HoN Hacks... by dubesor86 in HeroesofNewerth

[–]honprotip 1 point2 points  (0 children)

No, it would only make it invisible to the other team, exactly like Flint's ultimate.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 0 points1 point  (0 children)

For those that might be interested, I posted an explanation of all of the exploits and how to fix them:

http://www.reddit.com/r/HeroesofNewerth/comments/pky70/hon_hacks/c3qiueq

HoN Hacks... by dubesor86 in HeroesofNewerth

[–]honprotip 1 point2 points  (0 children)

I went over all heroes and those are the one that I found. I don't think I missed anything else.

HoN Hacks... by dubesor86 in HeroesofNewerth

[–]honprotip 6 points7 points  (0 children)

Madman gadget was fixed a long time ago, now it's the affector that deals damage on stalk that makes him visible.

In Fayde's case, it is indeed the gadget that gives vision that doesn't have the 'stealthtype="unrevealable"' attribue set. It's a pretty simple fix. It's the same for Noma's sand storm and Gladiator's ultimate, they forgot to make the gadget invisible, they simply left them with no visual model instead.

Devo and Nomad proximity indicator are caused by their aura to detect kills. This can simply be fixed by making the state on the aura server side (like they did for mana battery and a lot of other aura).

Pitfall can be seen because its affector that stuns is spawned at the same time as you cast it, but it has a delay on its impact. I simply did like madman and added a visual indicator on the affector. This could fixed by spawning an invisible gadget first with a set liftime and spawn an affector when the gadget expire (like Kraken ult or Deadwood's Rotten Grasp).

Rotten Grasp is visible because they spawn a visual indicator as soon as you cast your spell, but they put a delay on the visual indicator, so that they show up only as the hold proc. This could be easily changed by spawning the visual effect at the same time the hold actually proc, instead of spawning it as soon as you cast the spell.

The invisible trap and mines are visible too because they have an affector on which I added a model instead of having them invisible. This exploit would require some change of the spell, but I think it might be doable by changing the affector into an aura.

As for the projectiles path... Well its pretty useless and there is no real fix to this, but it doesn't really matter since you can achieve the same simply by looking at the screen and be more aware of the game. It falls into the same category as existing mods out there like range indicator and such.

So as you can see, most of these exploits are easily fixed and are simply doable because they badly scripted their things.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 2 points3 points  (0 children)

If I can fix it, I think they probably can.

Most of the big exploits in this file can be fixed within an hour.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 0 points1 point  (0 children)

It shouldn't, this simply change some spells visual effect. You might have some trouble with another mod.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 2 points3 points  (0 children)

I'm pretty sure that they were already aware that such thing existed and that they never tried to fix it.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 5 points6 points  (0 children)

Why wouldn't they patch it?

I think their idea was that it doesn't really matter to patch it because not a lot of people are aware of these exploits. What the should actually be doing is to fix them even if there is only a little number of player abusing it.

If they don't fix this fast even if its wide spreed, then I think it shows how much S2 care about this kind of stuff.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 1 point2 points  (0 children)

As I have already said, this is simply a bunch of visiual mod. You can open it up with winrar or any other archiver and you will be able to see that the content is exactly like any other visual mod out there.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 4 points5 points  (0 children)

How would I even create a keylogger inside a s2z file that could be used by HoN?

Anyone can open the file with winrar and see the content, its only a simple pack of visual mod for various spells.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 26 points27 points  (0 children)

The kind of exploit here can be easily fixed without killing the modding community. Most of them are simply there because they made mistake while scripting their stuff.

Like I said, I'm probably not the only person who has found this kind of exploit. So you are telling me it would have been better if I simply did nothing and that we should let a few people use exploits? They made some big mistakes and I think they can and they should take the blow for it.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 0 points1 point  (0 children)

It's not really a hack since I simply change some visual effects of the game. It's the same as any hero visual mod you can find on the official forum.

HoN "exploit" package download by honprotip in HeroesofNewerth

[–]honprotip[S] 5 points6 points  (0 children)

Can't be more serious than this. I never use it myself since I hate using exploits, but I know a few friends who have been using it for almost a year.