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DOTA 2 Patch Notes (June 19, 2012) | Did you see that kill?!





DOTA 2 Patch Notes:-

GAMEPLAY
- Added Rubick!
- Bane: Fixed Fiend's Grip not ending if Kraken Shell dispels it.
- Chaos Knight: Reality Rift now puts the Chaos Knight behind his target.
- Clockerk: Fixed Hookshot stunning dead units.
- Gyrocopter: Fixed Homing Missle not giving any bounty.
- Invoker: Fixed Alacrity interaction with Magic Immunity
- Kunkka: Fixed Ghost Ship allied debuff dealing all the damage immediately when then rum wears off, rather than over the following 8 seconds.
- Mirana: Reduced size of Arrow 20%.
- Outworld Destroyer: Aadded visual indicator for Astral Imprisonment Length.
- Riki: Fixed sometimes not attacking his Blink Strike target immediately.
- Spirit Breaker: Fixed a bug allowing charging Razor without moving.
- Fixed Batrider and Outworld Destroyer having 1 to little armor.
- Fixed Chaos Knight having 2 extra armor.
- Fixed Lone Druid having 1.3 to little armor.

UI
- Added support for tournament spectating passes.
- The backpack now displays 64 items, up from 25.
- Select All Other Units feature no longer selects any unit that is lacking attack capability (like Beastmaster's Hawk).
- Added a buff to indicate the duration of Death Prophet's Exorcism.
- Updated Aghanim's Scepter tooltips for Beastmaster, Necrolyte, Queen of Pain, Warlock, and Windrunner.
- Updated the Aghanim's Scepter store preview.
- Fixed bug where large replays were unable to download.
- Replay downloading is now paralleled to improve download speeds.
- Fixed item purchase message crediting the wrong player if the purchased item stacked with someone else's item.

VISUALS
- Added a custom particle effect for Skadi.

BOTS
- Co-op bot matches will now randomly assign the human players to Radiant or Dire.
- In co-op bot matches, if a human disconnects before picking a hero, the bots will now correctly balance the teams.
- Fixed bots not selecting heroes into non-AP games.
- Fixed bots not deploying their couriers on Passive difficulty.


Once we’ve got the kinks ironed out of the Team system, we’ll be opening it up to everyone, including the Team Matchmaking system where you’ll be able to find public matches against other organized teams. If you want to get a head start on building your Team in the meantime, we’ve put together a collection of example logos for you to work off. You can grab that here.
That’s it for the first competitive play update. As we said at the start, we have many plans in this space, but as always we need feedback to know if we’re doing it right. If you’re a professional player, a tournament organizer, a spectator, or just someone reading this blog, we’d love to hear what you think – both in terms of what we’re shipping now, and in terms of what you think we should be doing in the future to improve this space.
On a final note, a few days ago we released a bunch of info for those of you interested in making items for the Dota 2 Workshop. Even if you’re not an artist, it seemed many people found the Dota 2 Art Guide and Dota 2 Texture Guide interesting, so make sure you check them out.


This week we’re shipping the first of a large set of planned features designed to improve Dota’s support for high end competitive play. Dota’s always held a powerful place in the competitive scene, so we’ve always wanted it to do more to help. From the data we gather throughout the system, it’s clear that many players, of all skill levels, find it entertaining to watch highly skilled players. So, in the same way that we’ve used the Steam Workshop to connect people that are creating a lot of value for customers who are enjoying it, we think we need to connect tournament organizers and professional players to their fans. Our next update includes the first step towards this.
This first piece is the Tournament view in the game client. Here, you can find current and past tournaments, and choose which ones you think are worth paying to watch. For the tournaments you’ve purchased, you’ll find a complete breakdown of the tournament’s matches, and be able to quickly jump in and watch them in your game client (whether it’s a live match, or a replay). Whenever you purchase a tournament, we’ll share the money you spend with the organizers of the tournament. We’ll be testing this immediately with The Defense, and if it works out well for everyone, we anticipate rolling it out to all tournaments. This won’t be the end of our features for tournaments, or players, but we think it’s the right first step – helping tournaments become more financially stable helps all the players participating in them.

Our goal here isn’t to replace web-based streams – we think those are fantastic, and we’ll continue to do the best we can to support them. Some customers will always prefer to use their web browser to watch matches. But we think there are some customers who’d like to invest in a higher fidelity, richer experience that they have more control over, and we hope to be able to provide that with the in-game Tournament view. We also believe that external companies providing financial support for tournaments is a crucial component to the competitive scene, and we have several ideas for how to provide them with features that will work in both the Tournament view and web-based streams.

The second piece we’re shipping is better in-game support for competitive teams. The Defense will be the first test of our new Team system, where players identify themselves to Dota 2 as a competitive team, and provide a set of information about themselves. In addition to storing a variety of statistics about the long term performance of the Team, the game also detects matches between competitive teams, and uses the Team’s information to highlight the match. For example, here you can see our internal Valve Lambda team’s base:
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