Dota 2 - Ward


Today's patch brings a summer update to Dota Plus that is focused on making improvements to some existing features and implementing a handful of new things for all Dota Plus subscribers.

In addition to a variety of changes to Dota Plus Guides—including improvements to item, lane, and ability suggestions—we've added a new Summer Terrain, support for Turbo Mode, and implemented dozens of new Plus Hero Challenges.

Some new Plus features include the ability to spectate the team perspective of a friend's live game without a broadcast delay, allowing you the flexibility to jump in or out at any time during the game. We've also introduced a new Plus Prediction Charm that grants Shards for correctly predicting your victories, so don't forget to cash in on your confidence.

You can check out a full list of Plus improvements and today's other changes here.
Dota 2 - Valve
Dota Plus:
--
* Added a new Summer Terrain
* Added a new Plus in-game prediction charm, grants you increasing amounts of shards for correct predictions in a row (10/20/30/40/50 for 1/2/3/4/5x, 50 for subsequent)
* Added a new feature to let Plus members spectate their friends' games live, seeing only what their friend's team can see. You can join in any time the game is ongoing.
* Added dozens of new Hero Quests
* Playing Turbo games now grants half the normal hero xp for wins/losses, rather than none.
* Added a new global Hero Trends page
* You can now purchase some Tools for shards in the Plus Rewards store.

* Fixed a bug that would sometimes cause Plus guides to get stuck and not work.
* Improved the item/ability/lane suggestions
* Plus item suggestions now default to the first suggestion, with a button to examine alternatives.
* The full popular items list is now shown even when you have a specific sequence selected.
* Suggested items that have already been purchased are now greyed out, to improve readbility.

* Added the Plus Hero Badge to the Post Game screen.
* The Profile screen now shows your Plus Hero Badge and Relics


General Changes:
--
* Ranked Roles: Added a new type of report function that can be used during the picking phase for players that don't adhere to the selection they queued for. Does not consume normal reports.
* Trivia: Added a button that lets you disable playing trivia sounds automatically.

* Turbo: Added an ability that lets you toggle the couriers auto deliver behavior.
* Turbo: Courier will deliver gems and other shareable items picked up from your teammates.
* Ctrl-alt clicking HP bars now correctly messages raw HP/Mana values of the target to the rest of your team.
* Fixed a variety of consistency issues with alt-click modifier messages not being worded from the point of view of the person sending them.
* Fixed a bug that caused AFK abandons to be assesed earlier than intended in cases where the player was AFK during the pick phase and was forced to a random hero.
* Monkey King's Disguise now uses the correct bounty rune model for 5 minute runes.
* Minimap icons for Viper and Slardar have been updated to their remodeled verison.
* Enabled custom minimap icons for Primal Split Brewlings
* Added a custom minimap icon for Arc Warden's Tempest Double
* Refresher cast sound effect now audible to nearby teammates and enemies.

* Custom Games: Fixed the lobby list connection sort not working correctly
* Custom Games addoninfo.txt: "HeroGuidesSupported" setting is now defaulted to truebv
* Custom Games addoninfo.txt: Added a new setting "ShouldForceDefaultGuide" which will cause default_* files to be utilized (if none is defined it will use the default from the base game)
* Custom Games Lua API: Linked several missing modifier properties
* Custom Games Lua API: Added function "SetUseDefaultDOTARuneSpawnLogic" to let custom games opt into the current set of rune spawning rules (previously it was forcing usage of an older rule set )
* Custom Games Lua API: Added "SetPowerRuneSpawnInterval" and "SetBountyRuneSpawnInterval" functions to customize rune spawn intervals (works with either the current or backwards compatible ruleset of rune spawning)
* Custom Games Lua API: Added several functions for asking for basic stats on units on the server "GetBaseAttackRange", "GetStatusResistance", "GetEvasion", "GetSpellAmplification( bool bBaseOnly) "
Dota 2 - Valve
Dota Plus:
--
* Added a new Summer Terrain
* Added a new Plus in-game prediction charm, grants you increasing amounts of shards for correct predictions in a row (10/20/30/40/50 for 1/2/3/4/5x, 50 for subsequent)
* Added a new feature to let Plus members spectate their friends' games live, seeing only what their friend's team can see. You can join in any time the game is ongoing.
* Added dozens of new Hero Quests
* Playing Turbo games now grants half the normal hero xp for wins/losses, rather than none.
* Added a new global Hero Trends page
* You can now purchase some Tools for shards in the Plus Rewards store.

* Fixed a bug that would sometimes cause Plus guides to get stuck and not work.
* Improved the item/ability/lane suggestions
* Plus item suggestions now default to the first suggestion, with a button to examine alternatives.
* The full popular items list is now shown even when you have a specific sequence selected.
* Suggested items that have already been purchased are now greyed out, to improve readbility.

* Added the Plus Hero Badge to the Post Game screen.
* The Profile screen now shows your Plus Hero Badge and Relics


General Changes:
--
* Ranked Roles: Added a new type of report function that can be used during the picking phase for players that don't adhere to the selection they queued for. Does not consume normal reports.
* Trivia: Added a button that lets you disable playing trivia sounds automatically.

* Turbo: Added an ability that lets you toggle the couriers auto deliver behavior.
* Turbo: Courier will deliver gems and other shareable items picked up from your teammates.
* Ctrl-alt clicking HP bars now correctly messages raw HP/Mana values of the target to the rest of your team.
* Fixed a variety of consistency issues with alt-click modifier messages not being worded from the point of view of the person sending them.
* Fixed a bug that caused AFK abandons to be assesed earlier than intended in cases where the player was AFK during the pick phase and was forced to a random hero.
* Monkey King's Disguise now uses the correct bounty rune model for 5 minute runes.
* Minimap icons for Viper and Slardar have been updated to their remodeled verison.
* Enabled custom minimap icons for Primal Split Brewlings
* Added a custom minimap icon for Arc Warden's Tempest Double
* Refresher cast sound effect now audible to nearby teammates and enemies.

* Custom Games: Fixed the lobby list connection sort not working correctly
* Custom Games addoninfo.txt: "HeroGuidesSupported" setting is now defaulted to truebv
* Custom Games addoninfo.txt: Added a new setting "ShouldForceDefaultGuide" which will cause default_* files to be utilized (if none is defined it will use the default from the base game)
* Custom Games Lua API: Linked several missing modifier properties
* Custom Games Lua API: Added function "SetUseDefaultDOTARuneSpawnLogic" to let custom games opt into the current set of rune spawning rules (previously it was forcing usage of an older rule set )
* Custom Games Lua API: Added "SetPowerRuneSpawnInterval" and "SetBountyRuneSpawnInterval" functions to customize rune spawn intervals (works with either the current or backwards compatible ruleset of rune spawning)
* Custom Games Lua API: Added several functions for asking for basic stats on units on the server "GetBaseAttackRange", "GetStatusResistance", "GetEvasion", "GetSpellAmplification( bool bBaseOnly) "
Dota 2 - contact@rockpapershotgun.com (Alec Meer)

biggest-steam-games-2018

We’ve just passed the half-way point of 2018, so Ian Gatekeeper and all his fabulously wealthy chums over at Valve have revealed which hundred games have sold best on Steam over the past six months. It’s a list dominated by pre-2018 names, to be frank, a great many of which you’ll be expected, but there are a few surprises in there.

2018 releases Jurassic World Evolution, Far Cry 5 Kingdom Come: Deliverance and Warhammer: Vermintide II are wearing some spectacular money-hats, for example, while the relatively lesser-known likes of Raft, Eco and Deep Rock Galactic have made themselves heard above the din of triple-A marketing budgets. (more…)

Dota 2 - contact@rockpapershotgun.com (Matt Cox)

Dota 2 OpenAI

Yesterday, I told you about AI researcher Mike Cook and Angelina, his fancy AI that designs video games. Today, I’d like to tell you about Mike’s commentary on someone else’s work. OpenAI made headlines with their Dota 2 bots last week, which they’re pitting against a pro team at the International. Mike’s blog post serves as an excellent sanity check, highlighting what OpenAI have and haven’t achieved. He also suggests that we might want to “re-examine the entire idea of humans playing against computers”, which is an intriguing idea I’ll be asking him more about next week.

Dota 2 - Ward


The eighteen teams bound for Vancouver are set, and the International is almost upon us. In today's update, Battle Pass owners can start digging into The International 2018 Compendium features in preparation for the Group Stage and Main Event.

With the return of the Fantasy Challenge, it's time to unwrap your Player Card Packs and begin considering which roster combinations might nab the most points. This year we've sped up the unwrapping process, and also added the ability to purchase a specific player's card with dust, so you'll never need to hunt for that elusive favorite again.

You can also select a Favorite Team this year before you even unwrap any cards. You'll get a team logo spray, profile card, team effigy banner, and show up in that team's fan count when spectating in DotaTV. Once you collect a full set of cards for your team, you'll unlock special teleport effects, with upgraded versions available to those who collect full sets of silver or gold.

Today's compendium update also includes Hero, Team, Player, and Tournament Predictions. Test your knowledge of the professional scene by correctly predicting the meta of the tournament before first blood is shed. The more results you correctly predict, the more Battle Points that await. All you need to do is choose.
Dota 2 - Valve
* Fixed a bug with how Quickcast on key down would filter targets (affected cases like Decrepify and Astral Imprisonment)
Dota 2 - Valve
Underhollow:
- Added a ban phase. Each team can nominate one hero that is guaranteed to be banned.
- Heroes now incrementally load during the pick phase. This should help reduce cases in which low-spec machines timeout and disconnect while loading.
Dota 2 - Ward


Dig into the biggest haul of levels and treasures of the season with the Battle Level Bundle, available for a limited time only. From now until the morning of Monday, July 2, Battle Pass customers can purchase this discounted bundle containing 100 Battle Levels, 7x Immortal Treasure I, and 7x Immortal Treasure II for only $24.99.

Limited to one purchase per customer, this bundle offers 75% savings on the combined value of the levels and treasures, and will contribute 25% of each sale directly to The International 2018 prize pool.

With a hoard of exclusive items available only during this Battle Pass season—like the Emerald Abyss Terrain at level 160, custom Lane Creeps at level 190, Lion Prestige item at level 255, Chat Wheel bundle at level 392, Collector's Aegis at level 1000, Epic Caster Chat Wheel pack at level 1205, and much more—the Battle Level Bundle is just what you need to unearth the next stash of treasures and rewards before the season ends.
Dota 2

The history of Dota is the history of ideas being poured into a giant bucket full of wizards. From Aeon of Strife to the wild herds of tower defence games that roamed the plains of the Warcraft III custom map scene, Dota has always been a mongrel thing. In that sense it's appropriate that Steam's former chart-topper should spend the summer paying tribute to the genre that toppled it. Packed in with this year's International Battle Pass is Underhollow, a team-based take on battle royale were teams race to claim a cheese from the denizens of a collapsing underground maze.

Underhollow isn't pure battle royale, however. Its dungeon structure and focus on killing monsters gives it some of the qualities of a MMO raid, and the battles that take place when teams meet are pure MOBA. Think of a Dota teamfight taking place inside a WoW boss chamber on PUBG's map and you're most of the way there.

Its links to the battle pass reward system aside, there's little about Underhollow that couldn't have been done by a determined map maker in Dota 2's community arcade. That said, it's all the better for Valve's resources and craftsmanship—particularly when it comes to the map and monsters monsters, which feature some of Valve's first new art for the game in months.

The monsters are an all-round highlight, actually. Far from being just camps to farm for gold and experience, each room in Underhollow features a randomly-assigned encounter in one of three difficulty tiers, including boss fights. There are MMO-style tank-and-spank fights, 'the floor is lava' encounters, bullet hell wizards, invisible ghosts, and giant Wraith Kings that have to all be slain at the same time to prevent them from respawning.

Figuring out each encounter is the first step, and understanding how to leverage Dota 2's vast pool of heroes to exploit them is the next. Luna's ability to bounce her glaive between lots of different foes is good in most rooms; the fact that she can't switch it off is potentially a nightmare in the room where you have to focus on hitting a big vase rather than any of the trolls standing next to it. Laudably, Valve have made the entire roster of heroes available in Underhollow and been relatively free with how monsters interact with them. They could have stacked bosses up with immunities and forced a particular playstyle, but they haven't and I think the mode is better for it.

It's less balanced as a consequence, however, and while anything can work—this is Dota, after all—there are certain heroes who really love this structure. Axe, for example, thrives in multi-target encounters and is one of the rare heroes who actually becomes more dangerous when a teamfight takes place in a room that's still full of monsters. Zeus' ability to nuke every single hero on the map at the same time is a big force multiplier in Underhollow, where it can sometimes randomly ruin another team's boss battle at the push of a button.

This runs the risk of turning the hero drafting step into the most important moment of the game, with many of my early matches turning into a game of 'PICK AXE'. As an Axe lifer, it's nice to see him get his moment—especially at the expense of perennial pub menace Pudge, who simply isn't very useful in the confines of the dungeon. But this degree of one-sidedness is only forgivable because Underhollow is a throwaway mode to play over the summer. If it became a bigger part of the game—and there's a case to be made for that happening—then you'd want to see something resembling balance, and that'd probably mean a cut-down hero roster.

Underhollow reliably crashes for a number of players at the beginning of a match, forcing them to reconnect this happens without fail, every single time you play, to at least a couple of people.

The biggest issue, however, is stability. Underhollow reliably crashes for a number of players at the beginning of a match, forcing them to reconnect—this happens without fail, every single time you play, to at least a couple of people. Players working to meet their weekly battle points cap will quickly get used to micromanaging their disconnected teammates while they wait for them to load back into the match. There's not much else to say about this other than 'it's bad' and 'Valve should fix it'.

This unreliable performance, coupled with a drive to farm battle pass points, can make Underhollow feel a little disposable—particularly when you're playing with strangers. It's really easy to throw a game away, and do so quickly, and as a consequence you're always at the mercy of your teammates. If all three of you are on the same page, great. If not, it usually means a few rooms of grinding followed by death to the first team you encounter, a trip back to the main menu, and another roll of the matchmaking dice.

This feeling that Underhollow is ultimately a throwaway experience—compounded by the bugs, the imbalance, and its seasonal nature—are a shame because there's something worth exploring here: a worthy extrapolation of traditional Dota. Were it just a little bit more polished, this might have justified the cost of the Battle Pass by itself.

Bonus Underhollow PSA!

Dota 2 is full of ways to be that guy, from spamming pings to premature GGs. In Underhollow, you can identify that guy really easily: it's the person who picks up all of the loot from a dungeon chest straight away, and then sells it without checking to see if their teammates need anything.

Don't be that guy, kids!

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