Sunday, September 27, 2015

Fate/Another Beta 1.22 Patch Note

* General
- Updated Simplified Chinese tooltips to latest version(run Dota 2 with '-language schinese' launch command)
- Hero Kill experience formula changed
  Level 1 XP bounty : 124->120
  Level 2~24 XP bounty : Previous Level XP bounty + Level*4 + 124 -> Previous Level XP                                                         bounty*0.95 + Level*4 + 100
- Experience gain on new round now scales with the difference between death and kill count
(40%->50% + 1%*(Death-Kill))
- Experience acquisition range increased for hero kill(1300->Global)
- Gold bounty formula changed(1000+Level*100->1300+Level*75)
- Dota 2 default hero kill bounty disabled
- Fixed a bug where heroes did not have base health regen
- Increased base mana regen of all heroes

* Rider(5th)
- Fixed a bug where Attribute:Seal was not properly charming targets to the center
- Fixed a bug where Bloodfort Andromeda was not healing Rider

* True Assassin(5th)
- Fixed a bug where Attribute:Protection from Wind did not negate Saber's Invisible Air
- Ambush cooldown now scales with skill level(24->24/23/22/21/20)
- Snatch Strike damage increased(400/450/500/550/600->400/475/550/625/700)

* Avenger
- Fixed a bug where Demon Core would last forever if toggled on when round ended

Saturday, September 19, 2015

Fate/Another Beta 1.21c Patch Note

* General
- Fixed a bug where some soft dispellable modifiers were not properly cleaned up

* Avenger
- Fixed a bug where obtaining Blood Mark attribute during True Form duration would glitch the ability layout

* Berserker(5th)
- Reincarnation damage count is now reset in the event where Berserker spends God Hand stack

* Lancer(4th)
- Gae Buidhe damage increased(400/500/600/700/800 -> 500/600/700/800/900), cast point reduced(1.2->1.1)

Fate/Another Beta 1.21b Patch Note

* Berserker(5th)
- Updated few outdated tooltip lines
- Attribute:Reincarnation mana cost increased(10->15). Now grants less damage count towards God Hand life stock while Berserk is active(x3->x2). Damage count required increased(12000->20000)

Progress So Far

Since September is coming close to end, I would like to share my progress on stuffs I have promised in the Q4 roadmap. I spent valuable time investigating the stutter earlier in this month(volvo pls) and did not make as much progress as I hoped for, but things are slowly coming together.

Custom UI 2.0
Made a toggle button for direct transfer from shop to hero inventory. Completed side bar info tab. Created a separate panel for Master 2 stuffs(stats, attributes, and whatnot) that can be minimized, although the actual elements are still awaiting for integration.

Some of the things done can be deployed on main client right off the bat, but I am holding off for a bit because Valve has left a real spooky line in their patch note with their initial reborn update :

"Afterwards, we'll begin shifting our attention towards the in-game UI, where we plan to redesign the HUD and work on a variety of other in-game features"

In other words, the new UI optimized for current HUD can turn out to be the nightmare when redesigned HUD drops. I figured I would rather wait a bit and see what they come up with. 


FFA
The church map is done, but I haven't started on implementing FFA logic yet. 

¯\_(ツ)_/¯



Caster(Extra)
There is draft version of tooltips available if anyone cares to read. The concept is 'slippery support mage with sustained DPS'. This task is currently in my scope and I hope to be able to release her on test game by next weekend.



TL;DR : I wouldn't be able to be timely with the promised updates. Spare me, I am trying.

Fate/Another Beta 1.21 Patch Note

Fate/Another Beta 1.21 Patch Note

* General
- Fixed a bug where TP Scroll can be used a moment before entering Reality Marble to escape from it
- Fixed a bug where some items did not require owner to turn towards target location

* Berserker(5th)
- Reworked. Check out the details here

* Saber Alter
- Vortigern post-cast delay incresaed(0.4->0.8)
- Attribute:Sword of Darklight critical rate and damage adjusted(15%->25% proc chance, 400%->200% critical damage)

* Rider(4th)
- Gordius Wheel movement speed bonus per second increased(8->9%)
- Gordius Wheel's current stack of movement speed buff is now soft-dispellable(i.e S Scroll)
- Gordius Wheel's mitigation buff is now hard-dispellable(i.e Rule Breaker, Gae Dearg)

* Berserker(4th)
- Fixed a bug where some spells did not match the property of original Noble Phantasm

* Caster(5th)
- Fixed a bug with Mana Drain/Mana Trasfer being able to target self and receive mana

* Lancer(5th)
- Rune of Flame damage per stack increased(1/2/3/4/5->3/4/5/6/7)

* Red Saber(Extra)
- Mind's Eye replaced with Item Construction in Imperial Privilege selections
- Gladiusanus Blauserum max damage stack increased(340%->360%)
- Fixed a bug where improved Clairvoyance did not have True Sight property

Berserker Rework

Since the days of Score Beta, Berserker remains relatively unchanged hero. While Berserker is still very powerful hero in right hands, the extreme dependency on Nine Lives and, more importantly, God Hands make his playstyle very binary and unfun for both ends. The rework's goal is to allow Berserker to apply decent amount of pressure as a tank even when Nine Lives is down, while toning down the insane swing of power God Hand provides during mid to late game.



New Courage will allow him to make a tradeoff between tankiness and damage at his will, enabling a very aggressive right-click based playstyle while Nine Lives is down. At the same time, Berserker's opponents will have better chance at shutting him down with STR debuff placed.




God Hand used to allow Berserker to be practically an immortal for the rest of game when played by competent player, creating tons of space for his teammate. The changes to God Hand are aimed at allowing enemy team a time to retaliate after spending their resource on Berserker. At the same time, reworked Reincarnation attribute will allow him to not fall off as easily after life stock is depleted, with an incentive to staying in frontline and taking damage - smartly -.



The above tooltips were saved from earlier iteration, so there may be minor difference in actual game.

Saturday, September 12, 2015

Fate/Another Beta 1.20b Patch Note

Fate/Another Beta 1.20b Patch Note

* General
- Tooltip rewrite complete, except for Berserker(5th). Refer to here for detailsLINK
- Fixed a bug where strong dispel(i.e Rule Breaker, Gae Dearg) did not dispel some buffs that could be dispelled by soft dispel(i.e S Scroll)
- Fixed a bug with some abilities missing icon picture

* Lancer(5th)
- Fixed a bug where Rune of Flame was not working

* Rider(5th)
- Fixed a bug where Mystic Eye was not working

* True Assassin(5th)
- Fixed a bug where Dagger Throw would not actually throw dagger at some occurence
- Fixed a bug where Dagger Throw searches for enemies in the fog of war as well

* Berserker(4th)
- Fixed a bug where casting Arondite in high input delay environment sometimes caues it to refund mana and reset cooldown

Thursday, September 10, 2015

Fate/Another Beta 1.20 Patch Note

* General
- Fixed a bug where some particles were not properly cleaned up
- Reverted A scroll particle to 1.18d
- Tooltip overhaul under way, will be finished with 1.20b(ETA: this weekend)

* Assassin(5th)
- Temporarily disabled true strike property(MKB) of Mind's Eye in order to prevent conflict with Avalon mechanism

* Caster(5th)
- Fixed a bug where leveling up spellbook does not reset the contents' cooldown
- Fixed a bug where Silence did not also disarm enemies

* True Assassin(5th)
- Attribute:Weakening Venom AGI bonus damage type changed(Pure->Physical), AGI ratio reverted(2->1), and STR debuff increased(5->12)

* Red Saber(Extra)
- Rosa Ichthys max dash range reduced(2000->1600)
- Attribute:Invictus Spiritus mana cost reduced(13->12)

* White Saber(Extra)
- Fixed a bug where Excalibur Galatine projectile was invisible to enemy

Monday, September 7, 2015

Fate/Another Beta 1.19 Patch Note

Fate/Another Beta 1.19 Patch Note

* General
- Fixed a bug where some summons would be reverted to original health 1 frame after summon as of 9/1 Reborn Patch
- Fixed a bug where a Reality Marble could override the other one when already within it
- Fixed a bug with TP scroll into Reality Marble
- Fixed a bug where losing definition during TP channeling results in a duplicate
- Disabled Mass Teleport Scroll
- Reverted A and S scroll particles
- Ward Familiar vision radius reduced(1600->1250), duration reduced(105->80)

* Lancer(5th)
- Fixed a bug with Rune of Disengage causing CTD when used at some locations

* Lancer(4th)
- Fixed a bug with Attribute:Double Spear Strike not costing mana for secondary spear

* Rider(4th)
- Fixed a bug where Phalanx soldiers were targetable and vulnerable
- Phalanx duration increased(3->6)
- Gordius Wheel can no longer be used within Army of the King
- Fixed a bug where heroes inside Army of the King did not receive skill level bonus in some occurence
- Summon Hephaestion and Summon Waver in Army of the King mana cost reduced(200->150)
- Attribute:Thundergod's Wrath's periodic thunder briefly slows target by 99% instead of ministun. Mana cost increased(17->19)
- Attribute:Bond Beyond Time mana cost reduced(19->15)

* Archer(4th)
- Gate of Babylon and Sword Barrage deal 250% damage to Gigantic Horror
- Fixed a bug where Gram's cast range buffer was lower than intended

* Caster(4th)
- Gigantic Horror passive health regen reduced(5/6/7/8/9/10/11/12/13%->3/3/4/4/5/5/6/6%)
- Few signature beam abilities(Excalibur, Enuma Elish) deal 130% damage to Gigantic Horror
- Archer(4th)'s Gate of Babylon and Sword Barrage deal 250% damage to Gigantic Horror
- Integrate bonus movement speed reduced(200->150)

* True Assassin(5th)
- Zabaniya cast range and buffer range increased(500->600/150->250)
- Attribute:Improve Presence Conealment now allows Ambush to reveal the closest ward within 2500 radius for 5 seconds at cast. Mana cost reduced(19->17)
- Attribute:Weakening Venom AGI ratio increased(1.0->2.0)
- Fixed a bug with Combo:Delusional Illusion persisting even when Assassin is killed

* Red Saber(Extra)
- Tres Fontaine Ardent cleave damage reduced(60%->30%), AGI bonus reduced(20/30/40/50/60->17/24/31/38/45)
- Mind's Eye level 2 critical rate reduced(22%->17%)

* Misc
- Test version is now public

Sunday, September 6, 2015

Fate/Another Beta 1.18d Patch Note

Fate/Another Beta 1.18d Patch Note

* General
- Changed particle of A and A+ scroll

* Saber
- Fixed a bug where Invisible Air projectile was slower than intended

* White Saber(Extra)
- Fixed a bug where Attribute:Blessing of Fairy's cooldown could be reset with 2nd Command Seal

Saturday, September 5, 2015

Fate/Another Beta 1.18c Patch Note

Fate/Another Beta 1.18c Patch Note

* General
- Cleared default cosmetics for following heroes :
Avenger

Caster(4th)
White Saber(Extra)
Saber(Extra)
Rider(4th)
Lancer(4th)

Note that equippable cosmetics are still problematic

- Cleared several Dota 2 BGMs

Fate/Another Beta 1.18b Patch Note

Fate/Another Beta 1.18b Patch Note

* General
- Fixed a bug where C scroll projectile had its own vision
- Fixed a bug where enchanted mango could be bought

* Berserker(5th)
- Fixed a bug where Fissure Strike had level interval of 2 instead of 1

* Lancer(4th)
- Fixed a bug where base Magic Resistance was lower than intended

* True Assassin(5th)
- Backswing animation now matches actual attack
- Fixed a bug where Dagger Throw's cast range was not dynamic(ty volvo)
- Fixed a bug where Ambush attack modifier would remain if projectile is disjointed
- Fixed a bug where Protection from Wind did not avoid damage from Saber's Strike Air
- Combo:Delusional Illusion Zabaniya damage increased(Abmush Lvl*60+100 -> Ambush Lvl*80+120), bleeding damage removed

Also, please refer to this post for details regarding playtests.

Friday, September 4, 2015

We Are at War

Greetings,

It has been a year since I ventured into the modding scene and I am very glad to see the game is coming together pretty nicely, but there is one big issue that has been lingering since the introduction of Reborn client: the late game spike caused by memory leak.

I have been getting a lot of complaints about this, and I feel you all. Being a 9-year veteran, I know how crucial it is to create a lag-free environment where you can actually perceive the approaching 3k nuke of death and react appropriately. With this post, I would like to clear up some misunderstandings and introduce a possible solution.


Why is it so difficult to fix?

1 . Main client and Tools client are not identical

Not everything works in main game even if it works fine on developer platform. The most recent example would be the hero selection bug on 9/1; I was shocked when I got a report saying all Servants were unpickable on main client just as I was testing Rider(4th) on tools client. There had been easily more than 100 instances of inconsistency like this over the year and there are still few, including the cosmetic API

2 .The beta traps are everywhere
Since the introduction of Dota 2 Reborn, a tinker main had insane lag as the game progresses. He tried reinstalling Dota 2, did clean install of OS, and just about anything a Dota 2-addict could possibly imagine. Nothing worked out.

Later, he found out a particle attached to Tinker immortal was causing memory leak.

If you think that's funny, here's another. Some custom games, especially the ones that involve around terrain modification, were suffering from lag. Those games were not even close to being resource-intense and had never had such problem back in Source 1 days.

It was fixed as of July 23, because Valve found out that a function that gets all trees around certain point was causing memory leak.

There are more, but just be reminded that we are still in alpha from custom game developer's perspective. Source 2 library packs some really nasty APIs that can make your game suffer as whole for the simplest task.


Proposed Solution

With all that said, you may ask: Alright Dun, tough luck, but does that mean we should just sit and watch until Valve perfects their engine?

To be honest, this could may as well be sloppy job done on my end, and that's the worst part of issue; I do not know whose fault it is. Given that I have not had any prior experience with code/particle optimization, it is very well possible that Valve is innocent and I am just being silly with excuses.Knowing Valve is unlikely to spoonfeed me with information, it is about time I took a more serious action.

As mentioned above, we do not know what is causing memory leak yet, so the first approach should be the method of deduction, with more focused investigation to follow. Over the next few days I will be hosting a test game with an exclusion rule - no item, no ability, etc -. Once the house rule where no spike occurs is found, we will be further enforcing the exclusion inside that rule to find out the culprit.

I would very appreciate it if everyone reading this post would be co-operative and join the test lobby when you see one.





Here are some food for thoughts :

1. On tools client, I ran a script that commands all heroes to use their abilities whenever the cooldown allows for 11 hours one day, and had no issue with lag. This probably indicates the memory leak is only happening on main client and involves networking.

2. It was investigated that higher-skilled games are more likely to get the spike at earlier stage of game.

3. A seemingly random crash is likely caused by host's memory not being able to keep up with the memleak

Wednesday, September 2, 2015

Fate/Another Beta 1.18 Patch Note

* Saber Alter
- Attribute:Improve Mana Shroud now allows Mana Burst and MAX Mana Burst to deal bonus damage based on INT, instead of flat values(3*INT/5*INT respectively)
- Combo:MAX Mana Burst combo input time increased(4->5 seconds)

* Archer(5th)
- Base health reduced(1150->1100)
- Fixed a bug where sword models from Sword Barrage - Confine were selectable

* Lancer(5th)
- Fixed a bug where Rune of Trap had global range

* Rider(5th)
- Attribute:Monstrous Strength no longer grants attack speed bonus.

* Assassin(5th)
- Heart of the Harmony and Combo:Tsubame Mai now have 3000 range cap.

* Saber
- Fixed a bug where Avalon had infinite proc range

* Caster(5th)
- Workshop no longer grants passive vision to enemy. Enemy gets a ping to its location on minimap every 15 seconds

* Caster(4th)
- Summon Oceanic Demon summon count decreased(3/4/5/6/7 -> 3/3/3/4/4)

* Berserker(4th)
- FIxed a bug where Berserker's Tsubame Gaeshi could proc Avalon submit to reddit