UberFix 1.06 [1/18/2012]

By on November 28, 2010 11:03:32 AM from Demigod Forums Demigod Forums

miriyaka

Join Date 11/2008
+76

The UberFix is a compilation of bug fixes for Demigod version 1.3.

OFFICAL DEMIGOD PATCH NOTE:
Demigod must be updated to version 1.3 or higher to take advantage of several of the fixes contained herein.  Additionally, any bugfixes found in Demigod Patch 1.3 have been dropped from the UberFix code for purposes of maximum compatibility with version 1.3, so using an older version of Demigod with this release of the UberFix will re-introduce many bugs.

To insure that the latest Demigod patch is installed, enter the Multiplayer screen in the main menu, choose Internet, and log in with your Impulse username and password.  The game will be automatically patched.


Download v1.06:

http://www.box.com/s/hdsoycixo3p8f5fs82aj


Installation Instructions for Demigod Mods in Archive Format:
If you have downloaded the executable, it should place the files automatically.
If you downloaded the zipped version, use the following instructions:

1) Locate your Demigod mod directory.  This will be \bindata\mods, within your Demigod install folder. The default location for this is C:\Program Files\Stardock Games\Demigod\bindata\mods.

2) Extract the mod archive directly into this folder.  If you are using a program like Winrar or 7zip to extract the archive via a drag action, make sure you choose the first option to extract files directly into the mods folder, rather than the second option to extract into a sub-folder with the same name as the archive file.

3) The result should be a folder within \mods called e.g. 'UberFix 1.05', containing several files and sub-folders.  If instead you see only one folder with the same name as the archive (e.g. 'Uberfix105') and an 'UberFix 1.05' folder within, then you chose the wrong option when extracting, and will need to move that sub-folder back one level into the mods folder, or delete the result and re-extract the archive into \mods without specifying a sub-folder.

To enable the mod, run Demigod, select the Mod Manager, select the UberFix, and click enable. If the mod is properly enabled it will show up in the right pane of the Mod Manager screen.

To delete a mod, simply delete the that mod's individual folder in \bindata\mods\. Do not delete \bindata\mods unless you wish to remove all mods!


New in v1.06:

-Created new UID
-Fixed code error in Regulus' Vengeance skill, now properly does a metahit
-Fixed code error introduced with previous Iron Walkers fix
-Fixed Theurgist's Hat description, it is a weapon proc, not an armor proc


Version History

v1.05

 

Minion and Reinforcement Base Armor Not Applied Until Armor Is Buffed
Units with a blueprint base armor value (most idol summons and heavy reinforcement units) will now correctly have this armor value applied.  Previously, this value only took effect once the unit was affected by some other armor buff, remaining if that armor buff was removed.

 

Regulus Maims Allies When Using Universal Gadget
The previous fix for Regulus' self-maiming already solved the unreported issue of self-maiming via potion use.  The fix has been expanded to insure against any maim application on negative damage (healing) as well as on allied or self damage.

 

All Valor Flag Bonuses Lost When Enemy Valor Flag Is Captured And Lost
This was accidentally introduced in the 1.04 release with the ArmyBonus stacking protection fix.  This fix now always allows stacking unless the buffs the ArmyBonus contains have the REPLACE stacking flag.

 

Miscellaneous Small Fixes

Gloves of Despair now show their existing 8% attack bonus

 


v1.04

Ranged Demigod Attack Stutter
Ranged Demigods (other than Regulus in Angelic Fury) would have their attacks repeatedly interrupted due to constant stop and start while chasing a slower target, effectively penalizing greater speed.  They are now able to successfully attack periodically in this situation, though not from a standstill.  This is intended, to preserve the advantage bestowed by Regulus' Angelic Fury lock-on bonus.

Queen of Thorns Extreme Rate of Fire
Related to the above fix, Queen of Thorns will no longer be able to attack far more rapidly than should be possible while chasing a target or when stuck on map geometry.

Queen of Thorns Compost Uses Incorrect Buff Levels And Adds Infinite ArmyBonuses
Despite using a similar buff counting method to Oak's Soul Power, Compost started at 'rank 0' internally and caused the level 6 buff to go unused regardless of skill rank and compost level.  It now uses exactly the same calculation method as Soul Power.
Additionally, it would add an ArmyBonus every time it gained or lost a level, potentially causing the game to process hundreds or even thousands of ArmyBonuses and their associated buff add/removes every time one of Queen of Thorns' minions was summoned or killed.  All buffs and ArmyBonuses added by Compost are now correctly removed, which should significantly reduce the sim overhead of this ability.

Unclean Beast Ooze Suicide
Ooze is now completely incapable of causing suicides.  Unclean Beast will be left with one hitpoint in any situation where Ooze damage occurs in the same tick (but just after) any other damage event.

Rook Shoulder Weapon Stuck And Illegal Targets
These weapon addons should no longer become fixated on a single target that is out of range or is no longer visible, and should be unable to fire on non-structure targets that are not currently visible.  Structures in the fog of war can still be attacked as intended.

Rook AI Movement Stutter

This was caused by the high rate of fire of Rook's arrow towers.  Their ROF has been quartered and damage quadrupled, for the same overall DPS.  Poison chance and duration have been increased slightly to give the same chance per second of poison activation, as well as the same chance per poison cycle of renewal under consistent fire.

Torch Bearer Permafrost I Debuff

This aura level is now in-line with all other levels, at -5% ROF from -3%.

Torch Bearer Frost Nova Slow Duration
The snare duration for this ability now takes into account the duration of its freeze, each level providing a full 5 seconds of slow post-unfreeze as the description indicates (instead of as little as 2s at level III).

Oculus Ball Lightning Produce Nightwalkers/Spirits On Death
Due to the disposable nature of Ball Lightning (particularly with Explosive End), this caused an extremely exploitable level of synergy with Oak and Erebus allies, and can safely be inferred as unintended and a consequence of Oculus' poor testing.

Oculus Blast Off! I Radius
This ability level is now in-line with all other levels, at 6 radius from 3.

Sedna Horn of the Yeti IV Buff
Sedna's Yetis will now correctly receive the level IV buff with this ability.  Existing Yetis now also receive the appropriate level of buff upon ability upgrade, as was the case with Shamblers and Entourage.

Absorption Refresh On Addition/Removal
Shield buffs such as Bramble Shield and Groffling Warplate will no longer cause all related buffs to be fully recharged any time one is added or removed.  Additionally, absorption damage float text is now only displayed for both involved parties (like all other damage float text) and displays the amount of damage done.

Illegal AI Area-Targeted Ability Lock-on
The effect location of area-targeted abilities e.g. Hammer Slam will no longer illegally follow a moving unit whose position the AI chose for a target location.

Ability Tooltips Display Unmodified Cooldown Time While Cooling Down
The correct total cooldown time is now always shown in all ability bar tooltips.  Skill sheet and inventory tooltip cooldown times remain unmodified, as intended. 

Map Domination Voice-Over On Loss Of Map Control (Second Attempt)
The map domination voice-over now correctly activates on flag capture for the team gaining map control any time they capture a flag above the domination threshold.  In addition, the map domination threshold is read from game settings instead of being fixed at 75%.  This fix was absent from the released 1.03 code, despite being listed in changelog.

Trebuchet Damage Unaffected By Tower Strength Citadel Upgrade
The tower strength upgrades will now affect both Fort-upgrade Trebuchets and flag-controlled Trebuchets.

ROLLOVER DATA ERROR Or No Rollover On Flag Mouseover
Flags captured by the enemy team behind the Fog of War should now always display the correct rollover information.  This issue was caused by an engine bug related to non-visible unit replacement and could not be directly fixed via Lua.  Fortunately, a workaround involving giving the opposing team momentary 1-radius visibility on any captured flag to allow the engine to report the correct flag unit to the rollover system seems to have resolved it in practice.

 

Miscellaneous Small Fixes
Cosmetic changes (thanks to Lord Orion for finding most of these):

  • Compost and Soul Power now show their current level in the buff icon (thanks to Ptarth for the IV-VI Compost icons)
  • Torchbearer's mode-change buffs now show the correct names
  • Warlord's Punisher now uses the correct cast animation for its cast time
  • As noted above, absorption damage float text now displays the amount of damage done in a different format than normal damage float text, and will show critical hits in yellow.  Shielded minions will show absorption damage float text to their demigod as well.

Small functional/internal changes:

  • Demon Assassin's Warp Area ability now has a pre-cast check that prevents it from being cast when no targets are in range (it has no range ring, and unlike other instant-cast area abilities, does not work on a variety of target types)
  • Regulus can no longer Maim himself with self-damaging abilities (this only affected mod items)
  • Made several changes to the AIBrain functions RemoveArmyBonus and AddArmyBonus to prevent endless ArmyBonus stacking (which carries a fairly heavy sim performance penalty in extreme cases e.g. vanilla Compost)
  • Ability damage now has the CanEvade flag set to false by default.  This is the intended functionality, as all abilities other than Unclean Beast's Venom Spit specifically disable this.  Practically speaking, in vanilla Demigod this only affects Spit damage-over-time, which can no longer be inexplicably dodged.
  • Wyrmskin Gauntlets' ranged on-hit chance is now in line with every other ranged on-hit chance (10% from 8%, 66% of melee chance)
  • Weapons with a blueprint-specified DamageRadius can no longer have their splash damage reduced unless the buff doing the reduction is flagged as a debuff.  This was necessary to keep the Tower Strength citadel upgrade from reducing the splash damage of Trebuchets.


Feature Additions
Mod UI texture/icon support has been added:

Any .dds files in your mod folder within /textures/ui/common will have their path relative to the mod folder cached in a table that the UIFile function looks at when assigning most non-background, in-game UI textures.  This can be used both for adding and overriding existing textures without having to use relative paths.  This (along with the mod-folder doscript hook included) allows you to change the name of your mod folder between versions without having to update any of your code.

For example, the path:
    /mods/mymod/textures/ui/common/abilities/dgqueenofthorns/newqueenclose.dds
Would override the existing file:
    /bindata/textures/ui/common/abilities/dgqueenofthorns/newqueenclose.dds

Adding a new file:
    /mods/mymod/textures/ui/common/abilities/mymod/myicon_01.dds
Would let you assign this icon to a buff or ability the same as you would an existing icon in that relative path, by setting its blueprint's Icon field to:
    'mymod/myicon_01'

This affects any UI texture calls that use UIUtils.UIFile, including buff and ability icons, shop tab icons, and many UI window elements.
As UIFile only returns paths within /textures/ui/common, it does not affect any files outside of that path, and there are quite a few files within that path that do not use UIFile.  Expanding this support to all of these files would require hooking every UI creation function that ignores UIFile and directly assigns a texture path, which would unfortunately involve 30+ file hooks and upwards of a hundred destructive function overrides (as most texture path variables are declared local within a function).

Several new BuffAffects have been added for use by mods:

  • EnergyAdd: Functions like LifeSteal, adding energy based on a percent of damage done (works on grunts and minions)
  • EnergyLeech: As above, except that energy is stolen from the target based on a percent of damage (demigods only)
  • EnergyDrain: A one-off application of EnergyLeech, like a normal negative Energy.Add buff that transfers between demigods


Additional Sync variables for displaying unit information in the UI have also been created, in addition to those from 1.03 (note that some of the associated buffs are currently unused in stock Demigod):

New BuffAffects:

  • EnergyAdd
  • EnergyLeech

Existing BuffAffects:

  • Absorption
  • AbsorptionMult
  • MagicResistance
  • MissChance
  • Invincible
  • StunImmune
  • DebuffImmune
  • BountyGivenMod
  • BountyReceivedMod

Weapon BuffAffects:

  • SplashMult
  • DamageRadius
  • FiringRandomness
  • MetaRadius
  • MetaAmount

Note: The secondary weapon stats and associated UI hooks from 1.03 have been removed, and replaced by an entirely sim-side system where each Demigod tracks the stats for all of its main weapons and updates the primary weapon sync variables any time its weapon/mode is changed.


Several other internal changes and additions have been made to facilitate easier and more non-destructive modding of BuffAffects.  See the comments in /hook/lua/sim/BuffAffects.lua for details.


v1.03 

Knockback Kill/Damage Credit (Ptarth)
Creeps killed by knockback damage (e.g. Post-Mortem, Ring of Divine Might, etc) now correctly give a share of credit for their death to the instigating demigod, as well as contribute toward that demigod's cumulative damage statistics.

Lord Erebus Poisoned Blood (Ptarth & Mithy)
Updated so that the correct audio cue and visual effects are now played when Erebus or his allies are healed by his poisoned potions.

Instant-Cast Item Activation (Ptarth & Mithy)
The fix for Sludge Slinger and Parasite Egg not activating unless the activating demigod was facing its target (present in 1.02) was not taking effect due to an error in implementation.  This fix is now fully functional, and is also now applied to Deathbringer's silence ability.

Ironwalkers and Desperate Boots Persistent Buff (Mithy)
The conditional buffs for these items are now properly rescinded when the item is removed from inventory by any means.

Ironwalkers Always-On for Rook (Mithy)
The item's speed condition now compares against a percent (90%) of the demigod's base speed, for a similar activation threshold (<= 5.4, from 5.5) for most demigods.

Late Map Control Voice-Over (Mithy)
The map control voice-over now correctly activates any time the dominating team captures a flag with over 75% map control, rather than when a flag is lost above 75%.

Oak Raise Dead Ward Skill Level Crossover (Mithy)
All raise dead chances, spirit levels, and spirit caps now conform to the correct skill level of the demigod for whom the spirit is raised, as was already the case with Lord Erebus' Conversion Aura.

Gold Loss/Gain On Unsuccessful Item Transaction (Mithy)
Item transaction events now insure against gold loss or gain when the item itself cannot be bought or sold, e.g. when dying.

Enemy Gold Amounts Visisble In UI Mods (Mithy)
Enemy gold values are no longer accessible to the UI.  Existing UI mods that previously displayed enemy gold amounts will now only show zero.

Modal Demigod Weapon Stats (Mithy)
The UI will now correctly show the damage, rate of fire, and DPS calculations for the demigod's currently selected weapon.  Without other mods in effect, this only affects Queen of Thorns' packed mode, but the fix will allow the display of asymmetric changes to Torchbearer's weapons as well.

Oculus Ball Lightning Auto-Attack/Advance (Mithy)
Ball Lightning now correctly attack-move to the location specified by the reticle, instead of ignoring the reticle and only attacking nearby targets.

Oculus Ball Lightning Health Bar (Mithy)
Ball Lightning now have a normal, fully-visible health bar above their mesh, like every other unit and minion.

Oculus Ball Lightning Formation Movement (Mithy)
Ball Lightning no longer cause Oculus and other minions selected and commanded with them to move slowly and attempt to join a formation.  Ball Lightning will now behave exactly like other minions when given movement commands.

Oculus 'Sticky' Chain Lightning and Ball Lightning Effects (Mithy)
These lightning attacks should no longer break and create persistent lightning effects attached between the attacker and the former location of the target.

AI Citadel Upgrade Purchasing (Mithy)
AI are now able to purchase citadel upgrades that do not have a buff with the same name, e.g. Experience. Standard Demigod AI will still not purchase any upgrades unless a mod that enables this (such as the Skirmish AI Mod) is also used.

Experience Citadel Upgrade Persistence (Mithy)
Experience IV now correctly removes the Experience III bonus when purchased.


Feature Additions:
Several additional unit stats are now added to the Sync, allowing UI mods to display them for allied Demigods.
More details can be found in the comments in BuffAffects.lua.  The added stats are as follows:

  • Evasion Chance
  • Slow Cap
  • Life Steal
  • Damage Return
  • Damage Reduction
  • Vision Radius
  • Omni Radius
  • Gold Production
  • Experience Multiplier
  • Death Penalty Multiplier


Previous fixes removed due to inclusion in Demigod Patch 1.3:

  • Oculus Sacrifice not healing allied units
  • Oculus Ball Lightning summoning in map void
  • Unclean Beast Plague/Post-Mortem conflict
  • Minion summoned hitpoints
  • Heart of Life and Wings of the Seraphim halting on healing

Previous fixes left in due to the patch 1.3 solution being insufficient/ineffective:

  • Oculus Electrocution ineffectuality
  • Lord Erebus Mist deactivation threshold
  • Unclean Beast Ooze deactivation threshold

v1.02

Oculus Sacrifice Fix by Ptarth
Sacrifice now will heal allied units.

Unclean Beast Ooze Suicide Fix by Ptarth
Ooze now correctly ends when the Unclean Beast is low on Health.

Lord Erebus Poisoned Blood Fix by Ptarth
Poisoned Blood Potions now act like the potions they disguise themselves as to the team whose Lord Erebus dropped them. This prevents Lord Erebus from farming his death and stops his team from being penalized for his skill choice.

Oculus Electrocution Fix by Ptarth
Health and Mana regeneration are now correctly stopped when a unit is under the effect of Electrocution.

Torch Bearer Projectile slowdown Fix by Ptarth
Torch Bearer's fireballs and Ice blasts now correctly home in on targets. This includes his Fireball ability.

Unclean Beast Post Mortem Plague Conflict Fix by Exxcentric
Plague I and II no longer remove the Post Mortem death effect.

Rook Move Attack Fix by Ptarth
Rook now is able to move attack properly.


v1.01

Orb of Veiled Storms Fix by Ptarth (bug reported by awuffleablehedgie)
The Orb of Veiled Storms now deals ArmorImmune damage like every other demigod ability and weapon ability (except for the Doomspite Grips and Girdle of Giants, which have a cleave attack).

Lord Erebus Mist Form by Ptarth
Fixed Mist Form ability so that it correctly ends when Lord Erebus has less than 125 mana.

ZikFix (Zikurat Tower Fix) by mrappard
The Dark side towers on Zikurat while playing Conquest now spawn correctly.


v1.0

Minion +hp Fix by Ptarth
Minions summoned by Demigods Generals [Sedna, Lord Erebus, Oak, Queen of Thorns, Oculus] with +minion hp items now have the correct health.

Oculus Brain Storm Fix by Ptarth
Brain Storm now has a visual effect at all levels, instead of only when Oculus has Mental Agility Brain Storm now removes debuffs on targeted unit as specified by the rollover tooltip text.

Queen of Thorns Attack Animation Glitch by Ptarth
Reduced the lifetime of the QoT's root attack animation to make the animation look better. This is only a cosmetic change.

Oculus Lightning Ball Summons by Ptarth
Lightning Balls will no longer summon in map void space.

Oculus Lightning Blast by Ptarth
Lightning Blast now occurs at the origin of the target instead of the origin of the unit that triggers the effect.

Missing Oculus Shield Effect by Ptarth
Oculus now has a visible Shield effect.

Heart of Life and Wings of the Seraphim Healing Fix by Ptarth (awuffleablehedgie provided starter code)
The Heart of Life and Wings of Seraphim no longer stop their regeneration effects when the user is healed.


Outstanding Bugs/Issues

Solvable Issues:
Modal Demigods spawning in default mode rather than last used mode
This is trivial to implement if there is popular support for it.  At this point, I'd consider two or three votes 'popular', so make it known if you'd like this to be changed (or not).

Plague causes massive sim slowdowns
This is fixable, but will require a full re-write of how Plague works and infects units.  Some balance changes may need to be made to reduce the check rate and radius of infection, as well as to reduce the overall run time of each Plague infection.  This should result in similar overall effectiveness, with slightly less infection but faster damage delivery.

Unsolvable Issues:
Minion pathing issues / stuck minions
This is caused by poor handling of the pathfinding map's edges, usually around corners or the citadel.  Without the ability to alter these pathing maps (they use a raw image format of some kind), there is nothing that can be done about this.

Unreliable multiplayer connectivity
This is contained completely within the engine/Impulse.

Achievements fail to record progress properly
As above.


Credits

Ptarth - the original creator of the Uberfix, responsible for most of the fixes prior to 1.03

Mithy/miriyaka - took the reins for 1.03, currently maintaining the project

awuffleablehedgie - bug reports and suggestions

pacov - lots of testing, feedback, and motivation

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Quitch
Ptarth
December 1, 2010 12:41:40 AM from Demigod Forums Demigod Forums

I'll read this tomorrow.  We had a 4 player test going tonight and there were ZERO stability issues.  If you think its appropriate to test every change indicated as being fixed in uber, we can cover that too.  Just let me know and I'll do a fix by fix test - would rather not, of course, unless you think its appropriate. 

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December 1, 2010 12:46:09 AM from Demigod Forums Demigod Forums

The only thing I still have questions about are the Oc disappearance reports.  As long as someone doesn't mind playing Oculus, that's all I'd want for specific tests.

I'll get around to releasing another version in a few days; I haven't actually had time to play any real skirmishes with the latest changes myself, just specific tests.

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December 1, 2010 12:54:22 AM from Demigod Forums Demigod Forums

The only thing I still have questions about are the Oc disappearance reports

I am willing to play oc over and over as needed.  The thing is, I haven't see any invisible occ's since that 1 game A LONG time ago.  Could be some bizarre stuff where something magically installed the mod wrong or something... was crazy when it happend (but it did happen).  I'll start playing occ more regularly in my ai/uberfix tests and see if I see anything nuts. 

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December 1, 2010 1:40:37 AM from Demigod Forums Demigod Forums

Just played an Oc skirmish game with Orb of Defiance - no problems, invuln mesh is working fine.  I think whatever it was didn't make it into this version.  Chain Lightning is working really well now too, I saw only one instance of a skipped visual link in probably hundreds of uses, in a situation where it definitely would have caused sticky lightning.

Also, I'm still really leaning toward fixing the Ball Lightning spirit/nightwalker spawning.  A high-level Oc is pumping out like 20-24 BL per minute, potentially more with a Celerity flag and three mana items.  One aura of any kind turns him into a complete and utter liability, producing far more enemy minions than he can ever kill.  Not only is this seemingly unintended for a variety of reasons (BL not 'real' minions, nightwalkers/spirits don't spawn from each other, buff exceptions created before Oc was released, etc etc), but the sheer frequency with which Ball Lightning have to be summoned just make it completely ridiculous.

 

Oh, and I had something really odd happen with the OoD - I went invuln, had a UB grasp me, and my invuln mesh disappeared.  I got hit by a double bishop heal right when I realized it was happening, so I didn't see if it was still draining health; I assume not, as there are checks in place to make sure invulnerable things can not be hurt, but I definitely transitioned to a 'stunned' state from an 'invulnerable' state (UI buttons for abilities etc flashed on grasp begin and end).  However, then the grasp ended, and my invuln mesh returned for the remaining second or so of the invuln buff.

I'll have to look at UB's grasp code, and make sure he can't get hitpoints from that.  I don't know if it transfers hitpoints, or if it just takes and gives a set amount.

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December 1, 2010 3:12:40 AM from Demigod Forums Demigod Forums

it's UB. You can bet he does

 

(he actually doesn't)

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December 1, 2010 3:37:52 AM from Demigod Forums Demigod Forums

IIRC Dead Ball Lightnings spawn minions for both sides, not just for your enemy.

 

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December 1, 2010 4:23:04 AM from Demigod Forums Demigod Forums

You can also spit somebody near the end of orb, have it hit when orb is still on, and put the dot up (doesn't do dmg until they are out of orb).

All stuns still work through orb.  It makes sense from the sense of the definition of invulnerable.  Stuns don't damage hurt or wound.  While this has resulted in me dying more than once (beast grasps during the last second of orb or ere mass charms so no sigils go off while the rest of the team focuses damage).. I think it's intended that stuns work through orb and is a reasonable thing.  

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December 1, 2010 9:43:39 AM from Demigod Forums Demigod Forums

"You can also spit somebody near the end of orb, have it hit when orb is still on, and put the dot up (doesn't do dmg until they are out of orb)."

 

 

if IRRC thats cause orb wipes all debuffs as its first action, i dont believe that it continues to do so, so the DOT damage outlasts the invulnerability causing you to get hurt --> prbly same thing allows you to get stunned during orb. Really i think that is fair.

 

@ Ptarth

"IIRC Dead Ball Lightnings spawn minions for both sides, not just for your enemy."

Wow i dont play occ much and when i do i dont get Ball lightning lol so i have never seen this, however, erb and oaks minions dont allow spawning for eachother do they?

 

 

 

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December 1, 2010 1:56:45 PM from Demigod Forums Demigod Forums

No, the other two spawn minions don't have this happen, for hopefully obvious reasons.  Unfortunately, the problem with having BL spawn these other minions is that BL are actually MORE disposable, yet they still cost mana.  This is partially caused by a balance issue, in that BL are simply too weak to be useful without Explosive End.  But once you have EE, they do become useful, provided you're nowhere near an enemy aura.

And, as Ptarth mentioned, this could be exploited with a friendly Oak or Erebus (or both, yikes) to mechanically produce endless amounts of spawned minions for a fairly reasonable mana cost.

 

The reasons for removing this are stacking up:

1) Ball Lightning are the only unit in the game that can be force-suicided Welp, I forgot that Yetis and Shamblers can be suicided too.

2) They have the fastest resummon time of any minion, due to the above

3) They have the lowest mana cost for any 4-minion summon, again due to the above

4) This can all be countered to a ridiculous degree by an enemy aura demigod, to the point where it solely serves the interest of the enemy team if you continue using it.  This constitutes not only a hard counter, something rarely found in Demigod, but a 'free' one that is always on and requires little to no effort/mana/cooldown on the part of the counterer.

5) Because they can be force-suicided, this can be exploited by repeatedly exploding them against enemy towers for damage, while also producing an infinite supply of minions for your allies.  Unlike with Erebus/Oak minions, which do not spawn off of themselves / each other, each dying BL can create one of each type of minion, allowing an obscene degree of synergy with a team consisting of an Erebus and an Oak.

 

Re: Orb, I assume Shield doesn't have these problems, since it doesn't allow debuffs while enabled?  Does it also provide StunImmune?

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December 1, 2010 2:04:47 PM from Stardock Forums Stardock Forums

Had a 4 person game going yesterday and no irregularities observed with uberfix 1.03 enabled.

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December 1, 2010 2:35:07 PM from Demigod Forums Demigod Forums

Quoting miriyaka,

Re: Orb, I assume Shield doesn't have these problems, since it doesn't allow debuffs while enabled?  Does it also provide StunImmune?

Shield 1 / 2 work the same way with regard to debuffs / stuns.  Only shield 3+ provides stun / debuff immunity

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December 3, 2010 5:39:20 PM from Demigod Forums Demigod Forums

 

I didn't keep the log, but got an error i had never seen before.  The demon assassin script file was complaining about a non-existent buff HOAKRANGE01.  

It looks like they copy/pasted a buff oak gets when attacking a stronghold (+1 range).

They copied applying the buff, but did not include the buff in the local demon assassin script file file (dgdata\units\heroes\HDemon\HDemon_Script.lua) .

 

Code: asp.net
  1. HDemon = Class(HeroUnit) {
  2.     Weapons = {
  3.         MeleeWeapon = Class(DefaultMeleeWeapon){
  4.             OnGotTarget = function(self)
  5.                 DefaultMeleeWeapon.OnGotTarget(self)
  6.                 local target = self:GetTarget()
  7.                 local entity = target:GetRealTargetEntity()
  8.                 if not entity then
  9.                     return
  10.                 end
  11.                 if EntityCategoryContains(categories.STRONGHOLD, entity) then
  12.                     Buff.ApplyBuff(self.unit, 'HOAKRange01', self.unit)
  13.                 end
  14.             end,
  15.             
  16.             OnLostTarget = function(self)
  17.                 DefaultMeleeWeapon.OnLostTarget(self)
  18.                 if Buff.HasBuff(self.unit, 'HOAKRange01') then
  19.                     Buff.RemoveBuff(self.unit, 'HOAKRange01')
  20.                 end
  21.             
  22.             end,
  23.         },
  24.     },
  25. ....

 

From the oak script file:

Code: asp.net
  1. BuffBlueprint {
  2.     Name = 'HOAKRange01',
  3.     DisplayName = 'Increase Max Radius 1',
  4.     BuffType = 'HOAKRANGE',
  5.     Debuff = false,
  6.     Stacks = 'ALWAYS',
  7.     Affects = {
  8.         MaxRadius = {Add = 8},
  9.     },
  10. }
  11. .....
  12.   Weapons = {
  13.         MeleeWeapon = Class(DefaultMeleeWeapon) {
  14.             OnGotTarget = function(self)
  15.                 DefaultMeleeWeapon.OnGotTarget(self)
  16.                 local target = self:GetTarget()
  17.                 local entity = target:GetRealTargetEntity()
  18.                 if not entity then
  19.                     return
  20.                 end
  21.                 if EntityCategoryContains(categories.STRONGHOLD, entity) then
  22.                     Buff.ApplyBuff(self.unit, 'HOAKRange01', self.unit)
  23.                 end
  24.             end,
  25.             OnLostTarget = function(self)
  26.                 DefaultMeleeWeapon.OnLostTarget(self)
  27.                 if Buff.HasBuff(self.unit, 'HOAKRange01') then
  28.                     Buff.RemoveBuff(self.unit, 'HOAKRange01')
  29.                 end
  30.             end,
  31.         },
  32.     },
  33. ....
  34.  
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December 3, 2010 5:52:03 PM from Demigod Forums Demigod Forums

Good catch.  Demon Assassin has a bunch of copy-pasted stuff, I noticed.  His AIBlueprint has Regulus-related conditions; you might want to remove those in the AI mod's copy (if they're still there), and I'll blank those out in the Uberfix as well.  Those won't cause errors, they're just doing unnecessary checks every time a buff is added/removed to him.  I don't know if an AIBlueprint has to have a GoapCreation function or not - just make it empty I guess.

Re: the range buff, I'm not sure what's going on there.  Both UB and Oak have citadel-attack range buffs, but none of the other melee demigods do.  Maybe something that's no longer needed?  I probably won't mess with it other than to fix DA, but it's a bit odd.

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December 3, 2010 6:16:35 PM from Demigod Forums Demigod Forums

Only thing i can think is maybe some of the demigods didn't have enough range to attack the stronghold building, so they added range buffs when it is the target?

 

Found the issue, old:

Code: c++
  1. function EnemyHasUpgrade(unit, upgradeName)
  2.     local hasupgrade = false
  3.     local etBrain = GetEnemyTeamBrain(unit)
  4.     if etBrain then
  5.         local hasupgrade = HasUpgradeByTeamBrain(etBrain, upgradeName)
  6.     end
  7.     return hasupgrade
  8. end

hasupgrade was declared twice and the one in the if block didn't get returned only the one in the outer bock (always false).

Woops wrong thread, but to you anyway

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December 3, 2010 11:26:09 PM from Demigod Forums Demigod Forums

Hah, sorry about that.  I had all of those tested and working, and then messed around with a bunch of them after I submitted them to the_hunger for .23.  I ended up re-writing all of the upgrade functions, so make sure the team one doesn't do that too.

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December 4, 2010 12:10:21 AM from Demigod Forums Demigod Forums

just noticed something that would be a good fit for uberfix... hoping im not crazy, though.  I'm not.

I was erb on cataract.  quick test using starting level 20 filthy rich.  I mouse over my icon for stun (I have maxed out the ability).  It says cooldown 17 seconds.   I cast stun.  The icon changes and now says cooldown 20 seconds.  The cooldown actually ends after 17 seconds.  After the cooldown expires, the icon changes back and says cooldown 17 seconds.  I take the other cooldown flag.  My icon now shows cooldown of 14 seconds.  I cast stun.  Icon shows 20 seconds for cooldown (but only lasts 14 seconds).

The issues is only cosmetic.  Confirmed this change is not resolved by having the current version of uberfix enabled.  Thanks.

Oh - and tested this with sedna as well... same results.  If a cooldown flag is owned, anytime an ability is cast, that ability shows the value as if no cooldown flag was owned and then reverts to the previous values.  I'm guessing this applies to all dgs. 

 

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December 4, 2010 12:29:37 AM from Demigod Forums Demigod Forums

Sounds like the UI is just using the unmodified value for the cooldown stat when the abilities using that cooldown are pending.  Might be easy to fix, might be really nasty depending on how that part of the UI is set up.  Or, maybe it's on the sim side, but I highly doubt that.

I'll take a look in the next day or two.

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December 4, 2010 1:05:57 AM from Demigod Forums Demigod Forums

I'll take a look in the next day or two.

Thanks, miri - not a big deal, but clearly a bug. 

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December 4, 2010 11:55:28 PM from Demigod Forums Demigod Forums

Tracking for fixes I'm looking to have included in a DG patch.

Exploit

  1. Experience Citadel Upgrade Persistence (Mithy) - Experience IV now correctly removes the Experience III bonus when purchased.
  2. Enemy Gold Amounts Visisble In UI Mods (Mithy) - Enemy gold values are no longer accessible to the UI.  Existing UI mods that previously displayed enemy gold amounts will now only show zero.
  3. Ironwalkers Always-On for Rook (Mithy) - The item's speed condition now compares against a percent (90%) of the demigod's base speed, for a similar activation threshold (<= 5.4, from 5.5) for most demigods.
  4. Ironwalkers and Desperate Boots Persistent Buff (Mithy) - The conditional buffs for these items are now properly rescinded when the item is removed from inventory by any means.

Cosmetic

  1. Missing Oculus Shield Effect by Ptarth - Oculus now has a visible Shield effect.
  2. Oculus 'Sticky' Chain Lightning and Ball Lightning Effects (Mithy) - These lightning attacks should no longer break and create persistent lightning effects attached between the attacker and the former location of the target.

DG Ability/AA fixes

  1. Oculus Brain Storm Fix by Ptarth - Brain Storm now has a visual effect at all levels, instead of only when Oculus has Mental Agility.  Brain Storm now removes debuffs on targeted unit as specified by the rollover tooltip text.
  2. Oculus Sacrifice Fix by Ptarth - Sacrifice now will heal allied units.
  3. Rook Move Attack Fix by Ptarth - Rook now is able to move attack properly.

 

Misc Bugfixes

  1. ZikFix (Zikurat Tower Fix) by mrappard - The Dark side towers on Zikurat while playing Conquest now spawn correctly.
  2. Gold Loss/Gain On Unsuccessful Item Transaction (Mithy) - Item transaction events now insure against gold loss or gain when the item itself cannot be bought or sold, e.g. when dying.
  3. Instant-Cast Item Activation (Ptarth & Mithy) - The fix for Sludge Slinger and Parasite Egg not activating unless the activating demigod was facing its target (present in 1.02) was not taking effect due to an error in implementation.  This fix is now fully functional, and is also now applied to Deathbringer's silence ability.

Any thoughts or feedback?  My number 1 push will be for anything that could be considered an exploit getting patched into the game (and I know, the xp cit upgrade pretty much never happens, but its there anyway).  I'd prefer to get everything from uberfix added, but likely I'll have to take this list and thin things out a little bit more.  I definitely want the rook attack move fix patched in there, though.

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December 5, 2010 12:34:00 AM from Demigod Forums Demigod Forums

I cleaned up the issues on the Google Code site (http://code.google.com/p/uberfix) a bit, added/closed a bunch that were fixed in 1.03, and documented most of the things I've fixed since or am working on now.  Feel free to comment on anything or post new issues, either on the site or in this thread.

 

That list looks good, pacov.  I think the QoT fix needs to be added as well, as that could be considered an exploit (even if an unwieldy one).  I would also push for the basic Oak spirit fix, as that's 4 very simple table value changes, and has a pretty significant impact in a 2-Oak game.

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December 5, 2010 12:37:45 AM from Demigod Forums Demigod Forums

I think the QoT fix needs to be added as well, as that could be considered an exploit (even if an unwieldy one)

completely agree here.  Just compiled my list based on the existing changelog for the current release.  Once you update and create an updated changelog, I'll tack that on for sure.  Thanks. 

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December 5, 2010 12:42:23 AM from Demigod Forums Demigod Forums

There is a file in each of the map directories in Demigod\bindata\maps\ called 'steeringbias.raw'.  This appears to be the bitmap that controls traversable land for non-flying units, and could be modified to fix some of the minions-stuck-on-citadel issues (since there doesn't appear to be any other solution for this problem).

However, as it's a .raw file, with no header, I have no idea what the parameters of the file are.  Through experimentation, I've discovered that it's 24bit greyscale, and probably between 400 and 600 pixels wide, but the latter could be way off - that's just the range that I've had notable patterns appearing that begin to resemble the map the raw file belongs to.

If someone knows anything more about these files, or knows the parameters needed to view/edit them, I'd really appreciate the help.  I'm a bit out of my element with this kind of thing.

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December 5, 2010 1:15:24 AM from Demigod Forums Demigod Forums

If someone knows anything more about these files, or knows the parameters needed to view/edit them, I'd really appreciate the help. I'm a bit out of my element with this kind of thing.

I can only help with trial and error testing for you.  I could take a shot to see if I can get Sorian at GPG to take a look if that would help, but no guarantees.  Not entirely sure he will know either, but he's been the primary coder for demigod on 1.3 and I think 1.2.  Do you have any more details or do you think what you've explained covers it?

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December 5, 2010 1:40:12 AM from Demigod Forums Demigod Forums

Quoting miriyaka,
There is a file in each of the map directories in Demigod\bindata\maps\ called 'steeringbias.raw'.  This appears to be the bitmap that controls traversable land for non-flying units, and could be modified to fix some of the minions-stuck-on-citadel issues (since there doesn't appear to be any other solution for this problem).

However, as it's a .raw file, with no header, I have no idea what the parameters of the file are.  Through experimentation, I've discovered that it's 24bit greyscale, and probably between 400 and 600 pixels wide, but the latter could be way off - that's just the range that I've had notable patterns appearing that begin to resemble the map the raw file belongs to.

If someone knows anything more about these files, or knows the parameters needed to view/edit them, I'd really appreciate the help.  I'm a bit out of my element with this kind of thing.

These are files I was talking about before to help prevent the monk issues.  

White means that it is accessble, black means it isn't.  (IIRC)

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December 5, 2010 1:41:32 AM from Demigod Forums Demigod Forums

What were you opening them with?  Using what settings?

Quoting OMG_pacov,

If someone knows anything more about these files, or knows the parameters needed to view/edit them, I'd really appreciate the help. I'm a bit out of my element with this kind of thing.
I can only help with trial and error testing for you.  I could take a shot to see if I can get Sorian at GPG to take a look if that would help, but no guarantees.  Not entirely sure he will know either, but he's been the primary coder for demigod on 1.3 and I think 1.2.  Do you have any more details or do you think what you've explained covers it?

Well, this is a super-ghetto way to fix this, so if he's going to respond to something, I'd prefer a possible real solution that might not make it difficult for demigods / creeps to attack the citadel.  I'm not sure what that would involve, unfortunately.

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