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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
February 1, 2011 1:10:05 AM from Demigod Forums Demigod Forums

I.. think we're out of bugs.

heh... never say that... even with a caveat.  Anyway, RELEASE AND LET ME TEST!!!!

February 1, 2011 2:23:09 AM from Demigod Forums Demigod Forums

1.04 RC1: http://code.google.com/p/uberfix/downloads/detail?name=UberFix104RC1.zip

Test release, use at your own risk, etc etc.  Please run a log whenever you're playing with this version, and pastebin it if you run into anything - including the Rook shoulder weapon broadcast.  If it doesn't display the message in-game, then the target shouldn't be stuck.  If it does get stuck, message or not, the log will be a huge help.

For those who want to use this and don't know how to log, add this to your Demigod shortcut after Demigod.exe:

/log ..\UberFixLog.txt

..which should output the log to the main Demigod folder with that name.

 

Let me know what you think of the new absorption float text.

 

Oh, and please take note of unseen-yet-captured flags whenever possible, both at the beginning of the game, and for any flags captured mid-game.  It doesn't always display ROLLOVER DATA ERROR - sometimes it just displays nothing.  Either way, let me know if you see it happen, or if you notice the remote viz I put on the flags at the beginning of the game.  It only lasts for 3s until about 6s into the game, which is before my UI loads, but I don't have the fastest machine.

February 1, 2011 11:27:49 AM from Demigod Forums Demigod Forums

downloaded - I'll do some testing today.

February 1, 2011 2:19:27 PM from Demigod Forums Demigod Forums

Tested:

- AI Rook 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.  Tested - Did not observe any stutter.

- 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.  Tested - appears fixed.

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

- Rook Shoulder Weapon Stuck Targets
These weapon addons should no longer become fixated on a single target that is out of range or is no longer visible.  Tested - did not see this happen during test game.  We know this issue happened randomly, so it is possible the problem still exists, but I simply didn't see it happen.  I'll keep an eye on this. 

- 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.  Addtionally, 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.  Observed the new absorbtion damage float text - very nice.

- Late Map Control Voice-Over, Second Try
The map control voice-over now correctly activates on flag capture for the team gaining map control, and only when the control threshold is crossed.  In addition, the map control 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.  Tested - works are described.

Untested:

- 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.

- Ranged Demigod Attack Stutter
Non-Regulus ranged Demigods 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. 

- Tower Strength Upgrade Reduces Trebuchet Damage
The tower strength upgrades will no longer negatively affect the damage of stationary Trebuchet units.  Towers of Light were unaffected, and Forts and Arrow Towers still correctly recieve reduced splash damage.  This fix also prevents any reduction to splash damage from affecting a weapon with a blueprint-specified damage radius, unless the buff is flagged as a debuff (Tower Strength buffs are not).

- 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.

- Sedna Horn of the Yeti IV Buff
Sedna's Yetis will now correctly receive the level IV buff with this ability.

- Existing Yetis / Shamblers Not Receiving Upgraded Buffs
Already-summoned Yetis and Shamblers now also receive the appropriate level of buff upon ability upgrade, as was already the case with Entourage.

- 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.

February 3, 2011 4:20:06 AM from Demigod Forums Demigod Forums

hi mithy,

 

been testing out reg fix. something (not sure what or why cause it looks like it should work to me) is not happening with this:

  local maimAbil = Ability['HGSA01Maim0..i']

changed it to this for the time being:

 

    local maimAbil = nil

if i == 1 then 

    maimAbil = Ability['HGSA01Maim01']  

 end  

 if i == 2 then  

  maimAbil = Ability['HGSA01Maim02']  

 end 

   if i == 3 then  

  maimAbil = Ability['HGSA01Maim03']  

 end

Just thought you would like to know .

 

Again ty for all your help lately. Exx

February 3, 2011 4:24:16 AM from Demigod Forums Demigod Forums

also i have been written a new buffaffect that allows you to change the evasion cap for an individual unit. (current evasion cap is limited to a global change:

http://pastebin.com/t478ax8f

 

 

February 3, 2011 1:42:42 PM from Demigod Forums Demigod Forums

Exxcentric
been testing out reg fix. something (not sure what or why cause it looks like it should work to me) is not happening with this:

local maimAbil = Ability['HGSA01Maim0..i']

Yeah, I messed that up.  Here's the working code:

Code: c++
  1. for i=1, 3 do
  2.     local maimAbil = Ability['HGSA01Maim0'..i]
  3.     if maimAbil and maimAbil.MaimTarget then
  4.         local prevMaimTarget = maimAbil.MaimTarget
  5.         maimAbil.MaimTarget = function(self, unit, target, data)
  6.             if not target == unit then
  7.                 prevMaimTarget(self, unit, target, data)
  8.             end
  9.         end
  10.     end
  11. end

 

February 3, 2011 1:51:15 PM from Demigod Forums Demigod Forums

Quoting Exxcentric,
also i have been written a new buffaffect that allows you to change the evasion cap for an individual unit. (current evasion cap is limited to a global change:

http://pastebin.com/t478ax8f

That looks fine - that's a bit specific to implement into the UberFix, but it's fully compatible, so it won't hurt anything.

 

I'd still like to do a total rebalance of evasion, but that isn't really within the purview of the UberFix.

February 5, 2011 3:56:35 PM from Demigod Forums Demigod Forums

Cooldown fix:
Found a bug in the way I fixed it - if you hovered over a cooling-down ability while dead, the tooltip would break, and half of it would stick on the screen until respawn.  Caused by not having any hero sync data to send to the CreateAbilityTooltip function.  So I've modified the fix to only display the cooldown-modified tooltip if the demigod in question is alive.

Warp Area:
Added a PreCastCheck to both of DA's Warp Area abilities, so that they do not activate unless there are valid targets within range, saving you the mana cost if it's activated accidentally.  I suppose this could be considered 'balance', but I would just call it 'usability'.  This does not change the functionality of the ability, other than that it does not drain mana or reset its cooldown when accidentally activated with no valid targets in range.

I've been running tests with WA in an effort to see this 'warping to dead, knocked-back units' thing that people are talking about, and I cannot reproduce it.  Yes, Warp Area will end prematurely if all targets in range are dead due to knockback (e.g. the first 3 warps kill the entire creep wave with knockback), but that's fully intended.  If there are ANY targets left in range, it will go after them, and it DOES already re-target every hop, based around its original location.

If someone has a video or a replay of this in action, preferably a video so that it can be slowed down for confirmation, then great.  Otherwise, from what I can tell via looking at the code (which unambiguously skips dead units, and knocked back units are dead units) and adding logging messages, this ability cannot target an already-dead unit.

February 10, 2011 11:06:36 PM from Demigod Forums Demigod Forums

Still waiting on some feedback on that 1.04 RC1 before I do a real release.  I haven't added any other fixes, only patched the cooldown fix, but I need some more intensive testing on the Rook shoulder weapon issue (including at least one log from a game with a confirmed broadcast message) before I think about releasing this.

The only other issue I'd like some feedback on is the chasing ranged demigod stutter reduction fix.  I've done plenty of specific testing on it, and I know it doesn't cause major issues, but I want some real-game impressions of how faster demigods feel when chasing a slower target now.  They should almost always whiff the first attack from a standstill, but a quick stop-and-start shortly thereafter (<0.5s) due to much higher speed should now allow an attack through where before it would continue to interrupt inappropriately.

This fix only affects ranged demigods without lock-on bonuses: no-Fury Regulus, Torchbearer, Queen of Thorns, and Oculus.

I can't help but wonder if there's a better way to implement this, like some kind of 'following speed' where the chasing demigod speed-matches its target once in weapon range, but that could constitute a fairly significant gameplay change for ranged characters, so again, more input and feedback are welcome, as are alternative suggestions.

February 11, 2011 12:28:00 AM from Demigod Forums Demigod Forums

Add any additional fixes to another release candidate - happy to test.  If things go well, we'll use this in the cash tourney in 5-6 weeks. 

February 11, 2011 1:58:57 AM from Demigod Forums Demigod Forums

Like I said, nothing new except the cooldown fix-fix, which now has all possible outcomes covered.

February 11, 2011 10:36:27 AM from Stardock Forums Stardock Forums

Quoting miriyaka,
Like I said, nothing new except the cooldown fix-fix, which now has all possible outcomes covered.

heh - like I said ADD IT and I'll do some more testing.  Can't see any reason not to tack that on so its included (especially if its the only change), right?

February 11, 2011 3:10:39 PM from Demigod Forums Demigod Forums

It means I have to repackage a release from my WIP files, change all the UIDs and text, remove console print messages, etc.  This is why I don't do tons of rapid-fire releases.  When I'm not confident in the method I've used for a fix, then I'll go through the effort, but this one is pretty solid now, and I've tested pretty much every conceivable scenario with it.

February 11, 2011 3:26:56 PM from Stardock Forums Stardock Forums

as you like then.  I'll do some more testing as soon as I get a chance.

February 12, 2011 1:17:09 PM from Demigod Forums Demigod Forums

Tested:

- AI Rook 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.  Tested - Did not observe any stutter.

- 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.  Tested - appears fixed.

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

- Rook Shoulder Weapon Stuck Targets
These weapon addons should no longer become fixated on a single target that is out of range or is no longer visible.  Tested - did not see this happen during test game.  We know this issue happened randomly, so it is possible the problem still exists, but I simply didn't see it happen.  I'll keep an eye on this. 

- 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.  Addtionally, 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.  Observed the new absorbtion damage float text - very nice.

- Late Map Control Voice-Over, Second Try
The map control voice-over now correctly activates on flag capture for the team gaining map control, and only when the control threshold is crossed.  In addition, the map control 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.  Tested - works are described.

- 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.  Tested - did not see any times when suicide was triggered.

- 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.  Untested as miri indicated he has a new version of this fix and has tested it.

Untested:

- Ranged Demigod Attack Stutter
Non-Regulus ranged Demigods 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. 

- Tower Strength Upgrade Reduces Trebuchet Damage
The tower strength upgrades will no longer negatively affect the damage of stationary Trebuchet units.  Towers of Light were unaffected, and Forts and Arrow Towers still correctly recieve reduced splash damage.  This fix also prevents any reduction to splash damage from affecting a weapon with a blueprint-specified damage radius, unless the buff is flagged as a debuff (Tower Strength buffs are not).

- 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.

- Sedna Horn of the Yeti IV Buff
Sedna's Yetis will now correctly receive the level IV buff with this ability.

- Existing Yetis / Shamblers Not Receiving Upgraded Buffs
Already-summoned Yetis and Shamblers now also receive the appropriate level of buff upon ability upgrade, as was already the case with Entourage.

February 12, 2011 1:18:19 PM from Demigod Forums Demigod Forums

- Existing Yetis / Shamblers Not Receiving Upgraded Buffs
Already-summoned Yetis and Shamblers now also receive the appropriate level of buff upon ability upgrade, as was already the case with Entourage.

miri - can you clarify what this does?  Use an example, plz.  Thanks

February 12, 2011 6:23:28 PM from Demigod Forums Demigod Forums

If you upgrade Summon Shamblers or Horn of the Yeti in normal Demigod, minions that are already summoned from a previous level of the skill do not receive the new buffs.  Entourage actually upgrades the units that are already summoned.  This behavior is normalized now, where all summon skills (except Ball Lightning, which summon a totally different unit at each level) properly buff minions that were already summoned at the time of upgrade.

e.g. if you have Shamblers III and four shamblers summoned, upgrading to Shamblers IV does absolutely nothing until you resummon them.  Now it will give any currently-summoned Shamblers the upgraded level IV buffs, like Entourage does.

February 12, 2011 7:41:33 PM from Demigod Forums Demigod Forums

Tested:

- AI Rook 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.  Tested - Did not observe any stutter.

- 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.  Tested - appears fixed.

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

- Rook Shoulder Weapon Stuck Targets
These weapon addons should no longer become fixated on a single target that is out of range or is no longer visible.  Tested - did not see this happen during test game.  We know this issue happened randomly, so it is possible the problem still exists, but I simply didn't see it happen.  I'll keep an eye on this. 

- 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.  Addtionally, 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.  Observed the new absorbtion damage float text - very nice.

- Late Map Control Voice-Over, Second Try
The map control voice-over now correctly activates on flag capture for the team gaining map control, and only when the control threshold is crossed.  In addition, the map control 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.  Tested - works are described.

- 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.  Tested - did not see any times when suicide was triggered.

- 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.  Untested as miri indicated he has a new version of this fix and has tested it.

- Sedna Horn of the Yeti IV Buff
Sedna's Yetis will now correctly receive the level IV buff with this ability.  Tested - works as described.  Tried it with and without uberfix and saw the difference. 

- Existing Yetis / Shamblers Not Receiving Upgraded Buffs
Already-summoned Yetis and Shamblers now also receive the appropriate level of buff upon ability upgrade, as was already the case with Entourage.  Tested - works as described.

- Ranged Demigod Attack Stutter
Non-Regulus ranged Demigods 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.  Tested - works as described.


- 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).  Tested - works as described.

Untested:


- Tower Strength Upgrade Reduces Trebuchet Damage
The tower strength upgrades will no longer negatively affect the damage of stationary Trebuchet units.  Towers of Light were unaffected, and Forts and Arrow Towers still correctly recieve reduced splash damage.  This fix also prevents any reduction to splash damage from affecting a weapon with a blueprint-specified damage radius, unless the buff is flagged as a debuff (Tower Strength buffs are not).

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

- 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.

POSSIBLE ISSUE:

- Tower Strength Upgrade Reduces Trebuchet Damage
The tower strength upgrades will no longer negatively affect the damage of stationary Trebuchet units.  Towers of Light were unaffected, and Forts and Arrow Towers still correctly recieve reduced splash damage.  This fix also prevents any reduction to splash damage from affecting a weapon with a blueprint-specified damage radius, unless the buff is flagged as a debuff (Tower Strength buffs are not).

Here's what I found.  Test case was using crucible and starting ws of 7 + filthy rich.  I run out and place an orb so I can see all of the towers.  Run back and buy the trebucet upgrade.  I watch and see that 2 shots of damage is right about 1k dmg.  I buy 3 upgrades of building firepower.  It appears that the trebucets do the same amount of damage with that upgrade.  So, it doesn't appear to negatively impact the strength, but it doesn't appear to give any bonuses to the trebs. 

February 12, 2011 8:18:27 PM from Demigod Forums Demigod Forums

Also - here's another cosmetic "bug," if you will...

as torch bearer, if you get the fire and ice lv 15 ability (adds 300 dmg to fireball + 100 dmg per deep freeze effect), the tooltips are not updated. 

Eg - the level IV fireball still reads that it does 1050 damage when in reality it is 1350.  Deep freeze IV shows 325 damage per effect, when it should be 425 damage per effect. 

Side note... turns out tb can do more damage without crits in 3 seconds than any other dg (1350 fb + 800 fire nova + frost nova + 800 rain of ice (w biting chill)+ 1275 deep freeze IV = 4,225 dmg... heh... think i need to work on a new tb build... granted... that's like a level 20 tb, ofc. 

February 12, 2011 9:05:48 PM from Demigod Forums Demigod Forums

- Tower Strength Upgrade Reduces Trebuchet Damage
The tower strength upgrades will no longer negatively affect the damage of stationary Trebuchet units. Towers of Light were unaffected, and Forts and Arrow Towers still correctly recieve reduced splash damage. This fix also prevents any reduction to splash damage from affecting a weapon with a blueprint-specified damage radius, unless the buff is flagged as a debuff (Tower Strength buffs are not).

Here's what I found. Test case was using crucible and starting ws of 7 + filthy rich. I run out and place an orb so I can see all of the towers. Run back and buy the trebucet upgrade. I watch and see that 2 shots of damage is right about 1k dmg. I buy 3 upgrades of building firepower. It appears that the trebucets do the same amount of damage with that upgrade. So, it doesn't appear to negatively impact the strength, but it doesn't appear to give any bonuses to the trebs.

Good catch.  It looks like the Trebs don't have DEFENSE category, so they're not getting the bonus at all, which is only applied to units with both STRUCTURE and DEFENSE.  I'll add ARTILLERY to the structure attack upgrade categories now that the splash issue is resolved and there's no possible downside.

 

Also - here's another cosmetic "bug," if you will...

as torch bearer, if you get the fire and ice lv 15 ability (adds 300 dmg to fireball + 100 dmg per deep freeze effect), the tooltips are not updated.

Eg - the level IV fireball still reads that it does 1050 damage when in reality it is 1350. Deep freeze IV shows 325 damage per effect, when it should be 425 damage per effect.

There's no easy way to factor this in.  These abilities use uniquely-named Sync values under ability-named subtables that their execution functions look specifically.  If I tried to adjust the tooltip code to look for all of the damage-boost values like this in the game, it would bloat pretty quickly (and that would be a lot of work).

Basically, they opted not to create a standardized ability damage boost system that would properly report damage values within tooltips etc.  It would be possible to add such a system in a mod, and then re-adjust all existing damage boost abilities to use the new system, however it would be an order of magnitude more work than e.g. the absorption system I added, and would require a lot more work and testing.  I won't rule it out completely, but I doubt I'll get to something that big any time soon.  I'd probably be more motivated to add big stuff like this if I knew there were actually other modders wanting to use it.

 

I just found yet another extremely dumb problem with the self-Maim fix (that I wrote while half asleep), that was causing Maim to not apply at all in the RC1 version I released.  It'll be fixed in the next version.

February 12, 2011 9:22:40 PM from Demigod Forums Demigod Forums

I just found yet another extremely dumb problem with the self-Maim fix (that I wrote while half asleep), that was causing Maim to not apply at all in the RC1 version I released. It'll be fixed in the next version.

good stuff.... if i get a chance, I'll test out what's left tonight. 

February 12, 2011 10:14:43 PM from Demigod Forums Demigod Forums

Just confirmed that the trebs are now receiving damage bonus from structure damage upgrades.

ROLLOVER DATA ERROR issue is still present, cannot seem to find a workaround for it.  I'll try one more thing for the next release.

 

All that I really need tested at this point is the Rook shoulder weapon thing.  I also noticed tonight that it tends to be able to fire at targets that are behind the FoW, which it should not be able to do.  I'm not sure how/why it's doing this, but I might be able to adapt the current fix to also reset its target if there's no viz on it.

February 12, 2011 11:35:37 PM from Demigod Forums Demigod Forums

I also noticed tonight that it tends to be able to fire at targets that are behind the FoW, which it should not be able to do. I'm not sure how/why it's doing this, but I might be able to adapt the current fix to also reset its target if there's no viz on it.

yeah - its always worked like that.  But normal trebs work that way as well.  Not sure if that is a design thing or not.  As far as buildings go, it makes sense that you can target them in the FOW (as you can see the outline of the building at all times).  I THINK the building trebs have reduced accuracy when shooting into the FOW, but not sure (pretty sure I saw some clear misses during my testing).  I'd agree that if I can't see a DG at all, though, that I should not be able to target them with trebs.

So what are you thinking?  You want me to do some more testing on this version or release another one?  I'm done with testing for the night anyway. 

February 12, 2011 11:58:28 PM from Demigod Forums Demigod Forums

Nah, don't worry about it.  I'll put out something in another few days that should be more or less release-quality.  Since the Rook issues might not show up even once in 20+ full length games, I'm just gonna leave the fix in as it is, and ask people to post if they see the broadcast message (even if they don't have a log, though that would be preferable).

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