Dota 2
Dota 2 Horde Mode
Diellan  [developer] 14 Jun, 2016 @ 3:58am
v1.18 Discussion
1.18k
All Maps:
-- Added two rune spots to the river to encourage movement (yes, that means 4 runes)
-- Removed some trees from top lane to help keep creeps from getting stuck
-- Widened some ramps
-- Upgraded tier 4 towers to not suck

1.18i
Items:
// New weapon: Wasp
-- Made from combining a butterfly, a crystalis, and a recipe
-- 30 Agility, 60 damage, 35% Evasion, 30 Attack Speed, 20% crit chance for 1.75x damage
-- Active Ability: Flight. Trades evasion for 20% bonus movement speed and flying movement for 8 seconds.

Heroes:
// Tidehunter
-- Gush reverted to vanilla so that it works with Aghanim's Scepter
-- Gush damage increased to 110/220/330/440
-- Gush manacost reduced from 120 to 90/100/110/120
-- Gush scepter aoe increased from 240 to 240/280/320/360
-- Reduced Ravage cooldown from 150 to 150/125/100
-- Anchor Smash damage increased from 75/125/175/225 to 100/150/200/250

// Venomancer
-- Venomous Gale cooldown reduced from 21/20/19/18 to 15
-- Poison Sting duration reduced from 6/9/12/15 to 3/4/5/6
-- Poison Sting damage per second increased from 6/12/18/24 to 10/20/30/40

1.18h
Items:
// Vladmir's Cuirass 2
-- Yet another attempted fix. Things are weird, because Valve changed some functions.

1.18g
Heroes:
// Witch Doctor
-- Death Ward bounces against all enemy units

1.18f
Heroes:
// Beastmaster
-- Call of the Wild now properly skills both together
-- Call of the Wild summons the proper boar and hawk at each level
-- Hawk now has properly working lightning at all levels

// Pugna
-- Fixed tooltip in ward attack rate

// Venomancer
-- Fixed Plague Ward tooltip

Items:
// Vladmir's Cuirass 2
-- Lifesteal no longer works on buildings

1.18e
// Items
-- Fixes to Vladmir's Cuirass
-- Fixes to a few abilities (such as Bounty Hunter's shuriken toss) that were broken when Valve removed mechanical unit distinction

1.18d
// Items
-- Desolator 2 recipe fixed
-- Fixes to Vladmir's Cuirass

1.18c
// General
-- Standardized melee attack range of creeps to 150
-- Increased maximum level to 35 (with 10 more levels of stat increases)

Heroes:
// Slark
-- Essence Shift reworked to always give 3 agility for 5/10/15/20 seconds

// Venomancer
-- Venomous Gale reverted to vanilla except for impact damage, which remains 100 at all levels
-- Poison Sting reverted to vanilla
-- Poisonous Gale damage reverted to normal
-- Poisonous Gale cooldown reduced to 140/115/90
-- Poisonous Gale scepter cooldown reduced to 110/80/50

// Items
-- Lithe boots removed for pressing ceremonial reasons
-- Added Desolator 2 from Year Beast Event (upgrade from desolator)
-- Phase Boots reworked
--- Recipe now requires brown boots, blades of attack, chain mail, stout shield, gloves of attack
--- Phase Boots now also grants 20 attack speed, 5 armor, and 16/8 damage block
--- New Phase Boots work with Meepo

// 1st Wave
-- Reduced zombie hitpoints from 680 to 480
-- Reduced hitpoints of all mech units
-- Increased bounty for skeletons
-- Reduced corpselord melee damage
-- Reduced attack speed for smaller spiders
-- Greatly increased damage for larger spiders

// 4th Wave
-- Greatly increased movement speed of wolves

// 5th Wave
-- Increased movement speed of all units
-- Ghost boss now uses flying movement

// 6th Wave
-- Reduced armor of troll healers
-- Standardized movement speeds of all units

// 7th Wave
-- Biggest Spookiest Meme now has flying movement

1.18b
// 1st Wave
-- Upgraded Wild Beast to mini-boss status
-- Wild Beast will now spawn only once, in a random lane

// Phantom Assassin
-- Fixed True Strike on Stifling Dagger
-- Stifling Dagger radius is now 200 at all levels
-- Stifling Dagger deals same damage as vanilla

1.18a
// General
-- Friendly creeps now spawn at 0 seconds, instead of at 17 seconds.

// 1st Wave
-- Starts spawning at 0 seconds, instead of at 17 seconds.
-- Reduced berserker base attack speed from 1.0 to 1.4
-- Berserkers start spawning at 30 seconds, instead of 60 seconds.
-- Reduced minimum number of gnolls and berserkers

// Phantom Assassin
-- Stifling Dagger now applies in an AoE once again, while still performing the attack with all modifiers
-- Reverted swiftness passive back to Phantom Strike

1.18
PATCH PARITY 6.88!

Tons of wave changes for 4/5 player maps!

// 1st Wave
-- Roshan boss now spawns at 6:40 instead of 8:20 (same as 2 player map)
-- Bottom lane now shares the same lane configuration as other lanes
-- Now consists of Gnolls, Berserkers, and Wild Beasts (other units moved to later waves)

// 2nd Wave (Mechs, Spiders, or Zombies)
-- Small Skeletons now spawn only during the zombie wave
-- Spider wave no longer spawns extra spiderlings
-- Ogre Boss spawns at 13:20 instead of 14:20 (same as 2 player map)

// 3rd Wave (Bears, Harpies, or Ogres)
-- Now has a third option: Ogres and Satyrs

// 4th Wave (Treants or Wolves)
-- Starts spawning at 15:00 instead of 17:00, reducing three minute gap after wave three to one minute, same as other wave gaps
-- Still ends at 20:00 (increasing duration of wave to five minutes)

// 5th Wave (Ghosts or Golems)
-- Ghost boss spawns 10 seconds earlier (matches golem spawn)

// 6th Wave (Kobolds or Centaurs)
-- Added Rippers to Kobold wave

// 7th Wave (Dragons or Demons)
-- Demons dogs now spawn during this wave, instead of as soon as it ends
-- Small birds added to dragon wave, buffed to match

// 8th Wave (Roshans)
-- Ancient Apparition spawns 30 seconds earlier to coincide with wave spawn, will spawn a second one two minutes later (so be careful and hunt him!)
Last edited by Diellan; 2 Jul, 2016 @ 10:38am
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Showing 1-15 of 35 comments
ell 14 Jun, 2016 @ 10:07pm 
im having an issue with the custom items added by the map. all of them are blank icons that cant be sold or even clicked on in my inventory.
Diellan  [developer] 14 Jun, 2016 @ 10:26pm 
That's... strange. You might need to try uninstall and then reinstalling the custom game.
SiEgE 15 Jun, 2016 @ 1:40am 
No creeps during Big Bashing Troll wave. Its right from the start. Only bashing trolls come along with lane creeps, and nothing else. For minute or two, its just fighting back lane creeps until zombies start.
Last edited by SiEgE; 15 Jun, 2016 @ 1:40am
Hey, i've been playing a few games and noticed that by sending the boss earlier you are reducing the hero pool. Some heroes are even worse than before, as Drow, Faceless, Tiny (you need cleave to clean waves and with the ava-toss combo it's not enough). So, theres less farm on the map before the waves, as far as I saw, the boss damage is the same as before, so it's just harder than before. Well, it's a really good custom game anyway!
Diellan  [developer] 16 Jun, 2016 @ 12:12am 
Tiny's avalanche-toss combo has never had problems clearing waves for me... it does a lot of damage. He has mana issues, but an early Horde Stick solves those fairly well. I AM kind of hoping to push people to be more efficient with farm, particularly in terms of actually making use of the jungle to augment their farm. The game has an awful lot of gold going around, especially when compared to vanilla DOTA.
Diellan  [developer] 16 Jun, 2016 @ 12:13am 
Originally posted by LeoNid-RashitMid:
No creeps during Big Bashing Troll wave. Its right from the start. Only bashing trolls come along with lane creeps, and nothing else. For minute or two, its just fighting back lane creeps until zombies start.

Which map are you talking about, and which lane? I haven't seen this behavior.
SiEgE 16 Jun, 2016 @ 2:27am 
Originally posted by Diellan:
Originally posted by LeoNid-RashitMid:
No creeps during Big Bashing Troll wave. Its right from the start. Only bashing trolls come along with lane creeps, and nothing else. For minute or two, its just fighting back lane creeps until zombies start.

Which map are you talking about, and which lane? I haven't seen this behavior.
100% 5p easy. The Basher wave just goes on too long, only sending lane creeps and the bashers, until the next wave come along.
Diellan  [developer] 16 Jun, 2016 @ 3:32am 
Originally posted by LeoNid-RashitMid:
Originally posted by Diellan:

Which map are you talking about, and which lane? I haven't seen this behavior.
100% 5p easy. The Basher wave just goes on too long, only sending lane creeps and the bashers, until the next wave come along.

The wave stops all at the same time, but the basher is slower than the others and spawns a few seconds later than the others, so by the time he arrives it's during the minute or two break that exists between waves. This is usually when bosses arrive, but there is no boss after the first wave so all it winds up doing is providing a lull in the fighting to let players recuperate and farm a little. I've been considering adding a first wave boss to fill the gap.
DankBudd 16 Jun, 2016 @ 4:23am 
havent tried it yet, im about to. but pa dagger + orb of venom/skadi sounds op
DankBudd 16 Jun, 2016 @ 4:37am 
orb of venom doesnt work with pa dagger, cleave from quelling blade also doesnt seem to work
neither does lifesteal.. im guessing nothing works, although i havent tried the upgraded items. like bf and skadi
DankBudd 16 Jun, 2016 @ 4:38am 
oooh wait i see the problem
im missing the attacks, because im a melee hero hitting targets that are more than 300 units away or whatever the # is
dagger works properly against close targets, but far away ones you miss the atk
Last edited by DankBudd; 16 Jun, 2016 @ 4:40am
Diellan  [developer] 16 Jun, 2016 @ 5:56am 
Originally posted by DankBud:
oooh wait i see the problem
im missing the attacks, because im a melee hero hitting targets that are more than 300 units away or whatever the # is
dagger works properly against close targets, but far away ones you miss the atk

Wow. Good catch. That's... interesting. The regular one has True Strike, which might be how it resolves this issue. I'll look into it.
DankBudd 16 Jun, 2016 @ 8:09pm 
i appreciate the fix.
Orb of venom wasnt as strong as i thought it would be w/ dagger, but its still worth buying for the first 2 waves. lvl 1 dagger with 2 orbs of venom (havent actually tried with 1) is stronger than most lvl2 spells.

by wave 3, orb stops being op and you actually need some dmg outside of dagger. so you either need to buy 6 orbs of venom, or rush skadi if you want dagger to keep dealing oppie magical splash dmg
Diellan  [developer] 16 Jun, 2016 @ 11:26pm 
I found that rushing battlefury works really well. She has some problems with wave clear for the first few levels, but once you get your ult, the dagger does amazing things with cleave.
DankBudd 17 Jun, 2016 @ 8:51pm 
yeah i know that cleave is good on pa, thats a no brainer.
i was just hoping for something new/interesting to build on her.
was thinking that skadi might be an option now that her dagger can atk everything in an aoe with atk modifiers
.. gunna try skadi + manta on her now
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