Wednesday, 14 March 2012

Dota 2 Patch Update - Shadow Demon released in Test Build

In today's Dota 2 Patch Shadow Demon has been released. Dota 2 has been updated to 6.74 of the original Dota, see for further information. Some noticable updates being skills can no longer be heard in the fog of war.
For example, for people that have been playing, you would notice Outworld Destroyer's Arcane Orb being heard if you just move your map around. This tells you exactly where Outworld Destroyer is. The same with Ursa's Overpower. This has been fixed and no longer heard in Dota 2's fog of war. The updates including this one are playable only in the Dota 2 Test build. It's another client that allows you to test out the new patches that are 1 week ahead. This means that right now the Dota 2 Beta client does not have Shadow Demon.

Also the games played in the Test client do not count your win and losses. A lot of trolling going on in the Test, however you can still be reported as your steam is linked on both clients. So this basically means, if you want to keep playing with wins and losses saved, you'll always be one week behind of latest patches. Here are the skills for Shadow Demon. Below are the skills, I have listed the Dota 2 Changelog as well. Hope you enjoyed this week's news.

Information taken from the Dota 2 Wiki:

Disruption icon.png
Ability Type Targeting Type Allowed Targets
Active Unit Any hero
Banishes the targeted unit, removing it from play for the duration. Upon returning, two illusions of the unit are created under Shadow Demon's control.
Range: 600
Banish duration: 2.5
Illusion duration: 5/6/7/8
Illusion Damage: 30%/40%/50%/60%
Cooldown 25/22/19/16 Mana 120

Soul Catcher
Soul Catcher icon.png
Ability Type Targeting Type Allowed Targets
Active Area Enemy unit
Curses a random enemy in an area to take increased damage. The bonus damage is dealt as a separate instance of damage. Units under the effect of Disruption can still be affected by Soul Catcher.
Duration: 12
Radius: 450
Bonus Damage: 20%/30%/40%/50%
Cooldown 13 Mana 50

Shadow Poison
Shadow Poison icon.png
Ability Type Targeting Type Allowed Targets
Active Ground Enemy unit
Deals damage in a wave-like area, and afflicts enemy units with a poison effect. The poison deals 1/2/4/8 times the stack damage based on the number of stacks on the target, up to 4 stacks. Additional stacks cause 50 damage each. This deferred damage is dealt when Shadow Poison's duration is expired, or the Release sub-ability is used.
Range: 1500
Radius: 150
Duration: 10
Stack Damage: 20/35/50/65
Cooldown 3 Mana 50

Shadow Poison Release
Shadow Poison Release icon.png
Ability Type Targeting Type Allowed Targets

Releases the poison to do damage on all affected enemies. Units under the effect of Disruption can still be affected by Shadow Poison.

Demonic Purge
Demonic Purge icon.png
Ability Type Targeting Type Allowed Targets
Active Unit Enemy unit
Purges the target enemy unit, removing positive buffs, and slowing the target for the duration. The unit slowly regains it's speed until the end of the duration, upon which damage is dealt. Units under the effect of Disruption can still be affected by Demonic Purge.
Range: 800
Duration: 5
Damage: 200/300/400
Slow effect: fast recovery rate/medium recovery rate/slow recovery rate
Cooldown 50 Mana 200

Here is the full Official Changelog:

Dota 2 Update - March 14, 2012

Product Update - Valve

- Added Shadow Demon!
- Updated Dota 2 to 6.74 parity (Tournament mode will be updated to this next week)
- Fixed Dust of Appearance not affecting magic immune heroes.
- Added support for Shared Unit Control.
- Added support for Disable Help.
- Fixed illusion kill crediting.
- Bane: Fixed Nightmare being able to affect magic immune units.
- Bounty Hunter: Fixed Jinada proccing on friendly units and towers.
- Broodmother: Fixed Insatiable Hunger not being purgable.
- Broodmother: Fixed Incapacitating Bite missing a little bit of bonus damage (2/4/6/8)
- Pudge: Fixed being unable to hook Nightmared targets.
- Silencer: Fixed not gaining int with Last Word when a hero dies to Tornado.
- Warlock: Fixed being unable to force staff your Golem.
- Fixed Dark Troll Warlord's ensanre not revealing invisible units that are trapped in it.
- Fixed a case where using a courier to "Grab All" from the stash would fail to move all items.

- Added copy + paste support.
- Fixed Flying Courier recipe not having a small stock cooldown (to prevent accidental multiple buys)
- Item Auras now show buff icon on the carrier (Basilius, Aquila).
- Fixed a case where an order to sell an item arrived soon after the item was used in a combine and resulted in the item being sold as well as combined.
- Matchmaking, Coop and lobbies without bots now get server priority over single player bot lobbies.

- Fixed various sounds ignoring FoW.

- Adjusted Venomancer injured animation.
- Added gold on treasure chest.

- Added a difficulty level setting for coop bot matchmaking
- Made bots increasingly bad at last-hitting as you lower difficulty level.
- Fixed bug where bots wouldn't command non-illusion minions (ie. Necro guys).
- Bots that take damage from a nearby invisible hero (Radiance, Ion Shell) will now detect the hero as being nearby.
- Bots now have a moderate aversion to Radiance damage.
- Bots will now pick up Aegis/Cheese/Rapier even if human allies are nearby, after 3 seconds of the human not picking it up.
- Significantly increased the avoidance of the enemy fountain, should help to prevent fountain-diving.
- On Easy, bots won't focus on breaking channels with stuns.
- On Easy, bots won't try to dodge projectiles.
- On Easy, the bots will never push with more than 3 heroes.
- On Medium, the bots will never push with more than 4 heroes.
- Bots will no longer try to stun to break Windrunner chanelling Power Shot.
- Bots now know to try to avoid EMP, Dark Seer's wall, and Chronosphere.
- Added a bit of randomness to the Team Roam group-up location so they don't all hump each other.
- Fixed bug that was causing bots to not consider invulnerable towers as potential TP targets.
- Adjusted how we calculate "too dangerous to TP into", so bots should be less suicidal when TPing in to defend.
- When bots really would like to defend a tower but are lacking the ability to TP there, we greatly increase the "consider going to the side shop to buy a TP" distance.
- Fixed bug where bots would path to the wrong location when farming a neutral camp.