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.
NeVeR: I dont think this is a bug, it seems intentional to me.
awuffleablehedgie: Give the man a break will ya, he is doing enough modding as it is. Geez, you people are so greedy, Ptarth is just 1 person doing all this work, and you people keep asking for more.
I think permafrost and fire aura should end when you swap forms. Being able to use both of them same time is really OP.
TB is OP now? More seriously, yeah, it is strong. But I don't see it as some crazy thing. If you spend a whopping 6 skill points on Auras then you aren't putting points into things that actually do damage. Amiright? Plus, he can't move for ... 2? seconds after changing from Ice -> Fire so it only works if you change forms one way, which really only leaves Rain of Ice for dealing damage (and his nice Autoattack).
Plus this is a balance deal
re: TB overlapping buffs
Well looking at the form switching code, the animation lasts 1.7 seconds. This means to engage for the additional buffs to be active, the form switching needs to occur 1.7 seconds before pursuit begins. Also during this period of time the TB is not attacking. The form switch occurs immediately after the change from fire to ice, and the auras either kick in at that point or 2 ticks later. I'm not sure which (it doesn't matter really). The end result is the the previous form aura is only effectively active for pursuit for only 3.3 seconds.
In summary, the TB gives up 1.7 seconds of autoattacking to gain 3.3 seconds of additional effective pursuit speed. I'm unconvinced this is a serious flaw. (Note: This assumes the time listed in the abilities is seconds and not ticks. If it is ticks (I think it might be), this time is reduced further (I don't recall what is the tick to second conversion).)
Edit: I made a slight error, the form specific weapon is enabled 0.1 seconds before the immobilize effect ends. That means the TB gets 3.3 seconds of pursuit time, and 3.4 seconds of attacking.
Additionally, to remove the aura overlap you'd want to alter the following bit of code in HEMA01_Script.lua.
This code provides the framework for handling the weapon switch for the TB. What you want to do is add something like the following for each of the auras and aura levels.
Edit: In retrospect this isn't quite sufficient, you would also need to check for the instigator of the buff to cover the case where there are two Torchbearers on the same team.
Lastly, to address the question of is this a bug or not.
I fail to see sufficient evidence to indicate this was or was not intentional. It seems most likely that it was not actively considered, however I don't see anything that would confirm this. The tooltips don't include anything suggestive. At this point in time I'm going to err on the side of conservatism and not advocate this as a bug. On the plus side, as described above, I do not believe the bonus is very significant.
re: Morpheas
I take it you want to help out with things? That's very kind of you to volunteer.
re: pacov's Erebus Stun
I looked into it. I found no evidence of him being stunned. However, I did find that all of the charm abilities do have: FollowThroughTime = 1.0. This means that after the casting is complete, Lord Erebus spends 1 second in recovery before being available for other commands.
This is not uncommon. TB has a followThrough as well and so does Rook (with hammer slam). Silence is the only AoE "stun" that has no followthru This is also why it is a poor idea to use low-level stuns to try to get away (a common trap TBs suffer from). You suffer cast and follow through time which typically means you lose or barely break even the amount of time you stall.
LOL, no. I dont even play Demigod I simply said, that they are pushing you a lot, and you're just 1 person doing all this work.
That's the best part. I don't really play Demigods either. Heck I've played less than 30 games since Christmas.
New bug:
A Regulus who uses any sort of healing devices on himself or an ally who has Maim will maim himself or his ally, respectively.
This includes:
- Universal Gadget
- Combat Health Potions
- Dark Crimson Vial
This does NOT apply to lifesteal effects, Sigils, or other heals (monks, Sedna, dropped health potions from deaths, etc) and UB cannot do this to himself with Diseased Claws.
What I would assume is that when "negative damage" is applied (how healing works, similar to the bug with Heart of Life and Wings), it checks for Maim and since all of Reg's abilities work with maim (unlike beast), it maims the target.
This bug was initially reported to me by Irek, I just investigated a bit.
Replay demonstration attached:
http://www.box.net/shared/hdaedokeam
Yeah this is a known Regulus bug
re: Regulus bug
It is interesting. It uses OnPostDamage to trigger the buff. Only Plague, Maim, and Poisoned Arrows seem to use this function. Poisoned Arrows only works with Arrow attacks. Plague might have the same glitch, at least part way. In my brief testing I believe I heard the plague sound effect when healing an ally, but the buff didn't show up.
Review of the code reveals the following:
To fix it:
So, I think I fixed it and added it to the 1.03 (unreleased).
re: "known Regulus bugs"
So... any other known bugs that aren't on my list and that I don't know about?
FORUMS GO BOOM!
Ok, I dont want to be negative here, and I am not a coder myself, but this part of the code for regulus's maim function, seem like an amateur work in GPG's part.
I am sorry, but thats how I see it
Oh and Ptarth, here is , for fixing this bug (even if the fix doesnt work, I am sure that you'll find a way ).
Well, since it seems to be my schtick, my response to critiques of GPG coding quality is the same as last time. The short version is that I don't feel confident in criticizing their production, especially given the situation. For further consideration I suggest the end of the Wikipedia article on bug fixing.
Anyway, I'm more concerned with finding and fixing bugs than blaming others for things. So do you have any other commonly known bugs I'm not aware of?
Also, since updating my OP isn't really working. I need to add: 1.03 Regulus Fix & Selling Favor items.
Hmm...you can check this list if you want: http://forums.demigodthegame.com/379675
Sometimes I get felling you and Syn are the same person: Post anything anywhere anytime just for the fun of hitting 'post reply' button.....
*sigh*
The list Frogboy posted was actually formed predominately from the list I created. I've updated the OP so the cross references don't match up, but if you look at the list you can see references to #8 and so forth. These were the original bug numbers on my list. This isn't to say that there were some additional bugs added (there were, and I included after Frogboy posted them).
re: Post Mortem
So, I spent the afternoon backtracking the Post Mortem Experience Bug. I eventually rediscovered RAWRRR's post and this cross referenced the evidence that Overkill may indeed be the source of the experience loss. I haven't completely narrowed it down, but I"m getting there.
What are you talking about? He asked for more bugs, and I tried to help him any way I can. Since I dont know of any more bugs, I just pointed out Frogboy's thread.
Ok, I didnt know that, Ptarth.
I have done some more testing on the ub post mortem problem:
Interestingly if you change the PM explode code to this:
PMExplode = function(self, unit) #unit.IgnoreDeathThreadSequence = true local pos = table.copy(unit:GetPosition()) pos[2] = 100 local MetaImpactRadius = 10 local MetaImpactAmount = 8 local DamageAmt = 150 # create unit post mortem explosion effects CreateTemplatedEffectAtPos( 'UncleanBeast', nil, 'PostMortem01', unit:GetArmy(), pos ) local data = { Instigator = unit.AbilityData.PostMortem.Caster, InstigatorBp = unit.AbilityData.PostMortem.CasterBp, InstigatorArmy = unit.AbilityData.PostMortem.CasterArmy, Origin = table.copy(unit:GetPosition()), Radius = MetaImpactRadius, Amount = MetaImpactAmount, Category = "METAINFANTRY", DamageFriendly = false, } MetaImpact(data) unit.AbilityData.PostMortem = nilend,
you get gold and xp 100% of the time for all units killed.
therefore i think it is the secondary effect (150 damage) that is causing the problem.
Looking for a solution atm, will post back soon
omg yes fix post mortem!
Ok i have done some more testing,
This is a very complex problem.... . As far as i can tell, something about doing damage to a unit while it is in the air (meta'ed/overkilled) stops it hitting the ground properly (ie the unit disappears - NB: sometimes ub will chase an invisble unit). For you to get xp from an overkilled unit it must hit the ground (that is when the calculation is done).
1. Does anyone know where the code for this is (ie where the calculation for the vector and when to award xp) ?
2. Alone the Overkill and the Secondary damage effect will provide full xp, it is only when you have both occur simultaneously does this problem really arise ---> and only in the situation outlined in 3
3. Overkills while a demigod is directly over the creep will produce this effect 95% of the time (ie the unit disappearing -- i believe the overkill is pushing the creep through the bottom of the map - thus it never hits the ground and so you dont get xp).
Things i have tried to fix (just so you dont have to repeat them ptarth lol)
Applied secondary damage with a new buff - result : cannot award xp to ub
Applied secondary damage with a tandem PMexplode code (ie one for the meta and one for the damage).
Applied secondary damage by a fixed instant aoe (like flame circle but instant) -- NB: could very well work if i could work out how to not select units lined up for meta if the ^^ above assumption proves to be wrong.
various alterations to the order of meta/damage combo and selection processes for both.
Ok well its 5am and i have to work at 8 lol so i better go to bed.
Exx
Globals.lua has MetaImpact.
Conquest.lua has UnitKilled.
HeroUnit.lua has GainExperience.
I was looking into how experience was awarded and there are some odds circumstances that I don't have a handle on.
Ptarth, no offence, but why are you calling the game "Demigods"? Its without the "s" in the end.
Just curious, I dont mean to be a grammar nazi
regarding PostMortem: I would be willing to bet the level 15 ability of Warp Area that DA can get has the exact same issue as this. I do know that the level 15 ability will sometimes target the same creep twice (eg, it blasts a nearby creep into the air, but then DA uses another warp-attack on the airborne creep), which may just be a bug in and of itself.
But I think it may have XP/gold issues as well.
Also, I'm curious if other Overkill abilities, such as Heaven's Wrath work properly for units that fly off of the lane and into the "void".
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