[Release] Heroes of Newerth LAN Edition by Sordi

04/26/2010 11:23 Sordi#76
Upload Finished

Bugs please in this format:

Example

Hero: Engineer
Attack Nr: 4 (Electro Shield)
Description: Enemys can leave the field and donīt get stunned.

Edit: Plague Rider fixed with little change to ultimate.
Come on guys. 11 complete downloads and no one testet yet?
04/26/2010 21:34 .GL.#77
Ok, thanks again =)
And here go few buglist entries:

Runes:
Regen rune effect doesn't dispel on damage

Hero: Slither
Attack #3 (wards)
Description: They should have counter like chippers rockets, so it will possible to plan them in burst-style.
04/26/2010 21:37 CaitSith#78
One question:
It's possible, with the practice AI, and uploading him, to make bots on Lan game?

TP bug is fixed?

Edit: Sorry, i can download on night only :/...
04/26/2010 21:57 Sordi#79
Quote:
Originally Posted by .GL. View Post
Ok, thanks again =)
And here go few buglist entries:

Runes:
Regen rune effect doesn't dispel on damage

Hero: Slither
Attack #3 (wards)
Description: They should have counter like chippers rockets, so it will possible to plan them in burst-style.
Yes its not a bug, its a feature. xD
I disabled the dispell on dmg, because I have to use a little hack to get the charges working. Like with Panda or Chipper they use a function the old engine cannot handle. I hacked this with a little trick. I make a 1 dmg hit to themselfe everytime they get a counter and absorb the 1 dmg. This way it is possible to get the charges working. Problem was that the mana or health pot or regen rune disspells. For balance reason I removed all the disspell on dmg at mana or health or regen rune. But because its for everyone the same it should not unbalnce the game and the charges are working.

Slither is from version 1.28 and nothing changed, so normally the attacks should all be working as they should. I will change the attacks of the old heroes later, when most of the other new heroes are working because its some work to implent to the old engine. There are a lot of new function in the new engine I have to code a workaround to get them work in the old engine. See charged. ;)

But thanks for testing. Let me know if you find something not working right.

Tp bots. No its not possible. the practice mode is from the new engine and even s2games does not implent bots. Sry. ;) Gather some friend and play on lan or over the internet with hamachi or something like this. ^^

EDIT: What you mean with TP bug?
04/26/2010 23:45 Dido222#80
Hero: Pandamonium
Skill: 3
The stun triggers too soon, it doesn't trigger when he lands on ground. Also, he stuns himself whether he hits someone or not.
Also, attack modifiers do not apply to the ultimate or flurry.

Hero: Deadwood
Skill: 1 doesn't work
Skill: 2 how does infinite tree throws sound? :D
Skill: 3 doesn't work
Skill: 4 anyone behind the target doesn't get the -strenght debuff


Btw, thanks for the game and updates, but why you rolledback the items? I mean, there aren't all again.
04/26/2010 23:49 CaitSith#81
Tp bug= There is no tp casting time.=no homecoming stone casting time
04/26/2010 23:52 CaitSith#82
Quote:
Originally Posted by Dido222 View Post
Hero: Pandamonium
Skill: 3
The stun triggers too soon, it doesn't trigger when he lands on ground. Also, he stuns himself whether he hits someone or not.
Also, attack modifiers do not apply to the ultimate or flurry.

Hero: Deadwood
Skill: 1 doesn't work
Skill: 2 how does infinite tree throws sound? :D
Skill: 3 doesn't work
Skill: 4 anyone behind the target doesn't get the -strenght debuff


Btw, thanks for the game and updates, but why you rolledback the items? I mean, there aren't all again.
If you look previous and the first page, they already say it^^...
04/27/2010 08:22 Sordi#83
Quote:
Originally Posted by Dido222 View Post
Hero: Pandamonium
Skill: 3
The stun triggers too soon, it doesn't trigger when he lands on ground. Also, he stuns himself whether he hits someone or not.
Also, attack modifiers do not apply to the ultimate or flurry.

Hero: Deadwood
Skill: 1 doesn't work
Skill: 2 how does infinite tree throws sound? :D
Skill: 3 doesn't work
Skill: 4 anyone behind the target doesn't get the -strenght debuff


Btw, thanks for the game and updates, but why you rolledback the items? I mean, there aren't all again.
I did not yet fix dreadwood, like the changelog says. The eraly trigger with panda is correct becaus its atm not working without the eraly trigger. I rolled back the items because lot items did not work and the shop interface was not able to handle all items. I will change them back in and fix the shop interface when most heroes are working.

TP Castingtime? xD WTF is TP? xD
04/27/2010 08:32 .GL.#84
ok, another buglist entry and couple of general thoughts. ;)

Bug:
Hero: Puppet Master
Attack #3 (whiplash)
Description: Countdown is not working. (it should lose 1 charge every few seconds)

General ideas:
As I get it, vector targeting is unavailable, thus Zephyrs gust (skill #1) is the way it is now... My suggestion is to make it double skill (kinda like Soulstealer hands), adding one that gusts enemies towards our bird =)
And another idea is about Forsaken Archer skeletons. May be it is possible to code them like defiler ult? Only thing is that you need to make them killable by foes and I'm not that great with HoN code to say if it's possible %)

PS TP = teleport ;)
04/27/2010 08:55 Sordi#85
Quote:
Originally Posted by .GL. View Post
ok, another buglist entry and couple of general thoughts. ;)

Bug:
Hero: Puppet Master
Attack #3 (whiplash)
Description: Countdown is not working. (it should lose 1 charge every few seconds)

General ideas:
As I get it, vector targeting is unavailable, thus Zephyrs gust (skill #1) is the way it is now... My suggestion is to make it double skill (kinda like Soulstealer hands), adding one that gusts enemies towards our bird =)
And another idea is about Forsaken Archer skeletons. May be it is possible to code them like defiler ult? Only thing is that you need to make them killable by foes and I'm not that great with HoN code to say if it's possible %)

PS TP = teleport ;)
EDIT: Puppet Master is working good. it losses one charge every attack. At the 5th attack it does splash dmg and resets the charges to 5. All working like it should.

Ye I changed Zephyrs first Attack do push enemys away? Is ist the other direction? Pull them to him? xD I never thought about that. I have to trie in the 3.3.4 game. ^^
04/27/2010 10:41 Dj Got3n#86
Hi , great job Sordi.
Nomad isn't implemented in the version, can you say me how to do it?
I have found in the game_hero_select.interface the boxes for the heroes, but i dont know how to put in.
Thanks you.
04/27/2010 10:44 .GL.#87
Quote:
Originally Posted by Sordi View Post
EDIT: Puppet Master is working good. it losses one charge every attack. At the 5th attack it does splash dmg and resets the charges to 5. All working like it should.
Puppet master was changed so that his whiplash loses 1 charge when doesn't attack for a while. I checked and looks like there's a code for this in his files already, it just doesn't work, probably a workaround is needed >_>

Quote:
Originally Posted by Sordi View Post
Ye I changed Zephyrs first Attack do push enemys away? Is ist the other direction? Pull them to him? xD I never thought about that. I have to trie in the 3.3.4 game. ^^
The thing is that in official server you choose direction for gust without taking Zephyrs location into account. I suggested double skill mechanic to add functionality to the skill. In its current form it's an escape tool mostly, but if you add reversed direction, it will be useful as chasing tool as well ;)
04/27/2010 11:57 Sordi#88
Why should puppetmaster lose one charge. I whould rather set charges back to 5 if he doesnīt attack, so he cannot "save" the splash for a certain moment.
But atm its ok how it is. I will change things like that later if other stuff is working.

With zephyr is a problem yes. Vectorattacks not working. I will think about a way to add reverse directon.

For now. Whould a escape or a chase attack better for zephyr.
04/27/2010 12:03 Sordi#89
Quote:
Originally Posted by Dj Got3n View Post
Hi , great job Sordi.
Nomad isn't implemented in the version, can you say me how to do it?
I have found in the game_hero_select.interface the boxes for the heroes, but i dont know how to put in.
Thanks you.
Ohh yes I see. To enable Nomad again:
1. Open file "Heroes of Newerth/game/heroes/nomad/nomad.entity" with a text editor.
2. Change team="dev_legion" to team="legion"

Thats it. Nomad is now selectable.
04/27/2010 12:57 .GL.#90
Ok, I toyed with Forsaken archer a bit and I think I got her skeletons a bit closer to original. Here's my
Heroes Of Newerth LAN by Sordit Aktuell\game\heroes\forsaken_archer\ability_03\pet \pet.entity
New part in bold.
Code:
<?xml version="1.0" encoding="UTF-8"?>
<pet
	name="Pet_ForsakenArcher_Ability3"
	
	icon="icon.tga"
	portrait="icon.tga"
	model="model.mdf"
	skin=""
	
	passiveeffect="effects/passive.effect"
	spawneffect="effects/spawn.effect"
	respawneffect=""
	selectsound=""
	orderconfirmedsound=""
	
	preglobalscale="1.65"
	modelscale="1.0"
	effectscale="0.9"
	boundsheight="64"
	boundsradius="16"
	selectionradius="36"
	targetoffset="0 0 54"

	movespeed="420"
	turnrate="320"

	maxhealth="20"
	healthregen="0"
	immunity="MagicImmunity1"
	maxmana="0"
	manaregen="0"
	diewithowner="true"
	unitwalking="true"

	armor="0"
	magicarmor="0"

	cancarryitems="false"
	inventory0=""
	inventory1=""
	inventory2=""
	inventory3=""
	inventory4=""
	inventory5=""
	inventory6=""
	inventory7=""

	attackduration="1000"
	
	attackactiontime="500"
	
	attackcooldown="1600"
	attackdamagemin="14,20,26,32"
	attackdamagemax="20,26,32,38"
	attacknumanims="2"
	attackoffset="0 30 100"
	attackprojectile=""
	attackrange="90"
	attackstarteffect=""
	attackactioneffect=""
	attackimpacteffect="/shared/sounds/impacts/impact_flesh.effect"
	attacktargetscheme="visible_enemy_objects"
	attacktype="melee"
	combattype="Melee"

	aggrorange="600"
	sightrangeday="1000"
	sightrangenight="600"

	experiencebounty="5"
	goldbountymin="5"
	goldbountymax="5"
	
	corpsetime="2500"
	corpsefadetime="5000"
	corpsefadeeffect="/shared/effects/corpse_sink.effect"
	
	lifetime="30000"
>
[B]	<onspawn>
		<order command="aggressivewander" source="this_entity" target="this_owner_entity"/>
		<applystate name="State_ForsakenArcher_Ability3_Pet_Aggro" proxy="this_owner_entity" duration="1000" />
	</onspawn>[/B]
</pet>
But it's far from perfect, I think it's impossible for them to get their low priority target status. >_>