Dota 2
Legion TD: Reborn
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Update: 21 Feb, 2016 @ 7:15pm

0.7.11

## General Changes

- More duels! Now after every 5 rounds instead of after every 10.

Per-player duel win bounty from 25/50/100 to 2/10/20/30/45/60

- Food Limit can now only be upgraded 12 times.

- Leak tango production penalty from 10% to 15% per leak.

- Added new attack and defend damage type, "boss", which takes and recieves full damage to all other types.

- Boss attack/defend damage type applied to team kings, wave bosses, and rosh send unit.

- Capped income of all send units except rosh to 10 (affects black drake, big lizard, ancient golem, flesh golem, jellyfish, hulk, beast, diablo), rosh income reduced to 13.

- Additional changes to Rosh send unit: Attack Time from .6 to 1.0, HP from 2000 to 1800, Armor from 15 to 14, added 5% evasion.

- Reduced Harpy send unit from 3 income to 2.

- Some send units which were previously untyped are now normal/heavy.

## Builders

- Human Builder's passive now disables food limit upgrade.

- Human Builder passive food per turn from 1.2 to 2.3

- Human Builder Soldier HP from 380 to 400, damage block from 85% chance of blocking 12 to 80% chance of blocking 10

- Human Builder Spearman HP from 520 to 550, damage block from 95% chance of blocking 16 to 85% chance of blocking 14

- Elemental Builder elemental harmony stacks from 9 to 10

- Fixed Elemental Builder's passive giving an invisible negative stack when only one element is built.

- Fixed Elemental Builder thunder stacks having no magic amplification effect.

- Fixed Nature Builder Treebeard not moving down the lane after using his ability.

## Waves

- Wave 10 Fatty: base damage from 125-150 to 85-100

- Wave 13 Tidehunter: Base Attack Time from .6 to .85, base damage from 11.25-15 to 16-20

- Wave 22 Earth Spirit: Base Attack Time from .65 to .75, damage from 81.25-93.75 to 92-96

- Neutral Creep lane spacing from 96 to 128 (they will be spaced further apart).

- More unit precache rejiggering.

Update: 1 Feb, 2016 @ 6:04pm

0.7.10b

- Remade AI for several Elemental Builder units whose targeting broke in the previous update: Voidgod, Earthgod, Watergod, Firewarrior.

- Wave 10 Fatty: Removed Acid Spray, base damage from 62-75 to 125-150

- Wave 22 Earth Spirit: combat class from Normal/Heavy to Normal/Light

Update: 31 Jan, 2016 @ 1:05pm

0.7.10

## General Changes

- Builder Passives added! (See Builder Changes below)

- Physical Damage Types added!

There are 3 physical attack types: normal, pierce, and arcane; and 3 physical defense types: light, medium, and heavy. Front-line melee units are generally normal/heavy, archer-types and certain melee units are generally pierce/medium, and wizardly units are generally arcane/light. Not all units follow these common pairings however, and units can have any combination of attack and defense type.

normal attacks deal:
80% to light defense
125% to medium defense
100% to heavy defense

piercing attacks deal:
125% to light defense
100% to medium defense
80% to heavy defense

arcane attacks deal:
100% to light defense
80% to medium defense
125% to heavy defense

- All builder units, send units, and non-boss wave units have been given physical attack and defense types.

- New game option: Return to Sender. Tango units will be sent to the sender's team. ALL players must vote for this option to activate it.

- Tango Limit is always on rather than being a vote option, and has been reworked: rather than being a constant absolute limit to tangos, each player's production time is multiplied by 5 while over the current maximum (cumulative with any leak penalties), and each player's tango count is reduced to the limit at the start of every wave spawn.

- Ranged defenders will now teleport to behind the king after clearing their wave, and defend a spot 200 units behind melee defenders.

- If more than 15 units are being sent to the same player, each additional set of 15 will be delayed by an additional 2 seconds (This should fix certain situations where send units will get stuck or even spawn off-map when a large number is sent at once, especially in playercount-imbalanced games).

- Attack Aquisition ranges on all non-king units increased from 500 to 850 (except humanbuilder sharpshooter which is still 950).

- Added abandon mechanic: if a player is disconnected for 3 wave spawns (or abandons directly), all their towers are sold for full value and their net worth (tower value, gold value, and tango/food upgrade value) is split among the remaining players on that team. That player's lane is then locked for the remainder of the game.

## Wave Changes

- Tango towers no longer produce tangos during duel rounds, including setup.

- Duel victory gold bounty reduced from 75/150/300 to 25/50/100.

- All player units now have a bounty equal to their food cost.

- All bosses (fatty, king, dragon) now have a +50% attack speed ability and their Base Attack Times increased: Fatty BAT from .8 to 1.2, King BAT from .4 to .9, Dragon BAT from .4 to .6

- Wave Bosses attack animation times have been fixed.

- Wave 15 (Enchantress) completion bounty from 37 to 67

- Wave 16 (Techies) unit bounty from 5 to 3

## Builder Changes

### Human Builder

- Human Builder gets 1.2 food per turn.

- Human Builder Gyrocopter Mk2 base damage decreased from 233 to 203.

- Human Builder Futuristic Gyrocopter base damage decreased from 350 to 300.

- Human Builder Icewrack Grandmaster has an additional pasive aura, Chilled Blood, which grants 10% additional HP to allies within a 900 unit radius.

- Human Builder Icewrack Grandmaster Freezing Field explosion interval decreased from every 1.0 seconds to every .7 seconds.

- Human Builder Soundmaster's Deafening Blast will now stun rather than disarm at the end of its duration, and should no longer cause units to get stuck up cliffs.

### Elemental Builder

- Elemental Builder gets stat bonuses and penalties on his entire legion depending on how much gold he's proportionally spent on each element. If he manages to get all elements within a threshhold of the average, he gets maximum stacks on all stats. Purchasing a God for an element (the most expensive upgrade for each element) will stabilize that element, making elemental harmony that much easier to achieve.

Each 20% gold value above or below average value per element is worth a stack, either positive or negative. The stack bonuses/penalties are: Earth, .2/-.1 armor per stack; Fire, 2%/-1% base damage per stack; Thunder, 2%/-1% magic resist and outgoing magic amp; Water, +2/-1 attack speed per stack; Void, -1%/+.5% to all incoming damage. Elemental Harmony grants 9 positive stacks of each element.

### Nature Builder

- Nature Builder gets a final death knell on each of his units, healing a nearby ally for 10% of the dying unit's maximum health and dealing as much magic damage to a nearby foe. Maximum range on both effects is 300 units.

- New Nature Builder Unit: Treebeard. Upgrades from Treant, has Treant Protector's Overgrowth with a 2 second duration, and owning one will double the effectiveness of Nature Builder's passive.

## Technical / Bugfix

- Improved precaching of builder unit resources.

- Fixed a case where wave/send units would get "stuck" on the king, only playing their walk animation and not attacking.

Update: 13 Jan, 2016 @ 7:44am

0.7.9d

- Humanbuilder Upgrade Hunter now costs 1 food instead of 0.

- Send creeps now spawn and march spread across the lane, like wave creeps, instead of clumping together.

- Send creeps are now sent 2 seconds after wave creeps spawn.

- Neutral creeps now gain phasing when they leak, until a little more than halfway through the king's lane.

If you want to see the latest builds, tests, and experiments, subscribe to the test client mod! Link is at the bottom of the workshop description for this mod. Over the next several days I'll be working on and testing some new systems that should really shake up the game.

Update: 11 Jan, 2016 @ 12:35am

0.7.9c

- Fixed a case where starting a round could fail if a player has been disconnected since hero select.

## Gameplay

- Wave Boss Repel from 10 second duration and 16 second cooldown to 2 second duration and 4 second cooldown.

- Human Builder Upgrade Footman Gold Cost increased from 65 to 70.

- Human Builder Hunter Headshot proc chance reduced from 40% to 20%, damage increased from 20 to 40 (same damage as other headshots).

- Fixed Human Builder Gunner not having an improved attack rate (now .6 instead of 1.6).

## Misc/Cosmetic

- Updated some Human Builder Archer and Mage units with different cosmetics (Archer, Hunter, Marksman, Novice, Mage, Archmage, Icewrack Grandmaster

- Fixed a few cosmetic "stretch marks" on the map

- Added and updated a few English strings.

Update: 10 Jan, 2016 @ 9:13am

0.7.9b

## Bugfixes

- Fixed a case where missing players could cause round-start to fail, preventing unlocking of player units and causing some income units to not get sent.

- Fixed a case where players could miss the tango-ticker event if they spawned late.

- Fixed Firewarrior and Firegod having switched unit IDs.

## Gameplay

- Removed Human Builder Futuristic Gyrocopter Flak Cannon.

- Human Builder Guardian Angel will now put all other friendly Guardian Angels in its range on cooldown when starting cast.

- Fixed Human Builder Blademaster missing his Blade Dance skill.

- Wave Bosses now have a passive magic immunity ability with a 10 second duration and 16 second cooldown (so bosses have 6 out of every 16 seconds where they aren't magic immune).

- Disconnected players will have a leak penalty equivalent to 25 units (+250% tango generation interval) until a wave starts while they are connected.

- Rearranged Human Builder Block tooltip variables to be more clear

Update: 7 Jan, 2016 @ 11:53pm

0.7.9

- Human Builder added!

This builder is the most ambitious and versatile yet, featuring both more units (23!) and more custom spells than any other builder.

- Lanes have been widened from 640 to 896 units.

- The river has been widened from 640 to 1152 units.

- Builders are now restricted to building on a grid of 64-unit squares (14 squares wide and 40 squares long).

- The game will now attempt to distribute sends evenly based on tango value rather than unit count. The player that recieves the biggest send will rotate every round (player in first position for first round, second position for 2nd round, etc.)

Example: 4 players are going to be sent 15 20-tango kobolds and a single 600-tango roshan. Under the old system, Three players will recieve 4 kobolds each, and another player will recieve 3 kobolds and a roshan. Under the new system, three players will recieve 5 kobolds each, and another player recieves only the roshan.

- Fog of war covers the enemy team during build phases; only their king can be seen. Builders are prevented from moving across the river. It is constantly day.

- Tango production penalty from leaked creeps is now repaired at the end of build phase rather than the start of it.

- Tango production penalty on is now a cumulative 10% penalty per level of leaked creep rather than a flat 100%.

This means regular creeps will increase time between ticks by roughly 10%/20%/30% etc; leaking 10 creeps will halve tango production.

- "Boss" creeps (fatty, king, dragon) levels increased to 5/6/7 (all other wave creeps are level 1).

- Wave creeps now spawn in wider formations rather than clumped together.

- Creeps spawn in their assigned formation at the start of duels, overlapping spawn points for all players.

- Wave creeps and player units will now walk to a point across from their spawn rather than all converging to a point on the other side.

- Tango production now starts at the beginning of the first wave rather than when the hero enters the world.

- Starting tangos from 30 to 40.

- Kings now have truestrike.

- Towers can be fully refunded if sold the same turn they're bought, rather than needing to be within 6 seconds.

## Creep wave changes

- Fixed Assassin backstab; it previously would frequently trigger on face-stabs from one side only.

- Assassin spawn count from 10 to 12.

- Not Lifestealer now has vampiric aura instead of feast; attackrate from 1.2 to .8, health from 210 to 280.

- Hydra Splitshot additional attacks reduced from 3 to 2, base damage from 8.75-10 to 10-12.

- Kunkka spawn count from 15 to 12.

## Technical
- Builder game resources are cached on hero select rather than game init.

The game should load faster initially but slight ingame lags may occur. This functionality is still under development.

- Armor types changed from STRONG to SOFT and increased physical damage values by 125%.

Previously, all attacks were doing 125% of their listed value due to armor type interaction. This change will make the UI better reflect actual behavior.

Update: 22 Dec, 2015 @ 1:13am

hotfix
+food bug fixed

Update: 8 Dec, 2015 @ 9:46am

v0.7.8
+added vote option for income limit
+set initial preparation time to 60 seconds
+wave 22 nerv

firespirit
+flameguard buff
firewarrior
+sleight of fist buff

Update: 6 Dec, 2015 @ 2:20am

fix