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7.36c Gameplay Patch

Patch 7.36c is out now. You can check out the patchnotes here.

Additionally, a few bugs were fixed over the last several days:

  • Fixed taunts being unequipped when changing facets
  • Fixed a crash related to Block of Cheese
  • Fixed a crash when creating items with self-restoring charges in custom games
  • Fixed Abaddon and Nyx Assassin not avoiding damage properly
  • Fixed Bloodseeker's Sanguivore healing for less than intended
  • Fixed Bristleback's Bristleback with Snot Rocket firing Quills when receiving large single instances of damage
  • Fixed Clinkz's Aghanim's Scepter not increasing Skeleton Archer health
  • Fixed Clinkz's Burning Barrage first attack not benefitting from Tar Bomb
  • Fixed Crystal Maiden's Crystal Clone always being cast towards the Frostbitten target if Crystal Clone was cast during Frostbite's backswing animation
  • Fixed Dark Seer's Level 10 Talent Wall of Replica Illusion Damage not working correctly
  • Fixed Drow Ranger's Precision Aura occasionally causing client crashes
  • Fixed Earthshaker's Level 15 Talent Fissure Range not increasing Fissure range
  • Fixed Io's Overcharge granting slow resistance without Aghanim's Shard
  • Fixed Marci's Special Delivery working on illusions of Marci
  • Fixed Marci's Level 10 Talent Rebound Cast/Jump Range not increasing cast range
  • Fixed Meepo and Ogre Magi auto leveling attributes when they could level a skill instead
  • Fixed Meepo not receiving Urn of Shadows and Spirit Vessel charges when they are placed in the Neutral Item slot via Pack Rat
  • Fixed Monkey King's Simian Stride not having reduced cooldown when Monkey King is between 90% and 100% HP
  • Fixed Morphling's Ebb showing incorrect item cooldowns
  • Fixed Morphling's Flow reducing cooldowns by too little
  • Fixed Morphling's Morph permanently stealing Axe's One Man Army
  • Fixed Phantom Assassin's Blur range radius indicator using old values
  • Fixed Phantom Assassin's Blur with Aghanim's Scepter changing the vanish buffer duration
  • Fixed Phoenix's Dying Light dealing less damage than intended
  • Fixed Phoenix's Fire Spirits attack speed slow not using updated values
  • Fixed Primal Beast's Trample occasionally causing client crashes
  • Fixed Riki and his allies having a miss chance when attempting to deny in Smoke Screen
  • Fixed Rubick sometimes being able to steal Timbersaw's old Second Chakram ability
  • Fixed Shadow Shaman's Aghanim's Shard Serpent Wards sometimes expiring prematurely
  • Fixed Shadow Shaman's Hex not being disabled by Disable Help
  • Fixed Snapfire + Ricochet II + Blade Mail proccing Ricochet attacks against Supernova
  • Fixed Snapfire + Ricochet II + Lil' Shredder dealing less damage than expected
  • Fixed Snapfire + Ricochet II + Revenant's Brooch vs high evasion targets causing secondary attacks to proc more secondary attacks
  • Fixed Snapfire's Ricochet II attacks being able to miss
  • Fixed Spectre's Aghanim's Shard Active component sometimes not updating to the correct values
  • Fixed Templar Assassin's Level 15 Talent Psi Blades Attack and Spill Range giving more attack range than intended
  • Fixed Terrorblade's Metamorphosis attack range in the ability tooltip being incorrect (tooltip only change)
  • Fixed Treant Protector's Sapling occasionally causing friendly units to get stuck on the Sapling Tree
  • Fixed Underlord's Abyssal Horde minions not attacking if the "Summoned Unit Auto Attack" setting was turned off
  • Fixed Venomancer's Plague Wards attacking while their carrier is invisible to the target
  • Fixed Venomancer's attached Plague Wards not triggering aggro
  • Fixed Visage's Familiars having various issues
  • Fixed Witch Doctor's Voodoo Switcheroo sometimes causing Witch Doctor to get stuck if a tree was planted while he was transformed
  • Fixed Facet Selection in Ability Draft occasionally picking an unintended facet

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The International 2024 Ticket Sales

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Millions of people around the world will be watching The International this year online. But there's no substitute for being there, and for those of you planning on traveling to Denmark to watch the best Dota teams battle for the Aegis of Champions in person, read on for all the information you'll need.

The International is being held in front of a live audience in Copenhagen's Royal Arena, with the top eight teams battling it out on the main stage from Friday, September 13th through Sunday, September 15th.

Tickets will be available here on Ticketmaster:
  • Tickets will go on sale June 10, 2024 at 10am CEST, Copenhagen local time.
  • Tickets are assigned to a specific seating area: Floor tickets are assigned seating; arena Level 1 and Level 3 tickets are GA.
  • Tickets can be purchased for a single day (Friday, Saturday, or Sunday), as two-day bundles (Friday+Saturday, or Saturday+Sunday), or as a three-day bundle (Friday+Saturday+Sunday).
  • Friday tickets are 1240 DKK, Saturday tickets are 1540 DKK, and Sunday tickets are 2040 DKK (including fees).

FAQ

When and where is The International 2024?

The International will take place across three days (Friday, September 13 through Sunday, September 15) at Copenhagen's Royal Arena.

How can I buy a ticket to The International?
Tickets go on sale June 10, 2024 at 10am CEST (Copenhagen local time) at this link: https://www.ticketmaster.dk/artist/941884 .

What type of tickets are available?
Tickets can be purchased for a single day (Friday, Saturday, or Sunday), as two-day bundles (Friday+Saturday, or Saturday+Sunday), or as a three-day bundle (Friday+Saturday+Sunday). There are three categories of tickets: Floor tickets are assigned seating; arena Level 1 and Level 3 tickets are GA. You can choose your days and your seating category through Ticketmaster.

What are the prices for each type of ticket?
All prices below include the 40 DKK Ticketmaster fees.
  • Single Daily tickets
    • Friday - DKK 1240
    • Saturday - DKK 1540
    • Sunday - DKK 2040
  • 2-Day Bundle
    • Friday + Saturday - DKK 2740
    • Saturday + Sunday - DKK 3540
  • 3-day Bundle
    • Friday + Saturday + Sunday - DKK 4740
Can I sit anywhere, or will there be preassigned seats?
Floor seating is assigned. You will make your selection when purchasing your ticket. Tickets for Level 1 and Level 3 are General Admission. A GA ticket holder can sit in almost any available seat except for reserved sections (i.e. for press or pro players).

How many tickets can I buy?
Purchases are limited to five tickets per transaction.

How do I pick up my tickets?
Tickets will be available in your Ticketmaster account as Mobile Entry Tickets – no pickup needed! Make sure to save your ticket to your phone's wallet ahead of the event for easy access.

What happens if there is an issue with my mobile ticket?
Please reach out to Ticketmaster support regarding all ticket-related inquiries. There will be a Will Call office to assist you on-site at the event as well.

Is re-entry permitted?
Yes. On your way out you must check-out by scanning your ticket when you are exiting the building, otherwise re-entry will not be permitted.

Can I get a refund on my ticket?
Tickets are non-refundable, unless the event itself is cancelled for any reason.

Can I transfer or resell my ticket?
Yes, tickets can be transferred between accounts and bought/sold on Ticketmaster directly. Instructions on how to transfer tickets can be found here. Instructions on how to buy/sell tickets can be found here.

How do Crimson Witness Treasures work this year?
Everyone who has bound their attendee badge to their Steam account will be eligible for random Crimson Witness Treasure drops on the First Blood of each game at The International. Each badge binding is valid for a single day.

Continue reading...
 

The International 2024 Live Event Broadcast RFP and Broadcast License Requests

The International is heading back to Europe this September, and companies interested in producing and distributing regional language broadcasts of The International 2024 are encouraged to apply now.

We are now accepting proposals for the Live Event Broadcast Production of The International 2024 in Russian, Chinese, and Spanish language broadcasts. The RFP (Request for Proposal) documentation and instructions for submissions can be found here.

Please reach out to [email protected] with any additional questions.
For those seeking additional licenses and feeds, please fill out the form that pertains to the correct request:

  • Production companies seeking a commercial license to produce a regional language broadcast of The International 2024 without additional access to the event can apply here.
  • Streaming platforms interested in restreaming the official broadcast feeds to their platform can apply here.
Thanks in advance to everyone interested in working with us to make The International 2024 the best yet.

Continue reading...
 

7.36b Gameplay Patch

Patch 7.36b is out now. You can check out the patchnotes here.

Additionally, a few bugs were fixed over the last several days:

  • Fixed Broodmother's Spin Web having less cast range than intended if it touches another Web
  • Fixed Death Prophet's Silence having some unintended interactions
  • Fixed Invoker's Mastermind not granting experience
  • Fixed Muerta's Ofrenda being stealable
  • Fixed various Hotkey issues
  • Roshan's attacks no longer instantly kill Shadow Shaman's Mass Serpent Wards and Massive Serpent Ward. Instead, Roshan's attacks are treated as Hero attacks.
  • Fixed Arc Warden Tempest Double taking more damage than intended.
  • Fixed Beastmaster's Level 20 HP Talent applying to couriers in certain circumstances
  • Fixed DK's Frost Dragon Wyrm's Wrath unintentionally applying its effect to buildings
  • Fixed Faceless Void Time Zone crediting assists incorrectly
  • Fixed Huskar's Life Break in combination with Parting Shot occasionally causing players to be unable to issue commands
  • Fixed Invoker Elitist passively granting spell amp without applying the debuff first
  • Fixed Leshrac's Nihilism not getting affected by Defilement & other AoE increases
  • Fixed Lina Flame Cloak not refreshing Fiery Soul's duration if cast while at max Fiery Soul stacks
  • Fixed Lina's Laguna Blade with Level 25 Talent Laguna Blade Damage into Barrier not granting barrier from Slow Burn damage
  • Fixed Lycan's Spirit Wolves sometimes being controllable
  • Fixed Morphling's Attribute Shift bar being misaligned
  • Fixed Shadow Demon being able to create infinite duration illusions if Reins of Chaos procced upon casting Disruption on a Chaos Knight Shadow Servant
  • Fixed Techies' Spleen's Secret Sauce not dealing the correct amount of damage.
  • Fixed Undying Ceaseless Dirge sometimes causing Undying to be unable to issue commands
  • Fixed Venomancer's Patient Zero dealing more damage than intended.
  • Fixed Warlock's Black Grimoire not swapping when players swap heroes in game
  • Fixed Witch Doctor's Gris Gris not swapping when players swap heroes in game
  • Fixed Shield Rune buff not having an icon
  • Fixed Drow Ranger multishot being canceled by casting Glacier

Continue reading...
 

The International 2024 - Direct Invites and The Road to TI

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Between a massive 7.36 update and Act II of Crownfall, there were a lot of big announcements vying for your attention last week, so we decided to give everybody a few days to process everything before we posted any more big Dota news. But now a new week is upon us, and we're happy to turn our focus from the in-game experience to pro Dota, with the the announcement of the six direct invites to this year's The International!

Read on for that unveiling, as well as details on the qualifying road for those still fighting to earn the last ten spots in Copenhagen.

From Dubai to Birmingham to Bucharest and beyond, the year has been packed with top-tier Dota tournaments. Befitting their dominant performances across the year so far, we're happy to invite the following teams directly to The International 2024:
  • Team Spirit
    [expand type=details]
    Illya "Yatoro" Mulyarchuk
    Denis "Larl" Sigitov
    Magomed "Collapse" Khalilov
    Myroslav "Mira" Kolpakov
    Yaroslav "Miposhka" Naidenov[/expand]
  • Xtreme Gaming
    [expand type=details]
    Wang "Ame" Chunyu
    Guo "Xm" Hongcheng
    Lin "Xxs" Jing
    Zhao "XinQ" Zixing
    Ding "Dy" Cong[/expand]
  • Team Falcons
    [expand type=details]
    Oliver "skiter" Lepko
    Stanislav "Malr1ne" Potorak
    Ammar "ATF" Al-Assaf
    Andreas "Cr1t-" Nielsen
    Wu "Sneyking" Jingjun[/expand]
  • Team Liquid
    [expand type=details]
    Michael "miCKe" Vu
    Michał "Nisha" Jankowski
    Neta "33" Shapira
    Samuel "Boxi" Svahn
    Aydin "Insania" Sarkohi[/expand]
  • Gaimin Gladiators
    [expand type=details]
    Anton "dyrachyo" Shkredov
    Quinn "Quinn" Callahan
    Marcus "Ace" Hoelgaard
    Erik "tOfu" Engel
    Melchior "Seleri" Hillenkamp[/expand]
  • BetBoom Team
    [expand type=details]
    Egor "Nightfall" Grigorenko
    Danil "gpk" Skutin
    Matvey "MieRo`" Vasyunin
    Vitalie "Save-" Melnic
    Alexander "TORONTOTOKYO" Khertek[/expand]
The remaining ten slots will be awarded to those worthy teams able to battle through the daunting Regional Qualifiers, with the final slot breakdown and dates for each region set as follows:
  • China and North America - June 9th to 13th
    [expand type=details]
    China (2 slots)
    Azure Ray
    G2.iG
    LGD Gaming
    Team Bright
    Team Zero
    Dark Horse
    (+6 teams from Open Qualifiers)

    North America (1 slot)
    Shopify Rebellion
    Nouns
    La Correntada
    (+5 teams from Open Qualifiers)[/expand]
  • Eastern Europe + South America - June 14th to 18th
    [expand type=details]
    Eastern Europe (1 slot)
    Natus Vincere
    Virtus.pro
    1win
    L1GA TEAM
    Night Pulse
    Nemiga Gaming
    One Move
    Yellow Submarine
    9Pandas
    (+3 teams from Open Qualifiers)

    South America (2 slots)
    HEROIC
    beastcoast
    BOOM Esports
    Midas Club
    Infinity
    Leviatán
    (+6 teams from Open Qualifiers)[/expand]
  • Southeast Asia + Western Europe - June 19th to 23rd
    [expand type=details]
    Southeast Asia (2 slots)
    Aurora
    Blacklist International
    Talon Esports
    Neon Esports
    Execration
    Bleed Esports
    MANTA Esports
    Salvation Gaming
    (+4 teams from Open Qualifiers)

    Western Europe (2 slots)
    Tundra Esports
    PSG Quest
    OG
    Team Secret
    Entity
    MOUZ
    NAVI Junior
    Nigma Galaxy
    Rest Farmers
    JustBetter
    (+2 teams from Open Qualifiers)[/expand]
For those of you now making plans to spectate or compete in said qualifiers, we've also got some important dates to keep in mind. The Road to The International will officially kick off with Open Qualifiers for all six regions June 3rd to 8th, followed by the Regional Qualifiers as described above.

Once all the initial dust has settled and the tournament field has been filled out, the Road to the International will continue when all sixteen teams meet in Copenhagen. The two-day Group Stage will commence Wednesday, September 4th, immediately followed by the five-day Playoffs, a studio production that will run through Tuesday, September 10th,

The International itself will be held in Copenhagen's Royal Arena, with the top eight teams slated to take the main stage from Friday, September 13th through Sunday, September 15th. Fans hoping to attend in person will be able to purchase tickets starting Monday, June 10th. Set your reminders now, and we'll see you when qualifiers start next Monday, June 3rd.

Continue reading...
 

7.36a Gameplay Patch

Patch 7.36a is out now. You can check out the patchnotes here.

Additionally, a few Non-gameplay bugs were fixed

  • Fixed Some Crownfall empty dialog lines
  • Fixed Crownfall paths changing their token requirements
  • Fixed Dragon Knight Griffin Knight set having Facet-based coloration swapped
  • Fixed various issues with cloth stretching
  • Fixed watching replays from Broadcaster perspective not displaying heroes
  • Fixed an issue with post-match rewards being delayed
  • Fixed Crownfall Pit Fighter encounter dialog
  • Fixed Crownfall Fishing Spear not being available
  • Fixed Crownfall Graphical issue with Pineapple clickable on Crownfall map
  • Fixed Crownfall Graphical issue with Questing Hearts sign not showing
  • Fixed issue with Act 2's Riki's attribute token being wrong type

Continue reading...
 

Update 7.36 and Crownfall Act II

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People have been asking about it. They've been waiting for it. They've been guessing for months what would be in it. And now... we're finally shipping it.

That's right: Crownfall Act II's fishing game is LIVE!

For those of you who didn't just die of adrenaline shock, we also shipped a massive new gameplay patch, which you might want to read up on. Go find out more about 7.36 here.

We also shipped the second part of Crownfall, this time taking place in the unforgiving deserts of Druud. There's a new overworld map, a new story, some new characters (and some familiar favorites), new cosmetic items, new minigames, and more than a few surprises.

Lastly, in case you got busy last month (it happens) and were wondering if you'll still be able to play Crownfall Act I now that Act II's shipped: You can. All of Crownfall's acts will be available as new acts come online, up to the conclusion of the event.

OK, that's probably enough fishing and fishing-adjacent (7.36, Crownfall Act II) news for one update. What are you waiting for? Boot up the game and get angling!

Continue reading...
 

Dota Labs and Crownfall Collector's Cache Voting

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Dota Labs Updates
We announced Dota Labs a couple months ago, and since then we've continued to iterate quietly on the features in it as we get feedback and data. "Quietly" is fine, but sometimes it can be useful to be a bit louder so today we're turning up the volume a little:
  • We're happy to announce the first promotion of a Dota Labs option out of Labs and into the game itself: high-visibility hero health bars, under Options -> Interface.
  • Over the last weeks (and today), we've shipped a variety of updates to the other features, including additional controls for the overlay map, new data in the pre-match analytics, and the ability to treat targeting modifier keys as toggles rather than holds.
  • Lastly, because we've gotten so many useful submissions from the Feedback button built into the Crownfall map, we've added one to the Dota Labs UI as well.
As always, please continue to tell us which parts of the still in-development Labs features you like and which you think need improvement.

Collector's Cache Voting Begins
Our community of artists have also been hard at work. Hundreds of item sets have been lovingly crafted, lovingly polished, and lovingly uploaded to the Workshop, and now it's up to you, the Dota community, to lovingly vote on which ones you'd like to see in the next Collector's Cache!

In the spirit of Dota Labs experimentation, this time voting is open to everyone. From the dashboard, simply click the Collector's Cache Voting button and then upvote or downvote the sets you're the most passionate about. Voting runs from now until May 21st, with the most popular sets getting released as part of a future Crownfall update.

Continue reading...
 

Dota 2 Update - 4/22/2024

Over the last few days since Crownfall's release we've addressed the following issues:

  • Fixed the match history Dota Plus rank change column sometimes displaying zero change for matches where a Ranked Double Down token was used. (The correct rank change was recorded on the server, this was just a display issue.)
  • Fixed Crownfall Ranked Double Down tokens beyond the first not being correctly granted. Missing tokens have been granted to all affected accounts.
  • Fixed voice chat indicators not appearing for some players.
  • Fixed the in-game Ranked Double Down button not appearing for some players.
  • Fixed a bug allowing Shadow Demon to level up his ultimate outside of the correct level points.
  • Fixed the Demo Hero mode Target Dummy being unintentionally killable.
  • Fixed a bug in the combat log that caused an additional tower killed message to be printed along with tower deny messages.
  • Fixed a bug in the combat log that caused barracks kills by creeps being attributed to a player.
  • Fixed a bug in the combat log that incorrectly showed no gold being given to all players when barracks were killed by creeps.
  • Fixed models shown in loadout or pregame screens not always using the highest quality rendering options.
  • Fixed missing visual effects for heroes with the Aviana's Feather neutral item.
  • Fixed the Crownfall Snake Charmer encounter to also grant credit when you play two Turbo games.
  • Fixed the Crownfall Snake Charmer encounter not greeting players the first time you open it.
  • Fixed some minor visual issues with the Drow Ranger The Finer Points taunt.

Continue reading...
 

Welcome to Crownfall

For over a decade now, Skywrath Mage and Vengeful Spirit have been ambiguously entwined. Eagle-eyed players noticed that they come from the same town, seem to have related backstories, and might even be dating. Pretty mysterious stuff.

Earlier, we dropped a comic that solved those mysteries, but introduced an even bigger one: "Why are you posting comics instead of updates?"

We can now reveal the answer: Because we've just released The Markets of Midgate, the first act of an ongoing story event called Crownfall, filled with legendary heroes and unique rewards. In this act alone, you can expect dozens of new cosmetic sets, taunts, creeps, emoticons... are we forgetting anything? Oh right, and two brand-new Arcana, one for each of Crownfall's main characters.

So what is Crownfall? It's something completely new that we've wanted to try for a while. And when we say new, we mean new— a new way of telling stories, offering rewards, and making it more fun to win every game of Dota. And it's available right now to all Dota players for free.

Honestly, it's a little hard to describe in a tiny blog post. But luckily, the description is exactly website-sized. Go read the details here. Or, if you'd rather just play instead of hearing us describe it, boot up the game and enter the world of Crownfall for yourself.

Continue reading...
 

Ascension Day

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A young princess, betrayed by her sister on the day of her ascension. Her wings torn from her body.

Thrown from the highest tower of the Ghastly Eyrie. Left for dead. Found by a god. Turned into a spirit of vengeance.

A Skywrath Mage, sworn to serve the murderer of his beloved. His life and powers forfeit should he betray his captor. Waiting for his moment. To avenge the one he loves.

A dying god. Starved of followers by an evil Queen. Wasting in the ruins of a condemned temple. The last of her powers leaving her. One last chance at revenge.

Vengeance is coming. The Flightless will rise.

A crown will fall.

Continue reading...
 

Gameplay Patch 7.35d And Matchmaking Features

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We've just released Gameplay Patch 7.35d (Chen had it coming), and with it a new set of features.

Matchmaking Hero Ban Rework

Over the last year or so, we've taken a number of visible actions against users of third-party cheats. As we investigate each cheat, we're primarily focused on understanding what they're doing and how we can track and stop it. But while we're doing that, we also ask ourselves why some cheaters feel compelled to use these tools in the first place. The most common explanation is "to get an unfair advantage", which obviously runs counter to the desires of the Dota community and the sense of competitiveness and fairness at its heart. Even so, sometimes there are still things we can learn, and use to improve the Dota experience for everyone (or at least everyone who hasn't been banned for cheating).

Pre-game hero bans are an example of this. Many cheats last year focused on gaining an advantage during the ten-second hero ban phase at the start of each game. We stepped back to look at the original goals of this phase — letting players express a preference for what heroes they didn't want to play against, but without creating scenarios where players with small hero pools get permanently locked out — looked at some data, and asked if there was a way we could better serve these goals while solving other problems at the same time.

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With today's update, we've removed the start-of-match ban phase and replaced it with ban preferences stored with your account. If you load the heroes tab, you can select the four heroes you don't want to see in your games. You're guaranteed when you join a matchmaking game that at least one of them will be banned. You can change your list of banned heroes whenever you want. (If you leave some ban slots empty, it's possible the empty slot will be selected as your "banned hero". In other words, there's no advantage to leaving slots empty.)

This new system addresses a number of problems the previous system had: you can't forget to ban; you don't have to learn that sometimes suggested bans are ignored by the game; you're not on a tight clock to make a stressful decision that, in the end, most players make the same way almost all the time. As an added bonus, it also makes targeted bans impossible, whether those bans are against known personalities or random players in a pub match for which you've looked up data.

Some game modes (ie., Captains Mode, Captains Draft, Ability Draft, Turbo) either didn't have a pre-game ban phase, or already had non-standard ban rules. These modes are unchanged.

Dota Plus Pre-Match Matchmaker Analytics

Millions of Dota players interact with the matchmaker every day and every single one has different priorities when looking for a game. Some prefer to get into a match as quickly as possible, and are willing to accept a higher skill variance in the game to save some time. Others want every match to be perfectly balanced, and are willing to wait longer for the best chance at the closest game. Other players care less about the skill level of the other players, and much more about their personality and behavior in-game.

We've long wanted to build features to let players find matches that better align with their individual preferences. Early attempts ran into two main problems:
  • First, while players are good at describing their preferences to other people, they aren't necessarily good at describing their preferences as inputs to a complex, global matchmaking algorithm ("I value skill variance 13% higher than the average Dota player!"). How can we create tools that let players express their preferences naturally and directly?
  • Second, changes to the matchmaker affect all Dota players, so we tend toward caution. The matchmaker is always trying to strike a balance between individual player preferences and the health of Dota as a whole. (If matches of Dota are bad, whether because of wild skill gaps or poor player behavior, that's bad for Dota as a community. If every match is perfect, but takes three hours to form, that's bad, too.) New matchmaker features available to everyone at once risk breaking the matchmaker, and if we break the matchmaker, we break Dota. How can we ship new matchmaking features and learn how they work in practice while keeping risk to Dota as a whole low?

Within the new experimental umbrella of Dota Labs, and initially limited to Dota Plus, we're shipping a first pass of a feature that Dota players have been asking us for forever: When you find a match in Dota, Dota Plus will present some information about how the matchmaker evaluated the match, like an estimate of skill range and player behavior scores. You'll have a chance to accept that match or requeue to wait for a match that's better for you and your current preferences.

We were careful when building this feature to make sure that any information we included would enable players to express individual preferences about what kinds of matches they prefer, but not grant a competitive advantage of any kind. The new dialog can tell you that the skill variance of players in a match is high or low, but not whether you and your team are on the high end or the low end.

Why is this a Dota Labs feature? The only way to know for sure how millions of Dota players are going to interact with a feature is to ship it, so that's what we're doing. We've done extensive modeling, but there's still real risk here: We may be wrong about how players will use this feature or how it will affect the overall matchmaking experience in Dota. We don't want to let those fears that we might be wrong stop us from doing something that may benefit millions of Dota players, so we're shipping this as an experiment. Shipping it inside Dota Plus limits access, and accordingly limits the risk to Dota as we learn about how everyone interacts with it. As with the other Dota Labs features, time and your feedback will tell whether it grows, or changes, or gets retired.

Onward

We know many of you are looking forward to Crownfall, and we're looking forward to getting it into your hands. We're wrapping things up and expect to release in mid-April. We'll see you then.

Continue reading...
 

The International 2024

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War banners are being washed clean of blood stains and scorch marks. Trumpets are being tested for their ability to sound the imminent approach of battle. Lanes are getting swept clean of body parts, and the Ancients are getting a good crack replastering and surface buffing. The forest air itself crackles with anticipation, because we had new forest air shipped in at considerable cost that crackles on command.

The stage is being set, is the point we’re trying to get across here. And why? For The International, returning this September to Europe, where the best Dota teams from around the world will clash for the Aegis in Copenhagen's Royal Arena.

The sixteen participating teams will be a mix of open qualifiers, regional qualifiers, and direct invitations, similar to how invitations worked for the first few years of The International. The invited teams will be announced leading up to the event, and chosen based on team performance during the year.

And there's a lot of performance to consider. This year's calendar is packed, with half a dozen major tournaments already announced and more on the way, including studio and arena tournaments in Europe, Asia, South America, and the Middle East. We even hear rumors Midas Mode might be making a grand return. (The more teams that are eligible to participate in a tournament, the higher our consideration: Cross-regional tournaments generate more useful data than intra-regional tournaments, tournaments with qualifiers generate more useful information than invitation-only tournaments, etc.)

We'll be announcing ticketing and scheduling information for The International 2024 in the next few months. Until then, why not go watch a game of pro Dota to get back in the competitive spirit?

Continue reading...
 

Dota Plus Update — Spring 2024 (And Dota Labs)

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Dota Plus Seasonal Update
As Spring blooms to life around us, it transports us here on the Dota team to the springs of yore, when the world was new and vibrant. Who could forget climbing that old oak tree by the bridge? Or stealing carrots and turnips from cranky old Farmer Maggot? Or taking that ring to Mordor, and casting it into the fiery pits of Mount Doom where it was forged?

Dota Plus Seasonal Treasure
That last part of our spring memory trilogy is especially relevant today, since we’ve uncovered another priceless treasure. And this time it’s too good to throw into a volcano.

The Spring 2024 Seasonal Treasure is here and available for purchase with shards. This treasure features all new sets for Disruptor, Dark Willow, Spectre, Chaos Knight, Doom, Earth Spirit, Underlord, and Nyx Assassin. There's also a chance to unlock the Sir Molestach Irondrill courier, who arrives in the lanes bearing random prismatic and ethereal gems.

We've also taken sets that were available in the Summer Treasure 2022 and made them available for direct purchase for 15,000 shards each as part of the collection of legacy sets in the Shard Shop.

Updated Seasonal Quests & Guild Rewards
Today’s update also comes with a new set of Dota Plus quests to shore up your shard stash for new relics and the Seasonal Treasure — offering up to 115,200 shards over the course of the season. Guild rewards have also been updated, making new emoticons, sprays, and chat wheels available to high-scoring guilds.

Guild Tier
Rewards
Silver
  • Emoticon - lion_bounce
  • Emoticon - rainbow_phoenix
  • Emoticon - riki_peaceout
Gold
  • Spray - Aghanim - Push
  • Spray - Bounty Hunter - Riches
  • Spray - Hoodwink - Acorn
Platinum
  • Chat Wheel - "Что это?! Какая жесть!"
  • Chat Wheel - "Ooooh, por dios!"
  • Chat Wheel - "你行你行,你上你上"

Introducing Dota Labs

In addition to the Dota+ content, today's update introduces a set of experimental features available to all Dota players, and a new way for us to ship experiments like them: Dota Labs. (We had fun coming with names like "Unstable Concoctions" and "Tinker's Tinkerings" but ultimately decided we'd rather have the name be boring and clear and the features themselves be interesting.)

If you load up your options menu, you'll see a new tab with the Dota Labs label. Features here are experimental, and less polished than many other features we ship, so they're all in a special menu and disabled by default. These are features where our playtesting has produced mixed or ambiguous data. We can't really know if they're good or how to make them better without seeing real Dota players using them, so we're shipping them in an earlier form on purpose so you can tell us whether they're worth continuing to invest in.

The initial set of Dota Labs features includes:
  • Overlay Map. It's sort of just like the minimap, but it's large instead of small, and transparent instead of solid, and is full-screen instead of being isolated to the corner. We have a bunch of questions, including but not limited to: Is it helpful for your playstyle? How do you interact with it? What do you wish it did?

  • Modifier Key Filter Bindings. Targeting commands in chaotic environments can be challenging, and misclicks can be devastating. Dota does the best it can with your inputs, but sometimes it really does look like you wanted to Laguna Blade that creep. This new feature allows you bind modifier keys that, when held, will force your target selection to enemies, allies, creeps or heroes. Which targeting methods are the most and least useful in practice? What are we missing?

  • High-Visibility Local Hero Healthbar. Dota teamfights can be hectic, and sometimes in the chaos it's hard to keep track of your hero. This option significantly changes the styling and readability of only your hero's nameplate. Does this help, or does it introduce even more visual chaos?
We fully expect that some of these features (or future Dota Labs ideas) will mature and graduate out, while others may be retired. Which are which depends on you.

Some of you reading this are probably excited about trying these features out, but worried about whether we'll continue to use them moving forward. "The last time you introduced a new named Dota thing, you called it Between the Lanes, and it's been some months since you last posted one of those." You're right! We figure the best way to make the point that we're planning to continue to invest long-term here is to continue to invest long-term there as well, so: Enjoy today's Between the Lanes as well.

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Between the Lanes: Denying Denial of Service

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Welcome back to Between the Lanes, a blog feature where members of our development team walk through some of the challenges, bugfixes, and occasional happy accidents we encounter while working on a game as unique as Dota.

This is a story about the internet, and how it doesn’t work like it should, when it works at all, except when it doesn’t. It’s a story about how the internet stopped working for our customers, and how we fixed it.

The internet is more of a wild frontier than we give it credit for being. Stray from the safe confines of your two-factor identification and trusted cookies, and it can be a bit of a wilderness out there, full of random trolls with the maliciousness—and, increasingly, the ability—to make your life pretty miserable for no other reason than because they can.

Back in 2014, the method those trolls were using was distributed denial-of-service (DDoS) attacks. “Distributed” refers to a large number of internet hosts maliciously flooding a particular target IP with traffic in an effort to overwhelm the network stack. This is called a volumetric attack, and the intent isn’t to try to get into the network. It’s just trying to deny service. A distributed denial of service means that legitimate people who want legitimate service are crowded out by the bad traffic.

The problem with DDoS attacks was that, by late 2014, they weren’t being committed by data-exfiltrating super-hackers with advanced computer science degrees. They were being committed by just about anybody who wanted to pay a service or a bot to do it for them. And it’s pretty obvious why. Although some people were happy to do it purely for vandalism’s sake, others had a motive: A DDoS attack was a surefire way to shut down a match that either you or someone you were rooting for were losing. This wasn’t just an occasional irritation anymore. It was turning into an outright assault on any game where players competed.

By the opening months of 2015, we were seeing a huge uptick in DDoS attacks on Dota and CS:GO, with other companies reporting a huge jump as well. Someone had, very suddenly, made it very easy for anyone to do this.

In August 2015, The International was disrupted with DDoS attacks. Although the pros playing the match weren’t affected, for more than two hours, the broadcasters couldn’t get into the matches to give play-by-play and color commentary. Sending out the stream as a TV broadcast became an issue. The players were suddenly playing in a void. This was a professional gaming event with millions watching and millions of dollars on the line, and it was being disrupted by random people with five-dollar software. It was a problem Valve couldn’t ignore.

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We tried several solutions to deal with DDoS attacks before we arrived at one that worked. Initially, we attempted to filter the traffic with a powerful network switch. Unfortunately, this type of filtering is inherently difficult to do with game traffic. It is the nature of game servers to receive unsolicited UDP (User Datagram Protocol) traffic from arbitrary IP addresses. Imagine you had a post office that weeded out unwanted junk mail for you. But now imagine your job is as an advice columnist, and you receive tons of legitimate mail from random strangers all the time. For you, the post office doesn't know what's junk mail and what isn't. That's how traffic to game servers tends to look. Furthermore, the source IP in UDP packets is not secured, and can be easily spoofed. Our post office cannot even look at the return address on the envelope for clues, because the senders of junk mail forge that.

Steam delivers a lot of bits for game content, and has built up a large network for doing so. We were already taking advantage of this network to deliver game traffic over dedicated links, obtaining good peering, ensuring that networking engineering best practices were used, etc. This kept player ping times low, but did not protect against DDoS attack. The problem is that UDP protocols are not secure, so while we had our own network, it wasn't private.

To prevent attackers from using our own network to attack our servers, we needed to control all the entrances and secure them. We accomplished this by creating proxies for game traffic, routing every single packet of data transmitted across the network through relays. Now when a client wanted to talk to a game server, it had to do so through a relay that both authenticated it and proxied that traffic to the game server. This meant the IP address of the server was always hidden—the attacker simply had no idea where to attack.

To re-use our antiquated post office metaphor from earlier, our spammer no longer had an address to send junk mail to. They could send it to every post office in the area and ask them to mail it, but without authorization, that post office isn’t going to. (Moreover, that post office would find it a little suspicious that someone was trying to send a single person 100,000 letters.)

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But couldn’t you just attack the relay? Technically, you could. But we have an essentially limitless number of them, and we built them to be attacked. A “relay” is just another word for a computer running software. You can attack it or take it offline, but the protocol was designed with that assumption in mind. If a client is trying to play a game and loses contact with a relay, it just switches to another. Relays are like hundreds of pawns scattered around the world with the singular purpose of guarding the game server. (Incidentally, taking out a relay is harder than it sounds. They’re engineered pretty well and positioned in a specific part of the network, so although they were built to be taken offline, we haven’t lost one yet.)

The solution was straightforward but effective. Before, if someone wanted to disrupt a game, they could just overpower a single game server (a very low bar to clear). Now they had to overpower essentially the entire data center—a much, much, much higher bar. Are there attacks that could still accomplish this? Of course. Are there attacks that can do this that anyone online could buy for five dollars? No. An attack this sophisticated was officially out of the price range of most people.

With this new system up and running, we had an epiphany: If we controlled our own private network, we wouldn’t be beholden to how the normal internet works. We could use it to make the customer experience even better. With the normal internet, when you send a packet from one IP address to another, the route you use is determined by Border Gateway Protocol (BGP). This is a routing algorithm that decides how your packet will travel across a network, and you have no choice in the route it picks.

But with a virtual private network composed of hundreds of global relays and data centers, we could essentially choose our own route from the client to the game server—often a faster shortcut than the default route. If you’re using Steam Datagram Relay (SDR), the Steam overlay will show your ping time and what route we’re giving you, so you can see for yourself how it gets optimized.

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A feature that started as a way to protect Dota game servers has grown past what anyone could have expected. The SDR network routinely delivers as much as 140M packets and 550GBit per second. We have relays in 31 data centers with a capacity of over 5TBit. What we now call the Steam Datagram Relay not only protects against DDoS attacks, but also increases connectivity and lowers ping for every Dota customer. And it doesn’t just do this for Dota, but for any game on Steam that wants to take advantage of it.

We hope you enjoyed another peek between the lanes of Dota. This was a pretty technical one, thanks for hanging in there for it! And feel free to let us know what you’d like us to cover next.

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7.35c Gameplay Patch

Patch 7.35c is out now. You can check out the patchnotes here.

Additionally, a few updates were made to the Ancient Dragon King cosmetic.

  • You can now High Five the Ancient Dragon King, featuring a custom high five effect.
  • Ancient Dragon King now performs a global celebratory roar every time your team makes a rampage.
  • Ancient Dragon King will now be usable permanently and not only during the Year of the Dragon.

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