next level's odds of finding a particular hero.
  • Unit status panel now shows correct armor values during combat.

GAMEPLAY
  • Speculative fix for Anti-Mage sometimes not doing damage while attacking.
  • Improvements to AI pathing.

HERO CHANGES

Bloodseeker:
  • Alliance changed from Human Assassin to Human Deadeye Assassin.

Bounty Hunter:
  • Attack Damage Minimum changed from [45, 90, 180] to [50, 100, 200].
  • Attack Damage Maximum changed from [60, 120, 240] to [70, 140, 280].

Disruptor:
  • Draft Tier changed from 4 to Ace for the Warlock Alliance.
  • Alliances changed from Brawny Shaman Warlock to Brawny Warlock.
  • Maximum Health changed from [700, 1400, 2800] to [900, 1600, 3400].
  • Attack Damage Minimum changed from [45, 90, 180] to [54, 108, 216].
  • Attack Damage Maximum changed from [50, 100, 200] to [60, 120, 240].
  • Ace Effect: The effect of the Warlock Alliance is now applied to 2 units in addition to the warlock itself, rather than one unit.

Enigma:
  • Ace for the Shaman Alliance.
  • Ace Effect: Extends the effects of the Shaman Alliance to your entire army.

Gyrocopter:
  • Ace for the Deadeye Alliance.
  • Ace Effect: Grants Deadeye units True Strike. Units with True Strike cannot miss.

Lich:
  • Ace for the Mage Alliance.
  • Ace Effect: Your army's mana generation from attacks is increased 10% per Mage Alliance level.

Medusa:
  • Ace for the Scaled Alliance.
  • Attack Range changed from 4 to 3.
  • Ace Effect: Grants Scaled units Retaliate. When a unit with Retaliate is attacked, they apply a 25 dmg/sec per Alliance level debuff to their attacker.
  • Stone Gaze:
    • Radius changed from 4 to 3.

Ogre Magi:
  • Ogre Magi will cast Bloodlust on himself first, and then on allies ordered by distance, closest first.

Techies:
  • Ace for the Inventor Alliance.
  • Ace Effect: Grants Inventor units Chain Reaction. If an enemy dies as a result of Unstable Reactor, they explode just as if they had Unstable Reactor.

Troll Warlord:
  • Ace for the Troll Alliance.
  • Attack Rate changed from 1.0 to 1.3.
  • Ace Effect: Grants your units Mini-Bash: While attacking, your team has a 5% chance per Troll Alliance level of stunning their target for 0.25 seconds.


ITEM CHANGES


Barricade:
  • Newly added Tier 2 Contraption.
  • Has 400 Health and 20 Armor.
  • Two placeable barriers to block enemies and ranged attacks. Immune to spells.


Target Buddy:
  • Newly added Tier 2 Contraption.
  • Has 1000 Health and 10 Armor.
  • Taunts enemies and draws fire. Can equip items.


Healing Ward:
  • Newly added Tier 3 Contraption.
  • Has 200 Health.
  • Heals friendly units within 1 cell for 20hp/s.


Tombstone:
  • Newly added Tier 4 Contraption.
  • Has 2000 Health and 20 Armor.
  • Ally and enemy heroes spawn zombies when they die within 2 cells of the Tombstone.


ALLIANCE CHANGES

Shaman: Now requires 2 heroes to activate, down from 3 heroes to activate.
  • Units now have a 10% chance of being turned into a chicken when attacking a Shaman, down from 17%.

Assassin: Now gives bonuses at 3/6 heroes, down from 3/6/9 heroes.
  • Assassin Level 1 (3 heroes): 300% crit damage chance increased to 15%, up from 10%.
  • Assassin Level 2 (6 heroes): 400% crit damage chance increased to 25%, up from 20%.

Elusive: Now gives bonuses at 3/6 heroes, down from 3/6/9 heroes.
  • Elusive Level 1 (3 heroes): Evasion increased to 25%, up from 20%.
  • Elusive Level 2 (6 heroes): Evasion increased to 50%, up from 45%.

Warrior: Now gives bonuses at 3/6 heroes, down from 3/6/9 heroes.
  • Warrior Level 1 (3 heroes): no changes (Armor bonus is +10).
  • Warrior Level 2 (6 heroes): Armor increased to +20, up from +15.

Oh and our hero odds changed one more time:
August 25th, 2019
Easy like Sunday Update...
We have just released a hotfix to further adjust the odds of getting Tier 4 and Tier 5 units at higher levels.

Here's the new table:



It was worthwhile to test those odds and see how those changes mixed in with the Tier 3 - 3 Star meta we have been playing for the last few weeks.

In this update, we toned down Tier 5 units and moved them to Level 9 and 10. We have some ideas internally on what we want to do with Tier 5 units now, and the community's chatter has helped us refine how we think about these pieces.

Hopefully we can have another iteration on them very soon.

We are really thankful for all your input on this as we continue to try a bunch of experimental things while under the BETA tag. Remember these times fondly!

See you guys for next week's update.
August 23rd, 2019
The Update In Which Juggernaut Gets A Lil' Tweak
GENERAL
  • Crashes? Smashed.
  • Fixed some iOS devices playing audio at a higher pitch.
  • More FX optimization and improvement.


UI
  • Mana bar changes color when unit reaches full mana.
  • Added callout to Achievements tab when there are unclaimed achievements.
  • Added "Finding a match" indicator to the play button when in the queue.
  • Level-up button in shop now, on hover, previews XP increase from buying XP.
  • For Lords of White Spire: when starting a game, preview the MMR you'd gain from coming in first and lose from coming in eighth.
  • Misc UI improvements.


GAMEPLAY
  • Adjusted hero tier distribution curves. Tier 4 and 5 pieces are somewhat more common at high levels (chart at the bottom of these notes).
  • Increased Tier 4 hero pool to 20 per hero.
  • XP is now given before the shop refreshes at the start of the round. If you gain a level at the end of a round, your shop for the next round is now based off that new level.
  • Shop refreshes no longer use the blacklist mechanic. Only user-initiated shop refreshes (i.e. rerolls, free and paid) use the blacklist mechanic.

HERO CHANGES

Doom
  • Doom's Doom now disables the Brawny health buff.

Juggernaut
  • Now Tier 3.
  • Blade Fury now activates if there is at least 1 enemy in range (was 2 enemies).

Shadow Shaman
  • Voodoo will no longer be cast on an already-hexed enemy.

August 20th, 2019
Coming up next in Dota Underlords


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.