News

Patch 9.15

29 May 2014

Players can expect the following in this patch:

  • Fourth exclusive talent set: Native Terrain;
  • A brand new building named Treasury;
  • Rebalanced Ha’ka/Da’ka, Nox/Vryl, Faceless/Phantom and Brawler/Meijin;
  • Changes to the talents creation process have been made;
  • And more.

 

Fourth Exclusive Talent Set: Native Terrain

We would like to call your attention to our latest set of exclusive talents: Native Terrain. The set includes 25 talents, four of which are active and 21 of which are passive. The common factor among these talents is the way their effects depend on the type of terrain the hero is located on when using them. In addition to their basic characteristics, the vast majority of the new talents also provide additional stat buffs when used on Native Terrain. Some of the talents also add buffs when used on enemy or neutral terrain, while others allow you to change the terrain type. Some additions have also been made to the Domination talent set: two new talents allow you to exchange the classic Awe Striker talent for a superior version from the new set. There are also a couple of particularly interesting second- and third-stage active talents, one of which creates Native Terrain at the hero's location, while the other transforms Enemy Terrain into Neutral Terrain from a short distance

Face of Stamina:

  • Talent type: Exclusive (orange);
  • Stage required: VI;
  • Cost to learn: 1600 Prime;
  • Increases Health by 280 and Stamina by 14.5;
  • Effect when used on Native Terrain: Stamina is increased by an additional 7.7.

Willful Face talent:

  • Talent type: Exclusive (orange);
  • Stage required: VI;
  • Cost to learn: 1600 Prime;
  • Increases Health by 280 and Will by 14.5;
  • Effect when used on Native Terrain: Increases Will by an additional 7.7 .

Sign of Guile talent:

  • Talent type: Exclusive (orange);
  • Stage required: VI;
  • Cost to learn: 1600 Prime;
  • Increases Health by 130 and Cunning by 20.3;
  • Effect when used on Native Terrain: Cunning is increased by an additional 7.7.

Hunter's Instinct talent:

  • Talent type: Exclusive (orange);
  • Stage required: VI;
  • Cost to learn: 1600 Prime;
  • Increases Health by 130 and Agility by 20.3;
  • Effect when used on Native Terrain: Agility is increased by an additional 7.7.

Indomitable Beast talent:

  • Talent type: Exclusive (orange);
  • Stage required: V;
  • Cost to learn: 1160 Prime;
  • Increases Strength by 7.4 and Agility by 10.5;
  • Effect when used on Native Terrain: Agility is increased by an additional 5.4.

Animal Intuition talent:

  • Talent type: Exclusive (orange);
  • Stage required: V;
  • Cost to learn: 1160 Prime;
  • Increases Intellect by 7.4 and Agility by 10.5;
  • Effect when used on Native Terrain: Agility is increased by an additional 5.4.

Primal Strength talent:

  • Talent type: Exclusive (orange);
  • Stage required: V;
  • Cost to learn: 1160 Prime;
  • Increases Health by 225 and Strength by 9;
  • Effect when used on Native Terrain: Strength is increased by an additional 5.4.

Primal Wisdom talent:

  • Talent type: Exclusive (orange);
  • Stage required: V;
  • Cost to learn: 1160 Prime;
  • Increases Health by 225 and Intellect by 9;
  • Effect when used on Native Terrain: Intellect is increased by an additional 5.4.

Brute Strength talent:

  • Talent type: Exclusive (orange);
  • Stage required: IV;
  • Cost to learn: 825 Prime;
  • Increases Strength by 12.4;
  • Effect when used on Native Terrain: Strength is increased by an additional 3.7.

Keen Intellect talent:

  • Talent type: Exclusive (orange);
  • Stage required: IV;
  • Cost to learn: 825 Prime;
  • Increases Intellect by 12.4;
  • Effect when used on Native Terrain: Intellect is increased by an additional 3.7.

Insatiable talent:

  • Talent type: Exclusive (orange);
  • Stage required: IV;
  • Cost to learn: 825 Prime;
  • Increases Agility by 6 and Life Drain by 11.4;
  • Effect when used on Native Terrain: Life Drain is increased by an additional 6.4.

Foresight talent::

  • Talent type: Exclusive (orange);
  • Stage required: IV;
  • Cost to learn: 825 Prime;
  • Increases Health by 250;
  • Effect when used on Native Terrain: Talent cooldown is reduced by 6%.

Vigilance talent:

  • Talent type: Exclusive (orange);
  • Stage required: IV;
  • Cost to learn: 825 Prime;
  • Increases Stamina or Will (whichever is greater) by 10;
  • Effect when used on Native Terrain: Talent cooldown is reduced by 6%.

Natural Cunning talent:

  • Talent type: Exclusive (orange);
  • Stage required: III;
  • Cost to learn: 675 Prime;
  • Increases Cunning by 9.8;
  • Effect when used on Native Terrain: Cunning is increased by an additional 2.9.

Natural Agility talent:

  • Talent type: Exclusive (orange);
  • Stage required: III;
  • Cost to learn: 675 Prime;
  • Increases Agility by 9.8;
  • Effect when used on Native Terrain: Agility is increased by an additional 2.9.

Wandering Spirit talent:

  • Talent type: Exclusive (orange);
  • Stage required: III;
  • Cost to learn: 675 Prime;
  • Increases base Speed by 5 and Energy regeneration by 2;
  • Effect when used on enemy or neutral terrain: Strength is increased by an additional 5.

Awakening of Life talent:

  • Talent type: Exclusive (orange);
  • Stage required: VI;
  • Cost to learn: 675 Prime;
  • Talent cooldown is 60 seconds;
  • Increases Health by 122;
  • Creates a small area of Native Terrain around the hero for 15 seconds.

Ruthless Strength talent:

  • Talent type: Exclusive (orange);
  • Stage required: II;
  • Cost to learn: 500 Prime;
  • Increases Strength by 7;
  • Effect when used on Native Terrain: Life Drain is increased by an additional 3.5.

Merciless Mind talent::

  • Talent type: Exclusive (orange);
  • Stage required: II;
  • Cost to learn: 500 Prime;
  • Increases Intellect by 7;
  • Effect when used on Native Terrain: Life Drain is increased by an additional 3.5.

Estrangement talent:

  • Talent type: Exclusive (orange);
  • Stage required: II;
  • Cost to learn: 500 Prime;
  • Talent cooldown is 40 seconds;
  • Increases Health by 108;
  • Creates a small area of Neutral Terrain around the hero for 15 seconds.

Woodland Vigor talent:

  • Talent type: Exclusive (orange);
  • Stage required: I;
  • Cost to learn: 350 Prime;
  • вTalent cooldown is 70 seconds;
  • Increases Health by 63;
  • Restores 200 Health over 15 seconds when used on Native Terrain. The effect is canceled if the hero takes any damage.

Woodland Poise talent:

  • Talent type: Exclusive (orange);
  • Stage required: I;
  • Cost to learn: 350 Prime;
  • Talent cooldown is 70 seconds;
  • Increases Energy by 76;
  • Restores 200 Energy over 15 seconds when used on Native Terrain. The effect is canceled if the hero takes any damage.

Hunter's Domination talent:

  • Talent type: Exclusive (orange);
  • Stage required: I;
  • Cost to learn: 350 Prime;
  • Hero's attacks have a 25% chance to deal additional damage to soldiers and monsters. If several passive damage buffs from the Domination talents are active at the same time, the one with the highest value takes effect;
  • Effect when used on Native Terrain: Health Regeneration is increased by an additional 0.8.

Scout's Domination talent:

  • Talent type: Exclusive (orange);
  • Stage required: I;
  • Cost to learn: 350 Prime;
  • Hero's attacks have a 25% chance to deal additional damage to soldiers and monsters. If several passive damage buffs from the Domination talents are active at the same time, the one with the highest value takes effect;
  • Effect when used on enemy or neutral terrain: Health Regeneration is increased by an additional 0.9.

Original Regeneration talent:

  • Talent type: Exclusive (orange);
  • Stage required: I;
  • Cost to learn: 350 Prime;
  • Health Regeneration is increased by an additional 2.6;
  • Effect when used on enemy or neutral terrain: Health Regeneration is increased by an additiona 0.9.

Other Talents

  • A bug affecting the interaction of the Reflection of Essence set and the Warlord/Shogun's Warchief talent has been fixed. When a clone was created by Reflection of Essence, the clone would be the first one to receive the Warchief trait, so the hero's number of allies was not always counted correctly. This problem has now been solved, and the number of allied units surrounding the hero is counted correctly.

Mind Distortion

  • the cost to use the talent has been reduced from 7 to 5 reagents.
  • It now creates an area that reduces damage dealt to targets within in by characters outside of it by 30%, and not the other way around as before. It used to be too difficult to use this talent to make the enemy deal reduced damage to allied units. The enemy could easily find targets within the talent's area of effect or leave it. It used to be the case that, in order to get the maximum effect from the talent, it had to be used against the enemy, but now only the hero's allies should be located within its area of effect.

A new building is available: the Treasury

Every commander should have a place where he or she can go to take a break from the trials and tribulations of military and political life. This is a place where you can relax and enjoy the countless glittering, sun-dappled reflections cast by the polished surfaces of your gold trophies and other decorations and listen to the gentle jingling of gold coins. The Treasury

Basic building statistics:

  • Produces one gold coin every 23 hours
  • Increases your castle's population by 120

This building can be built under one of the following two conditions

  • You purchase or have already at some point purchased a hero for nine gold coins during the Hero on Sale event. In this case you will find the Treasury waiting for you in your Storage. You can get there by clicking Construction -> Building Storage;
  • You have purchased all the heroes from the Hero on Sale event for silver. In this case you can find the Treasury by going to the Services tab in the Construction menu. The cost of the building in this case will be nine gold coins.

Creating Talents in the Castle

Since obtaining talents and equipping them on your heroes is one of the key concepts behind Prime World, we have made significant changes to the way talents are created in the castle.

Changes to the Talent Forge/Talent Garden

The castle's talent production cycle now lasts five seconds, which makes obtaining talents easier and allows players to have only one Talent Forge/Talent Garden in their castles, thereby freeing up additional space for other structures.

Considering the talent production cycle has been shortened, the option to speed up talent production has been removed and its cost has been added to that of speeding up crystal production.

When the Talent Forge/Talent Garden levels up, it will now produce bonus talents that require no initial Prime Crystals to create.

Changes:

  • Only one Talent Forge/Talent Garden can now be built.
  • The production cycle for any number of talents will now always be five seconds. The option to speed up talent production has therefore been eliminated.
  • You will now receive a bonus talent after creating a certain number of talents. The number of talents required to receive the bonus talent depends on the building's level.
  • The amount of silver needed to create the talents will remain the same.

All resources previously invested in building and upgrading Talent Forges/Talent Gardens will be returned to the player

Changes to the Prime Distillery/Pearl Farm

  • The amount of gold needed to speed up the production of one crystal using Ore/Sap has been tripled.
  • The amount of gold needed to speed up the production of one crystal without using Ore/Sap has been tripled.

Spa/Inn

  • The amount of gold needed to speed up the restoring full vigor has been changed to 1 gold.

Other Changes

  • A bug that caused five active buildings to be displayed in the castle when the resolution was low has been fixed.

Tutorial

The tutorial system has been completely redone and now does a better job of reflecting the essence and basic mechanics of Prime World. The missions First Strike and Assault have been replaced by a new tutorial mission based on the Borderlands map. Unlike the earlier missions, this mission has no narrative structure and does not require quests to be completed in a linear fashion. The player's various quests are now centered entirely on structured conditions for winning matches.

The quest system in the castle has thus also been changed: quests are no longer connected by the framework of the storyline and are less intrusive for the player. Instead of tedious dialog and castle intrigue, the player will now be introduced to the basic game mechanics and combat system of Prime World.

All quests that players had previously accepted in the castle have been canceled. When the game is launched for the first time after the update you will, regardless of whether or not you have already completed the tutorial, find a new tutorial map in the game mode list under the old title of First Strike. If you complete this mission and the quest that follows it, you will receive a handsome reward. The reward is equivalent to that awarded for completing the old quest chain. The First Strike map can be completed at any time or ignored completely. In other words, it will not lock other game modes.

Challenges map. «Episode 1» and its corresponding quests in the castle have been removed from the game. This event has been rendered unnecessary by the change in the tutorial system. Challenges mode is now available to all players, including those who have already completed Challenges: «Episode 1» and those who have not.

Gameplay Recordings

You now have the option to watch your own battles and share recordings of them with your friends. Beginning with the latest version, all battles completed by the player will be recorded and saved in the «Replays» folder. You can find this folder in the Prime World directory stored in the documents folder on your hard drive. Sample location: «C:\Users\User Name\Documents\My Games\Prime World\Replays».

To watch a gameplay recording, just select the file with the game you want — it will have the extension «.PWRP» — and double-click on it.

In replay mode you can observe the game not only from your own hero's perspective, but also from that of any other player who was involved in the battle. To switch between players simply use the number keys.

Please note:

  • Gameplay recordings will be stored in the «Replays» folder for 30 days, after which they will be deleted. So, if you want to save a certain replay file, make sure to save it in another location.
  • It is not possible to view a gameplay recording if its version does not match the version of the currently installed client.

Ha’ka/Da’ka

This hero turned out to be too strong in the early stages of the game, which frequently allowed him to capture flags and dominate the lane as early as level 5-6. In order to make him develop more gradually, his Health-restoring abilities were weakened. As a result of these changes the character became less powerful not just in the early stages of the game, but also later in the game, where he wasn't that powerful to begin with. So, to compensate for the hero's reduced potential later in the game, the protection he receives from the Unbending talent has been somewhat increased.

  • Symbol of Faith talent:
    • The amount of time the Hero’s Health Regeneration is increased has been changed from 5 sec. to 10.
  • Healing Light talent:
    • The amount of time Health regeneration is increased on Native Terrain has been increased from 20 sec. to 30. The talent's duration has been increased from 6 sec. to 8. However, the total amount of Health it restores has remained the same. The amount of Health restored per second by this talent has therefore been reduced. The Will received by the hero from the Unbending upgrade has been increased by 10%. This was done to compensate for the hero's reduced potential later in the game following the other changes.
  • Desperate Charge talent:
    • A bug that sometimes allowed the hero to use Desperate Charge to evade capture by the Woodsman's Wicked Tree talent has been fixed. This would happen when the charge's maximum distance coincided with the Wicked Tree's maximum capture radius. The Wicked Tree will now always capture Ha’Ka/Da’Ka when the hero is located within its effective range.

Nox/Vryl

This hero has been changed because he used to be too powerful in comparison to other heroes with his role. Since the hero was both difficult to defeat and could easily deal significant damage, both of these factors have been changed

  • The hero's base Speed has been reduced from 52 to 50.
  • The Power added to the Nox/Vryl by his talents and upgrades is now displayed in the castle. This list of talents includes: Cocoon, Immobilizing Presence, Overwhelming Onslaught, and Toxin Replacement.
  • Furious Attack talent:
    • The number of hero's double attacks have been reduced from five to two. Life Drain has been increased by 25%. The amount of Health the talent restores for five attacks thus remains the same. The Overwhelming Onslaught upgrade will still provide two additional attacks.
    • A bug in the talent description that caused the hero's status to be incorrectly displayed as Life Drain on the hero's Native Terrain has been fixed.
    • The way that statuses from common talents that reduce Stamina and Will in combination with Furious Attack are displayed has been fixed. Beforehand, if the hero had one of these talents (for example Collapse of Defense), the status from that talent and the status from the class talent would both be displayed. However, the status that provided the greater reduction to Stamina or Will was actually the only one that was active. The reduction to the hero's Stamina or Will is now displayed as a single status.
  • Toxic Emission talent:
    • Damage from the talent has been reduced by 10%.
    • Stun duration has been reduced from 0.5 sec. to 0.4.
  • Defensive Plating talent:
    • The talent’s cooldown has been increased from 10 seconds to 15.
    • The damage absorbed by the shield has been reduced by 10%.

Faceless/Phantom

The hero has been changed because it was too difficult to fully realize his potential.

  • Deathblow talent:
    • The Health regained by the hero following a critical hit performed on Native Terrain has been doubled.
  • Mystic Slayer talent:
    • The talent’s duration has been increased from 7 seconds to 10.
  • Blade of Darkness talent:
    • The talent’s cooldown has been reduced from 11 seconds to 9.
    • The amount of Energy required to activate the talent has been reduced from 120 to 90.
  • Shimmer talent:
    • The amount of Energy required to activate the talent has been reduced from 110 to 100.
  • Face of Death talent:
    • Stun duration has been increased from 1 second to 2.
    • The amount of Energy required to activate the talent has been reduced from 330 to 300.

Brawler/Meijin

The hero has been changed because he was not powerful enough both in the early game and in large-scale battles.

  • The hero's base Speed has been increased from 50 to 52.
  • Fist of Fury talent:
    • Moved from stage II to stage I.
  • Shooting Star talent:
    • The talent’s cooldown has been reduced from 12 seconds to 11.
    • The amount of Energy required to activate the talent has been reduced from 90 to 60.
    • Stun duration from the Resistance is Futile upgrade has been increased from 0.5 seconds to 0.7.
  • Unstoppable talent:
    • The amount of Health restored to the hero by this talent has been increased by 50%
  • Black Tornado talent:
    • The bonus to maximum health from the Wild Whirlwind upgrade has been increased by about 30%.

Pied Piper/Rat Master

  • A bug that very rarely caused an entity charmed by the Pied Piper/Rat Master to kill its master — and the player to receive a message that he had committed suicide — has been fixed.

Vampire/Dahaka

  • Bloody Slash talent:
    • An error in the talent description stating that the Will reduction on the hero's Native Terrain is based on the hero's Intellect (when it is actually based on Strength) has been fixed. The talent now functions as in the description. When activated on Native Terrain, it initially reduces Stamina (based on Strength) or Will (based on Intellect), whichever is greater.
  • Scarlet Rose talent:
    • Now if the Vampire/Dahaka is struck by a ranged attack or ability such as the Jaeger/Wolf Dancer's Piercing Spear while the hero is pouncing on the enemy with the Scarlet Rose talent with the Engulfing Shimmer upgrade, the Vampire/Dahaka takes no damage. This was done to make the talent work the same across the board.

Cryo/Blizzard

  • A bug that sometimes caused Cryo/Blizzard's Eternity talent to not activate and start cooling down again when used against Da’Ka/Ha’Ka during a movement caused by Desperate Charge has been fixed.

Quarrier/Rumbler

  • A bug that caused the talent to take effect twice when used simultaneously with the Woodwose's stun effect and Shockwave has been fixed.

Maiden/Nymph

  • A bug that caused the Maiden/Nymph to prevent any further attack movement from talents such as the Marksman/Hunter's Enchanted Arrow, the Eraser/Assassin's Insidious Throw, the Demonologist's Demon Trap, etc. from passing through her when using her Rainbow Flight talents has been fixed. These talents now pass through the hero.

Night Queen/Black Panther

  • One Blood talent:
    • A bug that caused the hero to remain standing for a while after using One Blood has been fixed. This would happen if the panther died right after the talent was activated. As a result, the new panther wouldn't spawn right away and the hero would remain standing throughout the talent's entire active period.
  • Feed the Panther talent:
    • A problem that caused Feed the Panther either not to work at all or to activate several times in a row has been solved.

Highlander/Immortal

  • A rare bug that caused the hero to occasionally become visible to the enemy team when in the fog of war has been fixed. This would happen if the Soul Reaper/Soul Catcher killed the hero with the Ghost Whip talent and the Highlander/Immortal was within his visible area and respawned using the Immortal Spirit talent.
  • Beforehand, if the Highlander/Immortal was invisible and activated Immortal Spirit, he would remain invisible when he was resurrected regardless of whether or not he dealt any damage while respawning. Now if the hero deals damage to the enemy while respawning, the resurrected Highlander/Immortal will become visible. As before, the hero remains invisible after being resurrected as long as he doesn't deal any damage.

Inventor

  • A bug that allowed the Inventor to ignore a significant portion of damage dealt by Kiton after placing a Vita-Generator right next to him has been fixed. As a result of the bug, Kiton would ignore the Vita-Generator and use only his chain to attack the Inventor himself.

Interaction Between Talents that Move the Target

The system governing the interaction between talents that either knock back or knock down the target has been improved. There used to be a problem that if a hero was simultaneously knocked back and knocked down, sometimes either only one of these effects would work or one would take effect with a delay. This mechanic now functions according to the following rules:

  • A character cannot be affected by two kinds of movement at the same time. In other words, a hero cannot be knocked down twice.
  • A character that is currently leaping (for example, a Warlord/Shogun using Breakthrough) cannot be knocked down or knocked back.
  • A character that has been knocked down cannot be knocked back. For example, a hero who has been knocked down by Mountain Man/Rumbler using Shockwave, he cannot be knocked back by Ha’ka/Da’ka's Sweeping Rush.
  • A character that has been knocked back can be knocked down. For example, a hero who has been knocked back by the Shadow/Whisp's Sweeping Fan can still be knocked down by the Inventor's Time Bomb.

In the updated version we have revised the amount of rewards in Challenge mode. Earlier the reward for completing Challenge was unreasonably excessive in comparison with any PvP-mode, that is why it was more profitable to complete PvE-modes than PvP. In this patch it was decided to reduce the award in Challenge modes in accordance with the required effort for completing PvE-modes.

For now the award for completing Challenge modes is like this:

  • Green Challenge - 2 talents;
  • Blue Challenge - 3 talents;
  • Purple Challenge - 3 talents;
  • Orange Challenge - 4 talents;
  • Red Challenge - 5 talents.

Please note:

  • If you lose any Challenge mode after closing off the last path, you will receive one talent. In other cases you will not receive any talents;
  • For the first win of the day you will receive one extra talent;
  • Amount of resources which you can get has not been changed.
  • Poison Ivy, which is created by the Florist Hag, now dies along with its master. Beforehand, if Poison Ivy was left alive after the Florist Hag died, it would stop dealing damage and just disappear after a while. Now it just dies right away.
  • A bug that caused Poisoned status received from the Florist Hag's Poison Ivy to always display damage only from a single application has been fixed. Now if a hero is poisoned several times, his description will display the total damage taken.
  • A bug that caused Scissorhands to remain standing if a hero who was following him became invisible has been fixed

Miscellaneous

  • Statuses from talents that create a shield around the hero have been reworked. The talents include: Soul Reaper/Soul Сatcher's Shield of Ghosts, Archer/Amazon's Redeploy upgrade, Bard/Muse's Song of Defense, etc. An active shield's status description now shows how much more damage it can absorb.
  • A bug that caused critical hits dealt by certain heroes with shields to be displayed as regular attacks, albeit with increased damage, has been fixed. This problem affected heroes like the Nox/Vryl, Night Queen/Black Panther, and heroes shielded by the Wanderer using the Bodyguard talent. Critical hits dealt by these heroes are now accompanied by the appropriate text.
  • A bug that caused repeated connections to a game session to kill your hero's summoned pet has been fixed.
  • A bug that caused Kiton's death animation to occasionally be displayed incorrectly has been fixed.
  • This would happen if the hero who killed the boss left the cave while Kiton was in the fog of war and then came back. Kiton would appear to be frozen in mid-air for several seconds.
  • A bug that caused a clone created by the Twin Scroll to occasionally lag far behind the hero has been fixed. This would happen if enemy heroes or creatures switched to the twin and it started attacking them in return while the hero left it behind. The clone will now always follow the hero if the hero moves far enough away from the clone.
  • The Bird Scroll no longer interacts with allied or enemy towers.
  • A bug that caused the description of certain talents to be displayed somewhat incorrectly in the rewards window after the end of a game session has been fixed. This problem led to lines getting swapped and incorrect formatting. All talents are now displayed correctly.
  • Bot behavior has been improved. In particular, there was a common situation where bots would stand around a flag trying to pick it up. This doesn't happen anymore.