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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February 17, 2011 1:47:20 AM from Demigod Forums Demigod Forums

It is the dodge thread that I got it from (I was doing some catch up reading).

I believe miriyaka has stated the case sufficiently.

The number of times this would make a difference is trivial, so if people get outraged over it... well... they should find a hobby. Remember back to the huge inflamed crowds when I first started mucking around with the Poisoned Blood potions? Same thing.

Anyway, it's your baby now. On that note, if I haven't said so recently props for keeping it going.

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February 17, 2011 9:01:41 AM from Demigod Forums Demigod Forums

Back at you, for starting it.  My mod-release entropy knows no bounds.  Between FA, Demigod, and a few other games, I have about 20 unfinished, unreleased mod projects sitting around that will never be polished enough to make public, and I never would have started a project like this (with intent to release) on my own.  It's much easier when someone else gets the ball rolling for me, and I can just contribute.  I'm still just running on that inertia with the UberFix - that, and a lot of nudging from pacov.

I appreciate the continued input as well, and you know you're always more than welcome to take over again if you find the time and desire.

I'll probably include that change in the final 1.04 release.

I'd also still like to do an evasion re-write, but I don't think that's in the cards for the UberFix.  Speaking of release entropy, I need to start a thread for that balance mod, because I think it's been lost and forgotten at the bottom of that interrupt thread.

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February 17, 2011 10:35:00 AM from Stardock Forums Stardock Forums

heh... booooo... useless dodge is made more useless if ub's spit can't be avoided.... but more useless is still pretty much useless, so idc.  Me thinks the dodge mechanic is lousy anyway, though. 

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February 17, 2011 10:52:34 AM from Stardock Forums Stardock Forums

Another idea - I know that some folks suffer extreme slow down when plague I is purchased by a ub.  I have no idea what triggers this, but it only happens on some systems.  In addition, I don't recollect sim speed shooting to crap.

I'm guessing it might have something to do with animation or perhaps damage calculation across creep waves.  I wonder if anything can be done to make this work better on folks with weaker systems.  Anyway, just throwing it out there. 

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February 17, 2011 11:48:40 AM from Demigod Forums Demigod Forums

^^ at above post

 

I am pretty sure that this is due to the smoke effect of the animation (it is a pretty sophisticated animation) that gets applied to up to (IIRC) 30 units at a time.

 

   Plague01 = {    # unclean beast plague ability debuff      

     Small = {                # high, med, low                #'/effects/emitters/buffs/plague/b_plg_01_dots_h_emit.bp',                 '/effects/emitters/buffs/plague/b_plg_02_cloud_h_emit.bp',                 '/effects/emitters/buffs/plague/b_plg_02_swarm_h_emit.bp',                '/effects/emitters/buffs/plague/b_plg_02_ground_h_emit.bp',          

 },      

     Medium = {                # high, med, low                '/effects/emitters/buffs/plague/b_plg_02_cloud_h_emit.bp',                 '/effects/emitters/buffs/plague/b_plg_02_swarm_h_emit.bp',                '/effects/emitters/buffs/plague/b_plg_02_ground_h_emit.bp',        

   },          

 Large = {                # high, med, low                #'/effects/emitters/buffs/plague/b_plg_03_lrgdots_h_emit.bp',                 '/effects/emitters/buffs/plague/b_plg_02_cloud_h_emit.bp',                 '/effects/emitters/buffs/plague/b_plg_02_swarm_h_emit.bp',                '/effects/emitters/buffs/plague/b_plg_02_ground_h_emit.bp',        

   },    

       Huge = {                # high, med, low                #'/effects/emitters/buffs/plague/b_plg_04_hgedots_h_emit.bp',                 '/effects/emitters/buffs/plague/b_plg_02_cloud_h_emit.bp',                 '/effects/emitters/buffs/plague/b_plg_02_swarm_h_emit.bp',                '/effects/emitters/buffs/plague/b_plg_02_ground_h_emit.bp',    

       },    

   },

 

IMO this skill doesnt get used enough to warrant the effect and so a simple fix could be to remove the effect from the skill altogether.

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February 17, 2011 12:17:15 PM from Demigod Forums Demigod Forums

Or go for a compromise, strip it off of the low graphics settings. That way it still is present for medium & high.

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February 17, 2011 12:31:38 PM from Stardock Forums Stardock Forums

IMO this skill doesnt get used enough to warrant the effect and so a simple fix could be to remove the effect from the skill altogether.

The skill could get used quite a bit more, imo (late game farming, for instance), but just about 100% of the more experienced folks don't choose it because of the slowdown issues involved.  I'd say just drop the animation for a test if someone doesn't mind (eg individual mod release).  Then, I'll find someone that has the slowdown issues and do a test with them and see if its resolved.  Again - not super important, but if someone would set me up with a mod, I'd take care of testing.

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February 17, 2011 9:06:58 PM from Demigod Forums Demigod Forums

Emitters are added in the sim code, which has no way of detecting graphics settings.  They can be done on a per-army basis without desyncing the game, but you have to be really careful about that, and you'd have to find some way of communicating the graphics settings to the sim.

 

A better solution would be to re-work the emitters themselves to be less performance-intensive, while using slightly brighter colors to still make it clear when a unit has plague.  I'm sure I could figure out the latter, but short of simply omitting some of the emitters, I wouldn't really know how to go about making it less complex.

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February 17, 2011 9:12:07 PM from Demigod Forums Demigod Forums

"Or go for a compromise, strip it off of the low graphics settings. That way it still is present for medium & high"

 

just a note: this is not graphics setting, this is the size of the unit being buffed. 

Grunts = small

demigods = medium to large

Rook, Towers, and giants = Huge

 

I think that if you have any animation for this it is going to cause the same sim problem regardless of what the buff effect is as it is the sheer number of units that get buffed that causes problems

 

 

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February 18, 2011 12:49:02 AM from Demigod Forums Demigod Forums

I think that if you have any animation for this it is going to cause the same sim problem regardless of what the buff effect is as it is the sheer number of units that get buffed that causes problems

Yes and no - it will always have some impact, but keep in mind how many emitters are already being played on an average unit.  Most demigods have 2-5 going at any given time depending on equipment and buffs, and every action that every unit takes runs at least one emitter, with plenty of demigod attacks using 3-5.  Abilities use upwards of 10-20.

So if we can reduce it to one easily-visible emitter per unit-- a reduction by 2/3rds-- that will reduce emitter counts to much more reasonable levels, not much higher than what's already occurring in a typical fight / creep battle.

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February 18, 2011 12:52:30 AM from Demigod Forums Demigod Forums

At any rate... if one of you are game and think you have a decent solution - release a standaone mod for me and I'll give it a whirl with someone that normally has issues and report back. 

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February 18, 2011 12:53:44 AM from Demigod Forums Demigod Forums

well i agree to a certain point,

 

the problem with these emitters are they are smoke like effects (the highest resource draining). If you want to remove them and replace them with a single emitter that doesnt use a smoke like effect that could work i suppose but it would require more effort.

 

Personally for something as negligable as plague i dont see why it needs a effect anyway as it does so little damage and the vast majority of that damage is to creeps (which really are so temporary it is negligable)

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March 21, 2011 2:43:32 PM from Demigod Forums Demigod Forums

Warp Area  Invincible = { Bool = true },

Did we ever discuss if this is a bugged skill?

eg: Being able to stun or damage DA while he is mid warp area?

I've pulled DA out of a warp with Grasp, and hurt him several times with things like fireball.

Shouldn't he be invincible from start to finish of the entire warp effect?

Guess I am asking if the invincible script does something weird, like allow DA to be hit or stunned inbetween hops, rater than the entire duration.

 

 

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March 21, 2011 2:56:36 PM from Demigod Forums Demigod Forums

Quoting Exxcentric,
well i agree to a certain point,

 

the problem with these emitters are they are smoke like effects (the highest resource draining). If you want to remove them and replace them with a single emitter that doesnt use a smoke like effect that could work i suppose but it would require more effort.

 

Personally for something as negligable as plague i dont see why it needs a effect anyway as it does so little damage and the vast majority of that damage is to creeps (which really are so temporary it is negligable)

What about making a "fake" emitter buff.

eg: Instead of checking the buff and applying the emitter every second, couldn't we cut it by 1/3? eg: On a separate "do nothing" buff, we can check if plague is on only every 3 seconds, and make a 3 second version of the effect?"

The worse case scenario is when the plague is removed by an affect, but the visual effect still lasts another few seconds... but that might be a worthy annoyance if it stops plague from killing the game.

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March 21, 2011 10:17:11 PM from Demigod Forums Demigod Forums

Warp Area Invincible = { Bool = true },

Did we ever discuss if this is a bugged skill?

This skill does not appear to be bugged in any way.  Its targeting is solid, and it is only vulnerable to the same abilities/etc that Orb of Defiance is.  Only Oak's L3 shield has true, complete invulnerability.  From a balance standpoint, the 'invulnerability' that WA has is already pretty good, and there are only a handful of things that can disrupt it.

If being stunned does actually break the progression of the skill in some way, that might be something to look into.  E.g., you make 4 out of 8 jumps, get stunned/interrupted, and lose the last 4 jumps.  I think this might be what happens, but I think that might also be 'intended'.  It would definitely be imbalanced if you kept invulnerability while stunned, AND resumed jumping, with invulnerability still on.  Most other skills are far easier to interrupt than WA.

 

eg: Instead of checking the buff and applying the emitter every second, couldn't we cut it by 1/3? eg: On a separate "do nothing" buff, we can check if plague is on only every 3 seconds, and make a 3 second version of the effect?"

I haven't looked at the durations involved, but the buff code doesn't have nearly enough overhead to be the cause of the problem.  The plague system is poorly-written in general, and could probably be improved in several ways (the buffs should be -1 duration and should be removed manually with the removal of the plague callback, for one), but I haven't really had any motivation to work on Demigod lately.

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March 22, 2011 8:40:38 PM from Demigod Forums Demigod Forums

Forgot to add this to the uberfix list as well

Warlord's Punisher

CastAction = 'CastItem2sec',
CastingTime = 1,

So it should have
CastAction = 'CastItem1sec',

Historical Note:
Patch 119 reduced CastingTime of Warlord's Punisher, but the CastAction was not adjusted.

 

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March 22, 2011 11:39:58 PM from Demigod Forums Demigod Forums

Also, I brought this up before, but since I was unable to crack open the data files to display/explain the problem sufficiently, I will do so now.

Firemode and Icemode status effect icons are incorrect (they are reversed)

BuffBlueprint {
            Name = 'HEMA01FrozenHeart',
            DisplayName = '<LOC ABILITY_HEMA01_0006>Heart of Fire',

BuffBlueprint {
            Name = 'HEMA01ReliveImmolation',
            DisplayName = '<LOC ABILITY_HEMA01_0002>Soul of Ice',

It should be

BuffBlueprint {
            Name = 'HEMA01FrozenHeart',
            DisplayName = '<LOC ABILITY_HEMA01_0002>Soul of Ice',

BuffBlueprint {
            Name = 'HEMA01ReliveImmolation',
            DisplayName = '<LOC ABILITY_HEMA01_0006>Heart of Fire',

It is only an "aesthetic" fix, but this has driven me nuts for a long time

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March 22, 2011 11:44:57 PM from Demigod Forums Demigod Forums

I would love to get to a final uberfix release sometime soon.  If that's a final with uber 1.04 or a final that includes any recent suggestions... its all good with me.  We use uberfix every 2 weeks for our tournaments. 

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March 23, 2011 7:49:26 PM from Demigod Forums Demigod Forums

1.04 RC2 is a perfectly stable release that you're welcome to use in a tournament.   I have gotten exactly zero feedback on the two fixes that I have been unable to fully resolve on my own due to lack of data (Rook shoulder weapon fixes, flag FoW fix), so there isn't a whole lot else I can do with it.

I'll look into implementing some of these smaller cosmetic fixes, but I'm not really interested in putting out an 'official' front page release that has two potentially non-working fixes because I can't test them enough myself.

 

Any potential fix for Plague short of simply pulling two of the three emitters will take a good deal of time to implement and test, so I can't make any assurances about that for this release (if ever - I haven't been playing DG for quite some time).

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March 23, 2011 8:33:23 PM from Demigod Forums Demigod Forums

Rook shoulder weapon fixes

I'm actually pretty confident that the shoulder weapon fix works.  I remember trying to test it out many times and did not see the errors as before. 

I'll give another go on the rollover error fix as well... I feel like I tested that and it seemed to work ok in all of my tests... I feel like the forum ate one of my posts with results from awhile back. 

I have no objections to dropping 2 of the 3 emitters. 

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March 23, 2011 8:36:01 PM from Demigod Forums Demigod Forums

Quoting miriyaka,
1.04 RC2 is a perfectly stable release that you're welcome to use in a tournament.   I have gotten exactly zero feedback on the two fixes that I have been unable to fully resolve on my own due to lack of data (Rook shoulder weapon fixes, flag FoW fix), so there isn't a whole lot else I can do with it.

I'll look into implementing some of these smaller cosmetic fixes, but I'm not really interested in putting out an 'official' front page release that has two potentially non-working fixes because I can't test them enough myself.

 

Any potential fix for Plague short of simply pulling two of the three emitters will take a good deal of time to implement and test, so I can't make any assurances about that for this release (if ever - I haven't been playing DG for quite some time).

Plague FX does not seem to be the larger part of the problem, looks like it is the work the ability is doing itself while plague is crunching.

To test, I enabled max details, WR8, and fast spawn, so I would have a perpetual plague going, with all creeps in play except giants.

On cata with FX
Sim Speed 8 before creeps
Sim speed was 7 with catapultasarui out on both sides.
Plague 1 lane of creeps- Sim speed 6
Get 2 lanes of creeps plagued- Sim Speed 5
Waitied about 5 minutes for the plague to run out, and the Sim Speed went back up to 7 with no plague.

After this I removed the plague FX, and only received damage text feedback. Ran the same sorta test, and Sim Speed was the exact same result. -2 with plague all over the place on my system.

Hardly scientific, but I would say reducing the emitters will probably not do much of anything unless you are running a higher graphics mode than you can handle.

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March 23, 2011 10:13:09 PM from Demigod Forums Demigod Forums

I think what you should do for plague is rework it. 

This includes: 

- Reduce the duration 

- Reduce the amount of tics

- Increase the damage per tic

 

Currently plague can target 100 (?) units at once, and it damages them for 300/450 over 30 seconds (10 damage per second), with a 3 minute immunity timer. 

I think that if you wanted to keep the duration the same, instead of ticking for 10 every second, change it to tick for 75/112.5 every 10 seconds (4 tics). Yes, this is a slight buff but Plague isn't THAT strong of a skill (although stronger than Enhanced Attributes). If you wanted to make it less drastic, you could also make it tick for 43/64 every 5 seconds (7 tics). 

Reducing the amount of plagued targets would help a lot as well. Reducing it to 50 or 25/50 would make it still relevant (50 targets is 3 full creep spawns) and help reduce the "worst case" amount of tics-per-second. It would also probably be a fair way to compensate for making Plague more front-loaded. 

Another way would be to make the damage occur over 10-20 seconds instead of 30, probably in conjunction with the above. 

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March 23, 2011 10:23:17 PM from Demigod Forums Demigod Forums

Plague FX does not seem to be the larger part of the problem, looks like it is the work the ability is doing itself while plague is crunching

Good feedback. 

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March 23, 2011 11:13:40 PM from Demigod Forums Demigod Forums

I just looked at the plague code myself, and I agree.  Every single plagued unit is doing 10-radius area checks for allied units to infect every second.  With hundreds of units in play, this exceeds even the number of area checks the AI does by a significant factor.  Combined with the small overhead from the buff add/removes and the other checks that it does, it's pretty brutal.
This was a very hastily-designed ability.

Some notes:
- The max plagued units number is totally disregarded by the code.  Plague from one UB can affect an unlimited number of units.  They have code in place to track the number of units plagued, but it's commented out.  I don't know if they had problems with it, or if it meant extra overhead that rarely came into play, or what.

- There is no meaningful way to reduce the sim burden of this ability without also reducing its infection area of effect, damage pulse rate, and its overall duration.  Any effective fix will have balance repercussions.  I personally don't have a problem with this, as it's a fairly terrible skill right now (even disregarding the sim hit).

 

I think decreasing the infection radius and duration while increasing the damage per second and interval delay should keep the ability fairly balanced overall.  It will (potentially, though not practically) infect fewer units due to the longer delay, lower radius, and reduced duration, but should deliver more damage per infection as most infected units are killed off by other sources of damage long before the plague has run its course.

Right now:
10/15 damage per interval
1 second interval
10 infection radius
1 second infection interval
30 seconds
10dps * 30 = 300
15dps * 30 = 450
Total 30 damage intervals, 30 infection intervals

Projected:
20/30 damage per interval
1 second damage interval
7 infection radius
2 second infection interval
15 seconds
20dps * 15 = 300
30dps * 15 = 450
Total 15 damage intervals, 7 infection intervals

This should result in less than 25% of the sim work that the original was doing, as the actual damage part is very simple.  To put the infection checks into relative terms, the current checks are covering 9500 square units per infectee over the lifetime of the plague.  The reduced check time and radius above would cover only 1000 square units per infectee.

Infection will be less rampant, though still more than enough to easily infect entire creep waves in seconds.  The moderately increased damage per second should make up for this, while still being well within reasonable thresholds for Demigods at level 10 and 15.

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March 23, 2011 11:28:43 PM from Demigod Forums Demigod Forums

Quoting OMG_pacov,
Rook shoulder weapon fixes
I'm actually pretty confident that the shoulder weapon fix works.  I remember trying to test it out many times and did not see the errors as before. 

Here's the thing: I added a broadcast message that should play whenever the weapon gets stuck on a target that it can't hit.  Nobody has reported seeing this broadcast once, ever.  I myself have played probably ~20 games with high level Rooks while using this, and never seen it once.  So I can only conclude that either the original error did not happen as frequently as people suggested that it did, or it simply hasn't been tested enough to occur.

Either way, I guess I can just pull the broadcast message and call it 'fixed'.  But I'd like to actually verify the behavior of the weapon after the target reset has been applied.

Edit: To clarify, I have seen the broadcast that announces when the trebuchet attempts to fire at a non-visible, non-structure target.  That one is actually surprisingly common (avg 2-4 times per game with 4 Rooks), and I think I've verified the fix for that one.  The other fix (for stuck, non-visible targets that don't get fired at) is similar enough that it shouldn't be an issue, I guess.

 

Quoting OMG_pacov,
I'll give another go on the rollover error fix as well... I feel like I tested that and it seemed to work ok in all of my tests... I feel like the forum ate one of my posts with results from awhile back.

Likewise, since this can't be specifically reproduced, there isn't really 'enough' testing short of dozens of people playing with the fix and specifically watching for the problem.   I can't even log to see when it happens since the UI code has no way of knowing when a flag is being hovered over unless the engine provides it a valid handle to a flag unit, the lack of which is exactly the cause of the problem.

 

I've already added the three or four cosmetic issues (other than the Fire and Ice issue, which as I've explained, will require a lot more work than it's worth right now).

I'm currently re-writing the way I did the secondary weapon stats so that it doesn't require any special UI hooks and is compatible with a wider potential range of UI and sim mods. 

After that, I'll take a stab at the Plague work reduction, and release another test version.  If there aren't any problems with it after a day or two, and someone can verify a noticeable decrease in sim load from Plague in semi-consistent conditions, then I'll do a full release.

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