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Sunday, October 30, 2011
Saturday, October 29, 2011
DotA - WoDotA Top10 Weekly Vol.73 | DotA - WoDotA Top10 Weekly Vol.74
After Nearly 3 weeks Without WoDota i would like to say They 're Back
10: Tiny gets a Triple Kill
10: Tiny gets a Triple Kill
9: Earth Shaker blink away at the last second by using soul ring to prevent the last hit from Anti mage
8: Pudge Manages to Hook an invisible Invoker allowing Nevermore to kill him w 2 blind razes
8: Pudge Manages to Hook an invisible Invoker allowing Nevermore to kill him w 2 blind razes
7: Lion Luring and Trapping Mirana and Invoker in the Tress and killing them both for a Double Kil
l6: Sniper Get Lucky Causing 3 miss hits by Rouge Knight and using manta to dodge the stun by Rouge Knight and killing him
5: Nevermore Kills Thrall and proceed with killing both Twin Head Dragon and Drow and a Ulti to finish off Viper for a Triple Kill
4: Puck timely blink from Vengeful Sprit’s Swap and users Phase Shift to dodge Vengeful Sprit’s Stun
3: Omni Knight Blink Healing to kill Lina
2: Tiny Gets Lucky with his Craggy Exterior Killing both Dark Seer And Tuskar
1: Rubrick Spell Steal’s Pit Load’s Ulti and manages to teleport away with Eul Scepter
Special Scene: Lich Timing Wisp’s Recall Time releases a Chain Frost causing Lich to get a Triple Kill
10: Storm Sprit Dodging Zeus’s Ulti
9: Techies Denying Chaos Knight and killing Weaver for a Killing Spree
8: Nevermore Killing Wind runner with a blind raze
7: Wind runner gets away from a 5 man gang and got away in enemies Fountain
6: Nevermore killing Tuskar, Kunkka and Tinker for a Triple Kill
5: Sealth Assassin dodges Death Prophet Swarm twice to save himself
4: Puck Fogging and blinking around killing Drow Ranger, Pandaren and Sand king
3: Centaur Get an Ultra Kill
2: Axe avoided last hit by using berserker call from tower then using his illusion to help save venomancer
1: Furion Teleport to deny Akasha and kills Lucifer
Special Scene: Lanaya Kills Weaver by hitting wards through psi blade
9: Techies Denying Chaos Knight and killing Weaver for a Killing Spree
8: Nevermore Killing Wind runner with a blind raze
7: Wind runner gets away from a 5 man gang and got away in enemies Fountain
6: Nevermore killing Tuskar, Kunkka and Tinker for a Triple Kill
5: Sealth Assassin dodges Death Prophet Swarm twice to save himself
4: Puck Fogging and blinking around killing Drow Ranger, Pandaren and Sand king
3: Centaur Get an Ultra Kill
2: Axe avoided last hit by using berserker call from tower then using his illusion to help save venomancer
1: Furion Teleport to deny Akasha and kills Lucifer
Special Scene: Lanaya Kills Weaver by hitting wards through psi blade
Enjoy =)
Dota 6.73 AI Plus - Dota-Allstars 6.73 AI Plus Map Download News & Update
Dota 6.73 AI Plus - Dota-Allstars 6.73 AI Plus Map Download News and Update. DotA 6.73 finally came out with some new heroes and as usual, we will want the DotA 6.73 AI to train with those new heroes.
DotA-Blog know that and will give you the latest update about Dota 6.73 AI in this post ;)
This post will be updated if there is any news about the AI map. Stay tune!
Note: You can subscribe our feeds so we can inform you if Dota 6.73 AI map already released.
DotA-Blog know that and will give you the latest update about Dota 6.73 AI in this post ;)
This post will be updated if there is any news about the AI map. Stay tune!
Note: You can subscribe our feeds so we can inform you if Dota 6.73 AI map already released.
Friday, October 28, 2011
¡Se acerca una ola de calor!
La actualización de hoy añade a Huskar, Batrider y el dragón de dos cabezas favorito de todo el mundo, Jakiro.
Seguimos experimentando con las características de administración de comunidades, así que hoy hemos añadido un sistema de recomendaciones que permite recomendar a aquellos jugadores que han contribuido a mejorar la experiencia de la partida y hacerla más divertida, así como reportar a quien se comporte de forma hostil. Como siempre, vamos a recabar gran cantidad de datos sobre el uso de esta característica para ver qué tal encaja en nuestro sistema global. Además, dada la más que positiva acogida que ha tenido el sistema de Perspectiva del Jugador en modo espectador, hemos seguido trabajando para darle los retoques finales; en esta actualización también se te muestra la tienda, para que puedas ver cómo los jugadores más profesionales compran sus objetos. Como siempre, hay una gran variedad de ajustes y mejoras a la mecánica de juego, así como a los bots de prácticas.
Los chicos de joindota.com junto con own3D han anunciado un torneo online de 24 equipos que competirán por $14.000 dólares. El torneo empezará el 7 de noviembre, puedes consultar the-defense.com para obtener más información.
La información sobre la actualización está disponible aquí.
Seguimos experimentando con las características de administración de comunidades, así que hoy hemos añadido un sistema de recomendaciones que permite recomendar a aquellos jugadores que han contribuido a mejorar la experiencia de la partida y hacerla más divertida, así como reportar a quien se comporte de forma hostil. Como siempre, vamos a recabar gran cantidad de datos sobre el uso de esta característica para ver qué tal encaja en nuestro sistema global. Además, dada la más que positiva acogida que ha tenido el sistema de Perspectiva del Jugador en modo espectador, hemos seguido trabajando para darle los retoques finales; en esta actualización también se te muestra la tienda, para que puedas ver cómo los jugadores más profesionales compran sus objetos. Como siempre, hay una gran variedad de ajustes y mejoras a la mecánica de juego, así como a los bots de prácticas.
Los chicos de joindota.com junto con own3D han anunciado un torneo online de 24 equipos que competirán por $14.000 dólares. El torneo empezará el 7 de noviembre, puedes consultar the-defense.com para obtener más información.
La información sobre la actualización está disponible aquí.
Thursday, October 27, 2011
Wednesday, October 26, 2011
Monday, October 24, 2011
DotA v6.72f AI 1.0(NIGHTMARE) | Official DotA v6.72f AI Download & Changelogs DotA v6.72f AI
DotA v6.72f AI (NIGHTMARE)
Greetings! Welcome to the latest official AI DotA custom map.
NIGHTMARE ... massive official map changes, too many broken skills, too many systems completely rewritten, too much caffeine, too many new AI heroes added... This map was an equal nightmare and a new hope for a better times. We should all thank the AI Team and Cloud_str for devoting those months so you all can enjoy that fine map.
NIGHTMARE ... massive official map changes, too many broken skills, too many systems completely rewritten, too much caffeine, too many new AI heroes added... This map was an equal nightmare and a new hope for a better times. We should all thank the AI Team and Cloud_str for devoting those months so you all can enjoy that fine map.
The biggest changes are: -captains mode active (AI will pick and ban), all heroes got AI now, completely rewritten defense mechanism, item buying system, new gank system and so many other changes... that you`ll have to read the whole changelog to find them.. although many of the changes are invisible for you but they are in the code.
What is AI 1.0? - we plan to release a more BMP style incremental releases which will include only AI code changes. We will change only the AI numbers in those incremental revisions.
Enjoy DotA v6.72f AI, codenamed NIGHTMARE!
Enjoy DotA v6.72f AI, codenamed NIGHTMARE!
CHANGELOG
MAP CODE
All changes since 6.71b are ported. The changes were huge so you can see them in IceFrog`s list at DotA Changelogs - 6.72f.
AI CHANGES
1. -cm (Captains Mode) ported and ENABLED.
2. AI will ban/pick along with humans in -cm mode.
3. Hero class system. Now AI choose heroes more strategically
4. All heroes now have complete AI.
5. Added gank system. aiWarBalance system now implemented
6. New AI auto-lane balance
7. New AI auto-Roshan system.
8. Added AI message system. Disable with command -aimsg during the game.
9. Added AI report-missing heroes system. Disable with command -aimsgmiss during the game.
10. Completely rewritten defense system, lvl. 1&2 tower defense system.
11. Improved AI assist system, now allows AI across the map to assist allies in battle.
12. AI now using Glyph of Fortification. If a human leader is present, AI will remind humans instead. Enable/disable auto-glyph by allies with the command -aiglyph during the game.
13. Added AI Board to show what AI is doing. Disable/enable using -aiboard.
14. Rebalanced -dynamicexp and -dynamicgold.
- AI now gets 25% bonus exp/2 gold rate per death, and loses 50% of the bonus on kill (25% on assist).
- AI will automatically get a death bonus if he has no death/kill/assist in 3 minutes (starting at 5 mins mark).
- -DE/-DG is now compatible with any exp/gold mode.
- AI bonus exp/gold in multiboard are now toggle-able by -aidynamic.
15. New "mode-pack":
-beginnermode (-bm) = -neng
-advancedmode (-am) = -nengdedg
-xtrememode (-xm) = -hehgdedg
16. Changed AI naming rule, now using HeroProperName instead. -> shorter name, better view on multiboard.
17. Fixed Kaldr's not recognizing IceBlast order (852662) when there are other heroes with same order. IceBlast hack removed.
18. Flack Cannon rewritten again.
19. Nevermore Requiem of Souls fix for Human and AI players.
20. Some corrections to Walrus Punch
21. Fixes to Gondar`s WindWalk.
22. Gondar`s Jinada rewritten.
- Fixed Gondar's Jinada not working properly if the cooldown is finished in the middle of WW.
- Fixed Gondar's Jinada not working properly if the cooldown is finished in the middle of an attack.
23. Added some names in -coolnames list.
24. -cgl and -cgr now forces the AI to change lane (no "too far")
25. Tweaked Familiar AI: worked since being summoned, won't target anything other than hero and jungle creeps to save the 7-hit hero-damage bonus, stun is managed between the two familiars, tweaked the summoning requirement (summon when both are dead or both are in stone form)
26. Tweaked Yurnero's Healing Ward, its AI now only a single line without trigger, it'll consistently follow the hero.
27. Tweaked Familiars' responses near tower.
28. Minor fix to Krobelus' Exorcism
29. Fixed: Pandaren's Earth Panda not running away on Pandaren's low health
30. Fixed AI Hero inconsistencies when running away on low health.
31. Fixed: Rubick's spellsteal stealing AI's town portal.
32. Fixed: several AI doesn't learn attribute bonus: Visage, Dirge, KotL, Phoenix, etc.
33. Added AI specific timer for gem.
34. NEW AI: Rubick
35. Now gem costs gold (700).
36. Sentry now has gold check (200), but doesn't actually cost gold on buy. IMHO, at the very least, AI don't get raped by invisible heroes.
37. -cgm/l/r tweak: allow change lane from faraway lane, fixed response problem.
38. Scroll of town portal routine tweak: allow Furion to use Teleportation instead, added polar projection function (AI will teleport behind the target), added cooldown.
39. AI no longer denies raxes and super-towers if no nearby enemy heroes present (not fully tested).
40. -ogl/r/m tweak completed.
"Too far" heroes used teleportation to get to designated lane.
If teleportation is not available, the hero will go mid instead and a hero from mid will go to designated lane.
41. Added -cneu (same function as -cneut)
42. Added a filter check for channeling skills during important and key AI decisions...
43. Complete tweaking on AI commands (incomplete test): -oa / -od / -osd / -oroshan now give per-unit response, allow channeling heroes to accept commands, cosmetic tweak on responses, enabling "0" to be typed on AI command to represent player 10, enabling -ob / -of to be used without parameter (represent all allies), allow -ot to use "a" (or "x") as allied player ID to represent the whole team.
44. Fixed problems with Nature Attendants and Scarabs. Nature Attendants' animation fixed
45. Bugfix on Krobelus' Exorcism function (was a possibility to trigger overtrigger)
46. Item CACHE system completed.
47. Item cache system tweak: added condition to force AI to take the cached items once: 1) 3 items are in cache, or 2) total items cached cost >2000
48. AI Buy routine tweak:
- put a check to prevent AI from dropping "free" RoR or Salve
- added gem/ward buying announcement
- limited the ward charges, now AI will only buy when remaining charges is less than 2.
49. Fixed (?): AI Buy routine bug, sometimes item doesn't add properly.
50. Fixed: AI TP doesn't cooldown properly.
51. Fixed: AI movement go back and forth if fail to go back to base (e.g. fail to teleport)
52. Return AI's Boot of Speed on TP failure, lower CD by 3 sec, added mana check
53. Added tango and sentry ward as substitutable items for TP, remodelled the function to allow easier substitute.
54. Tweaked the item caching, now completely support Syllabear.
55. DEPRECATED the AI buyback code, now simulating a true buyback (with cooldown).
56. Reverted all Kaldr's IceBlast hack. (and replaced them with a more "hacking" hack for the Blast to trigger ). Now Kaldr use proper Ice Blast.
57. Added additional effects to mark AoE of IceBlast, visible to allies only, as in Dota 2.
58. Changes to SunStrike and IceBlast Aiming.
59. A little tweak to Invoker`s GhostWalk breaking.
60. New defense system with improved calculation (for debugging purpose we can still see the AI's defending response)
61. New hero choosing system (class system implemented: Str Tanker / Str-Agi Battle / Agi DPS / Int Support / Int Nuke. AI will choose 1 from each class, including humans' heroes in the calculation)
62. Fixed AI's item bug when AI died before the whole item routine completed.
63. Fixed AI's hero spawn position.
64. Modified the AI -repick (now using IF's code)
65. Projectile aiming rewritten.
66. Added "report missed hero" system. (current delay to report: 30 sec)
67. Tweaked AI ChangeLane algorithm (incomplete), now AI should change lane when not visible and from a better point.
68. Fixed Pit Lord's Rain of Fire only calling 1 wave.
69. Removed all AI movement on start of game (now AI stay still in their creation point, to mimic humans)
70. -airepick now based on hero class unless 20 tries are unable to find hero of same class.
71. Removed Player ID from -cn
72. MeatHook dodge changed. No -ld in it, but reaction time 0.2s.
73. Impale dodge changed. (?)
74. Added aiAbilities system, which is a predefined integers saved in hashtable for use with abilities cooldown, manacost, range, and AoE
75. Tweaked movement in AI defense, movement on AI encounter with stronger force.
76. Added new eyecandy on AI commands.
77. Added command:
-aimsg = toggle on/off the AI messaging system
-aimsgmiss = toggle on/off the AI report missing system
78. Removed debug AI message for defense system
79. Automatically disables AI report missing system after all enemy heroes reached lv11
80. Added teleport function to defend lv2 towers.
81. Minor tweak on AI command -ct and -cg.
82. Tweaked AI teleporting on tower defense, AI gank system.
83. Fixed recent bug on -ct response.
84. Fixed problems with Exorcism and Attendants (again, but now working better).
85. Fixed problems with human war-balance register.
86. Fixed item build for Sacred Warrior, Axe, Shadow Fiend.
87. Note about AI itembuild error:
- AI will sometimes store some items in memory (called "buffered items"), to make room for any added new items. After the routines, most of the times the items are returned.
- Up till now, these items are the one creating error messages for Huskar, Axe, and Nevermore, as these heroes have buggy build which doesn't allow the buffered items to return (full inventory).
- The current error report will show which items are on error: CORE or BUFFER. BUFFER error is and will be handled by selling the items. However, BUFFER error MUST not disturb AI normal build.
88. Added AI Board feature, allowing to see what an AI is doing. Turn on/off with -aiboard.
89. Major tweak to defense system.
90. Increased AI support on attacked heroes, now working globally (use TP/travel, Teleportation, and Haunt-Reality)
91. Known problem: missing AI (suspected from failed custom revive. Currently disabled.)
92. Known problem: AI defense not ended for longer time than expected.
93. Disabled AI Creep Deny in presence of enemy tower.
94. Disabled AI for Rexxar's Hawk until better AI is developed (reason: it's a free gold....)
95. Tweaked AI changing lane system to use ganking waypoints, nothing actually differs. However, this is a requirement for....
- Added "gank cancel" routine on contact with stronger force.
96. AI now uses Glyph of Fortification.
97. Fixed melee AI still lasthitting in presence of tower, added better calculation.
98. Minor tweak to AI pings, now resembles humans'.
99. Tweak to function GetUnitEHP, now using better calculation.
100. Fixed several miscalculated arrays to conform RGB's and several tweaks.
101. Fixed AI using targetted items on creep.
102. Minor tweak on gank (increases allies' support).
103. Minor tweak on AI behaviour and AI assisting.
104. Full support for cooldown system and ability data, including Aghanim's skills and "growing skills" like Krobelus' and Magi's.
105. Major tweak on item system. Now itembuild should not have problem anymore.
106. Added -aiglyph (toggle the AI autoglyph. Will remind players instead if turned off and glyph is required on a faction with AI)
107. Fixed AI Actions board from colliding with -ii
108. Fixed disconnecting bug on multiplayer.
109. Fixed AI not going solo.
110. Rewrote lvl 1 and lvl 2 tower defense mech.
111. Fixed defense mech and ganking mech on observer mode.
112. Added auto-lane distribution system.
113. Minor tweak to Luna's AI.
114. Ported -de/-dg
- adjusted AI exp and gold bonus to 6.71b
- modified -dg bonus gold to be given partially along with normal gold income
- modified -de/-dg display in multiboard (now displayed in "AI Actions" column if AI board is enabled (-aiboard) and -aishowde/-aishowdg/-aishowdedg/-aishowdynamic is used. It`s available in observer mode by default.
- added color theme to -de/-dg display.
115. Changed Pudge's itembuild.
116. Fixed AI keep "pausing" when owning Magic Wand and is not in full life.
117. Several minor tweaks on AI behaviour... too many to log.
118. Fixed bug on itembuy system where a hero's build cannot continue and is continuously patrolling to base.
Note: some problems with itembuild still exist to fix later.
119. Fixed bug on gank cancel, gank change target.
120. Fixed AI for Naga Siren and Terrorblade. Added refresher's script to Warlock.
121. Fixed major bug which prevent AI's auto-lane balance from working.
122. Fixed minor bug with changing lane from near base.
123. Fixed major (but rare) bug with ganking.
124. Fixed AI strange behavior caused by Wand. Allowed AI to use Stick on same logic.
125. Added AI message on retreat and jungling.
126. Added -am (advancedmode) and -bm (beginnermode), representing NENG and HEHGDEDG respectively.
127. Added AI command "citemfix" to fix an AI unexpected broken item build. (not yet ready... just for future Rev use)
128. Fixing several itembuilds (not finished yet)
129. Minor tweak to laning system.
130. Added Spellsteal AI (imperfect, but is nice enough for now).
131. Modified Rubick's itembuild to use skadi instead of aghanim.
132. Fixed hero AI for the following:
- Rooftellen (leech seed)
- Magnus (skewer)
- Alchemist (unstable concoction)
- Jah'rakal (most of his AI)
133. Improved hero AI for the following:
- Rubick (enable delayed spellsteal)
- CM (animation cancel for all spells)
- Terrorblade (changed skillbuild)
134. Lowered defense threshold for low-level towers.
135. Fixed various bugs in tower defense and tank system.
136. Added special column for DE/DG board.
137. Minor tweak to various hero AI.
138. Fixed the following heroes' AI:
- Magnus (Reverse Polarity, skill build)
- Slardar (Slithereen Crush)
139. NEW AI: Storm Spirit (everything + AI skill fix)
140. Improved the following heroes' AI:
- Troll Warlord (now using ranged as base form)
141. Fixed bug on multi-triggered Storm's Overload.
142. Fixed several bugs in laning and teleporting.
143. ADDDED NEW SYSTEM to chase enemy in fog even better.
144. Fixed major bug on laning system
145. Improved the following AI:
- Slithereen Guard (early Amplify)
- Magnus (working Reverse)
146. Fixed the following AI:
- Dirge (complete overwrite)
- Terrorblade (better Sunder, not perfect yet)
147. NEW AI: Admiral (didn't have AI before)
148. Fixed the following AI:
- Undying (skillbuild & spell usage)
- Soul Keeper (far better Sunder use)
- Pit Lord (Rain of Fire should not cancel anymore)
- Slithereen Guard (better use of Amplify)
149. Nightcrawler (Pounce AI).
150. Fixed AI for following:
- Terrorblade (Sunder condition)
- Admiral (Ship use, X-Torrent combo, spamming Tidebringer)
- Dirge (fixed using Decay on allies)
160. Fixed bug on AI wrong "war mode"
161. Fixed bug on enemy AI message occasionally appeared.
162. Major fix on AI item system.
163. NEW heroes AI:
- Alleria (new)
- Clockwerk (new)
164. Fixed Kunkka`s ship usage.
165. Fixed bug in item system regarding quelling blade on melee-ranged hybrid heroes.
166. Fixed bug + improved assist system + Various minor all around tweaks
167. Fixed the heroes AI:
- Clockwerk (added extra mana and warbalance condition to Cog)
168. Fixed bug on Tp from air system.
- Improved the following heroes AI:
169. Techies (better mine usage and battle mode).
170. Tauren skills (tweaked)
171. Clockwerk (can break free from cog).
172. Nerfed the following hero AI:
- Windrunner (now cannot aim shackle on invisible heroes)
173. Fixed bug in AI doesn't destroy gem properly. Divine Rapier is now actually destroyed instead of script removal + many minor tweaks.
174. NEW AI for the following:
- Gyrocopter (new)
- Shadow Demon (new)
- Batrider (new)
- Guardian Wisp (new)
175. Fixed AI for the following:
- Ancient Appariton (Ice Blast)
- Techies (better mine usage)
176. Fixed bug of heroes unable to last-hit/deny.
177. Fixed bug of AI trying to bypass towers and get patrolling instead.
178. AI can now pick Gem (tested) and Divine Rapier (not tested).
179. abilitydata.slk 2 new custom abilities fixing impossible AI skill usage:
- CF01 (Troll Warlord Ranged Whirling Axes)
- CF02 (Batrider Firebreak)
180. AI can now Roshaning and picking Aegis correctly. Cheese will be destroyed if not picked.
181. Divine Rapier can now be destroyed properly by AI.
182. Fixed bug with Overpower.
183. Fixed Lanaya not using Refraction.
184. Improved AI for the following:
- Techies (no mine in forest/runespoot)
- Gyro (no longer spamming Call Down)
185. Attempted to fix AI sentry ward glitch + Minor tweaks in various parts.
186. Fixed AI for the following:
- Naix Infest
- Naga - Ensnare, Song of Siren, Critical Strike replaced with Rip Tide
- Chen`s Holy Persuasion new id
- Pit Lord - Firestorm
- Troll - Blind replaced with Whirling Axe
- Ursa Warrior - Overpower new abID
- Requiem of Souls: A29J
- Slithereen Crush: A29K
- Reverse Polarity: A29L
- Beastmaster got Agha upgrade + new abilityid
- Dark Seer Wall of Replica Agha upgrade
- Pit Lord - Expulsion
- Terrorblade - Meta morphosis , new passive (new skills build)
- Tidehunter - Anchor Smash reworked
- Thundergod's Wrath: A29G
- Thundergod's Wrath Aghanim: A29H
- Ravage: A29I
No problem skills:
- Spirit Breaker - CoD
- Phoenix - birds
187. Improved the following AI:
- Techies (fixing mine position in top-left and bottom-right corner, fixing lane-disruption)
- Tidehunter (using Anchor for creeping)
- Ancient Appariton (IceBlast)
- Gyrocopter (Call Down)
- Zeus (Thundergod's) is now used to prioritize low-life target
- Phantom Assassin (now can Phantom Strike further target on escape)
- Guardian Wisp (Tether on escape)
- Faerie Dragon (Phase Shift is now script controlled)
- Batrider (Firebreak now will be used eventhough the direct hit is not achievable)
- Batrider, Windrunner, Priestess (using Pudge's side-dance, are not guaranteed to work)
- Priestess, Pudge (using Sebra's aiming func for arrow/hook)
188. Fixed the following AI:
- Prophet (now should use Wrath, prioritizing low-life hero)
- Sand King (now using Sand Storm properly)
- Shadow Demon (Shadow Poison)
189. Rubick (Spellsteal no longer intercept EVENT_PLAYER_UNIT_SPELL_EFFECT)
190. Keeper of the Light (major rewrite)
191. Fixed Techies remote mine not detonating, allowed 2 remote to detonate against creeps.
192. Force-fixed the spell-against-dead bug.
193. Tweaked -DE -DG, now heroes without kill/death/assist will automatically get bonus in 3 mins.
194. Attempt to fix AI laning bug by rewriting priority timer.
195. Attempt to fix AI casting spells on dead units.
196. Tweaked exp/gold gamemodes
197. DE/DG now compatible with HE/HG/NE/NG
198. Added new modes:
-bm (beginner mode) for neng
-am (advanced mode) for nengdedg
-xm (xtreme mode) for hehgdedg
199. Tweaked the DE/DG number.
200. DE/DG is disabled by default.
201. Added support for NT/NM/NB for laning system.
202. Added bug-fix addition to AI Board of dead heroes counted as alive.
203. Removed AI Bad Hero filter. (PBMN> may be added in later Rev for filtering the really bad AIs)
204. Various and countless tweaks in AI behavior which didn`t get logged in the coding process.
1. -cm (Captains Mode) ported and ENABLED.
2. AI will ban/pick along with humans in -cm mode.
3. Hero class system. Now AI choose heroes more strategically
4. All heroes now have complete AI.
5. Added gank system. aiWarBalance system now implemented
6. New AI auto-lane balance
7. New AI auto-Roshan system.
8. Added AI message system. Disable with command -aimsg during the game.
9. Added AI report-missing heroes system. Disable with command -aimsgmiss during the game.
10. Completely rewritten defense system, lvl. 1&2 tower defense system.
11. Improved AI assist system, now allows AI across the map to assist allies in battle.
12. AI now using Glyph of Fortification. If a human leader is present, AI will remind humans instead. Enable/disable auto-glyph by allies with the command -aiglyph during the game.
13. Added AI Board to show what AI is doing. Disable/enable using -aiboard.
14. Rebalanced -dynamicexp and -dynamicgold.
- AI now gets 25% bonus exp/2 gold rate per death, and loses 50% of the bonus on kill (25% on assist).
- AI will automatically get a death bonus if he has no death/kill/assist in 3 minutes (starting at 5 mins mark).
- -DE/-DG is now compatible with any exp/gold mode.
- AI bonus exp/gold in multiboard are now toggle-able by -aidynamic.
15. New "mode-pack":
-beginnermode (-bm) = -neng
-advancedmode (-am) = -nengdedg
-xtrememode (-xm) = -hehgdedg
16. Changed AI naming rule, now using HeroProperName instead. -> shorter name, better view on multiboard.
17. Fixed Kaldr's not recognizing IceBlast order (852662) when there are other heroes with same order. IceBlast hack removed.
18. Flack Cannon rewritten again.
19. Nevermore Requiem of Souls fix for Human and AI players.
20. Some corrections to Walrus Punch
21. Fixes to Gondar`s WindWalk.
22. Gondar`s Jinada rewritten.
- Fixed Gondar's Jinada not working properly if the cooldown is finished in the middle of WW.
- Fixed Gondar's Jinada not working properly if the cooldown is finished in the middle of an attack.
23. Added some names in -coolnames list.
24. -cgl and -cgr now forces the AI to change lane (no "too far")
25. Tweaked Familiar AI: worked since being summoned, won't target anything other than hero and jungle creeps to save the 7-hit hero-damage bonus, stun is managed between the two familiars, tweaked the summoning requirement (summon when both are dead or both are in stone form)
26. Tweaked Yurnero's Healing Ward, its AI now only a single line without trigger, it'll consistently follow the hero.
27. Tweaked Familiars' responses near tower.
28. Minor fix to Krobelus' Exorcism
29. Fixed: Pandaren's Earth Panda not running away on Pandaren's low health
30. Fixed AI Hero inconsistencies when running away on low health.
31. Fixed: Rubick's spellsteal stealing AI's town portal.
32. Fixed: several AI doesn't learn attribute bonus: Visage, Dirge, KotL, Phoenix, etc.
33. Added AI specific timer for gem.
34. NEW AI: Rubick
35. Now gem costs gold (700).
36. Sentry now has gold check (200), but doesn't actually cost gold on buy. IMHO, at the very least, AI don't get raped by invisible heroes.
37. -cgm/l/r tweak: allow change lane from faraway lane, fixed response problem.
38. Scroll of town portal routine tweak: allow Furion to use Teleportation instead, added polar projection function (AI will teleport behind the target), added cooldown.
39. AI no longer denies raxes and super-towers if no nearby enemy heroes present (not fully tested).
40. -ogl/r/m tweak completed.
"Too far" heroes used teleportation to get to designated lane.
If teleportation is not available, the hero will go mid instead and a hero from mid will go to designated lane.
41. Added -cneu (same function as -cneut)
42. Added a filter check for channeling skills during important and key AI decisions...
43. Complete tweaking on AI commands (incomplete test): -oa / -od / -osd / -oroshan now give per-unit response, allow channeling heroes to accept commands, cosmetic tweak on responses, enabling "0" to be typed on AI command to represent player 10, enabling -ob / -of to be used without parameter (represent all allies), allow -ot to use "a" (or "x") as allied player ID to represent the whole team.
44. Fixed problems with Nature Attendants and Scarabs. Nature Attendants' animation fixed
45. Bugfix on Krobelus' Exorcism function (was a possibility to trigger overtrigger)
46. Item CACHE system completed.
47. Item cache system tweak: added condition to force AI to take the cached items once: 1) 3 items are in cache, or 2) total items cached cost >2000
48. AI Buy routine tweak:
- put a check to prevent AI from dropping "free" RoR or Salve
- added gem/ward buying announcement
- limited the ward charges, now AI will only buy when remaining charges is less than 2.
49. Fixed (?): AI Buy routine bug, sometimes item doesn't add properly.
50. Fixed: AI TP doesn't cooldown properly.
51. Fixed: AI movement go back and forth if fail to go back to base (e.g. fail to teleport)
52. Return AI's Boot of Speed on TP failure, lower CD by 3 sec, added mana check
53. Added tango and sentry ward as substitutable items for TP, remodelled the function to allow easier substitute.
54. Tweaked the item caching, now completely support Syllabear.
55. DEPRECATED the AI buyback code, now simulating a true buyback (with cooldown).
56. Reverted all Kaldr's IceBlast hack. (and replaced them with a more "hacking" hack for the Blast to trigger ). Now Kaldr use proper Ice Blast.
57. Added additional effects to mark AoE of IceBlast, visible to allies only, as in Dota 2.
58. Changes to SunStrike and IceBlast Aiming.
59. A little tweak to Invoker`s GhostWalk breaking.
60. New defense system with improved calculation (for debugging purpose we can still see the AI's defending response)
61. New hero choosing system (class system implemented: Str Tanker / Str-Agi Battle / Agi DPS / Int Support / Int Nuke. AI will choose 1 from each class, including humans' heroes in the calculation)
62. Fixed AI's item bug when AI died before the whole item routine completed.
63. Fixed AI's hero spawn position.
64. Modified the AI -repick (now using IF's code)
65. Projectile aiming rewritten.
66. Added "report missed hero" system. (current delay to report: 30 sec)
67. Tweaked AI ChangeLane algorithm (incomplete), now AI should change lane when not visible and from a better point.
68. Fixed Pit Lord's Rain of Fire only calling 1 wave.
69. Removed all AI movement on start of game (now AI stay still in their creation point, to mimic humans)
70. -airepick now based on hero class unless 20 tries are unable to find hero of same class.
71. Removed Player ID from -cn
72. MeatHook dodge changed. No -ld in it, but reaction time 0.2s.
73. Impale dodge changed. (?)
74. Added aiAbilities system, which is a predefined integers saved in hashtable for use with abilities cooldown, manacost, range, and AoE
75. Tweaked movement in AI defense, movement on AI encounter with stronger force.
76. Added new eyecandy on AI commands.
77. Added command:
-aimsg = toggle on/off the AI messaging system
-aimsgmiss = toggle on/off the AI report missing system
78. Removed debug AI message for defense system
79. Automatically disables AI report missing system after all enemy heroes reached lv11
80. Added teleport function to defend lv2 towers.
81. Minor tweak on AI command -ct and -cg.
82. Tweaked AI teleporting on tower defense, AI gank system.
83. Fixed recent bug on -ct response.
84. Fixed problems with Exorcism and Attendants (again, but now working better).
85. Fixed problems with human war-balance register.
86. Fixed item build for Sacred Warrior, Axe, Shadow Fiend.
87. Note about AI itembuild error:
- AI will sometimes store some items in memory (called "buffered items"), to make room for any added new items. After the routines, most of the times the items are returned.
- Up till now, these items are the one creating error messages for Huskar, Axe, and Nevermore, as these heroes have buggy build which doesn't allow the buffered items to return (full inventory).
- The current error report will show which items are on error: CORE or BUFFER. BUFFER error is and will be handled by selling the items. However, BUFFER error MUST not disturb AI normal build.
88. Added AI Board feature, allowing to see what an AI is doing. Turn on/off with -aiboard.
89. Major tweak to defense system.
90. Increased AI support on attacked heroes, now working globally (use TP/travel, Teleportation, and Haunt-Reality)
91. Known problem: missing AI (suspected from failed custom revive. Currently disabled.)
92. Known problem: AI defense not ended for longer time than expected.
93. Disabled AI Creep Deny in presence of enemy tower.
94. Disabled AI for Rexxar's Hawk until better AI is developed (reason: it's a free gold....)
95. Tweaked AI changing lane system to use ganking waypoints, nothing actually differs. However, this is a requirement for....
- Added "gank cancel" routine on contact with stronger force.
96. AI now uses Glyph of Fortification.
97. Fixed melee AI still lasthitting in presence of tower, added better calculation.
98. Minor tweak to AI pings, now resembles humans'.
99. Tweak to function GetUnitEHP, now using better calculation.
100. Fixed several miscalculated arrays to conform RGB's and several tweaks.
101. Fixed AI using targetted items on creep.
102. Minor tweak on gank (increases allies' support).
103. Minor tweak on AI behaviour and AI assisting.
104. Full support for cooldown system and ability data, including Aghanim's skills and "growing skills" like Krobelus' and Magi's.
105. Major tweak on item system. Now itembuild should not have problem anymore.
106. Added -aiglyph (toggle the AI autoglyph. Will remind players instead if turned off and glyph is required on a faction with AI)
107. Fixed AI Actions board from colliding with -ii
108. Fixed disconnecting bug on multiplayer.
109. Fixed AI not going solo.
110. Rewrote lvl 1 and lvl 2 tower defense mech.
111. Fixed defense mech and ganking mech on observer mode.
112. Added auto-lane distribution system.
113. Minor tweak to Luna's AI.
114. Ported -de/-dg
- adjusted AI exp and gold bonus to 6.71b
- modified -dg bonus gold to be given partially along with normal gold income
- modified -de/-dg display in multiboard (now displayed in "AI Actions" column if AI board is enabled (-aiboard) and -aishowde/-aishowdg/-aishowdedg/-aishowdynamic is used. It`s available in observer mode by default.
- added color theme to -de/-dg display.
115. Changed Pudge's itembuild.
116. Fixed AI keep "pausing" when owning Magic Wand and is not in full life.
117. Several minor tweaks on AI behaviour... too many to log.
118. Fixed bug on itembuy system where a hero's build cannot continue and is continuously patrolling to base.
Note: some problems with itembuild still exist to fix later.
119. Fixed bug on gank cancel, gank change target.
120. Fixed AI for Naga Siren and Terrorblade. Added refresher's script to Warlock.
121. Fixed major bug which prevent AI's auto-lane balance from working.
122. Fixed minor bug with changing lane from near base.
123. Fixed major (but rare) bug with ganking.
124. Fixed AI strange behavior caused by Wand. Allowed AI to use Stick on same logic.
125. Added AI message on retreat and jungling.
126. Added -am (advancedmode) and -bm (beginnermode), representing NENG and HEHGDEDG respectively.
127. Added AI command "citemfix
128. Fixing several itembuilds (not finished yet)
129. Minor tweak to laning system.
130. Added Spellsteal AI (imperfect, but is nice enough for now).
131. Modified Rubick's itembuild to use skadi instead of aghanim.
132. Fixed hero AI for the following:
- Rooftellen (leech seed)
- Magnus (skewer)
- Alchemist (unstable concoction)
- Jah'rakal (most of his AI)
133. Improved hero AI for the following:
- Rubick (enable delayed spellsteal)
- CM (animation cancel for all spells)
- Terrorblade (changed skillbuild)
134. Lowered defense threshold for low-level towers.
135. Fixed various bugs in tower defense and tank system.
136. Added special column for DE/DG board.
137. Minor tweak to various hero AI.
138. Fixed the following heroes' AI:
- Magnus (Reverse Polarity, skill build)
- Slardar (Slithereen Crush)
139. NEW AI: Storm Spirit (everything + AI skill fix)
140. Improved the following heroes' AI:
- Troll Warlord (now using ranged as base form)
141. Fixed bug on multi-triggered Storm's Overload.
142. Fixed several bugs in laning and teleporting.
143. ADDDED NEW SYSTEM to chase enemy in fog even better.
144. Fixed major bug on laning system
145. Improved the following AI:
- Slithereen Guard (early Amplify)
- Magnus (working Reverse)
146. Fixed the following AI:
- Dirge (complete overwrite)
- Terrorblade (better Sunder, not perfect yet)
147. NEW AI: Admiral (didn't have AI before)
148. Fixed the following AI:
- Undying (skillbuild & spell usage)
- Soul Keeper (far better Sunder use)
- Pit Lord (Rain of Fire should not cancel anymore)
- Slithereen Guard (better use of Amplify)
149. Nightcrawler (Pounce AI).
150. Fixed AI for following:
- Terrorblade (Sunder condition)
- Admiral (Ship use, X-Torrent combo, spamming Tidebringer)
- Dirge (fixed using Decay on allies)
160. Fixed bug on AI wrong "war mode"
161. Fixed bug on enemy AI message occasionally appeared.
162. Major fix on AI item system.
163. NEW heroes AI:
- Alleria (new)
- Clockwerk (new)
164. Fixed Kunkka`s ship usage.
165. Fixed bug in item system regarding quelling blade on melee-ranged hybrid heroes.
166. Fixed bug + improved assist system + Various minor all around tweaks
167. Fixed the heroes AI:
- Clockwerk (added extra mana and warbalance condition to Cog)
168. Fixed bug on Tp from air system.
- Improved the following heroes AI:
169. Techies (better mine usage and battle mode).
170. Tauren skills (tweaked)
171. Clockwerk (can break free from cog).
172. Nerfed the following hero AI:
- Windrunner (now cannot aim shackle on invisible heroes)
173. Fixed bug in AI doesn't destroy gem properly. Divine Rapier is now actually destroyed instead of script removal + many minor tweaks.
174. NEW AI for the following:
- Gyrocopter (new)
- Shadow Demon (new)
- Batrider (new)
- Guardian Wisp (new)
175. Fixed AI for the following:
- Ancient Appariton (Ice Blast)
- Techies (better mine usage)
176. Fixed bug of heroes unable to last-hit/deny.
177. Fixed bug of AI trying to bypass towers and get patrolling instead.
178. AI can now pick Gem (tested) and Divine Rapier (not tested).
179. abilitydata.slk 2 new custom abilities fixing impossible AI skill usage:
- CF01 (Troll Warlord Ranged Whirling Axes)
- CF02 (Batrider Firebreak)
180. AI can now Roshaning and picking Aegis correctly. Cheese will be destroyed if not picked.
181. Divine Rapier can now be destroyed properly by AI.
182. Fixed bug with Overpower.
183. Fixed Lanaya not using Refraction.
184. Improved AI for the following:
- Techies (no mine in forest/runespoot)
- Gyro (no longer spamming Call Down)
185. Attempted to fix AI sentry ward glitch + Minor tweaks in various parts.
186. Fixed AI for the following:
- Naix Infest
- Naga - Ensnare, Song of Siren, Critical Strike replaced with Rip Tide
- Chen`s Holy Persuasion new id
- Pit Lord - Firestorm
- Troll - Blind replaced with Whirling Axe
- Ursa Warrior - Overpower new abID
- Requiem of Souls: A29J
- Slithereen Crush: A29K
- Reverse Polarity: A29L
- Beastmaster got Agha upgrade + new abilityid
- Dark Seer Wall of Replica Agha upgrade
- Pit Lord - Expulsion
- Terrorblade - Meta morphosis , new passive (new skills build)
- Tidehunter - Anchor Smash reworked
- Thundergod's Wrath: A29G
- Thundergod's Wrath Aghanim: A29H
- Ravage: A29I
No problem skills:
- Spirit Breaker - CoD
- Phoenix - birds
187. Improved the following AI:
- Techies (fixing mine position in top-left and bottom-right corner, fixing lane-disruption)
- Tidehunter (using Anchor for creeping)
- Ancient Appariton (IceBlast)
- Gyrocopter (Call Down)
- Zeus (Thundergod's) is now used to prioritize low-life target
- Phantom Assassin (now can Phantom Strike further target on escape)
- Guardian Wisp (Tether on escape)
- Faerie Dragon (Phase Shift is now script controlled)
- Batrider (Firebreak now will be used eventhough the direct hit is not achievable)
- Batrider, Windrunner, Priestess (using Pudge's side-dance, are not guaranteed to work)
- Priestess, Pudge (using Sebra's aiming func for arrow/hook)
188. Fixed the following AI:
- Prophet (now should use Wrath, prioritizing low-life hero)
- Sand King (now using Sand Storm properly)
- Shadow Demon (Shadow Poison)
189. Rubick (Spellsteal no longer intercept EVENT_PLAYER_UNIT_SPELL_EFFECT)
190. Keeper of the Light (major rewrite)
191. Fixed Techies remote mine not detonating, allowed 2 remote to detonate against creeps.
192. Force-fixed the spell-against-dead bug.
193. Tweaked -DE -DG, now heroes without kill/death/assist will automatically get bonus in 3 mins.
194. Attempt to fix AI laning bug by rewriting priority timer.
195. Attempt to fix AI casting spells on dead units.
196. Tweaked exp/gold gamemodes
197. DE/DG now compatible with HE/HG/NE/NG
198. Added new modes:
-bm (beginner mode) for neng
-am (advanced mode) for nengdedg
-xm (xtreme mode) for hehgdedg
199. Tweaked the DE/DG number.
200. DE/DG is disabled by default.
201. Added support for NT/NM/NB for laning system.
202. Added bug-fix addition to AI Board of dead heroes counted as alive.
203. Removed AI Bad Hero filter. (PBMN> may be added in later Rev for filtering the really bad AIs)
204. Various and countless tweaks in AI behavior which didn`t get logged in the coding process.
[China] Douma Loda special [translated by TactWZ]
This is a Awesome Video to tribute Loda. Lets all take a break from Dota and enjoy this wonderful Tribute.
Remember to Turn on Captions(Turn on the CC at the bottom right of the video) Before Viewing to view the English Sub titles
Enjoy~
Remember to Turn on Captions(Turn on the CC at the bottom right of the video) Before Viewing to view the English Sub titles
Enjoy~
Dota 6.72 AI "Nightmare" Released - Dota-Allstars 6.72 AI Map Download
Yeah. It 's been a long time. Finally DotA 6.72 ai has been released. This map has a new codename "Nightmare". There too many new ai add. And -captains mode is enable (AI will pick and ban) Thanks to PBMN, Cloud_str and the AI team. Download link and changelog below.
Continue Reading >>>
Sunday, October 23, 2011
Dota 6.72f AI 1.0 Download "NIGHTMARE" - Official Dota v6.72f AI Plus Map
Dota 6.72f AI 1.0 - Dota-Allstars 6.72f AI Plus Map Download. Finally! After some delay, last night PBMN released the initial version of the DotA 6.72 AI map. And you know what? In this version ALL HEROES got their AI! The captain mode also has been enabled. All thanks to PBMN, Cloud_str and the AI team. Enjoy!
DotA v6.72f AI 1.0 Download
DotA 6.72f AI 1.0 via GameWebZ
DotA 6.72f AI 1.0 via FileSonic
DotA 6.72f AI Main Changelogs
===================
- All DotA 6.72f features is ported
- Captain Mode enabled
- All heroes got AI
- New Auto-Lane system
- New Auto-Roshan system
- New "mode-pack":
-beginnermode (-bm) = -neng
-advancedmode (-am) = -nengdedg
-xtrememode (-xm) = -hehgdedg
Source: PBMN Blog
Woohooooo! Thanks to all the developer who worked hard for this map! Enjoy guys!
DotA v6.72f AI 1.0 Download
DotA 6.72f AI 1.0 via GameWebZ
DotA 6.72f AI 1.0 via FileSonic
DotA 6.72f AI Main Changelogs
===================
- All DotA 6.72f features is ported
- Captain Mode enabled
- All heroes got AI
- New Auto-Lane system
- New Auto-Roshan system
- New "mode-pack":
-beginnermode (-bm) = -neng
-advancedmode (-am) = -nengdedg
-xtrememode (-xm) = -hehgdedg
Source: PBMN Blog
Woohooooo! Thanks to all the developer who worked hard for this map! Enjoy guys!
Note: You can subscribe our feeds and if there's new Dota AI map released, we'll send you a mail.
DotA v6.72f AI 1.0 "NIGHTMARE"
DotA v6.72f AI (NIGHTMARE)
Greetings! Welcome to the latest official AI DotA custom map.
NIGHTMARE ... massive official map changes, too many broken skills, too many systems completely rewritten, too much caffeine, too many new AI heroes added... This map was an equal nightmare and a new hope for a better times. We should all thank the AITeam and Cloud_str for devoting those months so you all can enjoy that fine map. In some words the biggest changes are: -captains mode active (AI will pick and ban), all heroes got AI now, completely rewritten defense mechanism, item buying system, new gank system and so many other changes... that you`ll have to read the whole changelog to find them.. although many of the changes are invisible for you but they are in the code.. believe me And again: thank Cloud_str for all that as i was away most of the time and the AITeam testers who endured all those painful testing hours! They deserve it!
What is AI 1.0 - we plan to release a more BMP style incremental releases which will include only AI code changes. We will change only the AI numbers in those incremental revisions.
Enjoy DotA v6.72f AI, codenamed NIGHTMARE!
TOP 10 Download Countries:
1. Philippines
2. Malaysia
3. Thailand
4. Brazil
5. Indonesia
6. Vietnam
7. Russian Federation
8. United States
9. Turkey
10. Australia
Note: Chinese couldn`t use my links and looking their download count here on the forums... they might be put on #1 place. Also those stats doesn`t include mediafire and other links (only main links), so this is just an estimated example of country downloads for the first 3 months prior 6.71b`s release.
Please, use the main links to download. Use MIRRORS if only the main links doesn`t work for you. I`m trying to make a PER COUNTRY statistics for the downloads, so we can see where DotA AI is played the most. The statistics will be shown only if you download from the main links. The others don`t have that info. Next release, i`ll post the information about the countries with the most downloads of DotA AI.
DOWNLOAD LINKS
Links de Descarga
Idiomas: EN.BR.CN
DotA v6.72f AI 1.0 - English
DotA v6.72f AI 1.0 BR - Portuguese BR
DotA v6.72f AI 1.0 CN - Chinese
I`ll add another translations AND mirrors later!
Update: the dupe bug must be fixed first then translations made... or i`ll ahve to do it 2 times.
DotA v6.72f AI 1.0 BR - Portuguese BR
DotA v6.72f AI 1.0 CN - Chinese
I`ll add another translations AND mirrors later!
Update: the dupe bug must be fixed first then translations made... or i`ll ahve to do it 2 times.
La miseria ama la compañía
Ahora que ya tienes más destreza para combatir contra Riki, estás preparado para llevar una gema que pondrá las cosas difíciles a Broodmother, la Gema True Sight. ¿Quién mejor que el Rey Esqueleto (Skeleton King) para portarla? Y si tienes un Rey, necesitarás una Reina, la Queen of Pain.
También hemos añadido la funcionalidad para Pausar el juego. Cada jugador podrá pausar el juego 3 veces, y como de costumbre vamos a echar un ojo a todas las reglas mientras probáis esto y nos aportéis algo de información.
También hemos añadido la funcionalidad para Pausar el juego. Cada jugador podrá pausar el juego 3 veces, y como de costumbre vamos a echar un ojo a todas las reglas mientras probáis esto y nos aportéis algo de información.
Con la ESWC a la vuelta de la esquina este domingo, hemos intentado no hacer muchos cambios. Estos nuevos héroes estarán disponibles en el Modo Capitanes en cuanto finalice el torneo y los podéis usar desde ya en el sistema Matchmaking (o de Emparejamiento). Puedes animar a tu equipo favorito en Gosugamers y tener opción de ganar una clave beta del juego.
Saturday, October 22, 2011
Blizzard DOTA Trailer Announced! Will They Rival Dota 2?
After watching the trailer, i must say that it is quite amazing. The story lies between two Gods in the universe, the Red God and the Blue God (i must say that their names kinda lame -_-). They then kidnap heroes from across the time and universe to fight each other and amuse them.
We will see many heroes from Blizzard on the battle field, such as Queen of Blade and Nova from the Starcraft series, Thrall and Arthas from the Warcraft world, and much more. But the release date is yet to know. For those who are too lazy watching the trailer, you can check these images. Enjoy!
Thrall from Warcraft in Blizzard Dota
Nova from Starcraft!
More heroes from Blizzard's realm!
The legendary Arthas will also join the party!
Enjoy the Dota war in the Starcraft II realm!
Another battle field for ancient heroes!
Lock-Down?
Now, there's only one question remain, when will the map finished? ^^;; Will Dota 2 released before them? What do you think? And stay tune for more news of the DotA genre!
Wednesday, October 19, 2011
DotA - We are half way |DotA - Your Fate
Lets Enjoy Some Awesome Dota Videos While Waiting for the release of Dota 6.72f Ai
Enjoy =)
Enjoy =)
Sunday, October 16, 2011
The DotA 6.72f AI Got Delayed! But Come with Stronger AI!
It seems there will be some delay on the DotA 6.72f AI release date. Last week, PBMN said that the map will be coming around these days, but it looks like PBMN manage to work together with Cloud_str, the former AI developer. With those two combined, we get a team who will be able to add a great AI to heroes who doesn't have it yet. So, if you said the delay is a bad news, i think the possibility of having more heroes with better AI in it is worth the delay. Check out what PBMN said:
Hello, again.Can't wait for the new DotA 6.72 AI map! Since PBMN doesn't say any hint on when the map will be released, you can subscribe our feed so we can tell you when the map is released. Cheers!
We discussed the release with Cloud_str and we came to conclusion that we need a little more developing time. During that time, many heroes will get their long anticipated AI, so i guess at the end the long waiting will be rewarded.
Basically the good news outbid the bad news of the delay: we get more AI for the heroes, bugs get fixed and skill usages get refined. Cloud_Str is a coding machine :) and every dev day means new amazing things and possibilities in the DotA AI world. Stay tuned... the release is definitely coming!!!
Friday, October 14, 2011
Dota 2 Parche "RIKIMARU"
La actualización de hoy añade al héroe invisible favorito de todos, Riki. Eso que escucháis es el ruido de todos mientras escarban para encontrar la combinación de teclas que permite comprar Gemas de True Sight. Entre otras novedades, ahora los bots de prácticas también compran al mensajero.
Últimamente hemos estado disfrutando de unas presentaciones de dos minutos de duración de los héroes en Dota Cinema. Vale la pena echarles un vistazo si todavía no concéis a ninguno de los héroes de Dota 2. Si ya las has visto todas y todavía quieres más, visita a Taylor Caines, que va a retransmitir una sesión de 24 horas seguidas de Dota para una obra benéfica..
Thursday, October 13, 2011
DotA 6.72f Map Download
Dota 6.71b AI Plus - Dota-Allstars 6.71b AI Plus Map Download
Dota 6.71b AI Plus - Dota-Allstars 6.71b AI Plus
DotA 6.71b AI Changelogs
===================
1. New Dynamic Exp/Dynamic Gold mode. Here are some explanations how it works:
AI have bonus rate in XP and GOLD. Human rate is 100% XP and 1 GOLD / 0.875s (8G / 7s). AI rate is higher than that. So, when AI hero kills, he gets -15% xp, and -4G/7s (from current bonus rate) and if the current rate is higher than the starting rate, it resets to starting rate. When AI hero dies, he gets + 15% xp, and +4G/7s (to current bonus rate), if current rate is lower than starting rate, it resets to starting rate. When AI hero gets an assist, he gets -7% xp and -2G/7s (from current bonus rate). Min rate for AI is human rate (it won't get lower than that), there is no max rate
2. Two new sections in the scoreboard showing the current AI XP and GOLD rate. There might be up to 2.5s delay in scoreboard update for the rate
3. De/Dg mode is enabled by default, unless ne/ng is enabled
4. Various internal fixes. The big job for fixing the broken AI for 6.72 will begin soon.
Download Link:
Mirror 1
DotA 6.71b AI Changelogs
===================
1. New Dynamic Exp/Dynamic Gold mode. Here are some explanations how it works:
AI have bonus rate in XP and GOLD. Human rate is 100% XP and 1 GOLD / 0.875s (8G / 7s). AI rate is higher than that. So, when AI hero kills, he gets -15% xp, and -4G/7s (from current bonus rate) and if the current rate is higher than the starting rate, it resets to starting rate. When AI hero dies, he gets + 15% xp, and +4G/7s (to current bonus rate), if current rate is lower than starting rate, it resets to starting rate. When AI hero gets an assist, he gets -7% xp and -2G/7s (from current bonus rate). Min rate for AI is human rate (it won't get lower than that), there is no max rate
2. Two new sections in the scoreboard showing the current AI XP and GOLD rate. There might be up to 2.5s delay in scoreboard update for the rate
3. De/Dg mode is enabled by default, unless ne/ng is enabled
4. Various internal fixes. The big job for fixing the broken AI for 6.72 will begin soon.
Download Link:
Mirror 1
Apologize to all DotA Addicts !!
Hey Dota Addicts!!, I apologize for Not updating Dota Addiction for a long time :(
Wednesday, October 12, 2011
Tuesday, October 11, 2011
Sunday, October 9, 2011
DotA - WoDotA Top10 Weekly Vol.70, 71| DotA - WoDotA Funny Time Vol.18, 19, 20
Miss the WoDotA Weekly? They just uploaded their previous videos on the YouTube, enjoy!
10: Orge Magi hitting creep to get to level 6 for a change to get a 2x Multi Cast killing Morphling
8: Earth Shaker Blink ulti Grabs a double kill and killing Tiny for Triple Kill. Then Juking Clinks in trees and Tping out safely
7: Windrunner Trapping Juggernaut and Bounty Hunter in Trees with the help of Phase Boots manages to get away safely with help from undying killing them both.
6: Kunkka predicts Invoker’s Movement killing Him
5: Nevermore getting a Rampage
4: Huskar escapes death and gets a Rampage.
3: Pudge turns around to kill invoker then saves Venomancer baiting scourge team and killing them.
2: Vengeful spirit survives a chasing Weaver with Swap every 10 sec and force staff avoid death and baiting Weaver to death.
1: Sand King escapes death with burrow strikes allowing his teammates to backup allow him to get a Triple Kill
Special Scene: Pudge epic Hook causes Magnus to miss his ulti
10: Visage using his Familiars to trap Orge Magi killing him
9: Wisp uses Relocate luring Furion and Drow then killing them both
8: Pudge helps BristleBack kills Blood Seeker hooks undying and killing him too lastly killing Slark with a Hook for a Triple Kill
7: Razor Kills Sniper and Furion and with Phase boots traps Naix in trees with Venomancer’s Ward killing Naix
6: Crystal Maiden casts Ulti in Fog to kill Enchantress then using force staff to avoid Sand King’s Burrow Strike uses Frost Bite at the last second to avoid Morphing’s Last hit
5: Juggernaut saves himself with the Healing ward killing both Weaver and Venge
4: Lion Luring Weaver and killing him with Stun and finger then fogs Bane, void and Thrall avoiding Death
3: Tiny Gets lucky with Craggy Exterior Causing Tauren and Mortred death
2: Nevermore Kills Juggernaut and blind raze Invoker for a Double Kill
1: Nevermore Kills Gondar with blind raze and with the help of Venge Killing Furion and Chaos Knight for a Triple Kill
Special Scene: Lich’s Ulti Bounce to Ncing Causing Furion’s Death and Wisp Died as well
WoDotA Funny Time Vol.18
WoDotA Funny Time Vol.19
WoDotA Funny Time Vol.20
Enjoy Them! =)
Saturday, October 8, 2011
DotA - Top 10 Garena Vol 26
Another Week Without Wodota but still we have other Awesome Videos for Everyone to Watch
10: Sand King using ‘glitch’ burrow strike to catch up with Twin Head Dragon killing him.
9:Storm Sprit Timely Magic Stick to save himself and ulting from cliff and fogging Chaos Knight Baiting him and killing Chaos Knight
8: Kunkka and sand king combo clearing Scourge Team
7: Naix using On/Off armlet to save himself from Mirana and Nevermore’s baiting both of them allowing to kill them both then killing Earth Shaker with yet another on/off armlet
6: Pudge Kills Naga with a Hook then kills Shadow Demon with Hook Ulti for a Double Kill turns around to kill bat rider and Zeus for an Ultra Kill
5: Nevermore Kills Troll with Razes the killing Weaver and Furion with ulti Razes Juggernaut for a Ultra Kill and Fogging Rouge Knight for the Rampage
4: Anti Mage Baiting Scourge to Roshan then using Mana Void on Roshan allowing him to get an Ultra Kill
3: Spectral Survive From Terror Blade Last hit by fogging him with the help of Poor Man Shield
2: Zeus and Furion Both With Refreshers Clearing the Entire Sentinel Team
1:Puck Playing Around with the Scourge Team Baiting them and killing them with the help of his team getting a Mega Kill
Special Scene: Techics Switch with Opponent after mining the place.
Sentinel Team Getting First Blood by entering the enemies base before the creeps spawn with the help of Tuskar grabbing the First Blood and all Tping Out.
Enjoy The Video =)
Twice the blood shall I shed!
First things first, today’s update introduces Bloodseeker and Kunkka. Have fun!
This update also enables the practice bots. While they’re still a work in progress, they’re a great low-pressure tool for trying out new heroes and item builds. While practicing with them, note that you can ping the minimap to send commands to your allied bots – ping an enemy tower to tell them to push a lane, an enemy hero to ask for assistance in a gank, and so on. At the moment they only know how to play a subset of the current heroes, but they do know how to use all of Dota 2′s many items.
They’ll also use text chat to indicate their plans, so you can join in. For example, they’ll:
- Let you know when they’re coming to your lane for a gank.
- Communicate when they’re fleeing or losing a fight.
- Indicate their high priority targets in upcoming team fights.
- Expose their thinking about whether they should push or defend their lanes.
- Call for assistance versus Roshan if they think the timing is right.
If you’re interested, here are a few features we’ll be adding to them next:
- User specified difficulty levels, so you can tune them to your skill level.
- Deeper control over your allied bots, so you can “command” your team at a high level. For instance, you might want your team’s carry to not join a fight, and instead keep farming their lane. Note that they do a good job of making these kinds of decisions themselves, but if you really want to be hands-on, you can.
- Support for several more heroes.
As always, let us know what you think.
Finally, we saw that Playdota’s Photo Competition finished up, and handed out several Dota 2 keys. If you haven’t taken a look, there’s some great photos there.
DotA v6.72f AI approximate release date
Hi, guys. Long time no see. If things work out good we may release the map next week. Loads of things changed, so more incremental releases may follow in short time with bugfixes and new AI additions.
Posted by PBMN
Posted by PBMN
Friday, October 7, 2011
Biggest Lvl 1 Fail Gank
This video is not new, but i can't stop laugh watching this and decide to share it with you guys. Enjoy!
Tuskarr
: "OKAY GUYS, gather around. Someone will appear right around the corner and I'll roll you guys into him."
Rhasta: "Good plan, mon."
Slardar: "Hehe no way this will fail."
Ursa: "GUYS LET ME IN."
Tuskarr: "...There he is."
*ROLLLLLLLLL*
Tiny: "Fuck, I missed."
*KABOOOOM*
Yunero: "All as planned. Trolololol~"
Techies: "DO NOT RUN, WE ARE YOUR FRIENDS. WE COME IN PEACE!"
Enjoy your weekend guys!
Tuskarr
: "OKAY GUYS, gather around. Someone will appear right around the corner and I'll roll you guys into him."
Rhasta: "Good plan, mon."
Slardar: "Hehe no way this will fail."
Ursa: "GUYS LET ME IN."
Tuskarr: "...There he is."
*ROLLLLLLLLL*
Tiny: "Fuck, I missed."
*KABOOOOM*
Yunero: "All as planned. Trolololol~"
Techies: "DO NOT RUN, WE ARE YOUR FRIENDS. WE COME IN PEACE!"
Enjoy your weekend guys!
Dota 6.72f Ai
Hi, guys. Long time no see. If things work out good we may release the map next week. Loads of things changed, so more incremental releases may follow in short time with bugfixes and new AI additions.
Hola, chicos. Hace mucho que no lo veía. Si las cosas salen bien podemos dar a conocer el mapa de la próxima semana. Un montón de cosas han cambiado, por lo que libera más incremental puede seguir en poco tiempo con correcciones y adiciones de inteligencia artificial.
¡Eso se merece una botella de ron!
Uno de los puntos de Dota 2 de los que más feedback hemos recibido es el sistema de espectadores. Creemos que puede resultar interesante hablaros de lo que nos llevó a desarrollar el sistema actual, de esa forma podréis entender qué pretendemos conseguir y tal vez vuestra ayuda resulte determinante para lograrlo. Creemos que la posibilidad de ser espectadores de una partida, tanto en directo como una repetición, es una parte importante de la experiencia de Dota.
A grandes rasgos, creemos que hay dos usos principales para nuestro sistema de espectadores, más allá de contemplar una partida por pura diversión. El primer uso sería el aprendizaje y la mejora de nuestras habilidades. El segundo es que podríamos contemplar partidas comentadas en torneos y ligas. En general creemos que el sistema de espectadores merece un tratamiento tan importante como el juego en sí, así que la mejor forma de empezar es colocar un botón de ESPECTADOR bien destacado en el menú principal de Dota 2.
Si lo que buscas es observar partidas para mejorar tu habilidad, hay una serie de filtros que puedes utilizar para encontrar una partida que te resulte útil, como poder localizar un héroe o jugador, encontrar a jugadores con unos niveles de habilidad concretos y demás. Esta es un área en la que esperamos poder mejorar en un futuro: si quieres aprender a manejar un nuevo héroe, te facilitaremos la búsqueda de repeticiones que te ayudarán a hacerte una idea de sus peculiaridades. Si estás siguiendo a tu equipo competitivo favorito, o te perdiste la última gran partida de un amigo anoche, el juego lo sabrá y te llevará a esas repeticiones. Si eres un jugador experimentado que quiere mejorar su habilidad con un héroe concreto, o mejorar tu juego en equipo como parte de un equipo de héroes, queremos que puedas encontrar fácilmente repeticiones en las que veas a jugadores de alto nivel utilizando a esos héroes.
La segunda característica principal que hemos añadido para los jugadores que miran para aprender es el modo de cámara Perspectiva del Jugador. En este modo, eliges a uno de los jugadores de la partida y podrás verla como si estuvieras en su ordenador. Verás su cursor de ratón y sus acciones, sus movimientos de cámara, su HUD, sus interacciones con los elementos de la interfaz y demás. Queremos que veas exactamente cómo un jugador experimentado maneja el juego, de forma que puedas aprender a mejorar tu propia técnica. Este es el objetivo de este modo de cámara.
Cuando estás contemplando una partida de un torneo, normalmente la ves a la vez que una gran cantidad de espectadores. Queríamos mejorar la experiencia de seguir partidas en directo, y el primer problema que identificamos es que los espectadores no disponen de una visión conjunta de la partida. Esto complica el mantener una conversación con otros espectadores acerca de lo que está ocurriendo en los monitores, ya que cada uno puede observar desde una posición diferente. Este problema nos llevó a crear el modo de cámara Dirigida, en el que hemos utilizado nuestra experiencia con Source TV para construir una cámara inteligente que sepa lo que está a punto de ocurrir e intente asegurarse de estar en la mejor posición para que no te pierdas ni un detalle de la acción. Así que además de poder relajarte sabiendo que la cámara siempre estará en su sitio, podrás charlar acerca de lo que está ocurriendo en la partida, ya que todos los espectadores que estén utilizando este modo de cámara están viendo exactamente lo mismo que tú.
Otro de nuestros objetivos para el modo espectador era mejorar el soporte para los comentaristas. Si has observado alguna de las partidas de The International te habrás dado cuenta de lo importante que puede resultar un buen comentarista a la hora de darle emoción a la retransmisión, y también para ayudar a los nuevos a entender lo que está ocurriendo. Pero las implementaciones previas del sistema de comentaristas utilizaban una pista de audio independiente al juego. Esto significa que no se capturaba junto con el juego, por lo tanto si no veías la retransmisión en directo, no podrías escuchar los comentarios más adelante. Nos parecía importante solucionar esto, así que integramos el soporte para comentaristas en el propio juego y lo integramos junto con la repetición. Así que si has descargado algunas de las partidas de The International podrás verlas como si las hubieras seguido en directo, con todos los comentarios y el trabajo de cámara, todo intacto. Si la partida se retransmitía en varios idiomas también lo podrás elegir durante la repetición.
Si todavía no tienes Dota 2 y no has podido experimentar todas estas características, tienes suerte: hay una gran cantidad de jugadores retransmitiendo partidas, así que echa un vistazo y déjanos tus impresiones. Un sitio muy útil que estamos utilizando nosotros es StreamDota2.com, que ofrece una gran variedad de retransmisiones para elegir.
¡Derramaré el doble de sangre!
¡Derramaré el doble de sangre!
Lo primero es lo primero, con la actualización de hoy os presentamos a Bloodseeker y a Kunkka. ¡Que os divirtáis!
Esta actualización también activa los bots de prácticas. Aunque todavía están sin terminar, son una excelente herramienta para probar nuevos héroes y conjuntos de objetos sin agobios. Al practicar con ellos puedes utilizar el minimapa para enviar comandos a tus bots aliados: marcar una torreta enemiga para pedirles que tracen un camino, un héroe enemigo para pedir que te ayuden en la lucha y demás. Por ahora sólo están capacitados para manejar una parte de los héroes actuales, pero saben utilizar todos los objetos de Dota 2.
También utilizarán el chat de texto para indicar sus planes de forma que puedas unirte a ellos. Por ejemplo, ellos:
Por último, hemos visto que la Playdota’s Photo Competition ha terminado y hemos proporcionado varias keys de Dota 2. Si todavía no les has echado un vistazo, hay algunas fotos estupendas allí.
Esta actualización también activa los bots de prácticas. Aunque todavía están sin terminar, son una excelente herramienta para probar nuevos héroes y conjuntos de objetos sin agobios. Al practicar con ellos puedes utilizar el minimapa para enviar comandos a tus bots aliados: marcar una torreta enemiga para pedirles que tracen un camino, un héroe enemigo para pedir que te ayuden en la lucha y demás. Por ahora sólo están capacitados para manejar una parte de los héroes actuales, pero saben utilizar todos los objetos de Dota 2.
También utilizarán el chat de texto para indicar sus planes de forma que puedas unirte a ellos. Por ejemplo, ellos:
- Te informarán cuando vayan a encontrarse contigo para luchar a tu lado.
- Te informarán si están huyendo o perdiendo una lucha.
- Te indicarán sus objetivos prioritarios en las luchas por equipos.
- Te dirán si creen que es mejor que avancen o que defiendan sus zonas.
- Pedirán ayuda contra Roshan si creen que es oportuno.
- Nivel de dificultad especificado por el usuario, de forma que puedas ajustarlo acorde con el tuyo.
- Control más completo de tus bots aliados, de forma que puedas “comandar” tu equipo a un mayor nivel. Por ejemplo, puede que te interese que tu equipo no se una a una lucha, y que sigan farmeando en su zona. Ten en cuenta que ellos pueden tomar este tipo de decisiones bastante bien, pero si realmente quieres el control absoluto, podrás hacerlo.
- Soporte para más héroes.
Por último, hemos visto que la Playdota’s Photo Competition ha terminado y hemos proporcionado varias keys de Dota 2. Si todavía no les has echado un vistazo, hay algunas fotos estupendas allí.
Wednesday, October 5, 2011
DotA 6.72f AI will be Coming Next Week!
Dota 6.72f AI Plus - Dota-Allstars 6.72f AI Plus Map Download. After several months without any news, PBMN has just made an update on his blog about DotA 6.72 AI. He said that everything is working out good and he planned to release the first revision next week. Here's what he said:
Wohooo, it's really a good news to those who waiting for the DotA 6.72 AI map. Stay tune on this blog and don't forget to subscribe our feed so we can immediately tell you if the map already released! :)
Hi, guys. Long time no see. If things work out good we may release the map next week. Loads of things changed, so more incremental releases may follow in short time with bugfixes and new AI additions.
Wohooo, it's really a good news to those who waiting for the DotA 6.72 AI map. Stay tune on this blog and don't forget to subscribe our feed so we can immediately tell you if the map already released! :)
Updates : The map got delayed for better AI! Check out this post!
Tuesday, October 4, 2011
That’s worth a bottle of rum!
One thing we’ve received a lot of feedback on is the Dota 2 spectator system. We thought it might be interesting to talk a bit about the thinking that led us to the current system, in the hopes that it might help you understand what we’re trying to do, so that you can help us improve upon it. We think that spectating games, both live and saved replays, is an important part of the Dota experience.
At a high level, we felt there were two important ways that players would be using our spectator system, beyond simply watching games for fun. The first way is that they’d be using it to watch in the interests of improving their skills. The second is that they’d be watching commentated matches in tournaments and leagues. Overall we felt that spectating should be treated as importantly as playing the game, so we started with a WATCH button featured prominently in Dota 2′s main menu.
If you’re looking to watch games to improve yourself, there are a number of filters you can use to find a useful game, such as one with a particular hero or player, one featuring players of specific skill levels, and so on. This is an area we expect to improve upon in the future too: if you want to learn a new hero, we want to make it really easy to find a set of replays that’ll help you quickly get a handle on it. If you’re following a favorite competitive team, or missed a friend’s great match last night, the game will know and lead you to those replays. If you’re an experienced player who wants to expand your skill with a specific hero, or work on your teamwork as part of a specific team of heroes, we want you to be able to easily find replays that’ll let you see high level players using those heroes in matches.
The second main feature we added for players who are watching to learn is the Player Perspective camera mode. In this mode, you select one of the players in the game, and you see the game as if you were at their computer. You see the player’s mouse cursor and input, their camera work, their HUD, their interaction with UI elements, and so on. We wanted you to be able to see exactly how a highly skilled player is playing the game, so you can see ways of improving your own play, and that’s what this camera mode lets you do.
When you’re watching a tournament match, you’re usually watching it at the same time as a large number of other spectators. We wanted to improve the experience of watching live games, and the first problem we identified is that individual spectators don’t have a shared view of the game. This makes it harder to have a conversation with other spectators around what’s happening onscreen, because everyone will be watching from a different position. This problem led us to creating the Directed camera mode, where we were able to leverage our experience with Source TV to build a smart camera that knows what’s about to happen, and tries to make sure it’s in a good position to let you see that action unfold. So in addition to being able to kick back and relax knowing that the camera will always be where the action is, you’re also able to talk about anything happening onscreen because you know that everyone else watching the Directed camera is seeing the same thing you are.
Another goal we had for spectating matches was to have better support for commentators. If you’ve watched any of the matches from The International, you’ve probably already seen that a good commentator can make a match much more exciting to watch, and help beginners understand what’s going on. But previous implementations of commentating systems have had the commentator’s voice stream sit outside the game. This means that it isn’t captured along with the game – and that means that if you weren’t there to watch the live game, you won’t hear the commentary when you watch the replay at a later date. We felt that should be fixed, so we built commentator support fully into the game itself, and bake it into the replay itself. So if you download one of The International matches, you can watch it as if it was a live game, with all the commentator’s camerawork and commentary intact. For matches commentated in multiple languages, you’ll find all the different languages there in the replay too.
If you don’t have Dota 2 yet, and haven’t had a chance at seeing these features for yourself, you’re in luck: there are a ton of players out there streaming the game, so take a look and let us know what you think. A handy site we’ve been using ourselves is StreamDota2.com, which provides a nice set of streams to choose from.
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