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.
i can confirm this,i can't find i replay of it, but i had a sedna cast max lvl pounce 2 seconds into a shield. It applied the damage and interrupted my teleport (scroll)
Shield IV can be broken with Silence for sure.
Basically, if you are teleporting sometimes you can break through Shield IV's stun immunity. DA does this as well. However, you can't do it at the beginning of the cast you have to do it just before the "woosh" as they disappear.
You cannot do this to Shield III or Shield V.
Also, why do I feel like half of the bugs in the "to-do list" were written by me >.< Does Ptarth just stalk me?
"Match ending while dead results in "wind" effect persisting until game is closed."
I haven't been able to replicate this since 1.1 came out. It certainly used to happen but don't think it does anymore (or maybe I've just gotten better and it 's uncommon for me to be dead )
http://forums.demigodthegame.com/356419
Also good job about finding that, I tried to find that last night but was unable to.
And, yes, ptath this wuffleable hedgie will help find you bugs D:
Oh, I also have a replay attached that has the monk bug.
It happened to me, opening my character window and resummoning the monks by hand fixed the issue, which is uncommon.
Something also happened to Janook, because he swore to me about it.
This game went on far too long should have won it too, we were doing just fine until level 9 when I ported to help Janook but didn't see him porting out side I died ;; lost the game there oh well.
Since I don't use gamereplays... I have it hosted on my box.
http://www.box.net/shared/hz8yoqumln
I'm busy avoiding work, so I looked into this. The end result is that I'm not sure what's going on.
Shield IV and Shield V use the same code. The only difference is that there is an function at the end of the Shield code that only activates if Shield V is used on an ally. I thought that there might be something in the teleport code, however it is only a thin wrapper for a core engine function. The only possible cause that comes to mind is that the shield wears off before the end of the teleport occurs. At this point the shield is nonfunctional, but if performed close enough in time it might seem like you interrupted the shield. Likewise the Pounce example may have happened with a lower shorter rank shield. (A slightly less likely possibility is that you had a bit of lag interfere with the shield timing). I'm not saying you aren't reporting accurately, but I'm not sure how it could have happenened at this point. If you can find a good way to replicate it, that would be awesome.
Re:buglist @ hedgie.
I pillaged the stickied thread in the problem report forum and the lists that provided in this thread. You listed a bunch of things there. I also consolidated a number of similar reports. Its a coincidence, unless stalker you will result in you doing more work. In that case, I'm hiding in your closet right now.
re: Match ending wind
I'll move it to the appropriate list then.
re: forum searches for bugs
If someone wants to do a complete search of all the forum pages for bugs, that would be great. If that's too much of a commitment, you can search one page of threads and report in here with which page it was. That way several people can work together to get this done. This is an annoying task to be sure, but it is a necessary one.
re:hedgie helping
I'll put you up on the helper list (tell me if you don't want to be there). As the second official member of the UberFix mod, you are now granted:
The next person to join up and provide a lasting positive benefit to the mod, will also get a special prize package.
Don't delay, sign up and help today!
also, could you fix the auto attack issue when Queen opens and she doesn't have the +5% attack speed buff she is supposed to have? It only works the first time you open up, and then never again.
That's actually a display bug. She has the correct attack.
Good job so far, but most of the fixes are not so critical....If you fix the UB suicide thing, I'll start using it - that's what bugs me the most so far
TB has an AA problem too when form switching.
You know when you get the timing of an AA + skill right, and get a free quick AA in?
TBs's problem is that when the next AA begins the current one disapears. So you'll have a firebolt or snowball enroute to the target, and when the next animation begins the one "in the air" disappears.
I think it is a synch problem. I have seen a level IV LE stun wear off in 2 seconds before too. eg: Stun, TP engaged, and the stun wears off fast enough for an interrupt on the TP.
I would suggest if a player runs across this, he ask for the recordings from multiple sources. Might turn up something odd, like LE is sitting with his thumb up his butt for a second or two after performing the stun from a different perspective, and the other showing the stun/shield wear off in 2 seconds.
Probably couldn't do anything to fix it, but you could close the bug as unresolvable.
well umm that isn't a bug because the mechanic appears to be intended by the designers.....
I'm not sure if this is a bug, or feature, but the other day, I was doing a Shield III + teleport and as soon as I arrived at our crystal, I was Shadow Swapped, such that I ended up back in the battle and the opposing DA ended up at our crystal. Naturally, I was killed and the opposing DA managed to make his way through our towers back to the neutral area without dying.
I don't necessarily think this has anything to do with the Shield, but rather properly timing Shadow Swap to activate after the teleport is complete. I've had TB fireballs make themselves all the way across the map using the same technique. So, I guess the question is... Should a queued attack be cancelled if the target teleports far out of range of said attack? I would argue, yes.
I completely endorse this mod. This mod incorporates game fixes that should be present in the game. These are not "speculative fixes." These are clear issues with GPG's code that user's have discovered and fixed. I will do my best to ONLY play demigod with this mod enabled and the encourage players to only play with this mod.
All of that said - we should not see a new version of this mod on a weekly basis. I can't get LOTS of people to use it every week. Maybe a once a month update. Please consider that before releasing an update. Thanks!
All of that said - we should not see a new versin of this mod on a weekly basis. I can't get LOTS of people to use it every week. Maybe a once a month update. Please consider that before releasing an update. Thanks!
I do agree with this. At the most you should update this once every other week, but whatever it is it needs to be somewhat consistent. Maybe the first of every month or something. I'd rather have bulk updates rather than incremental updates that make mod-version compatibility an issue.
You could issue "beta" versions for playtesters to use but I wouldn't put that in your OP and it shouldn't be distributed en masse.
i dont think that this is a bug. its indended but i dont like it either. though i gotta say that when a da swaps into the base and then _walks_ out without getting killed then its a shure sign for a sucking team.
well, ideally you wouldn't "walk". You just port out yourself. Anyone but an Oak (who just burnt his port), Beast Grasp, and Sedna Silence isn't going to be able to stop you and that's assumign they issue the teleport comand at the same time as you do.
Update
Fixed Lord Erebus Mist Form bug.
The problem was that:
Mist Form I ended when Lord Erebus had less than 50 mana. Mist Form II ended when Lord Erebus had less than 150 mana. Mist Form III ended when Lord Erebus had less than 225 mana. Mist Form IV ended when Lord Erebus had less than 300 mana. I changed it so that all levels of Mist Form end when Lord Erebus has less than 125 mana.
re: Clan Pacov
Sorry about dropping yesterday. My internet connection dropped out.
re: Abilities activate after target teleports away
I believe this is working as intended, and therefore not a bug.
re: Ooze killing UB
I'm not sure if this is a bug or not. It is relatively simple to fix. Changing this does not affect any major balance issues.
At this time I believe it should be removed. I don't believe that the UB should be able to have a chance of removing gold gains from his own death. Likewise I believe that being killed by accident is an interface flaw. I will however listen to any arguments anyone cares to present.
Yeah, my reasoning against it is that if you are in a battle and you initiate an attack, and then the target "disappears", your attack should be invalidated, as you can no longer "see" your target.
The reason the DA was able to walk out is that the remainder of the team was already preoccupied. It was a 3v3 battle, and the Oak tried to leave, but ended up dying and the DA ended up in the opposing teams base. At this point, it was still a 2v2 battle, so the two remaining players couldn't immediately go after the DA. If it weren't a 3v3 battle to begin with, then the DA would have a much more difficult time getting away, assuming he didn't have a teleport scroll.
Happened in a game today:
An enemy DG picked up a poison pot that was dropped by the enemy Erebus. We were chasing the demigod, and would have killed him. However, the Erebus on his team not only got the kill but GOT THE GOLD for killing his own teammate.
I can not think of any reason to allow UB to suicide after a sigil without some sort of repercussion.
When it happens, he has usually taken an extreme beating and sigil ends, cheating an enemy out of a kill.
However, suicide as an escape option is fair... and is the same tactic as running into towers to avoid giving an enemy DG a direct kill.
Is it possible to make suicides give assists? I think that would be most fair. You didn't have the necessary skill to kill UB before he killed himself, but you still get an assist for your efforts. First thought is to count ooze as damage from forces of light or darkness.
We could even have a new achievement. Dr. Death, given out for assisted suicides on UB.
Necessary skill my ass. His damn tick for Ooze just happened to hit before your last hit did.
Towers are missing on dark side on fortress mode at level 1. Also confirmed missing on conquest at level 1. Light side has all towers at level 1 (or at least more than dark). Sorry if someone addressed this already.
I believe we should treat it a lot like Erebus drinking his own poisoned blood. If a Beast kills himself with Ooze, it should award ASSIST gold to the enemy team assuming they hit him within the last 15 seconds. Otherwise, no gold is awarded to any team.
oh, I would also recommend using box.net as an alterative for Media Fire. It has unlimited downloads, a very pretty UI with no advertisements or waiting time, very simple to use, and free.
mrappard's link is still dead. Does anyone have his patch or know what I need to change to fix the tower problems?
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