Version 2.0.21
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- Fixed Puppetmaster's Voodoo Puppet deleting heroes
- Tremble can no longer teleport to an enemy's mound
Version 2.0.20
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- Power-ups will no longer spawn at 0:00 game-time
- Buying Back is now limited to 2 per player
* They never 'restock', so you can buy back only twice during any single game
* The game tells you when you buy back how many you have remaining
- Fixed the bounty for Barracks so that the killer gets the bounty as well
* Was bugged and everyone on the team except the killer got bounty
- Fixed a crash with the Match Stats screen
== Items ==
- Alchemist Bones are now limited to 1 per player and are bind on pickup
* While a player already has one, they can't assemble another
* Alchemist Bones is muted when unowned (dropped by a terminated player)
- Tablet of Command now takes a Major Totem instead of an Apprentice's Robe
* Stat gain changed from +16 Intelligence to +4 Strength, +4 Agility, +14 Intelligence
== Heroes ==
- Added a new Hellbourne Agility Hero: Tremble
Andromeda
- Fixed a bug with Void Rip that caused you and her target to move slightly closer to each other
Chipper
- Fixed Rocket Barrage so you do not gain a free rocket when you level them from 2 to 3
Chronos
- Fixed his Curse of Ages Tool-tip
- Fixed Curse of Ages bugging out when you miss the bashing attack
Deadwood
- Fixed interactions between Willowmaker and Unbreakable
Demented Shaman
- Fixed an issue with Unbreakable when you have healing-reducing effects on you
Devourer
- Stopped him from standing up and being silly after he dies while hooking someone
Doctor Repulsor
- Corrected some efficiency issues with his abilities
Kraken
- Tsunami Charge cleaned up
- Fixed Tsunami Charge so that if he's still charging and dies, his corpse won't stand there
- Fixed a bug where Accursed's Fire Shield can shield Kraken and he can do actions while charging
Legionnaire
- Updated the Taunt so that it will function properly in duplicate hero mode
Pandamonium
- Fixed Flick from triggering stuff like Corrupted Disciple's Static Discharge twice
Pharaoh
- Wall of Mummies grab radius increased by 5
* This is a fix to the cornercase of someone being caught inside of the mummies but not grabbed
- Made his Tormented Soul un-selectable so you cant tab to them
Pollywog Priest
- Fixed his alt avatar not playing the cast sound on his Tongue Tied
Puppet Master
- Fixed a very small bug that didn't give Whiplash a timer when Puppet Master died with 1 charge on it
- Fixed Voodoo Puppet to give bloodlusts and assists correctly
Rampage
- Stampede magic immunity now take place when charges are 4 instead of 5
Soul Reaper
- Fixed a majority of cases of his aura getting around Unbreakable
Soulstealer
- Removed the channeling bar from his ultimate for now, we will fix it and re-add it later
Runes have always been a topic of debate among players, the most extreme view being that runes and their randomness should be removed altogether. I thought that the 0 minute rune brought some great moments of excitement to the beginning of the game. But the fact that a mid hero starting with illusions or double damage could completely dominate the lane was unfair, and for that reason, I agree with this change.
I think that the limit on buybacks was a change that needed to happen after the assist gold change. The increased amount of gold makes having extra buyback money a little too convenient. Many players feel that excessive buying-back ruins games; although, I'm sure there will still be some debate on if this is the best way to limit them.
If you've been playing any amount of games lately, you've probably seen firsthand the ridiculousness of multiple Alchemist Bones. The limit of one-per-hero is a straight-forward fix, yet doesn't nerf the item. Expect to continue seeing Alchemist Bones on heroes like Puppet and Flint.
I'm all for Tablet of Command going back to its former recipe that included a Major Totem. It's such a good item that most support heroes would build it anyway, but now has more well-rounded stats that provide a small but much-needed health boost for those heroes.
My judgment of Tremble is only based on a few days of play on live servers, but so far, he seems stronger than average (as are most brand new S2 heroes). Expect some balance changes in a week or two. I would consider changing his passive to an attack modifier, and maybe making his mounds destructible based on number of attacks, rather than damage taken. Overall, he's a powerful, high-skill solo hero who could jump (or tunnel?) right into competitive play.
Links
forums.heroesofnewerth.com - 2.0.20 Patch Notes thread