The following changelog has been automatically generated from GameTracking data.
General
- Updated localization files for Norwegian, Turkish, English, Korean, Russian, Simplified Chinese, and Bulgarian
English Localization
- DOTA_Hero_Selection_NewPlayerPool_CarryCategory:
Carry - 3 Per Team› Core - 3 Per Team - dota_tip_advanced_1:
Reliable Gold is earned from killing Heroes, Roshan, and Couriers, from the destruction of enemy Towers, or from using Hand of Midas. All other earnings are Unreliable Gold, which can be lost upon death.› Reliable Gold is earned from passive gold and activating Bounty Runes. All other earnings are Unreliable Gold, which can be lost upon death. - DOTA_Glossary_LastHits_Deny:
When a friendly Unit falls below {d:DOTA_DEFAULT_UNIT_DENIABLE_PERCENT}%, friendly Heroes are also given the opportunity to Last Hit, resulting in a Deny. When a Unit is Denied, it gives a small amount of Gold to the Denying Hero, and reduces the Experience given to enemy Heroes.› When a friendly Unit falls below {d:DOTA_DEFAULT_UNIT_DENIABLE_PERCENT}%, friendly Heroes are also given the opportunity to Last Hit, resulting in a Deny. When a Unit is Denied, it reduces the Experience given to enemy Heroes. - DOTA_Glossary_Death_GoldLoss:
Additionally, players lose 1/40th of their current unspent Gold whenever they die (Reliable Gold, which is Gold gained from certain sources such as killing enemy Heroes, is exempt from this).› Additionally, players lose 1/40th of their current unspent Gold whenever they die (Reliable Gold, which is Gold gained from passive income or activating Bounty Runes, is exempt from this). - DOTA_Glossary_Channeled_Desc:
Channeled Abilities are Active Abilities that require the Unit to perform no other Actions during the Channel duration. The Ability may require a Channeling period leading up to the casted Effect, or it may be active during the entire Channel period. Channeled Abilities can be interrupted by Stuns, Fears and Roots.› Channeled Abilities are Active Abilities that require the Unit to perform no other Actions during the Channel duration. The Ability may require a Channeling period leading up to the casted Effect, or it may be active during the entire Channel period. Channeled Abilities can be interrupted by Stuns, Fears and Silences. - DOTA_Glossary_Root_Desc:
A Rooted Unit will have many Actions (such as Channeled Abilities) interrupted. When a Unit is Rooted, it is unable to move, and is prevented from using most movement related Abilities.› A Rooted Unit will have many Actions (such as Teleporting) interrupted. When a Unit is Rooted, it is unable to move, and is prevented from using most movement related Abilities. - DOTA_Glossary_Map_Shops_Secret_Desc:
Two Secret Shop locations exist on the Map which sell Items that cannot be purchased at the Home Shop, many of which are components for the most powerful Items in the game. The Secret Shop also carries a small selection of Home Shop Items.› Two Secret Shop locations exist on the Map which sell Items that cannot be purchased at the Home Shop, many of which are components for the most powerful Items in the game. - DOTA_Glossary_Map_Structures_Barracks_Melee_Desc:
Spawns Melee Lane Creeps. When destroyed, Super Melee Creeps will spawn in that Lane. Has a Last Hit Bounty of {d:DOTA_BARRACKS_BOUNTY_GOLD_MIN}-{d:DOTA_BARRACKS_BOUNTY_GOLD_MAX} Gold, and destroying it rewards {d:DOTA_MELEE_BARRACKS_GOLD_PER_PLAYER} Gold per player.› Spawns Melee Lane Creeps. When destroyed, Super Melee Creeps will spawn in that Lane from the opposing side. Has a Last Hit Bounty of {d:DOTA_BARRACKS_BOUNTY_GOLD_MIN}-{d:DOTA_BARRACKS_BOUNTY_GOLD_MAX} Gold, and destroying it rewards {d:DOTA_MELEE_BARRACKS_GOLD_PER_PLAYER} Gold per player. - DOTA_Glossary_Map_Vision_FlyingVision_Desc:
Certain Units or Abilities provide Flying Vision which is not blocked by higher elevation terrain, but is still blocked by trees.› Certain Units or Abilities provide Flying Vision which is not blocked by higher elevation terrain. - DOTA_Glossary_Teamwork_Objectives_Barracks_Desc:
Enemy Barracks reward per-player Gold when destroyed and do not respawn. They also cause Super Creeps to spawn in that Lane. Super Creeps have more Health and Damage, and will cause the Lane to Push even farther into the enemy Base. Super Creeps also have reduced Gold and Experience Bounties, which reduces the pace at which enemy Heroes can Level and purchase Items, giving you a permanent advantage for the remainder of the game.› Enemy Barracks reward per-player Gold when destroyed and do not respawn. Destroying the enemy Barracks also causes Super Creeps to spawn in that Lane from the opposing side. Super Creeps have more Health and Damage, and will cause the Lane to Push even farther into the enemy Base. Super Creeps also have reduced Gold and Experience Bounties, which reduces the pace at which enemy Heroes can Level and purchase Items, giving you a permanent advantage for the remainder of the game. - DOTA_ChatTarget_NewPlayer_Global: Global
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Dota 2 Content
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Extra notes