September 23, 2014 Patch (Test)

{{Patch layout
 * source       = http://www.dota2.com/rekindlingsoul/
 * source-title = Rekindling Soul Update


 * before = September 02, 2014 Patch (Test)
 * after =


 * notes =

API

 * Added more detailed data in the live combatlog streaming available with the dota_combatlog_file convar

Bots

 * Added bot
 * Added bot
 * Added bot

User Interface

 * When the courier receives a deliver order it will now morph into the courier of the player that requested delivery
 * Owner of the courier can toggle this behavior by selecting the courier and hitting a lock button under the courier's item icon.
 * Net Worth Graph now includes consumable items
 * New Alt Clicks
 * Alt-Click the clock to print the current game time
 * Alt-Click on a bottle with a stored rune will print out the rune name
 * Alt-Click enemy hero abilities to warn your teammates
 * Alt-Click the quick buy to say much gold is needed to complete the item
 * New Chat Wheel Options
 * Good Game
 * Good game, well played
 * (All) Good game - Counts as calling GG in an official game
 * (All) Good game, well played - Counts as calling GG in an official game
 * What should I buy?
 * I'm retreating
 * Space created
 * Whoops
 * Destroy the tower, then get back
 * Destroy the barracks, then get back
 * Ward the bottom rune
 * Ward the top rune
 * Zeus Ult Now!
 * Fixed the item select dialog in the loadout not closing if you clicked shuffle
 * Fixed not being able to remove gems from a ward or hud skin with an Artificer's Hammer
 * Fixed the Showcase Hero in the profile not using the correct Kinetic Gem animation
 * and now respect the disable help setting

General

 * Fountain area is now at a higher elevation level
 * Fountain vision increased from 1400 to 1800
 * Fountain attack range increased from 1100 to 1200
 * Fountain True Sight increased from 900 to 1200
 * Reworked terrain surrounding the Roshan area
 * Reworked terrain around the Dire bottom lane
 * Reworked terrain below the Top Radiant Tier 1 Tower
 * Reworked the area to the left of the bottom Dire Tier 2 Tower
 * Moved Dire bottom Tier 2 Tower back very slightly
 * Added an alternate path to the north of the bottom lane Side Shop
 * Added an alternate path to the right of the bottom Dire Tier 1 Tower
 * Added a new ward spot near the bottom Dire Tier 2 Tower
 * Added a new ward spot near the top Radiant Tier 2 Tower
 * Added a new ward spot between Roshan and the Dire bottom lane
 * Bottom Lane Dire creeps now arrive slightly closer to the Dire Tier 1 Tower
 * Top Lane Radiant creeps now arrive slightly farther from the Radiant Tier 1 Tower
 * Added a Bounty Rune:
 * Grants 50 XP +5/Min and 50 gold +2/Min.
 * Can be bottled
 * Two runes now spawn in the river every two minutes. One of them will always be a Bounty Rune
 * Runes are replaced every two minutes if they are not picked up
 * Denied creeps now give less experience:
 * 50% experience, instead of a constant 36 per unit
 * First Blood bonus gold decreased from 200 to 150
 * Reworked the bonus area of effect XP
 * Reworked bonus area of effect Gold and Streak ending
 * Glyph of Fortification cooldown is now refreshed whenever you lose a Tier 1 tower
 * Tier 2 Tower's armor increased from 20 to 25
 * Tower bounty gold for destroying Tier 1/2/3/4 reduced from 264/312/358/405 to 160/200/240/280 (denied is 50%)
 * In Captain's Mode, the 3rd ban phase order is swapped
 * Reworked how All Pick works in Ranked Matchmaking:
 * Picking starts after a 35 second strategy period.
 * Teams alternate picking. Whenever it is a team's turn to pick, anyone on that team can pick for themselves.
 * Teams have up to 30 seconds to pick a hero. If the timer expires, each player that hasn't selected a hero will lose 2 gold per second. The selection will stay on this team until a hero is picked.
 * Once a selection is made, it immediately switches to the other team to pick.
 * Initial starting team is random, but known at the start of the strategy period.
 * If a team has not picked and continued losing gold for more than 30 seconds, a player that hasn’t picked will be assigned a random hero and the turn will resume to the other team.
 * Aegis duration decreased from 6 minutes to 5
 * Roshan's Slam area of effect increased from 250 to 350
 * Roshan's Slam damage increases by 20 every 4 minutes
 * Centaur Conqueror's Swiftness Aura has been moved to Hellbear Smasher
 * Hellbear Smasher Attack Time increased from 1.35 to 1.55
 * Hellbear Attack Time increased from 1.35 to 1.5
 * Centaur Conqueror Attack Time improved from 1.65 to 1.5
 * Centaur Courser Attack Time improved from 1.35 to 1.3
 * Dark Troll Summoner's Ensnare duration increased from 1.5 to 1.75
 * Satyr Banisher HP increased from 240 to 300
 * Satyr Banisher movement speed increased from 300 to 330
 * Satyr Banisher attack range reduced from 600 to 300
 * Satyr Banisher Base Attack Time improved from 1.8 to 1.7
 * Satyr Banisher's Purge cast range increased from 200 to 350
 * Wildwing Ripper's Toughness Aura now works on Siege units
 * Fixed some rare edge cases with pathing malfunctioning
 * The following abilities can now be cast on Spell Immune allies:, , , , , and.
 * The following buffs are now properly dispellable:, , , , , , , , , , , , , , , , , 's , , 's Frost Breath, , 's slow.


 * //// no longer have a special condition for purging the following otherwise unpurgeable spells:, , , slow.

Damage Type Changes
A few abilities and damage type mechanics have been reworked. There are now three primary damage types and a Spell Immunity Piercing status with each. Each ability now carries a notation in the tooltip indicating these.

The three damage types are 'Physical', 'Magical' and 'Pure'.

'Physical' is affected by Physical Armor, 'Magical' is affected by Magical Damage Resistance and 'Pure' is affected by neither.

Magic Immunity has now been renamed to 'Spell Immunity'. Spell Immunity only defines if Spells interact with it, not how damage itself is handled. This means that on its own Spell Immunity status does not reduce any damage.

Black King Bar, Repel, Rage and all other previous forms of "Magic Immunity" now grant 'Spell Immunity status and a 100% Magic Resistance bonus'.

In the vast majority of cases, the interactions are still the same, however an example of a case that would be different is if an ability has both Spell Immunity exception and has Pure damage type. Previously the damage would not have any impact, however now it does.

Ability Tooltips now have these fields:

-Damage Type: 'Physical/Magical/Pure' -Pierces Spell Immunity: 'Yes/No'

If the Damage Type is not Magical it will be colored differently to make it easier to notice. The same is true in cases where Pierces Spell Immunity is Yes.

There have been a few abilities rebalanced with these mechanics in mind. In some cases the intent is to maintain similar balance, in other cases as an adjustment to their balance.

Additional Notes:


 * Composite Damage: This damage type has been removed. There are no longer any abilities which use Composite Damage.


 * HP Removal: This is no longer considered a Damage Type, and its remaining uses are as an alternative cost to Mana for spells to use or as functional HP modifications (,, etc). These are now considered usage costs in the game and are never lethal.

Rebalanced Abilities

 * Damage type from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 14/20/26/32 to 12/16/20/24
 * Damage type from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 14/20/26/32 to 12/16/20/24


 * damage from HP Removal to Pure
 * damage from HP Removal to Pure


 * Damage type from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 90/120/150/180 to 70/100/130/160
 * Damage type from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 90/120/150/180 to 70/100/130/160


 * Earth Spirit's damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)
 * Earth Spirit's damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)


 * Damage type changed from Magical that pierces Spell Immunity to Pure that pierces Spell Immunity
 * Damage reduced from 30/50/70 to 20/35/50 (Aghanim's Scepter from 50/80/110 to 40/60/80)
 * Damage type changed from Magical that pierces Spell Immunity to Pure that pierces Spell Immunity
 * Damage reduced from 30/50/70 to 20/35/50 (Aghanim's Scepter from 50/80/110 to 40/60/80)


 * initial attack is now the same Magic damage type as the rest of its damage (initial damage no longer pierces Spell Immunity)
 * initial attack is now the same Magic damage type as the rest of its damage (initial damage no longer pierces Spell Immunity)


 * Damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity
 * Damage reduced from 4/5/6/7% to 3/3.75/4.5/5.25%
 * Damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity
 * Damage reduced from 4/5/6/7% to 3/3.75/4.5/5.25%


 * Damage type changed from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 12.5/25/37.5/50 to 9/18/27/36
 * Now deals 40% more damage to towers (same overall damage per second as before)
 * Damage reduced from 12.5/25/37.5/50 to 9/18/27/36
 * Now deals 40% more damage to towers (same overall damage per second as before)


 * Aghanim's Scepter damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity
 * Aghanim's Scepter no longer increases damage, only the damage type is changed
 * Overall, this is the same damage against 25% Magic Resistance
 * Aghanim's Scepter no longer increases damage, only the damage type is changed
 * Overall, this is the same damage against 25% Magic Resistance


 * Spirit Bear death now deals 10% max health as Pure damage instead of 100/200/300/400 composite damage
 * Spirit Bear death now deals 10% max health as Pure damage instead of 100/200/300/400 composite damage


 * is now negative regeneration instead of HP Removal
 * You will still get credit for kills with it.
 * You will still get credit for kills with it.


 * Damage type from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 300/400/500/600 to 225/300/375/450
 * Damage type from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 650/850/1150/1550 (350/400/450/500 partial) to 500/650/850/1150 (260/300/340/380)
 * Damage type from Composite to Physical (still pierces Spell Immunity)
 * Damage reduced from 650/850/1150/1550 (350/400/450/500 partial) to 500/650/850/1150 (260/300/340/380)
 * Damage reduced from 650/850/1150/1550 (350/400/450/500 partial) to 500/650/850/1150 (260/300/340/380)


 * damage type changed from Magical that pierces Spell Immunity to Magical that does not pierce Spell Immunity
 * damage type changed from Magical that pierces Spell Immunity to Magical that does not pierce Spell Immunity


 * damage type from HP Removal to Pure that Pierces Spell Immunity
 * damage type from HP Removal to Pure that Pierces Spell Immunity


 * Now shares the same damage type that is dealt into it, before it is reduced
 * It previously took the damage that was dealt after all reductions and re-dealt it as HP Removal.
 * It now immediately redistributes the damage with the same original source type before any reductions.
 * Damage percentage from 20% to 25%
 * : damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)
 * Damage percentage from 20% to 25%
 * : damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)


 * Last Will damage type from Pure to Magical (Still does not pierce Spell Immunity)
 * Last Will damage increased from 400/500/600 to 550/675/800
 * Last Will damage increased from 400/500/600 to 550/675/800


 * Changed from HP Removal to Pure
 * Changed from HP Removal to Pure

Undocumented Changes

 * backend changes list goes here

Tournament Items

 * ticketrs n stuff go here

Unreleased Items

 * Contains:

Drop List

 * fill

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