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UberFix 1.06 [1/18/2012]

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

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

+76 Karma | 294 Replies
April 10, 2011 9:40:23 AM from Demigod Forums Demigod Forums

Quoting LORD-ORION,
You should change the description of gloves of despair to show the 8% attack speed bonus.

Oh, good call.  Every time I play a test game I remember that it's missing, and then by the time I'm done I've forgotten about it again.

April 10, 2011 10:52:38 AM from Demigod Forums Demigod Forums

Found a new bug:

Most if not all minions and idol summon have a blueprint.Defense.BaseArmor value set.  However, this value is not used until an armor buff is applied, meaning a unit with 200 base armor that receives a 200 armor buff jumps from 0 armor to 400 armor.

It is definitely meant to be used, and definitely comes into play the moment the unit receives an armor buff (buffs are added to this value, and the unit's armor is set to the resulting value), but until the unit receives an armor buff, this base armor value is ignored.

This value will now be used to properly set the unit's starting armor level in its OnCreate.

April 10, 2011 12:01:06 PM from Demigod Forums Demigod Forums

Quoting miriyaka,
Found a new bug:

Most if not all minions and idol summon have a blueprint.Defense.BaseArmor value set.  However, this value is not used until an armor buff is applied, meaning a unit with 200 base armor that receives a 200 armor buff jumps from 0 armor to 400 armor.

It is definitely meant to be used, and definitely comes into play the moment the unit receives an armor buff (buffs are added to this value, and the unit's armor is set to the resulting value), but until the unit receives an armor buff, this base armor value is ignored.

This value will now be used to properly set the unit's starting armor level in its OnCreate.

Good catch!

April 10, 2011 2:14:54 PM from Demigod Forums Demigod Forums

Quoting miriyaka,
I don't know, I haven't had time to test it out yet.  Implementing it is easy enough, but the only way to make sure it actually works is to spend a bunch of time moving minions around the citadel both with and without the change.

Now I remember why this was changed, minions get stuck easily on curved maps like Crucible and Exile.

Guess this is a no go, stuck minions on the cit is not as bad as minions that can't navigate the maps well.

Oh well.

April 11, 2011 8:46:49 AM from Demigod Forums Demigod Forums

Yes, TargetingRepulseInfo seems to be used for edge navigation.  The citadel itself doesn't have collision, but rather it sits on a map pathing dead-zone identical to map edges.  So if you increase the push of the map edges on minions, sharp convex edges like those in Crucible become even harder to navigate, because the pathing AI doesn't understand that it has to path around the push zone.  Not that minions don't already get stuck on the artifact flag platform in Crucible, but at least with the default settings, that's the only place they get stuck on.

April 13, 2011 6:34:10 AM from Stardock Forums Stardock Forums

Noticed an old bug reborn yesterday.  Was playing favormod/enhanced ai/uberfix 1.04.  Saw the bug where one team, still in control of their valor flag, had their grunts HP at the level it would be if they did not own their valor flag.  Think I have a replay - will have to check later.  Not sure what is the root cause.  Used latest versions of all mods.

April 13, 2011 1:16:16 PM from Demigod Forums Demigod Forums

I already know what that is - I missed adding a stacking flag to a few ArmyBonus calls.  I'm going to change the logic so it looks at the ArmyBonus's buffs, and only removes the existing bonus if they use the REPLACE stacking flag.  This should allow flag bonuses to stack properly, while still avoiding crazy armybonus accrual from something like the old compost function.

Edit: To clarify, I would guess this happened because that team captured the enemy valor flag.  That then removed their valor flag's bonus due to the stacking 'protection', and they then lost the enemy valor flag, which (correctly) removed the second, now only bonus.

 

Since this is fairly major, I'll probably just release a 1.05 in the next day or two to fix it.

April 13, 2011 2:08:42 PM from Demigod Forums Demigod Forums

1.05 changelog:

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

 

Download 1.05

 

I'm not able to test the armybonus fix right now, so I'm not going to post it to the front page until someone can confirm that the valor flag bonuses are working correctly.  Start a game vs easy AI with full skills and gold and low tower strength, cap the enemy valor flag, lose it, all while noting your reinforcement hitpoints.

April 13, 2011 3:06:14 PM from Demigod Forums Demigod Forums

Quoting miriyaka,
dit: To clarify, I would guess this happened because that team captured the enemy valor flag. That then removed their valor flag's bonus due to the stacking 'protection', and they then lost the enemy valor flag, which (correctly) removed the second, now only bonus.

Yup - that's probably exactly what happened.

Thanks for an updated release!  I'll add this to my installer soon.

April 13, 2011 3:41:17 PM from Demigod Forums Demigod Forums

Er, like I said, I can't test it at all right now.  It may work fine, but I can't verify that.  I just didn't mark it as a release candidate because I didn't want to have to compile a new version from WIP files if everything worked fine.

April 13, 2011 4:19:53 PM from Demigod Forums Demigod Forums

heh... ok... pays to read - I'll run a test right now.

edit - did the test you requested - passed.

April 13, 2011 4:26:34 PM from Demigod Forums Demigod Forums

Had a problem with maim and orb of defiance.

Basically I used the defiance power and when I came out of it, I had the maim speed snare stuck on me without the maim debuff icon showing. (health crystal wouldn't restore speed)

To get rid of it, I had to get maimed again, and then the snare was removed after the normal timer expired.

I'll try and reproduce, but if I can't, it's something to keep an eye out on. (this was in 1.04)

April 13, 2011 4:50:22 PM from Demigod Forums Demigod Forums

Want me to pull 1.05 miri?  Let me know.

April 14, 2011 1:44:30 PM from Demigod Forums Demigod Forums

As long as that fix works, it's fine.  I'll update the OP when I get a chance.

April 15, 2011 4:39:28 PM from Demigod Forums Demigod Forums

One more cosmetic about wyrmskin

It does not have a function or description that indicates the evisceration affect duration, which is 5 seconds.

April 25, 2011 4:24:59 PM from Stardock Forums Stardock Forums

hey - am I missing something?  Doesn't uberfix make it so that occ's ability (the name eludes me) to give mana also removes negative status effects works that way?  I don't think I saw anything in the change log.  That's something that broke in the base game, but works in uberfix, right?

 

also - the valor flag bug - that exists in the base game and is fixed by uberfix?  Or was that something that was patched by GPG, broken briefy by uberfix, and then fixed again in a later uberfix version?

April 25, 2011 10:51:20 PM from Demigod Forums Demigod Forums

Brain Storm is fixed in 2-3 ways by the Uberfix, including the debuff removal and effects without Mental Agility.  Mental Agility should only add a cooldown bonus, and that's how it works in the UberFix.  This has been present since 1.02.

The flag bonus bug was a result of the fix for infinite armybonus stacking that I added in 1.04 which only allowed one of each armybonus to be present at any given time.  The original valor flag bug was different, and was a result of the flag bonus buffs' Stacking being set to REPLACE intstead of ALWAYS, which meant you could only have one of each flag bonus.  GPG fixed that one in uh, 1.2 I think.

April 26, 2011 1:12:34 AM from Demigod Forums Demigod Forums

Quoting miriyaka,
The flag bonus bug was a result of the fix for infinite armybonus stacking that I added in 1.04 which only allowed one of each armybonus to be present at any given time. The original valor flag bug was different, and was a result of the flag bonus buffs' Stacking being set to REPLACE intstead of ALWAYS, which meant you could only have one of each flag bonus. GPG fixed that one in uh, 1.2 I think.

ok thx - did a test on this afternoon and confirmed that it doesn't appear to be present in the base game.  Thx for the clarification.

Quoting miriyaka,
Brain Storm is fixed in 2-3 ways by the Uberfix, including the debuff removal and effects without Mental Agility. Mental Agility should only add a cooldown bonus, and that's how it works in the UberFix. This has been present since 1.02.

So in the base game, though - the debuff removal is not present.  Is that correct?

April 26, 2011 3:30:22 AM from Demigod Forums Demigod Forums

Quoting OMG_pacov,
So in the base game, though - the debuff removal is not present. Is that correct?

Yes, the ability was completely broken without Mental Agility in the base game.

May 11, 2011 2:05:56 PM from Demigod Forums Demigod Forums

Theurgist's Hat

Uses the wrong proc type

The description indicates the proc occurs when you are hit
The proc rate is very low, much like the armor proc rates, and this low rate is unlike the weapon proc rates (which are normally 15% for specials or 10% for crits)

So should be

ArmorProcChance = 5,

Instead of WeaponProcChance = 5,

June 2, 2011 4:28:51 PM from Stardock Forums Stardock Forums

Just copying some info from the oak minion thread over to here to keep potential uberfix changes in the same place.

Quoting miriyaka,
Out of curiosity, can Nightwalkers be used like this as well? I realize that they don't have the same mobility, nor the persistent, non-present creation via totem that spirits have, but they're still really plentiful as long as Erebus is anywhere near a lane, and they have more hitpoints. I suppose the towers snipe them before they can get to the citadel?

Also, what's this about only Nightwalkers being able to attack wards? That's not intended, and is definitely UberFix material.

Edit: I see, their TargetRestrictDisallow is set to 'UNTARGETABLE + AIR', and that's not a valid syntax for non-extended category parsing (it should be 'UNTARGETABLE, AIR', although just 'UNTARGETABLE' is functionally the same given that they cannot attack the Air layer as it is). This is definitely a bug, and probably affects more than just wards, because many units (e.g. walls) rely on the UNTARGETABLE category to prevent being attacked.

Mines do have hitpoints.  All units have hitpoints, including many invincible units such as walls, trebuchets, portals, gold mines, etc.  Some of these cannot be hovered over at all because they have the BENIGN category (e.g. walls), but most of them can be hovered over for information purposes (e.g. to see what level a ward is at, or who owns a captureable structure).

However, as in all GPG games, units with UNTARGETABLE and NOSPLASHDAMAGE categories are intended to be absolutely 100% invincible, and anything that causes something to be able to hit them is a bug.  In this case, the extremely obvious bug is that the Nightwalker weapon isn't getting the UNTARGETABLE category parsed for its weapon restrictions, even though it's specified right in the string - there's just a syntax error keeping it from taking effect.

 And yes, AI can issue all sorts of illegal orders that players can't, such as teleporting to untargetable walls.  This is because that object is technically a valid target for the ability itself (determined by category, or in most cases, lack of category exceptions) and the AI is getting a handle to the object via overly-broad category filters (in the case of wall teleportation, STRUCTURE instead of STRUCTURE and DEFENSE), but the UI's targeting mask prevents e.g. structures from being targeted by Swap for human players.  If you look at the blueprints of these abilities, they'll list both a TargetingMethod (the UI mask) and TargetCategory (what the sim-side ability code allows it to be used on).  The UI does not take categories into account, and allows you to actually click a mask-valid target before halting the cast based on category filters.

It's possible there's a bug in the AI somewhere that doesn't check categories before attempting to issue some ability casts, and the AI DA will attempt to start a Swap cast on an invalid target only to be stopped by the ability system itself (Swap has a TargetCategory of HERO, allowing only use on demigods regardless of what the AI tells it to cast on).

The latest version of the AI mod fixes most if not all of these illegal cast attempts, including wall teleportation.  As evidenced by the behavior of an AI DA trying to swap a tower, it's not good enough just to prevent the ability from being cast on invalid targets (e.g. adding DEFENSE to the TargetCategory of the teleport item abilities), as that just makes the AI get stuck in that cast loop until it's interrupted by something. 

would logically be a fit for uberfix.  But then, I'd suggest changing the code if possible so that the wards no longer have VISIBLE hp (and no reference would exist in the tooltip (if it does exist) indicating the HP of the ward).  I'm sure that's pie in the sky, but that would remove the redundancy (hp on items on things that can't be dmg'd).

Side note - the only major fix that I can think of, atm anyway, would be modifying the way plague works so that it isn't so sim intensive and slowing down some players pcs to a crawl.  Not sure if you'd officially consider that a bug, per se, but I think it would qualify... anyway, I know we've talked about that one before - just sayin.

June 2, 2011 8:28:02 PM from Demigod Forums Demigod Forums

Yes, it's the last thing on my list to get done - now in addition to the nightwalker fix, which is about 3 lines of code.  The problem is that it'll take a lot of work, testing, and experimentation, and I haven't had the time or motivation to start on it.  It should happen eventually, but I'm making no promises as to when.

June 2, 2011 11:58:40 PM from Demigod Forums Demigod Forums

All good, miri.  I know how it is with you folks that do the modding for us but rarely play.  If there is something I can do to help, just let me know.  That said - if you find yourself bored at some point, a magical ub fix for plague would be worth a release as it would help out a big chunk of the community.  Thanks again for all of your efforts.  I know you don't have to do it, but I know everyone that hits these forums appreciates what you've done for the game.

July 17, 2011 8:26:20 PM from Demigod Forums Demigod Forums

Hi!

I just read (fast) through the thread and didn't found anything concerning Oak's shield.

I wanted to ask if you think that Oak's Shield III is working as intended? It should only remove buffs not make Oak immune to them. But as far as I can tell, Shield III does exactly what Shield V (purity?) descripes.

 

July 18, 2011 8:50:34 AM from Demigod Forums Demigod Forums

You're mis-reading the Purity description - it makes the casting Oak debuff-immune when he casts Shield IV on an ally (which also makes that target debuff-immune).  Shield III and IV always remove debuffs and make the target immune to debuffs, while Shield I and II only remove debuffs without making the target immune.   This is definitely intended, both from how the description is worded and how the buffs are set up.

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