
Wildwing Ripper's Toughness Aura now works on Siege units. Satyr Banisher's Purge cast range increased from 200 to 350. Satyr Banisher Base Attack Time improved from 1.8 to 1.7. Satyr Banisher attack range reduced from 600 to 300. Satyr Banisher movement speed increased from 300 to 330. Satyr Banisher HP increased from 240 to 300. Dark Troll Summoner's Ensnare duration increased from 1.5 to 1.75. Centaur Courser Attack Time improved from 1.35 to 1.3. Centaur Conqueror Attack Time improved from 1.65 to 1.5. Hellbear Attack Time increased from 1.35 to 1.5. Hellbear Smasher Attack Time increased from 1.35 to 1.55. Centaur Conqueror's Swiftness Aura has been moved to Hellbear Smasher. Roshan's Slam damage increases by 20 every 4 minutes. Roshan's Slam area of effect increased from 250 to 350. Aegis duration decreased from 6 minutes to 5. 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. Initial starting team is random, but known at the start of the strategy period. Once a selection is made, it immediately switches to the other team to pick.
The selection will stay on this team until a hero is picked. If the timer expires, each player that hasn't selected a hero will lose 2 gold per second.
Teams have up to 30 seconds to pick a hero. Whenever it is a team's turn to pick, anyone on that team can pick for themselves. Picking starts after a 35 second strategy period. Reworked how All Pick works in Ranked Matchmaking. In Captain's Mode, the 3rd ban phase order is swapped. Tier 2 Tower's armor increased from 20 to 25. Glyph of Fortification cooldown is now refreshed whenever you lose a Tier 1 tower. In combination with these changes, the gold for ending a spree is in turn reduced, from 125->1000 to 100->800. NWDifference = ( EnemyTeamNW - AlliedTeamNW )/ ( EnemyTeamNW + AlliedTeamNW ) (minimum 0)ġ Hero: Gold = 40 + 7 * VictimLevel + NWFactor * 0.5Ģ Heroes: Gold = 30 + 6 * VictimLevel + NWFactor * 0.35ģ Heroes: Gold = 20 + 5 * VictimLevel + NWFactor * 0.25Ĥ Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.2ĥ Heroes: Gold = 10 + 4 * VictimLevel + NWFactor * 0.15 The player that got the last hit now also gets the area of effect bounty.ĮnemyTeamNW = Enemy team's total Net WorthĪlliedTeamNW = Your team's total Net Worth It does not affect the natural Gold received for killing a hero of a certain Level/Streak. Handbook of Food Fortification and Health: From Concepts to Public Health Applications Volume 2 is an indispensable text designed for nutritionists, dietitians, clinicians and health related professionals.This change only affects the extra Gold given if within an area after a kill. Coverage includes sections on definitions of fortifications, fortified foods, beverages and nutrients, fortifications with micronutrients, biofortification, impact on individuals, public health concepts and issues, and selective methods and food chemistry. This comprehensive text examines the broad spectrum of food fortification in all its manifestations. In terms of public health, malnutrition due to micronutrient deficiency can be quite profound imposing economic and social burdens on individuals and whole communities. As a consequence, ill health occurs affecting individual organs or causing premature death. Unfortunately situations arise on a local or national scale when nutrient supply or intake is deemed to be suboptimal. Optimal nutritional intake is an essential component of health and wellbeing. This book aims to disseminate important material pertaining to the fortification of foods from strategic initiatives to public health applications. Handbook of Food Fortification and Health: From Concepts to Public Health Applications Volume 2 represents a multidisciplinary approach to food fortification.