Dota 2 - Valve
* Added the previous Gold Earned metric as an alternative graph on the Net Worth panel
* Fixed some issues with Boulder Smash cast behavior
* Fixed a Roshan exploit
* Fixed some Linux and Mac crashes
Sep 28, 2014
Dota 2 - Valve
* Reworked how the AoE bonus Gold calculation is done slightly: NWDifference variable is now (EnemyTeamNW/AlliedTeamNW) - 1 [Min 0, Max 1]
* Rescaled the AoE Gold constant multipliers (in part to account for the formula tweak) from 0.26/0.22/0.18/0.14/0.1 to 0.06/0.06/0.05/0.04/0.03
* Reduced AoE XP bonus factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.3/0.3/0.2/0.15/0.12


6.82b Full details (from initial 6.82 to 6.82b)
===========================
* Kill Streak Bounty from 100->800 to 60->480 (6.81: 125->1000)
* Adjusted bonus area of effect Gold and XP

6.82 Gold Formula
-----------------------
VictimLevel = Level of the Victim
VictimNW = The victim's Net Worth
EnemyTeamNW = Enemy team's total Net Worth
AlliedTeamNW = Your team's total Net Worth
NWDifference = ( EnemyTeamNW - AlliedTeamNW ) / ( EnemyTeamNW + AlliedTeamNW ) [Min 0]
NWFactor = NWDifference * VictimNW

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15


6.82b Gold Formula
-------------------------
VictimLevel = Level of the Victim
VictimNW = The victim's Net Worth
EnemyTeamNW = Enemy team's total Net Worth
AlliedTeamNW = Your team's total Net Worth
NWDifference = ( EnemyTeamNW / AlliedTeamNW ) - 1 [Min 0, Max 1]
NWFactor = NWDifference * VictimNW

1 Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.06
2 Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.06
3 Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.05
4 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.04
5 Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.03



6.82 XP Factors:
--------------------
1 Hero: XP = 20 * VictimLevel + XPFactor * 0.5
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.35
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.25
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.2
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.15


6.82b XP Factors:
----------------------
1 Hero: XP = 20 * VictimLevel + XPFactor * 0.3
2 Heroes: XP = 15 * VictimLevel + XPFactor * 0.3
3 Heroes: XP = 10 * VictimLevel + XPFactor * 0.2
4 Heroes: XP = 7 * VictimLevel + XPFactor * 0.15
5 Heroes: XP = 5 * VictimLevel + XPFactor * 0.12
Dota 2 - Valve
* Kill Streak Bounty from 100->800 to 60->480 (6.81 values are 125->1000)
* Reduced AoE Gold bonus Net Worth Factor for 1/2/3/4/5 hero kills from 0.5/0.35/0.25/0.2/0.15 to 0.26/0.22/0.18/0.14/0.10
* Fixed Dire Ancient spawn box size
Dota 2 - Valve
* Slightly reduced AoE Gold bonus Net Worth Factor for 1 hero kills from 0.5 to 0.38
* Fight Recap is now available to Commentators
* Fixed a bug with reconnecting during Ranked All Pick
* Fixed Techies Scepter not having the proper cast range
* Fixed Rubick not being able to steal Hand of God when he has Holy Persuasion
* Fixed Undying Aura slow not updating in the UI properly
* Fixed various bot related bugs
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a dedicated server crash during changelevel
  • Fixed a case where Mann vs. Machine badge levels weren't being displayed correctly
  • Added missing sound for rd_asteroid
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a bug that was causing item descriptions to not display properly
Source Filmmaker - Valve
Source Filmmaker version 0.9.8.12 has been released. This update will be applied automatically when your Steam client is restarted. The major changes include:


  • fixed game entities not drawing if the player isn't nearby
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a client crash caused by using custom HUD files
Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added Limited Late Summer Crate Key to the Mann Co. Store. Available until October 13, 2014.
  • Fixed the Limited label not being displayed for items on the Steam Community Market or in the Steam backpack
  • Fixed colorization of item level description line for Limited items
  • Added tournament medals for BETA LAN 2014
  • Added a NEW! label to new items in your backpack until you mouse over them
  • Fixed a case where cosmetic items would be orphaned in the world
    • R.I.P. Captain Canteen
  • Fixed not being able to open the Taunt menu during the bonus time on an Arena map
  • Fixed a dedicated server crash related to bot Spies
  • Fixed item level not displaying correctly in the Mann vs. Machine lobby
  • Updated the auto-balance code to immediately respawn players that are automatically switched, or that voluntarily switch, during a balancing period
    • Not supported in Mann vs. Machine, Medieval mode, Arena mode, Tournament Mode, or Training
  • Updated the removeid command to support Steam2 and Steam3 ID formats
  • Updated the materials for The Atomic Accolade
  • Updated the equip_region for The Special Eyes
  • Updated rd_asteroid
    • Added a 45 second overtime when a team reaches max points
    • Added placeholder pickup ship and robot worker to indicate a team has reached max points
    • Added a sound to captured and returned points as they fill the progress bar
    • Captured and returned points now fill the progress bar faster
    • Progress bar escrow indicator now stays in place as points are added
    • Touching the reactor core no longer fully resets the return timer. Every second the reactor core is held will add a second to the return timer.
  • Virtual Reality Mode
    • Fixed selecting the wrong refresh rate when running on a display that does not use the desktop refresh rate

Product Update - Valve
  • Fixed Hammer crash when using FBX export a model with multiple materials
  • Fixed crash when loading malformed keyvalues ability file
  • Fixed bug where models rendered with particle systems would show up without their wearables
  • Disabled bot commander thinking when bot thinking is disabled.
  • Fixed crash when a delayed action in a script would try to operate on a deleted entity
  • All Assets Working Set in assetbrowser is now alphabetized
  • Expose CDOTA_BaseNPC::CanEntityBeSeenByMyTeam to lua
  • Expose CDOTA_BaseNPC::GetAttackCapability to lua
  • Expose CDOTA_Ability_DataDriven::ApplyDataDrivenModifier which is similar to CDOTA_Item_DataDriven::ApplyDataDrivenModifier.
  • Added GetModifierStackCount and SetModifierStackCount calls in Lua to manipulate modifier stacks directly.
  • Added the "ProcessProcs" key to the "CreateBonusAttack" action, to allow procs to fire on the extra attack.
  • Fixed a bug where attachment points on heroes could be in the wrong place
  • Fixed a bug where Model Editor's outliner would be blank after reload when a filter was present
  • PET: Particle asset parent and child menus now select the parent or child asset in the current asset browser page if it is there instead of the global browser
  • PET: Info for child endcap and delay is displayed above child button
  • PET: Changing sessions now does a global restart of the particle simulation
  • Fixed a crash in GetAbilityByIndex
  • Fixed some corrupted textures
  • Fixed Model Editor bug where closing an animation import file browser would prevent future attempts to add animations to that group
  • Added some better reporting when stash purchasing is disabled.
  • Fixed a crash in Model Editor when trying to remove an animation group that is referenced by another animation group
  • Ember spirit's remnant model now appears
  • Expose Aura_ApplyToParent flag to datadriven modifiers
  • Fixed the color of many existing Dota particle systems that use addself + overbright features in their render ops.
  • Added the script_help2 command which reports help text on all exposed Lua functions including parameter names.
  • Target selection in data-driven items and abilities will no longer automatically include dead units. The target flag DOTA_UNIT_TARGET_FLAG_DEAD is required to include dead units.
  • Added support for hiding various portions of the in game HUD
  • Added the ability to query Dota Ability keybindings from Scaleform in addons
  • Added the ability to get the world position from screen space in Scaleform in addons
...

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