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reflexdota's Introduction

Download the ZIP of this repository and unzip it to any folder to begin the installation.

Automatic Installation
----------------------
Double click on "Reflex Install.bat".  The script will find the dota directory and copy over the necessary files


Manual Installation
----------------
Drop the "dota" directory on top of your base dota directory, which is usually located at
	C:\Program Files(x86)\Steam\steamapps\common\dota 2 beta

This will copy in the "reflex" addon to the "dota\addons\reflex" path and the "reflex.cfg" file to "dota\cfg".


Running the Game
-----------------
To start the game mode, make sure Dota isn't running and double click the "Play Reflex" link.  
You will be prompted to accept a string of launch commands for dota, and hitting OK will start DOTA up with the ability to run "reflex".
You will be given access to the console in dota, and can execute "connect <IP>:<PORT>" to connect to a dedicated server running reflex.


------------
The Game----
------------
-Reflex games are round-based and played until a team has 10 wins
-Each round has a pre-round time where each player can buy/upgrade abilities and items from the shop
-Once a round starts, you can no longer buy or upgrade items/abilities until the round is over when you will get your gold and ability points back
-All heroes are identical initially, the only difference is the cosmetic model.
-All heroes use a quickly charging energy system instead of a slowly recharging mana system
-All heroes start with two items, the Reflex Dash and Simple Shooter items.
-Reflex Dash item is just like Force Boots from the New Bloom event, except it has automatically recharging charges and is upgradeable
-Almost all items are upgradeable and many use a recharging charge system
-All offensive abilities are directional, point target, or PBAoE, so aiming is important as is dodging
-A round ends when time runs out or one team loses all of its players
-The last player alive for a team gains the Last Man Standing buff, allowing them to do up to double damage while they still can
-Round winners get more gold, and losers get more levels for the next round


Item Examples
------------------
-Shotgun: Fire up to 2 shots at short range for big damage, assuming you can catch your target
-Long Shot: Pepper the enemies with long range waves doing low but safe damage
-Sunstrike Barrage: Unleash multiple sunstrikes anywhere on the map in rapid succession until out of charges
-Meteor Cannon: Charge up a massive meteor that flies across the map in speed proportional to the charge time.  Explodes on impact
-Crippler: Covers an nearby enemy with goop, preventing them from dashing for the duration
-Mega Flare: Call down a delayed massive magical strike that decimates all enemies caught
And many more...

Ability Examples
------------------
-Phase Shift: Dodge in place!
-Energy Drain: Create a draining field that significantly reduces enemy energy regeneration if caught in the cloud
-Borrowed Time: No automatic activation, and short duration, but extremely powerful for turning a devestating attack into a massive boon
-Kinetic Field: Trap an enemy in place and prevent them from dashing around
-Vengeance: When an ally dies, gain a massive reduction in received damage for a short time.  Go HAM!
-Scaredy Cat: When an ally dies, gain a movement speed boost and a healing salve effect.  Run Away!
And many more...




=============
= ChangeLog =
=============
.02.08
------------
-Incorporated some new heroes for selection(Thanks to OrangeSodaSmurf)
-Adjusted the Countdown to show in the center message at 10 seconds left (Thanks to XavierCHN)
-Added logic for determining victor in the case that no one is killed during a round.  The round goes to whichever team is losing overall (Thanks to XavierCHN)
-Added SChinese language support (Huge thanks to XavierCHN)
-Fixed illuminate not doing damage often and mega flare not doing damage occasionally
-Mega Flare damage adjusted from 600/900/1200/1500 to 600/700/800/900
-Fixed the model scaling to appropriately rescale heroes after vengeance/scaredy cat wears off
-Fixed Simple shooter 2/3 to use their correct statistics
-Update addoninfo.txt
-Fixed an issue with meteor speed not scaling with levels appropriately
-Rescaled meteor speed so that level 1 and 2 are a little slower than before but 3 and 4 are a bit faster
-Added invulnerability during pre-round to prevent leftover projectiles from causing damage
-Fixed gold not being removed when a round begins
-Simple shooter and Shotgun projectiles now appropriately trace the terrain
-If you attempt to dash while crippled now, you hear a "failure" sound and no longer lose mana or charges.
-Fixed Illuminate damage getting clipped by other illuminates.  It now does full damage every time
-Fixed Last Man Standing to base its damage buff % on the number of enemies alive when the hero is orphaned, not the number of enemies in total
-Fixed the shotgun tooltips to show the correct damage
-Fixed heroes being able to walk barely out of vision on the bottom of the map


.02.00
------------
-Added a danger indicator to Detonator explosion
-Made all items droppable/stash swappable
-Added a .38 second cooldown to Reflex Dash to prevent double-tap charge wasting
-Timer-caused Free-win Issue should be fixed
-Vengeance now scales the model of the hero up based on the level of vengeance ability
-Scaredy cat now scales the model of the hero down based on the level of scaredy cat ability
-Scaredy Cat now heals for more, a total of about 400/600/800/1000 if the heal is uninterrupted
-Added invulnerability when all heroes on one team die, preventing cross kills at round end
-Lowered gold costs of smoke and haste grenades
-Removed the movement speed snare from smoke grenade
-Boosted the range/radius and damage of flame breath 
-Fixed a tooltip on the Energy Drain ability showing Damage despite dealing none
-Increased the duration of the haste ability by 1 second per level to 2.0/2.5/3.0/3.5
-Increased the duration of holy shield by 1 second per level to 4.0/4.5/5.0/5.5 and reduced the cast point from 0.3 to 0.1
-Rebalanced Kinetic Field.  It now lasts longer at level 3 and 4, has 200 more cast range at all levels, and can be cast on the point target without turning (helpful for escaping/baiting)
-Net Cannon is now a Tier 2 item (2300 base cost, 700 each upgrade) and has 2 charges at all levels
-Crippler is now a Tier 2 item (2300 base cost, 700 each upgrade)
-Reduced the health gain from HP Booster/Soul Booster to 200/300/400/500 from 200/400/600/800 since you can buy multiple and to give the passive ability versions an advantage
-Reduced the meteor cannon speed scaling.  It's still quite fast with a full charge but far less potent with less than half a charge.
-Reduced the early level damage of power shot
-Reduced the early level damage/mana drain of cogs

reflexdota's People

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