Dota 2
aghanim2 996
C.A.T.  [developer] Jan 20, 2022 @ 6:37am
Does anyone want new bosses or more new heroes or harder?
:steambored:
Show your ideas and I need your voice!
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Showing 1-15 of 16 comments
****ay Feb 24, 2022 @ 7:01pm 
i suggest u can make more item upgrade
like butterfly lvl 2
or BKB lvl 2
C.A.T.  [developer] Feb 24, 2022 @ 7:07pm 
Oh Finally heard ur voice haha! I'll do it right away this weekend! :)
I want to help in the creaton of new Heroes like Pudge, Chaos Knight and Marci... But I can't even find the way to start a new Aghanim mod [can't find the vmap for the Hammer :hatty:]
C.A.T.  [developer] Mar 30, 2022 @ 7:40pm 
open the project in tool mode and open the console then Using this command
dota_launch_custom_game [YourProjectName] [YourProjectMapName]
such as: dota_launch_custom_game aghamin2 hub
by the way,vmap is cannot be decompiled bro :)
p1ayM0NKEY May 24, 2023 @ 9:39am 
i agree with the comment regarding new items, but perhaps not upgrades but insead combinations (like Heart of Tarrasque + Radiance, etc.)
Lerkan May 31, 2023 @ 12:15pm 
What were the new "5 agi heroes" that were added?
Please write more detailed update description.
Please give list of commands available if you want to try and play around with heroes.
Good work adding new heroes! Just make sure they actually have legendary shards and not only those "General" ones that are on some heroes.
Add Aghanim and Aghanim shard as a bought item?
KDG Saunter Oberon Jun 13, 2023 @ 7:41pm 
re-rolling on the aghs shards at the beginning of the game would be nice.
you can get 3 different sets of stats on almost all of the options at the end of each room - i.e. cooldown reduction for a spell can be 21%, 28%, or 35% - normal rooms that give normal shards seem to only offer one value for each available option, but otherwise this applies to every elite room at every depth. so I can finish an elite room on 1-3, and get 35% cooldown reduction, but then for the same spell at 3-3 get 21%. I feel like this is counterintuitive, we should be scaling up as we go through not down, no?

An idea but not necessarily the only solution; for all depth 1's, only access 21% and 28%, and make the latter half as likely as the former. for depth 2's, 28% and 35%, and then for depth 3's 35% always. so you could imagine them as different tiers of elite shards-> and make depth 1 access t1-t2, depth 2 access t2-t3, with depth 3 always t3.

many shard options increase stats that are not listed on the ability, so It is hard to make relative comparisons; was playing sven earlier today, and it gave me an option for 500 cast range and stun duration - there is the range finder aura yes but because of the novelty of interactions of spells many of the rangefinders are inaccurate - in normal dota cast range does not increase aoe's, but tinkers cast range in this mode increases it, and you start with cast range that also seems to effect it - so when im looking at svens stun, with the rangefinder showing, im still really not actually sure how much of an increase that is - 10%? 45%? 100%? how much is the range that the 500 is getting added to?

it seems like it would be alot of work to go onto each hero and each icon and check which ones arent showing what - i thought an easy enough solution would be to edit the icons on the shard options; when you normally hover over it it shows you the tool tip for the spell, all well and good - rather instead, have it specifically only show the stat that the shard effects, and have its current value in white, and arrow to the right, and then the new value in green - for example
I have a single target spell, 100 dmg, 10 second cooldown, 500 range - complete the room, shard options pop up - one for 21% cooldown, one for 100 dmg, one for 100 range:

21% [SPELL NAME] Cooldown Reduction
Icon for spell
*hover over icon*
tooltip simply shows 10 -> 7.9 , with 7.9 in green

+150 [SPELL NAME] Damage Bonus
Icon for spell
*hover over icon*
tooltip simply shows 100 -> 200 , with 200 in green

+100 [SPELL NAME] Range Increase
Icon for spell
*hover over icon*
tooltip simply shows 500 -> 600 , with 600 in green

This allows me to quickly and easily see that unless I am specifically after the range for a build or other purpose, that it is not as good of a talent as the damage one, because while they are both +100, one is a 20% increase and the other is a 100% increase.

The alternating semantics makes a quick glance sufficient to tell them apart, so using increase exclusively on range talents and bonus exclusively on damage talents, or whatever the preferred terminology, would also be nice but not that important i guess. you may have also already done this in hindsight, if so ignore me aha

centaur one shots himself with multi cast and double edge(you dont die but you know, 1hp and the next atk kills me), I feel like it is not intended design for the hero with like 6.5k hp to one shot himself with a level 1 skill. and even without multicast it seems to basically be an unusable spell - even if I exclusively stack magic resist and spell lifesteal, just the level one version of it is genuinely terrifying to try and use unless it is lethal damage on the last enemies in the room or in range of aggro. itd be nice if one of his shard options, or maybe somewhere in his talent tree, if we could reduce the self damage taken, or get massive magic resist or spell lifesteal, even if it only applies to double edge and nothing else.

give ogre magi all the talents he had from aghs 1 and aghs 2 - interesting combos are ripe for the picking, and in time any problems for tweaking is a bridge that can be crossed at that time.

agh 2 extend is another arcade mode trying to recreate aghs lab 2, and currently is not functional. I dont want to say "rip that guy off" but there are heros in that mode that are not in this mode, so checking that out might serve as inspiration for more ideas ;)

svens stun could bounce, like dazzles poison touch from aghs 1 - number of bounces 1.5x - 3.5x (idk what would be balanced)(scale with level of stun?)stun duration, and idk how much you want to modify it but...maybe increasing damage or increasing stun time? and that could be 1/X of its radius, maybe 1/10th % - so 400 radius would make it increase damage (or stun duration) by 40% per bounce, 3 second stun at lvl 1 would make it bounce 4 to 5 times, 3 second stun at lvl 4 would bounce 10-11 times- this also incentivises radius or stun duration talents, instead of just stacking dmg.

make the random passive and random ultimate talents a draft pick - its annoying getting an amazing passive and then getting like...drow aura on a melee hero. It would save me many mulligans(immediately just quitting before the first room and trying again).

not necessarily for us, and maybe something already in place, apologies if im back seat driving just thinking here - you could add a counter into the game, siltbreaker 2023 and other game modes seem to have a way of carrying over previous run's progress , so I was essentially just thinking you could put some kind of tracker in there , and get a running tally of what talents and items people are picking , and just have it log there choices each time they get back from a depth and back to the main room, like takes a "screenshot"of their hero as they walk through a "gate" or threshold back into that starting room.

knowing the frequencies of the hero's picked and the choices made would give you ideas for supply/demand buff nerf, constant flow of information without needing to rely on the player base to actively participate in the information gathering - not that I think asking the people playing the game is a bad idea, i simply mean so you dont have to rely on it, like on top of asking the playerbase it would serve as an avenue to more information :). wont necessarily tell you how to change them but would highlight what needs changing.

hope it helps, sorry its long; I love your work, good luck have fun!
Originally posted by Lerkan:
What were the new "5 agi heroes" that were added?
Please write more detailed update description.
Please give list of commands available if you want to try and play around with heroes.
Good work adding new heroes! Just make sure they actually have legendary shards and not only those "General" ones that are on some heroes.
Add Aghanim and Aghanim shard as a bought item?
uh.. ember riki bloodseerker arc warden and dusa, i believe....
and then bloodseeker was taken out - before i even got to try sadge XP

I still think this is a fair comment he makes though DEV person, specific details on who was added would be nice, or info on specifics surrounding new items - but if you have to choose between adding more game features vs telling us about the new game features, i definitely would choose the former -its not that bad to just play the new hero 7 times in a row and work it out that way xD in my humble opinion

how do I get 2 soul runes in one run? I can't get to the final upgrades of the hurricane pike and purple sword thing. The soul rune seems to be activate-able, like consume on use apply to something, but nothing I try to click it on works - it can be built into those new items but as I can only seem to get one per run, I cant get to the final tier - was wondering if thats a bug or just a to-be-released thing?

same with uh, tyrfnir - its stats seem to imply I can level it up like a dagon, but just a sinlge extra recipe does nothing, buying a second one just gives me 2 of them at the base level, and the soul rune doesnt seem to be compatible with it,theres no building soul rune into it or using soul rune on it that I can seem to manage -elucidation would be appreciated ^_^
Nemesis 1941 Jun 13, 2023 @ 10:19pm 
For Heroes, I think you should add legendary shards for the current heroes that don't have any before adding anymore new ones.

Have you looked at Aghanim's Pathfinders and Aghanim2 Extend for ideas on such legendary shards? For example, Marci was added to Pathfinders, so you could use her legendary shards from there over here.
TA - legendary shard - haven't thought of a name for it -living in a bubble ? lol
refraction can be applied to enemies , with negative effects
option 1) only puts damage block instances on them, and stops that many instances of outgoing damage

option 2) bonus damage is now damage removed from right click, instance block now consumes 1 instance to block 25% - 100% of spell damage( scaling with levels/shards), as well as X% - Y%(15% - 90%, +25% per level, diminish stacking with status resist maybe?) of debuff duration (scaling with levels + shards)
2b) damage stacks = damage block, spell dmg scales with levels, debuff duration scales with number of insances

Option 3) refraction instances can be put on enemies, and causes their attacks and spells to fracture into X many pieces, dealing 1/X of the damage, X being its max target count, Max target count is based on number of refraction instances. these spells and attacks now consider TA as their source, applying spell amp, attack modifiers, lifesteal, bonus dmg from refraction shield, etc. half/only a percentage of effectiveness/cannot be used on bosses


TA - legendary shard - dont have a name for it, something about a mirror or inversion

can autocast refraction, causes refraction shield to only have 1 instance on the outside, but unbreakable for its duration, bouncing enemy attacks out in "random" directions(not really random but not just reflect at the enemy who did it either, have them bounce off at angles like pool balls would, or like have them run over and along the outside of the shield and bend of in degrees, make it a bit chaotic for novelty, ya know?)

HOWEVER, also stops friendly spells attacks and item effects that try to leave it, is breakable from the inside, has half as many instance counts(or not idk), but breaking those instances instead of destroying the attack or spell instance, add damage to them - when the shield breaks these attacks and spells fly out targeting the closest enemy

you could get this talent and the one for putting refraction on enemies, and then have it throw a bunch of stuff which would just bonce around inside and then hadouken it at the end for a big burst.

if there was a third legendary shard that made Ta's refraction explode for damage dealt to it/absorbed by it, those three together could be a build for her.

Ogre magi - Legendary shard - double it and give it to the next person

multicast can be activated or can be put on autocast -> multicasts now instead richochet like chain lightning or mystic snake, but doubling dmg each time it moves to a new target - can bounce to the same target, counting as a new spell that has half chance to multicast- half the mutlicast every time this occurs

Ogre magi - optimisation - please let ogre sell intelligence books when they drop, or somehow code it in to just drop something else or extra gold. I can't use them at all... I mean you can but they don't do anything. I don't know if it's this mode or the other mode but there is an aghs lab where you can turn ogre magi into a universal stat hero, and even when you do that, those int books don't do anything to him at all.

Bug - Legendary shard:
"Gain a random passive ability" sometimes gives you nothing.
or rather, maybe it does give you something but doesnt give u an icon, so you have no idea what it is, and as best I can tell playing when this happens, no extra effects of any kind are taking place- it seems to happen if I pick the legendary shard before I level any skills-

Bug - Legendary shard - Lina's fiery soul
I got fiery soul (or whatever lina's attack speed and move speed stacks per spell cast thing is called) as a passive random ability and it did not give a buff icon indicating it was working, and in between casting spells I would hover mouse over my character info to see if attack speed or move speed was increasing but it didn't display any changes. As far as I could tell it also was not taking effect so I don't believe its just a visual , display or user interface error, it seems to be the actual spell doesn't work. It might be looking for linas spells? IDK I don't know anything about coding I shouldn't speculate..

Feedback/Misc. - Legendary shard - Gain passive ability + Gain passive ultimate ability
so far I have gotten multi cast, and pa's ult well over 20 times each, but have never seen necrophos's passive once. I have gotten tiny's ult many many many times but have never seen counter helix. the game seems to be specifically weighting or favouring a very small list of passives- is this intentional? In my humble opinion, variety is always best; I know nothing about coding but in terms of like the logic of interactions and mechanics you can just steal/borrow from ability draft , and then maybe just add selective individual limitations as we discover the need for it - like not letting melee heroes get drows aura.
NB: I noticed you literally turned around and fixed that the SAME DAY that I mentioned, thats really awesome I appreciate that so much thankyou thankyou

Also just a random Idea idk maybe just me but - could you possibly give like, a toggleable option or something to let us play all of the heroes with this custom list/default list of legendary shards you've got going? or instead maybe just add the "gain random passive"and "gain random ultimate" into the legendary shard pool for all heroes? they are really fun its a big hit in my book and there are lots of heroes that like, you only need 2 or 3 of their abilities for a build, and the other shards are just for alternate builds or like going 2 builds at once - i think it could be alot of fun to get 2 of the legendary shards for like... okay like for dragon knights stun build, but then get like lunas glaives, and then the shield flying out would hit in an aoe, and then richochet little shields inbetween them while the big shield went on to bounce and come back hahaha itd just be funny to watch... ooh or moon glaives plus zeus's lightning bolt on right click, and then the chain lightning would be like firing out in splintered directions and look like an actual lightning botl hahhahaa.... idk why both my examples were moon glaives lol thats not the only option but you know im just saying it could be fun and adds variety flexibility, incentivizes creativity in builds
Ogre magi - Legendary shard - True random
When ogre procs multicast/ if multicast is set to autocast and ogre procs multicast/becomes an activate-able spell that when activated and ogre procs multicast, each successive cast will be of a random spell. ANY, random spell, not just his spells. not even just hero spells, the enemies in this game mode. I wana mutlicast ignite and see aghs fire beam. I wana dagon and also euls two enemies next to it at the same time. ♥♥♥♥♥♥♥ RANDOM random, yah get me? ;P excuse the french.

Chaos knight - legendary shard - True Chaos

any available input, has a random chance of doing...a different input. right click attack? nope cast ult. Use phase boots? nope bkb. but the cooldown is still what the original input was - so I use my W, it uses Ultimate instead...but my ultimate is now only on cooldown for 6 seconds. if you proc something with right click, no cooldown :D but if your ult procs an auto attack, you are disarmed for 90 seconds(or whatever chaos knights ultimate cooldown is idk)
Nemesis 1941 Jun 25, 2023 @ 9:22am 
Well, here's a few ideas I had for Marci's legendary shards. Some of these shards, as well as their names, are based on her shards from Pathfinders, but I also came up with some original ones:

Therapeutic Violence (Unleash): Marci's attack damage gradually increases as she attacks during Unleash, up to 100%. At 100% bonus damage, she gains 50% lifesteal and 100% of Unleash's duration is added to its remaining duration. Bonus damage and lifesteal until Unleash expires or is re-cast.

BFFs (Sidekick): If the target of Sidekick stays within Sidekick's cast range, Sidekick will provide 2x lifesteal values and 3x damage values to both the target and Marci.

Serene Storm (Unleash): Reduces Unleash's cooldown by 15 seconds, and Unleash applies a dispel to Marci. During Unleash, all of Marci's other abilities will release pulses when cast, and all Unleash pulses Silence enemies for 50% of Unleash's pulse slow duration.

Offensive Infielder (Rebound): Enables Rebound to target enemy units for Marci. Casting it this way will cause Marci to jump around enemies in a 900 radius of the target, striking each of them once, with each strike releasing an Unleash pulse. These attacks ignore disarms, including the self-imposed disarm between Unleash combos. Rebound can be re-cast to end this effect early, and Marci will return to her original casting position, gaining the Rebound movement speed. Marci will also gain the Rebound movement speed bonus casting Rebound normally.

Soft Hands (Dispose): Disposing allies grants them 50% damage reduction. Disposing enemies causes them to take 25% incoming damage. Both effects last for 2x Dispose's slow duration.

Unyielding Loyalty (Sidekick): Marci gains a 1200 radius aura that bestows 50% of Sidekick's effects. This aura stacks with Sidekick when it's normally cast. When Sidekick is cast normally, the target and Marci both receive a strong dispel, gain debuff immunity, and knockback all nearby enemies 400 distance, silencing and disarming them. Debuff immunity, silence, and disarm all last for 25% of Sidekick's duration. Allows Sidekick to be cast while disabled.

Hand-to-Hand Expertise (Unleash): Reduces the delay between Unleash combos by 0.75s. Each time an enemy takes damage from Flurry-empowered attacks, they receive 3% extra damage from the source. Stacks up to 75% extra damage and lasts 10 seconds. Each new stack refreshes the entire stack duration.

Piggyback Ride (Dispose): Dispose gets another ability that will allow Marci to mount the ally on her back, moving them with her. The ally Marci has on her back will become untargetable (but not invulnerable) and will repeat all of Marci's spells. Sidekick does not count this ally as a target when self-casting, meaning three allies would then be buffed by Sidekick on cast. Melee heroes on Marci's back get 200 extra attack range. At any time, Marci can re-cast the ability or the ally can issue a force-move command to dismount Marci.

Cuddlemania (Dispose): Marci grabs all units in a 400 radius when Disposing allies or enemies, depending on which team the units are on. If Marci Disposes allies, they all gain Rebound's movement speed bonus. If Marci Disposes enemies, she gains cleave equal to 2x Dispose's slow amount that lasts for the same duration of Dispose's slow duration.

Ain't No Mountain High Nor Valley Low (Rebound): Rebound's cast range becomes global, and gains an extra 400 jump range. When leaping off an ally, Marci brings the targeted ally along with her to the final destination, where upon landing, both are healed for 15% of their maximum health and are buffed with Sidekick for free.

Side Kick (Sidekick): Casting Sidekick causes Marci and the target to perform a roundhouse kick, striking all enemies in a 200 radius surrounding them both with instant attacks 1 time, plus 1 extra time with each 25% health they are missing. Sidekick also grants one Unleash combo to both of them.

Hell Hath No Fury (Unleash): During Unleash, Marci's attacks gain a 20% chance to bash all enemies in a 250 area of effect. The bash on enemies lasts 20% of Unleash's slow duration, has an internal cooldown of 1.25 seconds, and stacks with Skull Basher and its upgrades.
Last edited by Nemesis 1941; Jun 26, 2023 @ 12:31pm
Nemesis 1941 Jun 27, 2023 @ 9:16pm 
Regarding Luna, Windranger, and Dark Willow, I have more shard ideas for those three. For Luna and Windranger, some of their shards are... less than desirable, especially Luna's, so I figured these ones could replace some existing ones for them.

Luna:

Lunar Grace (Lunar Blessing): Activating Lunar Blessing grants health regeneration to all allies equal to Lunar Blessing's base damage value, as well as applying a basic dispel to Luna.

Moongazing (Lucent Beam): Luna's attacks have a chance to fire a Lucent Beam on her target. The chance is equal to 10x Lucent Beam's stun duration. Moon Glaive bounces cannot proc beams.

Glaive Attunement (Moon Glaives): Moon Glaives are able to utilize all attack modifiers.

Piercing Sky (Lunar Blessing): Lunar Blessing now affects enemies within a 750 radius of Luna. Enemies affected by Lunar Blessing are automatically struck with Lucent Beams at a rate equal to Lucent Beam's cooldown.

Splintering Glaives (Moon Glaives): Each time a Moon Glaive bounces, it splits off and also targets one additional enemy.

Remove the following shards: Mark of the Moon, Lunar Remnant, Sharp Satellites, Diffusion, When The Moon Hits Your Eye

Smiles and Murders (Focus Fire): While attacking the Focus Fire target, Windranger gets 50% lifesteal and spell lifesteal, and is also constantly affected by Windrun.

Spring-Loaded Arrows (Shackleshot): Successful Shackleshot stuns on enemies bind all nearby enemies in Shackleshot's search radius, pulling them all together and stunning them all.

Picnic in The Park (Windrun): Windrun also affects all allies in a 500 radius when cast.

Feel The Breeze (Focus Fire): Focus Fire attacks mini-bash the target for 0.2 seconds. While Windranger is targeting the enemy, it's affected by Break.

Is It Raining Arrows? (Focus Fire): While using Focus Fire, Windranger's attack range is tripled. No effect on Focus Fire's cast range.

Razor Squalls (Powershot): Any enemies struck with Powershot, or that come within 200 range of it, are hit with an instant attack from Windranger. These attacks ignore disarms, and can proc attack modifiers.

Semi-Auto Assault Archery (Powershot): Powershot gains an Auto-Cast. When Auto-Cast is enabled, Powershot launches 8 non-piercing projectiles that deal 35% damage.

Fair-Weather Friends (Shackleshot); When Windranger attacks, she will also attack any enemies stunned by Shackleshot.

Stunning Beauty (Windrun): Windrun launches a Shackleshot at the nearest enemy every second for the duration.

Remove the following shards: Tree Binding Shot, Eject Shot, Burst Shot, Fury of the Wind, Warm Force, Storm Force

Dark Willow:

Regrowing Brambles (Bramble Maze): Brambles regrow 1 second after the root ends.

Hired Hand (Bedlam): 100% of Dark Willow's attack damage is also added to Bedlam's damage, and Bedlam also benefits from her attack modifiers.

Fearmongering (Terrorize): Terrorize also affects allies, granting them maximum attack speed and movement speed, as well as rendering them unslowable and granting them 15% increased outgoing damage, but they receive 20% more damage from all sources. Dark Willow always receives these bonuses when Terrorize is cast, but she will not take extra damage.

Crownbearer (Cursed Crown): Cursed Crown can be cast on allies. When the delay expires, all enemies around them are stunned, and the ally receives a strong dispel. Increases Cursed Crown's radius by 200.

Jex Means Business (Bedlam): Whenever Bedlam damages an enemy, it is affected by Terrorize for 0.5 seconds. Stacks with itself.

Creeping Terrorize (Terrorize): Terrorized enemies lose 50% movement speed, 20 armor, and 40% magical resistance.

Horrify (Terrorize): After Terrorize ends, affected enemies are disarmed and silenced for the same duration they were Terrorized for.

Thorns And All (Bramble Maze): Enemies rooted by Brambles continue to suffer the damage over time for 5 seconds after the root ends.
hydrA Jul 11, 2023 @ 4:45am 
Legendary shards for the heroes that dont have any already.
I R A ツ Jul 23, 2023 @ 3:14pm 
how do i unlock legendary shards using solo lobby -gold works etc. what are the other
commands?
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