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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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July 18, 2011 9:08:18 AM from Demigod Forums Demigod Forums

Ah, you're right, I read the purity description again and got it.

But I don't think that Shield III work fine, when it makes immune to debuffs. To revome all debuffs from the target when Shield III is cast is fine, but to make it also immune for the whole duration seems (as far as I rely on the description text) wrong, because it reads: "Oak grants a shield to a target, making them immune to damage for 6 seconds. This more powerful variant of Shield also removes debuffs.". When you look at purity, it is described that Oak is also immune to negative affects for 6 seconds.

Maybe I'm prejudiced to Oaks Shield skill because of the stuff I read in this forum. But that's what I think about it: Oak should only be immune to negative affects with purity enabled.

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July 18, 2011 10:18:22 AM from Demigod Forums Demigod Forums

The way I understand shield, it should allow shield + tp/lock, etc combo to do only for the Oak. He doesn't even need to shield himself (would take damage though), but he couldn't be interrupted. While shield + tp would not be possible for anyone else on team safely, because they could get interrupted. And I cannot find anywhere saying that shield = immune to debuffs. Removal is temporary thing, not for the whole period of shield. Sedna and Oculus also have removal of debuffs. Why don't they also make you immune for ~5 seconds?

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July 18, 2011 10:21:41 AM from Demigod Forums Demigod Forums

The UberFix doesn't care about balance, only intent.  There is clear, obvious intent in how these buffs are coded.  I and II DO specifically remove debuffs (via RemoveBuffsByDebuff) despite the description not mentioning this.  The description saying that III, IV and Purity only remove debuffs is probably an oversight, as they both remove and make immune.  Because of the way the game's language localization works, I can't change the description to match how the skill is clearly meant to function, so I'm leaving the whole thing alone.

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July 18, 2011 10:34:58 AM from Demigod Forums Demigod Forums

I'm fine with your opinion on that. Uberfix shall not care about balance changes but just to fix the bugs. And the description of Shield III (compared with the other shield skills and how they really work ingame) can be read in both ways I think.

Furthermore I don't wanted to intend that you should bother about fixing it. I would like to when I have enough understanding of modding.

But that's why I ask here, because I'm not sure if it's maybe a bug or a balance topic. It's makes no sense to do that fixing if most of the people think it works as intended.

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July 18, 2011 10:39:42 AM from Demigod Forums Demigod Forums

Sedna and Oculus also have removal of debuffs. Why don't they also make you immune for ~5 seconds?

Coz they suck. Real men play Oak.

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July 18, 2011 11:44:48 AM from Demigod Forums Demigod Forums

Note that the UberFix does add debuff removal to Oculus' Brain Storm at all levels, both because it makes sense and because the description notes it.  I did not, however, add an attack-speed aura to Ball Lightning, because while the description makes mention of it, no parameters for balance (range, strength, etc) are provided, and making the aura worthwhile and still balanced would be fairly difficult and would require a lot of subjective interpretation and judgement on my part.  This is a feature that was clearly on the design doc for Oculus at one point, but got removed before it ever made it into the code, and the description simply wasn't updated, whereas the error with Brain Storm was very clearly a simple code mistake.

And while I think it would make sense from a balance perspective for Heal III and IV to have a few seconds of debuff immunity, and earlier versions to have debuff removal, that is clearly not what was intended.  There are also other balance factors at work between Heal and Shield - the latter is more expensive and has a much longer cooldown.

If someone wants to make a balance mod that boosts Heal, they're welcome to.  I've actually already offered to make a balance mod if any reasonable number of people can come to a consensus on what to change, but as is to be expected, nobody can agree on anything.  The people who prefer the current powerful demigods and items want everything to stay as it is, and those that prefer weaker ones want everything to change.

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July 18, 2011 11:47:59 AM from Demigod Forums Demigod Forums

Well if that's only a description oversight... Then it's still a big one as shield III description fits shield I and II (besides duration time). And this is one of the reasons why new players cannot find use of shield making you immune to everything. But I'm fine with anything though... Not playing oak anyway

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July 18, 2011 11:50:40 AM from Demigod Forums Demigod Forums

Quoting Darkliath,
Removal is temporary thing, not for the whole period of shield. Sedna and Oculus also have removal of debuffs. Why don't they also make you immune for ~5 seconds?

Because you can see from the code comments that the original intent for Shield was to have DebuffImmune at every level.  It was specifically removed from I and II, but the debuff removal was left in.  Other than possible balance concerns (such as TP/lock issues that GPG probably didn't even consider), there's no reason to believe that they intended to not have DebuffImmune on III and IV.

Again, I agree that Purity should probably just be a removal and not an immunity, but it specifically has a duration-based DebuffImmune buff.  This is very different from debuff removal (which doesn't need to use a buff at all, nevermind one with a duration), and wasn't done accidentally.

DebuffImmune duration buffs are very different than a manual debuff removal - there is no way to confuse the two, and no reason to use buffs with duration when only debuff removal is wanted.  For example, both Heal and Brain Storm do not use buffs at all.  They simply do negative mana/health damage, and remove debuffs using RemoveBuffsByDebuff().  Meanwhile, all levels of Shield and Purity use both manual debuff removal and a duration-based buff with DebuffImmune.  While the duration buff would still be necessary for Shield III and IV, due to the invulnerability, it is not necessary for Purity, so one can only conclude that Purity was designed to confer DebuffImmune.

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July 31, 2011 2:02:24 PM from Demigod Forums Demigod Forums

Another overlooked bug

Vengeance meta impact does not work, and I am assuming this is because there is no meta impact radius attribute on the skill's meta impact amount.

I'm guessing this is overlooked because
1) Vengeance is a bad skill and never taken
2) It does 500 damage, so should really only ever work on citadel priests, but since you have Angelic Fury, the 1st shot a second later generally finished off the remaining priests.

So, fix request
Vengeance should have a meta impact radius of 10 to match the damage radius

 

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July 31, 2011 10:24:01 PM from Demigod Forums Demigod Forums

I had a very interesting issue when using uberfix yesterday.  I was the host.  I'm 100% it was enabled (turned it on before the game and checked the settings immediately after).  Uberfix was on, but none of the code was working.  We noticed all of the occulus bugs still present, etc.  And these are bugs that we've tested in the past and were 100% sure they were working as described.  Uberfix + the ui mod were all I had enabled.  No desync.  Just didn't seem to be loaded.  Things we noticed - occ when using orb did not change color.  That stupid lightning artifact where lightning is connected from occ to some other player.  And we could not remove spit using that ability (name elludes me).

I'm going to just consider it a fluke.  Strange enough to mention anyway as I'm 100% sure it was enabled.  Only anomaly I can think of was that one of the "Master" fellows kept joining my lobby and then instantly timing out.  Other than that, all was normal. 

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July 31, 2011 10:57:27 PM from Demigod Forums Demigod Forums

I just did a quick test vs some ai ub and was able to remove spit without any issue... just a strange fluke then.

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August 1, 2011 12:20:12 AM from Demigod Forums Demigod Forums

Quoting OMG_pacov,
I had a very interesting issue when using uberfix yesterday.  I was the host.  I'm 100% it was enabled (turned it on before the game and checked the settings immediately after).  Uberfix was on, but none of the code was working.  We noticed all of the occulus bugs still present, etc.  And these are bugs that we've tested in the past and were 100% sure they were working as described.  Uberfix + the ui mod were all I had enabled.  No desync.  Just didn't seem to be loaded.  Things we noticed - occ when using orb did not change color.  That stupid lightning artifact where lightning is connected from occ to some other player.  And we could not remove spit using that ability (name elludes me).

I'm going to just consider it a fluke.  Strange enough to mention anyway as I'm 100% sure it was enabled.  Only anomaly I can think of was that one of the "Master" fellows kept joining my lobby and then instantly timing out.  Other than that, all was normal. 

Did you have any other mods enabled, or were you using a special UID for a test build? The higher UIDs overwrite the lower UIDs.

eg: In the MOBA mod and AI mod, if you were to change the UID of the AI mod to a higher UID than MOBA, it would F'up the MOBA mod because the MOBA mod overwrites the Citadel purchase decisions of reinforcements to ALWAYS buy ASAP.

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December 29, 2011 9:20:06 PM from Demigod Forums Demigod Forums

So I looked further into the Vengance problem of the meta impact not working... it is a simple problem.

Look in CE: Vengeance for this block

Code: c++
  1.  if def.MetaImpactAmount then
  2.         data = {
  3.             Instigator = unit,
  4.             InstigatorBp = unit:GetBlueprint(),
  5.             InstigatorArmy = unit:GetArmy(),
  6.             Origin = pos,
  7.             Radius = def.VengAffectRadius,
  8.             Amount = def.VengMetaImpactAmount,
  9.             Category = 'METAINFANTRY',
  10.         }
  11.         MetaImpact(data)
  12.     end

The definition does not match to trigger this block when there is a MetaImpactAmount added by picking the Vengeance skill. In the actual on/off script for angelic fury, we have a definition of VengMetaImpactAmount

So to fix,

Code: c++
  1.  if def.VengMetaImpactAmount then
  2.         data = {
  3.             Instigator = unit,
  4.             InstigatorBp = unit:GetBlueprint(),
  5.             InstigatorArmy = unit:GetArmy(),
  6.             Origin = pos,
  7.             Radius = def.VengAffectRadius,
  8.             Amount = def.VengMetaImpactAmount,
  9.             Category = 'METAINFANTRY',
  10.         }
  11.         MetaImpact(data)
  12.     end

You can more easily see the problem with this vengeance meta hit by turning the grunt setting to high... where the Vengeance Nova does not wipe out the "small" grunts because their life is higher then 500. Implementing this fix allows the meta hit to work properly and the "small units" in a creep wave are properly destroyed when their life is over the 500 damage the Vengeance Nova inflicts.

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January 9, 2012 1:27:28 PM from Demigod Forums Demigod Forums

Plague fix idea

I gave this some thought and came up with this as a way for plague to work nearly the same for little overhead.

Make it work like a timed chain lightning (though naturally it wouldn't LOOK like a chain lightning bolt, it would just spread that way)

For chain effects, we have properties for an affect radius, number of targets, and the time it takes to hop. So we definitely can make a plague "chain lightning" look like a spreading plague by slowing down the "hops" and increasing the affect radius and targets.

Remember, plague is not really so much about damage, but rather farming by getting a "last hit" on a unit that dies far away so UB is added to the reward list.

Any numbers anyone want to think about?

Radius 100 (about 1/3 cataract), 50 units, timer 0.2 (so at maximum hit capacity it would take 10 seconds to "spread" completely)

This would allow UB to hit a large number of units around him and move away with out doing the ridiculous processing plague does now.

We could also put a hidden timer on UB, so once plague is fired, it won't fire again for maybe 10 seconds? (to prevent continuous processing as he is attacking)

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January 12, 2012 6:03:56 PM from Demigod Forums Demigod Forums

Here is uberfix 1.06 release candidate.

If there are no problems with this (shouldn't be any since there are only 2 changes) I will submit to Pacov in a bit for inclusion in the package.

It includes fixes to the 2 outstanding bugs

1) Vengeance meta hit does not work because the definition is incorrect
2) Theurgist's Hat text now correctly indicates that this is a weapon proc effect, not an armor proc effect

http://www.box.com/s/ckhuzk8nbbeq2f7220m2

 

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January 14, 2012 2:02:32 PM from Demigod Forums Demigod Forums

Now also going to fix an issue with Mithy's Iron Walkers 90% trigger.

He called the wrong property for comparison between base speed and current speed. Should be Physics.MaxSpeed not Physics.Speed

Oops.

Anyone else want to do some testing?

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January 18, 2012 6:14:01 PM from Demigod Forums Demigod Forums

Version 1.06 is live

-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

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January 29, 2012 5:24:56 PM from Demigod Forums Demigod Forums

I can't download it.  When I click the link it takes me to the site and it says "download".  I click that it then it says "the user hosting this content is out of bandwidth".  Can you fix this please?

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January 30, 2012 1:32:59 AM from Demigod Forums Demigod Forums

see combined mod installer page.  Thanks

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January 4, 2014 5:58:59 AM from Demigod Forums Demigod Forums

Hello!

I would like to ask if it possible to fix such widely known bug with ur mod: u always lost the skill range indicator after alt-tabing.

 

 

 

 

 

 

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January 6, 2014 6:28:07 PM from Demigod Forums Demigod Forums

I believe that's an engine problem and not fixable via modding.

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