Crap Patrol 2 Patch Notes

CP2 Patch Notes 11.9

  • Detection is no longer as easily available as it was before. All heroes (except Nova) have to unlock detection from a Mastery.
  • Made significant changes to the ordering of Talents. We won’t tell you exactly what we changed. Just report if it feels better
    or worse in the discord or on reddit.
  • The ingame record times now show the current preseason records in all categories.
  • New Perk: Archaeology: grants you additional minerals, stats, talent points and a mastery from picking up artifacts and destroying debris.
  • Toxic Waste Perk: no longer grants access to additional toxin Talents.
  • Toxic Waste Perk: power cubes will now also upgrade the nuke damage bonus and show that progress in the passives panel.
  • Air Support Perk elite battlecruiser attack speed increased slightly.
  • Hell Divers Perk units will now stick closer to your hero and should no longer engage distant bosses.
  • Hell Divers Perk units start out slightly weaker but will be upgraded each time you kill one of the five major bosses.
  • Emergency Kit internal cooldown increased from 60 to 120 seconds.
  • Sniper Cache is now a base tier talent and can earn up to 30 bonuses (old: 12).
  • Nova base attack range increased 7.7 -> 8.
  • Major Anvil base attack damage scaling per level increased (siege mode only).
  • BFG (Fury and Iron Legion) base cooldown reduced by 1 second.
  • Pyro base armor increased to 6.
  • Firestarter bonus damage vs light increased 30 -> 50.
  • Baseline health and shield restore from Rally and all its accompaning Talents has been greatly reduced.
  • Corona beams no longer deal reduced damage vs structures (applies to Predator and Bug Zapper Perk).
  • Combat Architect Mastery(Swann) no longer grantss increased movement speed.
  • Increased the base cooldown of all Blink abilities from 60 to 75 seconds.
  • Shadow Nimbus Mastery is now locked out by Onslaught Perk.
  • Close Quarter Combat Mastery: reduced all stats provided by this Mastery.
  • Tychus base attack damage per level reduced .25 -> .23.
  • Escalate now restores a fixed amount of life and only if you have the Battlerage Talent.
  • Escalate grenade volley will now target random enemies (old: highes health enemy).
  • Brain Bug boss will now walk a predefined route on all difficulties.
  • Oldschool periodic hybrid spawns now increase by 2 for each wave (old: 1).
  • Bosses now have more health on Mental and Inferno Modes.
  • Brutalisks on Hellwalker will now fire volleys of corrosive bile instead of a constant spam.
  • Dying on Inferno difficulty causes varied boss waves to spawn, depending on the amount of deaths and game progress including multiple Brain Bugs suiciding into the main orbital command center.
  • The ordering of World Events in Hellwalker mode has changed slightly.
  • Elite Battlecruiser World Event now has better weapons.
  • Destroying debris has a larger chance to spawn Power Cubes and grants minerals more often.
  • Amount of Hive Guardians spawned against Odins during final boss wave is no longer random on Hellwalker and Mental.
  • Debris at the east entrance now has even more health than regular debris.
  • Protoss Air Armada (world event and 4000 killstreak) will now despawn after 20 minutes.
  • Reduced the life scaling with difficulty of all spore crawlers.
  • Streamlined the attack priorities of all dangerous enemies including Spine Crawlers and Hive Guardians.
  • Messiah’s enslaved units should no longer attack-move on their own.
  • Fixed burrowed Hunter Banlings granting way too much experience.
  • Fixed burrowed units from destroyed buildings not unburrowing.
  • Fixed Swann’s Allrounder and Iron Man Mastery swapped.
  • Fixed Minefield tooltip not showing how many mines it spawns.
  • Fixed some air units still being clickable.
  • Fixed Leadership Perk not applying to Pyro’s liberators.
  • Fixed Mjölnir Protocol tooltip (for reals).

Browse all CP2 Patch Notes - Donate to Crap Patrol 2 - Online Hall of Fame

 

2 thoughts on “CP2 Patch Notes 11.9”

  1. we need a new difficulty: on hellwalker after clearing every single zerg and killing boss on the whole map you spawn an event your whole team chooses to continue or end the game and get rescued by drop-ship. If the whole team chooses to continue an even will spawn as follows. Evil Protos will kill the whole map from orbit with the laser cinemati and your old base will be destroyed and you have to fight your way through protos army to the starting line again .
    They have observers randomly floating on the map and you have to kill them first because they will trigger a warp-in of protos attacks. Where you end in title screen where you killed the general hybrid all 4 heroes keep their current lvl and continue the game as they are after lvl 100 you can still lvl higher continuously but all your characters get a drop ship re-supply of invisibility item to help them fight back all the protos and the cannons and monoglyphs big artilary cannons too. So the point is to fight back all the way to the original starting location and clear bosses too.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>