Showing posts with label Dota Changelog. Show all posts
Showing posts with label Dota Changelog. Show all posts

Monday, January 26, 2009

Dota Version 6.59

The newest Dota version is here and have brought some pretty significant changes. Here are some of the highlights.

* Added a new subtle cooldown effect to make it a little clearer when spells are in cooldown and when they finish. This is mainly for long cooldown spells where it is sometimes difficult to tell. More work will be done in this area soon, but it needs a bit more time to make sure that anything extra is not visually intrusive. (PGRu-Unexpect3D)
* Reworked Enigma's Conversion (see details below)
* Added a new experimental mode -er (-ExperimentalRunes, see details below)
* Rebalanced Necrolyte's Heartstopper from 250/500/750/1000 AOE with 1% drain to 700/800/900/1000 AOE with 0.5/0.75/1/1.25% drain
* Abaddon now uses the Death Knight model instead of the Evil Arthas one (practically the same, but commonly requested)
* Increased model size of hexed units a bit

Here are the details to Enigma's Eidolons.

Demonic Conversion:
=====================
Splits any non-hero unit into three Eidolons, killing the targeted unit.Eidolon's can duplicate themselves once whenever they attack 6 times.

Lesser Eidolon/Eidolon/Greater Eidolon/Dire Eidolon (Same as before)

Cooldown: 35
Manacost: 170

Notes: It cannot target Level 5+ Neutral Creeps


Experimental Runes:
====================
This temporary mode changes the rune system to a more experimental one. I will be changing how -er works from version to version to try out different ideas. I don't plan on any one version of the new runes to replace the current system directly, so do not panic. Instead, it will be used as something to create discussion, spark ideas, find flaws and playtest different concepts over time. How -er works for this version: Runes spawn simultaneously on both sides at 3 minute intervals (instead of 2). Again I have no plans to make this permanant.

And Icefrog follows with a very important note....

Notes: I wanted to release this sooner rather than later because of some
important code fixes. I am planning on finishing the traditional .x9 quest for
v6.59b (along with some more balance tweaks) and then followed by TC in 6.60 if
everythings work out right.


Enjoy

-- IceFrog



Update: I'm getting lots of emails asking me what .x9 and TC are. Every 9
version there is a hidden side quest in the map. TC is the Tauren Chieftain hero
model.


A new Hero!! And the Tauren Chieftan to boot. One can only speculate what kind of stuff their going to do with the character model but I'm assuming he's still going to be a strength hero. Hope it works out. For any other improvements, you can find the rest of the changelog here http://getdota.com/changelogs/index/33






-Frank

Tuesday, January 13, 2009

Dota Version 6.58

The latest Dota map just landed and we've got the changelog with all the details right here. It's been a while since the last update and no wonder, they dropped a huge amount of changes on us. The most notable 2 underlined here---


First major change is a complete remake of Storm Spirit.



Storm Spirit:
==============




Attack Range: 500
Strength: 17 + 1.5
Agility: 22 + 1.8
Intelligence: 23 + 2.6
Movement Speed 295



Static Remnant
-----------------


Raijin creates a remnant of himself containing his essence. The Static Remnant will release its stored energy whenever an enemy units comes near it. Lasts up to 12 seconds.

Damage: 140/180/220/260
Trigger AOE: 210
Damage AOE: 260
Cooldown: 4
Manacost: 70/80/90/100

Takes 1 second to create after cast. This is not channeling, just time delayed.


Electric Vortex
-----------------



Storm focuses his energy to rip open a vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.

Pulls 100/150/200/250 units over 1/1.5/2/2.5 seconds.
Your movement is reduced by 50% for 3 seconds.

Cast Range: 300
Manacost: 100
Cooldown: 20

Overload
---------



Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing damage and slowing nearby units.

Slow: 50% as 80% ms
Lasts 0.6 seconds (Same stats as old overload)
Bonus damage: 30/45/60/75AOE: 275

Ball Lightning
---------------



Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or chooses to stop. While in this form, he deals damage to nearby units based on how far his electrical form has traversed. Damage, speed and area of effect improves per level.

Stops traveling whenever you run out of mana. Deals damage in a small area around you based on distance traveled.

Damage: 8/12/16 per 100 units traveled
Manacost: (15 + 7% of total manabase) + mana based on distance traveled (10+1% per 100 units)
Cast Range: Global
Cooldown: 0

Travel speed and damage AoE improves per level.You can cast spells like Static Remnant during your roll if you are quick enough.Specific interactions with spells/projectiles follow the same rules as Waveform does.



Undying also got a pretty sweet overhaul. Check out the specs.



Dirge:
=======




Attack Range: 100
Strength: 25 + 2.1
Agility: 10 + 0.8
Intelligence: 27 + 2.8
Movement Speed

Cast Point 0.45
Hero Class: Strength




Decay
-------



Dirge saps away the strength of enemy heroes and retains it for a period of time.

Steals 4 Strength from each hero for 21/24/27/30 seconds
Deals 30/60/90/120 Magical Damage

Manacost 70/90/110/130
Cooldown 11/9/7/5
Cast Range 625
AOE: 300

Note: Often missed, note the cooldown

Soul Rip
---------



Redirects the flow of living energy through a target friend or foe, damaging them or healing them depending on how many units are near it. 25 for each unit.

This does not hurt zombies below since they are magic immune.
This can target your tombstone.

Unit Cap: 5/10/15/20
Cooldown: 25/20/15/10
Manacost: 50/75/100/125

Tombstone
----------



Unholy powers summon a cursed tombstone. Zombies will frequently spawn near each enemy unit and attack them. Zombies have a passive that additively slow their target by 7%. Zombies cannot be controlled.

Spawn area: 400/600/800/1000
Frequency: 3
Slow Duration: 2.5 seconds

Zombie Stats:
HP: 30
Armor: 0
Armor Type: Unarmored
Magic Resistance: ImmuneDamage: 37-45
Attack Type: Pierce
Attack Speed: 1.6
Movement Speed: 375
Bounty: 5-7

Deathlust: If the target the zombie is attacking is below 100/200/300/400 hit points, it gains 50% movement and attack speed bonus.

Tombstone Duration: 15/20/25/30
Tombstone HP: 150/300/450/600
Tombstone Armor: 10
Tombstone Armor Type: Medium
Tombstone Other Stats: Magic Immune, No regen.
Tombstone Bounty: 70/90/110/130

Cooldown: 60
Cast Range: 250
Manacost: 120/130/140/150

Flesh Golem
------------



Dirge's hatred for all living beings allows him to transform into a monster. While he's transformed he carries a plague that affects nearby enemy units. Strength of the plague depends on how close the enemy is. Amplifies damage enemy units receive and reduces their movement speed (7%). When a plagued unit dies, its essence is transferred back to the Undying.

Cooldown: 90
Duration: 30
Manacost: 100

Plague Aura Damage Amplification: (old plague was 20/25/30%)
at max distance (700): 5/10/15%
at closest distance (150): 20/25/30%
In between is just an even spread between the numbers

Units that die under plague release their energy to you. Creeps heal you for 3% and Heroes for 12% of your Max HP.


And The rest of the changelog here

http://getdota.com/changelogs/index/24

A complete revamp of Blademail and Cranium Basher have also been made. Blademail now requires activation and lasts for 4 sec, while Basher recieved a recipe change.