Update OT8

## Related links

* Patch Notes

**Release Notes - OT8**

## **Primary Feature Changes or Updates**

* Surrender option now available from the in-game menu. There is an initial cooldown period before you can initiate a surrender vote (15 minutes) and a cooldown time (5 minutes) between restarting the vote should a Surrender vote fail. A successful vote needs to be greater at or greater than 70%.
* Players can now identify opposing team’s Cards and their Upgrades on the scoreboard by hovering over the opponent’s cards.
* Card Tooltip improvements
	+ Added upgrade slots that show all information about the upgrade applied.
	+ Attribute totals have a color-coded breakdown on upgraded cards.
	+ “Maxed” stat has been relabeled as “Fully upgraded Bonus” and is incorporated. into the aggregate total shown for a given state.
	+ Cards with activatable effects show the number of charges in the description.
* Added short combat message explaining how buff orbs work when picking them up.
	+ Blue Buff - Attack speed, cooldown reduction, and energy regen
	+ Red Buff - Bonus damage
	+ Black Buff - Damage over time to structures
	+ Orb Prime - Deliver to drop-off point shown on mini-map

## **Bug Fixes**

* Fixed a bug that allowed players in the Shadow Plane to still cast a shadow in the world.
* Fixed an issue where the death recap panel couldn’t be reopened if it had been closed during a previous death.
* Fixed an issue where invites received while logging in would not show up on the UI.
* Video settings UI now updates when toggling between windowed and fullscreen modes with Alt+Enter.
* Fixed a bug causing improper scaling on the tooltip for active cards.

## **General Changes**

* Lane minion initial spawns were shortened so they now first clash at 1:30.
* Jungle camp initial spawns were shortened by 30 seconds. Black Buff camp and Prime camp remain unchanged.
* Added additional information to Death Recap log.
	+ Icons will overlay enemy heroes holding an active Red Buff or Prime Card.
	+ The player name of enemy heroes who contributed to your death is now shown in the death recap.
	+ Damage entries are tinted red for physical damage and blue for energy damage.
	+ Critical strikes will display with “!” after the damage amount.
* The progress for loading into a match is now displayed in the Paragon taskbar in the Windows client
* Improved texture streaming in over-committed situations to keep textures more crisp.
* Party invites can no longer be accepted while in a party and the party leader has already initiated a ready check or matchmaking has begun.

## **Agora**

* Reduced the Amber payout from destroying Towers.

## **Cards**

* Added additional security for bad latency.
* Fixed bug preventing the Card Shop from correctly displaying Life Steal.
* Fixed an issue that allowed players to place Wards while in base.

## **Replay**

* Fixed a crash that could occur in the Replay browser when refreshing the list.

## **All Heroes**

* Added in intro and respawn animations. The player will spawn into the game playing an intro or respawn animation.
* More health is now gained from a level up and the power of health on cards has been reduced slightly.
* Fixed a bug in Travel Mode that prevented casting screen and particle effects from cancelling when the cast was interrupted.
* Fixed an issue causing abnormally large numbers appearing in ability short descriptions.
* Fixed a bug where Hero models wouldn’t go away when they died and would instead stay in the world.

###  **Dekker**

* Containment Zone (R) now has a flat wall height to make it more predictable when placing it in the world.

###  **Feng Mao**

* Mad Dash (Q) ability will now increase its range based on leveling the ability .
* Converted the minion damage on Dash from an instantaneous damage applied to all targets on teleport, to damage applied as the projectile passes through each individual.

###  **Murdock**

* Minions will now break Murdock out of his passive Hot Pursuit when they deal damage to him.

###  **Sparrow**

* Players can no longer reset their auto attack by activating E ability.

###  **TwinBlast**

* Barrage (R) can be interrupted/canceled at any point in the ability with hard CC (prevents him from firing while stunned). Root and Slow will affect him but he continues firing.