Thursday, 14 July 2011

DotA 2 So Far

As far as we know DotA 2 is an upcoming action fantasy strategy video game based on old but populat Warcraft 3 map Defend of the Ancient i.e. DotA.
Dota 2 is being developed by Valve. There is high possibility that game will be released in late 2011 (Q4), and it will be avaiable for Mac and Windows thought Steam.

DotA 2 features:
  • In-Game Voice Chat
  • Leaver AI Replacement
  • Cool Heroes Voice
  • Matchmaking System
  • In-Game Rewards
  • Coaching System
  • Spectators Support
  • New Graphic Engine(improved version of Source Engine)
  • System of Reconnecting
Q&A by IceFrog:
Q: Is there reconnect support for DotA 2? (by Vanes-UT)
A: This was actually one of the very first things we added early on, before the game was stable, in order to help with testing. You’ll also be able to have a friend of similar skill level substitute for you in case you have to leave. Players that want to improve their reputation in the game and community will also be able to help out by joining ongoing games that are missing players.

Q: Can I still play with my friends from America even though I am European? (by Adam Mosley)
A: Yes, a lot of people have friends in different regions and we want to allow them to easily interact. One of the things that makes DotA special is how big the community is, so we will do our best to make it easy to connect and communicate with one another.

Q: How are you going to handle delay and lag between players? (by Alex)
A: This is something we are putting a lot of time and resources into. Minimizing delay to servers, along with optimizing networking code, is very important to being able to enjoy DotA on both a casual and competitive level. We’re expanding the Steam infrastructure around the world so the matchmaking service for DotA 2 is able to provide the lowest possible ping wherever you are playing. There will also be some uniquely located servers that are optimized regionally for handling longer distance matches.

Q: What kind of hardware requirements will the game have? (by S.Hong)
A: We don’t have an official minimum spec just yet. The goal is to make sure that people with older computers and the PCs at LAN centers will be able to support the game, while also allowing for newer computers to scale well.

Q: I heard there was going to be an AI feature for when a player leaves. Is there going to be an option to take direct control of the hero? (by Stephen)
A: The AI features will be optional to the players in the game. You can have teammates use it, send it to the base, or give it AI modes and behaviors to follow.

Q: Will there be anything like the AI maps in DotA or a “training mode” with difficulty levels? (by L.Pham)
A: Yes there will be bot support if you just want to play by yourself, or you can create a party of friends and fill the rest of the slots with bots. There are a variety of different settings you can use in order to configure the bots, ranging from selectable difficulty levels to specific behaviors that you want to practice against. For example, if you want to practice your lane control, you could configure the bots to be stronger at denying, last hitting, and harassing. We’ll also have some specially crafted challenge scenarios, similar to things like Pudge Wars, which I’ll elaborate on in the future.

Q: Will the replay system allow me to move freely backwards and forwards in time rather than having to watch a whole replay? (by Luciando)
A: You’ll be able to jump around to any point in the replay, add bookmarks for easy referencing, view detailed stats and graphs while the game is going, and watch through a specific player’s view (with regards to their camera movement). You’ll also be able to watch replays with friends if you want to review a game or learn from your mistakes. To aid videomakers, the replay system will have flexible camera angle and speed controls. There will also be a bunch of commentating and editing features you can add to your replays.

Q: Don’t you think you should make a lot of changes to the gameplay? (by Robert)
A: Significant changes would not necessarily make it a better game. There are countless features we are building around the game that will make the experience a much better one. The gameplay itself, though, has always evolved step by step, and it will continue with that methodology. We consider this a long term project, in the same way DotA has always been. We want to provide a quality experience and not just change for the sake of change. You’ll naturally see additions and improvements to the game as time passes, but it would be a natural progression aimed at improving the game for the players and not for other arbitrary reasons. Valve and I strongly believe that the player focused development process the game has gone through is what will allow us to continue making the best decisions with regards to where we spend our development time.

Q: Can you spectate an already ongoing DotA 2 game? (by Valo)
A: A lot of the game will be built around spectating and shoutcasting support. You will be able to join most ongoing games (unless the players marked it as private) and just watch them. You can join a game your friend is in, see what your favorite clan is doing, or simply pick a skill level and a hero you like and it will find you one to watch. We also have a system in place that automatically distributes the load to multiple servers so that the game itself won’t be affected by users joining to spectate. Our distribution network will allow us to support any number of users that want to watch, by dynamically assigning more servers to the task. There will also be special tags and search options to help you find live or old shoutcasted games. Shoutcasters will be able to operate as directors, so anyone watching will have his camera looking at the same things the shoutcaster is viewing. There is also an optional anti-cheat mechanism built in so that the game you are spectating can be time delayed by any amount of time to reduce potential abuse.

Q: Will you keep loyal to casting times like Torrent and will it still be possible to do the advanced tricks, like animation canceling, fog of war tricks we’ve learned, etc? (by Lycan)
A: Yes, those mechanics are implemented. They are a very integral part of the game and it wouldn’t feel the same without them.

Q: How will we manage replay files? (by Nikos)
A: They will be automatically saved with your identity online utilizing the Steam Cloud storage system, so you don’t have to worry about losing them. You’ll be able to use the replay browser tools to search, sort, tag, rank, and favorite them.

Q: Are you going to work on DotA after DotA 2 is released? (by Jack Lee)
A: I plan to keep DotA updated for as long as the community wants. That being said though, I think that DotA 2 represents the long term future for the game.

Q: How will development change with regards to your role, current beta testers, community feedback, etc? (by Basel)
A: All that stuff will remain the same, except that now I also get to work with the developers at Valve. All of our current playtesters and even contributors like Kunkka are helping. One of the most important things for me has always been getting input from the community. There will be a lot of opportunities, throughout the next year, to give your feedback on all the things we are working on, ranging from features to visuals.

Q: Are the upgraded graphics going to be distracting? New graphics are great, but when there’s too much, you can’t see what’s going on anymore. (by Lycan)
A: Gameplay is definitely the most important aspect, everyone on the team understands this concern. The number one priority is making sure players can quickly and easily tell what’s happening on the screen at all times. Fine tuning the right visual balance with each ability, effect, hero, etc., will be an ongoing process as the game is playtested and we get your feedback. A clean and understandable visual representation of the action is important to everyone from experienced players, spectators, to new players.

Q: Will I be able to help test DotA 2? (by Sing Liu)
A: There will certainly be an opportunity to get involved with beta testing DotA 2 and help us with your feedback. We’ll release more information about how to sign up in the future.

Q: Are you going to do anything to make it easier for new players to get into the game and feel welcome? (by Arvin)
A: Some of what makes it hard, in current DotA, stems from the lack of services around the game that can help foster a better relationship between players and that it’s hard for players to be matched up with equally skilled allies and opponents. Things like tutorials, matchmaking, AI bots, identity, coaching, and community contribution will go a long way to making it easier for new players to fit in.

Q: What hotkey setup will exist in DotA 2? (by Stany Kaff)
A: We have a few default templates that cover the most popular configurations, but you’ll also be able to fully customize them to your liking. You can customize it on a global level or on a per hero basis if you choose. The hotkey configuration will include everything, not just heroes and items, but also how you navigate in the game, control the camera, autocast, set control groups, etc. Your settings are saved to your identity online, so if you go to a LAN center you will not have to reconfigure your keys.

Gameplay will be same as in Warcraft3 map, this will make DotA 2 familiar to all DotA players. lso DotA2 will have in-game tutorial mode witch will explain little things in game and there will be video tutorial explaining every hero.
Player choose one of many heroes, depends on style of game(all-random, all-pick, etc). Two bases, Dire and Radiant (Scourge and Sentinel in Warcraft 3). Two teams, fighting to destroy main building in opposite base i.e. hostile one. With creep on their side, and stockpiles of gold to purchase powerful equipment and consumables. Level capacity will be 25.
In order to balance game, if some player leave or is being disconnected after some time he can come back, if not player will be replaced by AI. Same with AFK players. AFK players gets auto-disconnect and are replaced with AI.



DotA 2 Reveal:
After Valve didn't attend E3, it seems that they decided to participate GamesCom. Its not confirmed what they will be doing there but they might reveal something about DotA 2. But they may reveal something about other game like Half-Life 3.
GamesCom is held from 17th to 21st August in Cologne, Germany.

Free to Play:
There is a rumor that DotA 2 will be Free-to-play game. After Doug Lombardi Valve's employee hinted that, this rumor is officially confirmed by Valve.
“...when asked if Valve had its own projects F2P, Doug Lombardi told us a classic short "Yes."”
This is possible because Valve’s Team Fortress 2 is also Free To Play game.
Source: http://goo.gl/ItjDQ

This is still a rumor because Swedish site komplett.se have DotA 2 in pre-order for price of 379SEK witch is ~60USD.
Valve have not confirmed this price but kemplett.se that they got this price from Valve.

DotA 2 Tournament:
There is almost no information about DotA2 and there is already tournament announced, They like to hold their fans in temptation. Tournament will be helded at GamesCom in Germany. At tournament there will participate Eight European and Six Asian to teams.
Tournament is confirmed by LGD witch is one Asian team witch is participating in tournament.
Source: http://goo.gl/cSYOL

Current artwork Available :
Bloodseeker
Drow Ranger
Morphing
Lina
Full List

Screenshot:
none avaiable

Changelogs:
Date: 2nd June 2011

* Enabled Tinker.
* If you're accepted into a matchmaking game while spectating another game, it will automatically remove you from spectating.
* Fixed the Tutorial randomly popping up during non-tutorial games.
* DOTA TV works on replays now.
* Fixed first-ability-randomly-firing-off bug that was caused by errant clicks on the action panel (ttocs found a repro /highfive).
* Fixed Death Prophet's Exorcism spirits not clamping to the ground.
* Lots of fixes for Illusion, Magic Immunity and Sphere rules.
* Fixed Soul Ring to give the proper mana even when your mana is full.
* Implemented Witch Doctor's Ultimate Scepter.
* Fixed Echo Slam doing 1 less echo to the initial targets.
* Fixed Corrosive Skin having a bug that caused it to not work properly.
* Fixed Eye of the Storm hitting fogged/invisible units.
* Fixed Chain Frost and Paralyzing Cask such that they now bounce correctly when their target unit dies/dodges.
* Fixed Pugna's Nether Ward not immediately going away when it's destroyed.
* Fixed suicides displaying the wrong message.
* A billion (maybe not literally) tweaks to the way the DOTA TV camera tracks units. Should fix most pops and weird camera positions (like when the killer and victim are too far away like with Zuus).

Date: May 26, 2011

* 3 New Heroes! Nevermore, Enchantress. and Leshrac.
* Added Tutorial Mode.
* Added Bug Reporter: You can type "bug" in the console for a more detailed form or you can just type “bug: [insert bug text here]” in the in-game chat to enter a new bug on the fly.
* Added support for partially and fully sharable items.
* Fixed Chronosphere moving buildings
* Fixed the missing lobby/no team bug when starting a matchmaking game (hi ttocs!)
* Fixed vision duration on Wave of Terror
* Fixed Lifesteal from leeching off of wards (like rhasta's wards)
* Fixed Frostbite not revealing invisible units
* Fixed Necronomicon's Last Will working on Towers
* Fixed Poison Touch's projectile speed * Fixed Poison Touch's targeting rules
* Fixed Blademail working on towers and wards * Fixed multiple server crashes.
* Fixed Life Drain values always being that of Scepter upgrade
* Fixed Life Drain tick interval
* Fixed DOTA TV clients connecting and not having any client side tree
info. This also means that trees being destroyed/spawned will now properly work.
* New Vengeful Spirit color pass.
* Fixed Bloodstone not granting vision at the location of death.
* Removed experimental Hero Glows.
* Fix to tracking attack projectiles hitting you even after you've dodged them.
* Fixed drop/equip rules for Rapier.
* Fixed intro mode and other cvars persisting across games if the server was reused.
* Made a couple events avaliable to spectators, like rune pickups and bottling.
* Fixed bug that would cause illusions to not fully level up their abilities.
* Impact sounds wont be played if the target is dormant. Fixes hearing enemy heroes fighting neutrals.
* Fixed Vladimir's increasing damage by 15 instead of 15%
* Courier can now refill the bottle
* Fixed attacking Wards damage being blocked by Vanguard/Kraken/etc
* Fixed Counter Helix procing off of things it can't hurt
* Fixed Frostbite damage interval
* Bottle now always captures the rune when it pick it up, rather then only when it is empty
* Fixed a bug with OnIntervalThink not working properly if the think interval time is increased after creation
* Fixed Heart regeneration working on illusions
* Fixed various bugs with Poison Touch
* Fixed Static Remnant not giving vision
* Fixed Poison Sting vs mechanical units
* Fixed sound source for Poison Touch
* Fixed Poison Sting from illusions
* Fixed multiple urn of shadows getting charges
* Fixed bugs with how magic resistance from base and items were calculated on illusions
* Fixed ranged and melee manta incoming/outgoing values being reversed
* Fixed spells doing their amplified damage twice to illusions
* Added projectile vision to Windrunner's Powershot and Lich's Chain Frost.
* Illusions now copy the state of the morphed hero (DK ult)
* Added a number of new console-based cheat commands:
. item X - creates item X in your hero's inventory
. levelbots X - increases the level of all created heroes by X
. givebots X - gives item X to all created heroes
. wtf - turns off all cooldowns and mana costs
. unwtf" console cheat command to re-enable cooldowns and mana costs.
. timescale - speeds up or slows down time
. spawnneutrals - forces a spawn of all neutral creeps
. spawncreeps - forces a spawn of all lane creeps
. disablecreepspawn - turns off normal creep spawning
. enablecreepspawn - turns on normal creep spawning
. killcreeps X - kill all, radiant, dire or neutral creeps (X is all, radiant, dire, or neutral)
. allvision - all units give vision
. normalvision - turns off allvision

Date: 20th May 2011

* Enabled Pugna and Beastmaster (in-progress models).
* Added new in-progress models for Lina, Drow, Windrunner.
* Implemented neutral Satyr Trickster's Purge ability.
* Implemented neutral Satyr Soulstealer's Mana Burn ability.
* Implemented neutral Satyr Hellcaller's Shockwave ability.
* Implemented neutral Satyr Hellcaller's Unholy Aura ability.
* Implemented neutral Forest Troll High Priest's Heal ability.
* Implemented neutral Harpy Storm's Chain Lightning ability.
* Implemented ancient neutral Black Dragon's Splash Attack ability.
* Fixed Zuus's Arc Lightning so that it no longer bounces to invisible units or units in the fog of war.
* Diffusal Blade's Purge now removes buffs/debuffs from any target, not just heroes.
* Cleaned up the visual transition between day/night.
* Fixed neutral creeps always spawning if the old creeps were magic-immune.
* Axe's counter helix will now hit magic immune targets.
* Fixed bloodseeker adding 80 damage when blood raging instead of 80% of the base.
* Dark Seer's vacuum now destroy trees around the targetted area.
* Fixed Mjollnir HAMMER OF THE GODS! not really proccing.
* Fixed Earthshaker's Ultimate Scepter implementation doing double damage to all units hit by it instead of spawning 2 echo waves per hero.
* Fixed Feedback (mana burn) not working on illusions.
* Furion's tree now obstruct vision for the enemy team.
* Fixed Pudge's health not updating when upgrading Flesh Heap.
* Made CTRL a modifier key to test sending an order to all controllable units. So you don't have to select all your eidolons plus enigma now, just hold down control when you give an order and everyone that can follow it will.
* Cleaned up how illusions were created.
* Ultimate ability state is now shown as a pip in the hero bar.
* Fixed Malefice ticking one extra time always.
* Fixed Eidolons multiplying by attacking buildings.
* Fixed Ravage getting blocked by Linken Sphere.
* Fixed Corrosive Skin vs mechanical units.
* Fixed Chain Frost stopping immediatly once it finds a magic immune unit.
* Fix to one case of bots getting stuck idling in place.

Date: 13th May 2011

* You now automatically switch to groups of unselected, controlled units via Tab.
* Fixed Rattletrap's Rocket Flare to be visible on the minimap again.
* Switched sange and yasha from their orb effect maim to trigger off of an OnAttackLanded event instead.
* Manta move speed doesn't stack with yasha or sange and yasha.
* Fixed Reaper's Scythe on magic immune units.
* Fixed Fatal Bonds not always adding the primary target.
* Fixed a number of abilities having incorrect interaction with Sphere: Slithereen Crush, Jinada, Wind Walk, Echo Slam, Moon Glaive, Death Pulse, Purification, Scream of Pain, Fatal Bonds.
* Added grow factor to BKB.
* Implemented neutral Ogre Magi's Frost Armor ability.
* Implemented neutral Dark Troll Warlord's Ensnare ability.
* Implemented neutral Giant Wolf's Critical Strike ability and neutral Alpha Wolf's Critical Strike ability.
* Implemented neutral Alpha Wolf's Command Aura ability.
* Implemented neutral Enraged Wildkin's Tornado ability.
* Fixed Centaur Khan's War Stomp and Polar Furbolg Ursa Warrior's Thunder Clap so they aren't absorbed by Sphere.
* Fixed Vampiric Aura on illusions.
* Fixed Electric Vortex sometimes not pulling a unit if it is running away while casting.
* Added new summoned melee unit: neutral Dark Troll Warlord's Skeleton Warrior.
* Added Defend Ally ability usage to Bane, Crystal Maiden, Sven, Tidehunter, Tiny, Vengeful Spirit, and Windrunner bots.
* Added a bunch of missing summoned unit names.
* Tidehunter's Ravage is now consumed by Sphere.

Date: 5th May 2011

* Added Earthshaker and Kunkka bots.
* Bloodstone now gains charges, rather than stacks a buff.
* Numerous fixes and tweaks to DotaTV camera.
* Hooked up Pudge's new Rot animation.
* Fixed Fiend's Grip not working properly on magic immune units.
* Fixed uppercase F not working properly in chat.
* Standardized projectile hits with respect to Sphere, magic immunity, and invulnerability.
* Added projectile dodging to teleports, invisibility, and Mirana's Leap.
* Kobold Taskmasters now have Speed Aura.
* Centaur Khans now have Endurance Aura.
* Centaur Khans now have War Stomp.

Date: 30th April 2011

* Many improvements to Bot AI.
* Improved DotaTV directed framing mode.
* Added DotaTV directed shoulder view.
* Fixed Rattletrap's Cogs to be killable by his own team (he can do it in one hit).
* Adjusted how Rattletrap's Cogs arrange nearby units when deployed -- they should be better about trapping units now.
* Fixed a bug where if a hero attempted to pick up the Aegis with a full inventory, the Aegis would bind to them permanently even though they failed to actually pick it up.
* Fixed Urn of Shadows not getting dispeled by towers
* Fixed hero base regeneration being less than it should be
* Camera fov increased again (higher than desired just to test it more easily)
* Fixed Wall of Replica illusion damage
* Fixed Slardar's Amp Damage not granting vision around the unit he amped.
* Fixed bug where heroes wouldn't get assists if a hero is killed by creeps/towers.
* Items now have a descriptor tag under their name if they are an Orb, Boots item, or Consumable, to help with possible confusion between stacking of effects.
* Cleaned up a few issues that were causing some tooltips to display incorrectly.
* Sobi Mask and Ancient Janggo are now Mask and Drum of Endurance respectively (wasn’t sure on these, probably just placeholders for now)
* Implemented the lower attack priority for wards, creeps, and the Boots of Travel teleport target.
* Creep Health bars is hidden while spectating. You can temporarly bring them up by holding ALT.
* Fixed having to hit SHIFT+ENTER to chat in spectator.
* Fixed invisbile units not having a healthbar in spectator mode.

Date: Apr 8, 2011

- In replay/spectator mode, the heroes in the scoreboard are now clickable (jump to the location of the hero).
- Axe's Berserker's Call now works properly with neutral creeps.
- Cleaned up linear projectile issues on non-level ground.
- Bots now know how to use a number of items: BKB, Shiva's Guard, Blade Mail, Sheepstick, Eul's Scepter, Dagon, Force Staff, Necronomicon, Orchid, Refresher, Ancient Janggo, Arcane Boots, Armlet, Buckler, Ethereal Blade, Invisibility Sword, Manta, Medallion of Courage, Mekansm, Pipe, and Urn of Shadows.
- Tiny can no longer throw couriers using Toss, and the damage from Toss will no longer damage couriers.

Date: Mar 12, 2011

Fixes
- Fixed drag-select breaking if you dragged over the bottom HUD.
- Fixed Toss targeting couriers.
- Fixed Chain Frost initial cast being unable to target magic immune (ministun still works on them).
- Fixed Chain Frost bounces slowing all magic immune.
- Fixed Quelling Blade working on denies and on buildings.
- Lots of Matchmaking fixes.
- Fixed the scoreboard not showing the correct scores if you were a Dire player.
- Fixed an issue where when Dragon Knight in his Dragon Form was affected by Voodoo (frog or chicken), he would sometimes not change to the new model.
- Fixed Headdress regeneration.
- Fixed Bracer cost.
- Fixed Storm's Overcharge being used up on denies.
- Fixed radiant's middle towers being removed on spawn after a changelevel if they were destroyed on the previous game on that server.
- Fixed Focus Fire not working versus magic immune.
- Fixed Powershot requiring too much time to read full damage.
- Fixed a few bugs with Dream Coil interaction with magic immune.
- Fixed Courier stash pickup function having a delay (which would cause it to come with no items if you issued pickup/deliver quickly).
- Increased Courier stash pickup range.
- Fixed Eye of Skadi working on towers.
- Fixed Crystal Nova working on towers.
- Added illusion create/kill effects.
- Many fixes to bots, including less turtling late-game.

Date: Mar 22, 2011

- Fixed Viper Strike slow doing maximum power for the entire duration instead of falling off.
- Fixed minimum attack speed cap.
- Added a -createhero chat command (add enemy at the end to make it enemy to you).
- Adding the phased modifier to sentry and observer wards. This allows units to pass through them. Fixes forum bug.
- Fixed Kunkka's Ghost Ship not actually making the ship if cast near the edge of the world and into the world.

Date: Mar 3, 2011

- Fixed Pudge's hook animation getting stuck on if Pudge gets interrupted before his action phase ends.
- Fixed general silence sound not playing when gaining the silence state.
- Fixed Dream Coil stunning invulnerable units (waveform, omnislash, etc).
- Fixed Mirana's Arrow and Pudge's Hook to not miss nearby targets.

Changes/Additions
- Enabled new shop UI.
- Removed Tiny, Enigma, and Viper from "New heroes" list, so they won't get be the only ones chosen with Random Hero.
- Added moonlight shadow cast effects to Mirana and her teammates.
- Added the ability to attack and destroy runes and world items.
- Runes and physical items now highlight invalid with the standard cursor if the controlled unit does not have movement capability.
- Added in new announcer lines for killing Roshan, Towers and Barracks.
- Adding in a delay on building attack messages to be less spammy.
- Only one bloodstone (the first one in your inventory) gets a charge when there is a nearby hero death.
- Razor's Eye of the Storm is now a two stage process. First it targets units then it targets towers, barracks, and the ancient.
- New Spectator Panel.
- Bots will now go for and pick up runes.


... go dormant and refuse to speak his lines.
- Fixed Avalanche lasting 0.5 seconds too long.
- Fixed a bug where Viper's corrosive skin debuff wouldn't do any damage to the creeps that it had poisoned.
- Fixed Freezing Field not slowing attack speed.
- Fixed physical items being visible through the fog of war.
- Fixed Viper Strike not slowing Magic Immune.
- Fixed Torrent not giving vision over the area it hits.
- Fixed Grow damage being added

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