Valve released Immortal Treasure II and update for Aghanim's Labyrinth
Author: Hawk Live LLC
Last updated:

On the night of July 25, Valve released the Immortal Treasure II containing 11 items, and an update for the summer event the «Aghanim's Labyrinth».List of changes:
- The next of Aghanim's Trials will take place on Sorcerer.
- The damage and health of enemies in Sorcerer and Grand Magus Act 1/2 now ramp up more slowly, better matching the curve in Apprentice and Magician (Act 3 unchanged).
- Many common and elite shards with low selection or efficacy rates have had their values increased or been removed (i.e. Witch Doctor 5% evasion, many mana cost shards).
- Fixed a bug where Viper and Magnus could get multiple ultimate ability upgrade options in the starting room.
- Trap room treasure chests and the items they drop are removed if they are not picked up when the encounter completes.
- Improved behavior when units like grumpy ogre seals bounce out of the level.
- Boots of Travel: increased bonus move speed 32 -> 90.
- Fixed several cases where enemies would not aggro on damage.
- Gary's armor now increases per ascension level.
- Time before creatures detect invisible players increased from 2.5 to 5 minutes.
- Time before providing vision of remaining creatures to players increased from 4 to 5 minutes.
Item changes:Echo Slam Potion
- Initial damage increased 180 -> 300.
- Echo damage increased 110 -> 130.
- Cost reduced 750 -> 650.
Ravage Potion
- Damage increased 600 -> 800.
Explosive Barrel
- Now also applies 0.75 second stun.
Map Changes:
- Nav fixes for The Long And Winding Path, The Hallway of Pain, The Cliffs of Sacrifice, Corridors of Chaos, No Time To Brood, Badland Bandits, The Bomb Squad, Battle Squawks, The King Returns and The Apex Mage.
- Added trees to the west entrance of Rizzrick the Razorsaw.
In addition, Valve has tweaked the difficulty in some rooms and rebalanced heroes for «Aghanim's Labyrinth».






