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Shop Rework Update
DeadlockDeadlockActualizaciones

Shop Rework Update

[ Shop Redesign ] - Full shop rework, including many new items. - Item slots are now all universal, rather than tree specific. - Total slot count reduced from 16 to 12. - Item costs are now discounted when you own the component.…

Community Announcements7 min de lectura27,1 mil

[ Shop Redesign ]

- Full shop rework, including many new items.

- Item slots are now all universal, rather than tree specific.

- Total slot count reduced from 16 to 12.

- Item costs are now discounted when you own the component.

- New artwork for all item icons.

- Reworked how tier bonuses work in the shop. They are no longer based on each item you buy, but instead based on your total spend in a tree. Bonuses are not linear (maxing out one tree fully isn't optimal bonus-wise).

- Various item names have been changed.

- Items now glow when there is an upgrade you can buy.

[ Build Authoring ]

- The Build Browser has been reworked and is now its own fullscreen UI.

- Added a "Create Build" button when hovering over a player in post-game. This will create a local unpublished build based on the items the player purchased in that match (including imbue targets and the order in which items were sold).

- Added a new feature: build tags. Build tags are a way to compactly describe the theme of a build. A tag has an icon and a description, and you can assign 3 tags to a build (they don't have to be unique). There are a small number of initial "standard" tags such as Weapon/Spirit/Vitality, but also things like level of complexity, whether the build is melee focused, etc. In addition to the standard build tags, the ability icons of the hero, and icons of items included in a build can also be used as tags.

- Published builds that don't yet have tags will not show up in the public results in the build browser.

- Added the ability to specify a suggested imbue target for items in a build. When using Quickbuy this will be automatically selected. When purchasing normally, the suggested ability will be highlighted in the imbue popup.

- Added the ability to specify a sell priority value (0-100) for items in a build. When using Quickbuy, if you are out of slots, and you own an item with a sell priority, that item will automatically be sold to make room for your next purchase.

- Build Categories can now be marked as Optional, which show up differently in the build UI and will not be added to Quickbuy when queuing a build.

- You can now highlight both items and categories in the build editor, with a dedicated section on the left to edit the properties of the current selection (this replaces right-click context menus to update things like annotation notes and imbue targets).

- You can remove items from a build by dragging them outside of the category UI.

[ Quickbuy Redesign ]

- Added a new larger Quickbuy queue UI adjacent to the shop that lets you remove and reorder items in the queue.

- Added buttons to queue your entire build and to clear your Quickbuy queue.

- The default Quickbuy hotkey has been changed from 'Shift+B' to 'G'.

- Added an option to always queue your selected build at the start of a match.

- Fixed several bugs that would cause Quickbuy purchases to fail.

[ Base and Map Updates ]

- New base design.

- Amber side early development pass at industrial exterior.

- Sapphire side early development pass at museum exterior.

- Interior shape changed to round with a high domed ceiling (both sides using the same interior temporarily).

- Added Patron Throne that moves down into the ground to form the final Patron area.

- Two ventilation tunnels from the player spawn to the final Patron area combined into a single tunnel.

- Shrines moved back closer to the player spawn area and pushed into alcoves.

- Hallways along the Mid Lane entrance to the base changed to rooms with ropes leading up to the high ground.

- Side passages from player spawn area to the Shrines changed to curved stairs.

- Increased areas in front of the Mid Lane base entrances.

- Added Juke Closets in between base entrances on the interior side.

Mid Lane Laning Area:

- Lowered buildings on the corners of the area that have access to Mid Boss.

- Extended the rope from Mid Boss to the rooftop of these newly lowered buildings.

Mid Lane Walker Aren

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