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DOTA 2 BETA 2 |OT10| Reborn

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TUSR

Banned
July 8, 2015

  • Fixed illusions not appearing correctly when the additive light pass was disabled.
  • Improved method used to calculate ping to data centers
  • Before entering the matchmaking queue, client will confirm network connectivity to gameservers and relays in selected regions.
  • Fixed up Winter Wyvern's hitboxes.
  • Unit tinting now applies to portraits.
  • Fixed units popping in and out of view when Phantom Lancer was in the game
  • Reduced memory usage to help with out of memory crashes
  • Fixed a crash that occurred as a result of disconnecting while still in the middle of connecting to a game. The crash would occur the next time the user tried to connect to a game.
  • Improved unit selection behavior
  • Fixed some situations where the video settings UI would not properly recognize the current state.
  • Linux / Mac: Fixed flickering on the contours of shadows
  • Linux / Mac: Offer a reasonable selection of windowed mode resolutions even when the resolution would not besupported in fullscreen. Fixes notshowing 16x9 windowed mode resolutions on some Macs, for example.
  • Linux: Fixed crash due to setting input focus on a hidden window.
  • Panorama: Added Entities.IsAlive()
  • Panorama: Entity indices are now consistent between Panorama bindings and Lua.
  • Panorama: Add support for adding documentation to panorama events. Use the console command "dump_panorama_events" to spit out all documented events in wiki format.
  • https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Panorama/Events
  • Custom Games: Added example addon named rpg_example. This addon demonstrates using javascript to perform an ability on a mouse, how to set up basic creature spawning and AI roaming behavior, as well as some of the other recently added features.
  • Custom Games: PrecacheUnitByNameSync and PrecacheUnitByNameAsync can optionally take a PlayerID as the last argument and it will use the cosmetic items from that player when precaching. The player must be connected to the game otherwise it will fall back to the default cosmetic items.
  • Custom Games: Addons can enable the unexplored fog of war mechanic with GameRules:GetGameModeEntity():SetUnseenFogOfWarEnabled( true )
  • Custom Games: You can now determine whether there's a continuous walkable path between two positions by using GridNav:CanFindPath( vPosition1,vPosition2 ). The length of the path can be determined using GridNav:FindPathLength().
  • Custom Games: Fixed a bug with Vector:Cross()
  • Custom Games: Fixed a memory leak when launching multiple custom games in a session.
  • Custom Games: Fixed a problem with client to server custom game events that contained strings.
  • Custom Games: Fixed a crash with large minimaps in custom games
  • Custom Games: Fixed bug where minimap fog of war did not render correctly for non-square maps
  • Custom Games: Fixed bug where GameEvents.SendCustomGameEventToServer didn't properly handle string values
  • Custom Games: Changed panorama script bindings to use entity index instead of ehandles to be consistent with Lua APIs. Should address problems mod authors are running into where they can't interchange ents.
  • Custom Games: Lua based abilities can now override GetCastAnimation and GetChannelAnimation.
  • Custom Games: Fixed bug where trees and obstruction entities used in world layers were not destroyed correctly and could cause players to get stuck.
  • Model Editor: Fixed bug where the model editor could not be opened
  • Particle Editor: Added a Save All command
  • Particle Editor: Fixed title bar to correctly reflect dirty state
  • Particle Editor: Fix to window layout changes not persisting after closing and opening Pet.
  • Particle Editor: Added toggle for viewing system information.
  • Particle Editor: Fix to hero not getting equipped with his set gear when preview model is chosen or an item set is changed.
  • Hammer: Fix for crash when changing dota_light_info settings in hammer.
  • Hammer: Fix for issue where parts of a tile set map could not easily be copied from one map to another.
 

JC Sera

Member
doesn't matter which side of the war you are on, these are still both super cute
http://cottonwings.tumblr.com/post/123565981262
Icons to show off your Arcana Showdown spirit, feel free to use them for personal use!
tumblr_nr6h3j8LOb1rsuvwxo1_250.png
tumblr_nr6h3j8LOb1rsuvwxo2_250.png
 
I feel like Clarity regen is so slow, creep damage shouldn't cancel it. Its okay for Salves since that regens so quickly, but to get the full effect of a Clarity you have to stay out of the action for ages, unless you're great at recognising which targets enemy creeps will prioritise.
 
I feel like Clarity regen is so slow, creep damage shouldn't cancel it. Its okay for Salves since that regens so quickly, but to get the full effect of a Clarity you have to stay out of the action for ages, unless you're great at recognising which targets enemy creeps will prioritise.

yeah fuck melee heroes even harder
nah, it's cool as is. maybe make it faster on melee heroes or I don't know what
 

sixghost

Member
why shadow blade over blink dagger on WR?

SB makes it possible to solo kill elusive carries or people with BKBs later in the game. You can react to a blink shackle but not a shackle from shadowblade. Blink is the better early game item though.
 

gai_shain

Member
In other Compendium news, the Immortal Treasure III is almost ready for release. We will be releasing it and the additional Compendium Pet style by the end of the week.
 

Hylian7

Member
link to the blog post

http://blog.dota2.com/2015/07/the-collectors-aegis-of-champions/

This honestly feels kinda gross, but since I'd probably be okay with it if it was a paid item (with the fountain effect as an in-game add-on) I don't know if it's warranted.

EDIT: apparently leveling the compendium to level 1000 costs around 400 dollars

What's gross about it? It's a reward for people that spent something like $400 actual dollars. I don't really see an issue with that honestly.
 

Drkirby

Corporate Apologist
How much money is it again to get to level 1000?
aegis2015.gif


I am seriouslly considering it. Its a pretty poor use of cash, but its one cool piece of memorabilia.

I wonder if this is some plot to get people to recycle their excess immortals. You could get to "Just" level 850, then burn all your excess immortals for levels.
 

DrPizza

Banned
How much money is it again to get to level 1000?
aegis2015.gif


I am seriouslly considering it. Its a pretty poor use of cash, but its one cool piece of memorabilia.

I wonder if this is some plot to get people to recycle their excess immortals. You could get to "Just" level 850, then burn all your excess immortals for levels.

I got spousal approval, so fuck yeah I'm doing it.
 

Hazaro

relies on auto-aim
Probably will recover a decent chunk of value if you want to level compendium and sell the thingy. Not so bad.

JUST KIDDING FUCK DOTA
 
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