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@  Gollo : (21 May 2012 - 09:00 PM) loL!
@  xG.Dark : (21 May 2012 - 05:34 PM) es raro que el monk pegue con puños cuando tiene una espada, debería tener una animación diferente
@  xG.SGT : (21 May 2012 - 05:32 PM) si es en windows yo uso Recover4All es buenisimo
@  KaNjy : (21 May 2012 - 05:17 PM) Dicen q saku se la come entera.
@  saku : (21 May 2012 - 04:58 PM) maes, un programa gratis que sirva para recuperar documentos borrados? cual me recomiendan
@  JOKER : (21 May 2012 - 04:20 PM) el ally es tuanis tambien aunque no he visto que muchos lo hagan jeje
@  JOKER : (21 May 2012 - 04:19 PM) si eso es lo ahuevado igual cuando uno esta rodeado de bichos las animaciones de los puños ni se ven jeje
@  xG.SGT : (21 May 2012 - 04:18 PM) mae si son demasaido tuanis, me hubiera gustado q las animaciones de los punnos se remplazaran si uno anda una espaada o arma, pq la arma es meramente cosmetica lol y yo queria hacer un mae con una espada samurai >.<
@  JOKER : (21 May 2012 - 04:16 PM) son bien tuanis las animaciones de las skills de primary los fists eso fue lo que me llamo la atencion jeje
@  JOKER : (21 May 2012 - 04:13 PM) 47
@  Lt Takuma : (21 May 2012 - 04:08 PM) ahhhhhhhhhh cubo horadrico donde estas!!!!!
@  xG.SGT : (21 May 2012 - 04:08 PM) mmm si, mierda q bueno el monk! empeze un monk el fin de semana y q bicho mas PICHUDO! q level es el suyo?
@  JOKER : (21 May 2012 - 04:02 PM) depende del char tambien para monks y barbarians bueno creo que mas el monk tener lifesteal ayude a aguantar un toque mas
@  xG.SGT : (21 May 2012 - 04:00 PM) ahh es el crit damage, no sabia, ok gracias por la info, tons creo q si, es mejor el ataque, lo q voy a hacer es empezar a gastar las gemas con los items y venderlo con todo y gemas para q cuesten mas caro XD
@  Metallan : (21 May 2012 - 03:55 PM) Yo prefiero el ataque. Es que el crit lo que aumenta es el crit dmg, no el crit chance
@  xG.SGT : (21 May 2012 - 03:51 PM) lo q me pregunto es si es mejor en el arma las rojas o las verdes, ustedes q piensan? es mejor tener ataque o critical %?
@  xG.SGT : (21 May 2012 - 03:47 PM) No, el artisan no, me referia al random del blacksmith
@  Metallan : (21 May 2012 - 03:40 PM) Bueno y también voy a buscar uno de los rojos para la XP XD
@  Metallan : (21 May 2012 - 03:34 PM) Diay está vacilón. A mi me sirven los Topaz porque soy Wizard y esos son los que dan int.
@  JOKER : (21 May 2012 - 03:33 PM) el artisan no es random, con cada subida uno sabe lo que va a dar ahi salen en las paginas de blizzard

SUPPORT TOPIC File Information

  • Submitted: May 02 2007 09:49 PM
  • Last Updated: Jan 26 2009 01:52 PM
  • File Size: 3.22MB
  • Views: 7604
  • Downloads: 14,132
  • Versión: 6.59

Download DotA Allstars v6.59

- - - - -



Screenshots
* Some performance improvements
* You can no longer attack items you do not own if they are in the fountain area
* Fixed some rare memory corruption bugs that could cause random abilities/items to malfunction or result in a fatal error
* Added a new subtle cooldown effect to make it a little clearer when spells are in cooldown and when they finish. This is mainly for long cooldown spells where it is sometimes difficult to tell. More work will be done in this area soon, but it needs a bit more time to make sure that anything extra is not visually intrusive. (PGRu-Unexpect3D)

* Reworked Enigma's Conversion (see details below)
* Fixed a bug with Towers AI not defending heroes properly
* Reduced Ironwood Branch cost from 57 to 53 gold
* Increased Blademail duration from 4 to 5 seconds
* Improved Chaos Knight's cast point
* Added a new experimental mode -er (-ExperimentalRunes, see details below)
* Improved Surge duration from 2/3.5/5/6.5 to 3/4.5/6/7.5 seconds
* Decreased Wrath of Nature manacost from 200/380/610 to 150/175/200
* Improved Antimage's Strength by 2 points
* Increased model size of hexed units a bit
* Increased Curse of the Silent AOE and reduced cooldown slightly
* Decreased Powershot cooldown from 12 to 9 seconds
* Decreased Lightning Storm cooldown from 7 to 6 seconds
* Fixed Acid Spray from affecting Tombstone Zombies
* Spectral Dagger no longer gives vision
* Rebalanced Necrolyte's Heartstopper from 250/500/750/1000 AOE with 1% drain to 700/800/900/1000 AOE with 0.5/0.75/1/1.25% drain
* Increased Fury Swipes buff duration from 3 to 5 seconds
* Fixed an issue with unit selection when respawning with Aegis while controlling other units
* When a player leaves, the state of his inventory is now recorded in the replay for easier parsing (Same 8_# actions)
* Improved Eidolons magic resistance a bit
* Fixed some minor technical issues with Mask of Madness

* Fixed scoreboard player names when a player switches with a leaver
* Switch no longer works when only 1 person agrees in a 1v1 situation
* Fixed Zombies continuing to spawn when the game is over
* Fixed Eidolon Acquire range and reduced collision size a bit
* Fixed -switch with frozen leaver heroes
* Abaddon now uses the Death Knight model instead of the Evil Arthas one (practically the same, but commonly requested)
* You now have vision over the area you cast Blackhole in (260562)
* Fixed Aegis dropping when using -switch
* Ball Lightning now gives a proper error message when casting without the required mana
* Fixed allied hero visibility when using -switch in -ah mode
* When players swap heroes, the new player/heroid data for replay parsers are updated
* Changed the model on Eidolons and adjusted the scales a bit
* Fixed some issues with Blackhole's silence mechanism when applied to magic immune units
* Fixed some bugs when using -switch with Meepo


Demonic Conversion:
=====================
Splits any non-hero unit into three Eidolons, killing the targeted unit.
Eidolon's can duplicate themselves once whenever they attack 6 times.

Lesser Eidolon/Eidolon/Greater Eidolon/Dire Eidolon (Same as before)

Cooldown: 35
Manacost: 170

Notes: It cannot target Level 5+ Neutral Creeps



Experimental Runes
====================
This temporary mode changes the rune system to a more experimental one. I will be changing how -er works from version to version to try out different ideas. I don't plan on any one version of the new runes to replace the current system directly, so do not panic Well Instead, it will be used as something to create discussion, spark ideas, find flaws and playtest different concepts over time.

How -er works for this version: Runes spawn simultaneously on both sides at 3 minute intervals (instead of 2). Again I have no plans to make this permanant.



Notes: I wanted to release this sooner rather than later because of some important code fixes. I am planning on finishing the traditional .x9 quest for v6.59b (along with some more balance tweaks) and then followed by TC in 6.60 if everythings work out right.



Enjoy
-- IceFrog




Update: I'm getting lots of emails asking me what .x9 and TC are. Every 9 version there is a hidden side quest in the map. TC is the Tauren Chieftain hero model.




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