UberFix
The UberFix is a compilation of bugfixes for Demigods version 1.2. The patches incorporated into the modare listed below along with the creator of the patch.
Download:
v1.02
Installer format: www.box.net (Recommended Download)
filesize: 334,609 bytes
MD5 Checksum: 5322667e9be4dbd0fc9cb44823a6dc81
Source Code: www.box.net
Old Versions
v1.01
Installer format: www.box.net
filesize: 322,544 bytes (Downloaded 223 times)
v1.00
Downloaded 178 times
zip format: 16.5 KB v1.00 Mediafire v1.00 Box.net
exe format: 301.2KB v1.00 Box.net
Currently Included Patches
Uberfix 1.02
UberFix 1.01
UberFix 1.00
Current Buglist (Todo list: Verified and replicatable)
Bugs Requiring Research List (requires verification and a reliable replication method)
Current Unfixable Errors (Can't do list)
Current Nonbugs (Feature List)
Bugs Fixed by Previous Official Patches (SD & GPG fixed it list)(not complete, just ones that come up)
Current Potential Additions to the BugFix (Addition list) 1. SkillInfoMod 2. AIMod by Peppe
Current Semi-Active Project Members
Ptarth - guy who does stuff
awuffleablehedgie - guy who finds bugs
UhelligGudn - new guy with lots of energy
Plea to Community
If we want Stardock and Gas Powered Games to increase their support of Demigods, we need to demonstrate our commitment and our willingness to support it. If we want to accomplish anything worthwhile to demonstrate our commitment, we need to work together. If you have time, please consider helping out. Every little bit helps.
SNAP!
Thanks for the support
All that karma, like tears in the rain...
My life, my life...is...is a lie
NO! You are looking for pity karma now, arent you? Well guess what. No more for you!
In all seriousness, though, Ptarth deserves all the karma he can handle. Here's one more for the road
I agree I've given him lots of karma, and I'm waiting for his beta 1.03 release to give him more.
re:karma
Long-standing targeting issue:
When a character becomes no longer targetable, all current skill queues should be cancelled. The most primary example of this is when Erebus goes to Mist while Oak has a Shield queued up on him while just slightly out of range. Erebus Mists, Oak pops a Shield on a misted Erebus, wasting it mostly. This shouldn't happen, Oak should just stop moving when he mists and begin the default "idle" behavior.
This can also happen with offensive abilities: Spit, Pentitence, Fireball, etc. If you have it queued while out of range and he mists before you start casting it, you'll cast it anyway.
This is NOT me complaining about how mist can "interrupt" an ability such as snipe or fireball or spit by misting while the ability is airborne. Before it is casted.
sedna's silence works the same. You finish your entire cast which does nothing (I notice this the most with hammer slam)
Capturing the Flag Logic a little flawed, I'm looking into it.
Yes I know how Silence works, I do that all the time
It's the same "fizzle" as when you run out of mana when you try to cast an ability (eg, the mana flag drops). The difference between fizzling and the mist-targeting issue is that you still pay mana and suffer a cooldown. If you are silenced, you don't pay for mana.
re:Forces of XXX control the map
I did some more checking by myself and now I'm not sure when the server updates are sent. In the one game they seemed to be synchronized with the message. In another they didn't. I need to do some more testing I guess.
re: Flag Control
The Flag Controls are very odd. In cataract, the number of neutral flags is 13. The total number of flags is actually only 10. The counts for the Forces of Light and the Forces of Dark are correct though. The message "The Forces of XXXX control the map" only sounds when a side loses a flag when it is still above 75% map control. An example follows
Light: 5 Flags Dark: 5 Flags - Start of game Light: 10 Dark: 0 - Light captures 5 flags - No announcement Light: 9 Dark: 0 Neutral: 1 - Dark starts capturing 1 flag - "Forces of Light controls the map" x1 Light: 9 Dark: 1 Neutral: 0 - Dark captures 1 flag - No announcement Light: 8 Dark: 1 Neutral: 1 - Dark starts capturing 1 flag - "Forces of Light controls the map" x1 Light: 8 Dark: 2 Neutral: 0 - Dark captures 1 flag - No announcement Light: 7 Dark: 2 Neutral: 1 - Dark starts capturing 1 flag - No announcement This probably should be changed to something more sensible, such as having the message whenever a team gains more than 75% map control.
This probably should be changed to something more sensible, such as having the message whenever a team gains more than 75% map control.
re:Vampiric Mist
Hmm, I'm not sure about this one. I can see how it is frustrating. However, I don't know if it is intended or not. I also don't have a good idea on what to do about it. I thought there might be something in Abilitity.lua or ValidateAbility.lua, but they didn't provide much.
re:Citadel Upgrading on War Rank
While I was testing the Map Control Audio, I noticed that the citadel upgrading appropriately with war rank. Can someone confirm if the citadels are upgrading (visually) correctly?
If you don't finish the snipe cast on the erebus before he mists, you won't waste cd or mana. It's only when it's in the air and then he mists that it's wasted. At least.. I was 90% sure that was the case.
Also, disagreed on the Oak shielding misted erebus. That has saved many an erebus Shield him while misted, then he has time to pop out and tele out at 1hp being camped by someone and in towers FTW.
I just skimmed the buglist, so sorry if i missed this. Bug - erebus is stunned for the duration of the stun he cast. I'm wondering if I'm just being crazy about this one. Anyone else seen this? I think it happens when I stun and then click on a character I'm trying to attack immediately after the stun. I think I get this at lv1 + lv2 stun... the it just doesn't happy anymore once I hit lv3 stun.
hmmm I made a post about this earlier but it appears to have been eaten.
I'd love it if you would make an Observer mod for tournies ^^;
Spec:
The bottom slot for forces of light becomes a spectator. Ideally, it would work identical or very similar to "Observer" in the replay system. Hopefully they wouldn't have a demigod on the map, but if they did hopefully it would be exempt from collecting bounty from enemy demigods and creeps and should be untargetable as well.
The Observer would have Fog of War removed, and hopefully the mod that lets you see ally's mana, items and gold would work and reveal that information for everyone on the map. This would allow a single observer to see the game really well and since he would know everything, provide the best commentary about what is happening.
re:observer mod
I think it would be a lot of trouble. I'm also not sure it would be worth it. The in-game commentator strikes me as a bad idea. The other problem is that if anyone wants to play the replay they are going to need another mod to do it. Lastly, with the number of changes you are talking about, it would take a while to code up.
What if the observer joins the vent channel of team A, and gives them information about team B?
That's always a risk, but we're going to have to assume that they don't. Plus, if everyone is running in the same vent server, it's unlikely that we are going to have people cheating like that.
Also, Parth, you should do it anyway. You are my on-demand fix-it coder, dammit. >
Plus, you could get Karma! ~~~
Pfft.
Look at me investigating~~~ I don't know how to do hooks and get a UID so I can't make my own mod ~~~
I'm not sure what k and v correspond to ListArmies() doesn't appear to be defined. If 7 is not an emum value but instead refers to a slot we might be in luck.
Appears to be a no fog-of-war camera setting
hook, in Conquest.lua
You could probably throw in the special player initialization there and see if that works out.
Also. It's my birthday today. You're not going to say no to me on my birthday are you?
Just finished testing some things with pacov. I'm tired.
UID's are just made up numbers. Real UID's are usually hexademical, but Demigods doesn't really care.
Lazy hooking is easy. In your mod folder, create a hook folder. In it copy the file you are changing from an unzipped version of the dgdata.zip file. Make sure the directory structure is the same. Then edit your file in your mod folder. If you are changing a blueprint you'll need to have a BlueprintId = 'blueprintname', line. That's about it.
Hey Ptarth
I wanna ask you about your opinion redarding TB permafrost and fire aura. The thing with them is that they stay active for 5 seconds even if you changed your forms. That eventually gives you advantage when you running or chase someone.
Full fire aura gives the same buff as swift ankel 15% FA=5% FA2=10% FA3=15%) and last 5 sec after changing form
While full perma frost is also 15% and last 5 sec after changing form
Thats gives you whoooping 30% of movement speed over your enemy, making many characters quite useless againts tb who would use that.
What i suggest is to change that 5 seconds to 2 seconds.
This problem is quite hard to describe I really recomend one gama againts good tb who can use this 'bug' well to see how devastating it is.
################################################################################################################## Perma Frost I#################################################################################################################AbilityBlueprint { Name = 'HEMA01FrostAura01', DisplayName = '<LOC ABILITY_HEMA01_0030>Permafrost I', Description = '<LOC ABILITY_HEMA01_0062>Torch Bearer exudes an aura of extreme cold, reducing the Attack Speed and Movement Speed of nearby enemies.', AbilityType = 'Aura', TargetAlliance = 'Enemy', TargetCategory = 'MOBILE - UNTARGETABLE', AffectRadius = 20, AuraPulseTime = 2, AbilityCategory = 'HEMA01ICE', CreateAbilityAmbients = function( self, unit, trash ) FxFrostAura01( unit, trash ) end, Buffs = { BuffBlueprint { Name = 'HEMA01FrostAura01', DisplayName = '<LOC ABILITY_HEMA01_0032>Permafrost', Description = '<LOC ABILITY_HEMA01_0033>Attack Speed and Movement Speed reduced.', BuffType = 'HEMA01FROSTAURA', Debuff = true, CanBeDispelled = true, Stacks = 'REPLACE', Duration = 5, DoNotPulseIcon = true, Icon = '/dgtorchbearer/NewTorchBearFrostAura01', Affects = { RateOfFire = {Mult = -.03}, MoveMult = {Mult = -0.03}, }, }, BuffBlueprint { Name = 'HEMA01FrostAuraFx01', DisplayName = '<LOC ABILITY_HEMA01_0030>Permafrost I', BuffType = 'HEMA01FROSTAURAFX', Debuff = true, CanBeDispelled = true, Stacks = 'REPLACE', Duration = 5, Affects = { Dummy = {}, }, Effects = 'Slow01', EffectsBone = -2, }, }, Icon = '/dgtorchbearer/NewTorchBearFrostAura01',}
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