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.
Somewhere above mentioned that this occurred with shamblers.
did you mulch shamblers, or did you have max number of shamblers before you summoned new ones (would cause OnDestroy script)? if so it might be that you are trying to apply your buff (i assume its a buff that fixes minion health, but just use it as an example if not - i havent looked at your code for it) to a dead minion.
OnDestroy - i would assume this would be the script to mulch or involved in killing alive minions when you hit max (wouldnt occur with oak or EB only with yetis and shamblers.
Maybe make the game remove your minion fix on death
For example (psuedocode)
unit.onkilled:Removeability:minionhealth fix
hope it helps. if you cant solve it soon let me know and i will have a look
Cheers Exx
The minion +hp fix just sets minion health to max a few lines after they are summoned, nothing else. I'm also confused as to how individual players can desync, but still have the other players play as normal. Usually what happens is that the entire game crashes.
you use the -healthadj function to adjust health?
this is what i use to adjust minion health per lvl, it adjusts the total health of my towers but works on all minions, affects after they are summoned. you may be able to read something into it to help you out with code
AbilityBlueprint { Name = 'AchievementFlameHB', AbilityType = 'Quiet', Buffs = { BuffBlueprint { Name = 'AchievementFlameHB', Debuff = false, CanBeDispelled = true, BuffType = 'AchievementFlameHB', Stacks = 'REPLACE', Duration = -1, Affects = { Dummy = {Add = 0},
},
OnBuffAffect = function(self, unit, params) local oldMaxHealth = unit:GetMaxHealth() local aiBrain = unit:GetAIBrain() local hero = aiBrain:GetHero() local herolvl = hero:GetLevel() local mxhlth = oldMaxHealth + 300 + 150 * herolvl unit:SetMaxHealth(mxhlth) unit.Sync.MaxHealth = mxhlth local maxHealthAdjustment = mxhlth - oldMaxHealth local currentHealth = unit:GetHealth() unit:AdjustHealth(maxHealthAdjustment) end,
Added to the unit by adding to unitname_unit.bp
goes directly after audio finishes
Abilities = { Default = { 'AchievementFlameHB', }, },
I will see if I can recreate the Shambler thing.
The one combo that seems to cause the invalid gamestate for me is having various levels of shamblers in play, a + health minion item is added, and then using shamblers III.
Hrmm.... this also means I am at the health crystal all the time when I do this. Wonder if there is something funky with the healing and the minion health fix.
1) You don't honestly think they intentionally made Soul power level II and Level III each grant only 20 extra damage, and soul power 1 grant up to 80?
Should be 20 + 1-3 spirits (20 + 20) 6020 + 4-6 spirits (20 + 20) 12020 + 7-10 spirits (20+20) 180
They just suck at making equations...
2) The icon is fire and says soul of iceThe icon is ice and says heart of fire.
I am not suggesting that the skills actually be reversed in their effects. Just the descriptions of the effect icon. (where all the other effect icons you are currently under go)
SpecificallyI am suggesting that when you go into ice form, the "ice" effect icon should say "soul of ice" and not "heart of fire".When you swicth to fire form, the "fire" effect icon should say "heart of fire" and not "soul of ice".
3) New bug
Forgot about this one, but it has made me crazy insane since day 1.
Look at the background image on the maps when you zoom in and out. It is reversed. When you zoom out the background gets closer, when you zoom in the background gets further away.
re:Shambler hp Fix
More specifically I use:
shambler:SetHealth(shambler:GetMaxHealth()) in SpawnShamblers in HQueen_Abilities.lua.
re: LO & Shamblers 3
How often have you manage to reach an invalid gamestate in this manner? I tried it a few times right now using a various combination of +hp items and Summon Shambler 2 & 3, but was not able to crash the game.
re: Soul Power
This is the table for the complete buff from Soul Power, which includes base buff and everything.
For the Weapon Damage increase due only to Spirits (i.e., subtracting out the base increase just for having the ability)
I'm not sure I see a problem. Level 1 Allows a boost of 100 weapon damage, levels 2 and 3 add 40. However, to get this boost you also have to invest in the spirit skill. So to get 100 weapon damage, you have to spend 4 skill points (25 damage per point). To get 180 weapon damage, you have to send 6 skill points (30 damage per point).
re: Heart of Fire and Soul of Ice
Right now when you switch to Ice form:
Gains the buff Heart of Fire. It has the rollover name: Heart of Fire. It has the Icon for Soul of Ice. It has a weapon damage buff.
You wish for me to switch it so that when you switch to Ice form:
Gains the buff Heart of Fire. It has the rollover name: Soul of Ice. It has the Icon for Soul of Ice. It has a weapon damage buff.
Is this correct?
re:background Zoom
This is an intended visual effect. There was a discussion on it a while back.
using this mod now and love it! great work man!
One suggestion: maybe u can think about integrating these "popular" UI mods to your UberFix Mod, or group them in one optional package UI UberFix. I think it will make it easier for the community to play games with mods online.
Shamblers: Has to be online, it doesn't crash offline. Has happened 2 times in the way I described. Thinking deeper, there was a QoT on both teams this happened.
Doesn't mean it is the cause, I am just trying to figure it out by throwing stuff out there.
Soul Power: let's look at chart 2 and not count the 20 base damage.Level 1- 80 points spirit potentialLevel 2- 20 points spirit potential Level 3- 20 points spirit potentialYou are telling me they intentionally made the formula have level 1 twice as powerful as level 2 and 3 combined? No way. The developer was daydreaming when he made the formula. He was thinking he needed 60 DMG a level, and blew it twice by forgetting to count the 20 based DMG at level 1, and by giving 60 spirit DMG instead of 40, thus wrecking the formula a level 2 and 3 also.
There is no way they meant 1 point to give 100 DMG, especially when spirits do damage too.
Heart of Fire and Soul of Ice- I will not give up in explaining this... Look at the effect bar, where you can see your positive effects. (they appear as little circles above your life bar)
You switch to fire mode. You get a orange yellow fire circle to let you know your mana is +50% temporarily. Mouse over it. It says "Soul of Ice" when it should say "Heart of Fire"
Switch to ice mode. You get a blue white circle to let you know your damage is increased temporarily. Mouse over it. It says "Heart of Fire" when it should say "Soul of Ice"
Background perspective: Sounds like a cop out in order to not fix an obvious defect. It is truly irritating on Zig because the clouds cast shadows and your brain should immediately pick up that something is not right with the perspective.
If you can't fix it that is fine, but you should add it to the list anyways. There is one way 3D perception works, and the way they do it is not the right way. (Perspective gets smaller, not bigger the further away the object is)
re:Izuz
Thank you for your kind words. I do believe the squelch and ignore fix was added to the last patch. I will also not distribute a combined community UI mod. To do so would violate the copyright on those mods.
re:Lord Orion
Cause of crashes
I'm working (or watching really) with chirmaya over on the GPG to find a fix.
Soul Power
I understand what you mean, however there isn't sufficient support to the claim of what GPG intended. That being the ase, I classify this as a balance issue, and not for the UH.
Backgrounds
Consider the effort involved in creating the effect that is currently used. Does it seem like GPG would go to such lengths to create a visual effect that is not what they intended? Again, this is a aesthetic feature, not a bug.
I agree. He might be right, but once this becomes other than clear fixes, I probably won't use it, so I'm glad you chose to put a fence around it.
re: Everyone
I'm still not having much success trying to track down why there are stability issues with the patch in larger games. If you are playing in a game with it and crash out, I'd really appreciate a copy of your log file.
re:pacov
Have you noticed lines like the following showing up in your log? It frequently appeared in the game that crashed, but I didn't see it elsewhere. I'm trying to figure out if it is a sympton, a random unrelated occurence, or a cause of the crashes.
warning: 01:15:44: *ACHIEVEMENT WARNING: No tracking of goalIndex = goal1 - achievement = hoak11
"
warning: 01:15:44: *ACHIEVEMENT WARNING: No tracking of goalIndex = goal1 - achievement = hoak11"
That has been happening since Day 1 Demigod came out don't worry about it too much.
agree with hedgie... this line is common for some reason or another.
hmm. Chirmaya and Col. Jessup madke the claim the glitches in the Achievements may be causing the crashes.
I don't have any better ideas but to keep hosting games and recovering logs when/if crashes occur.
Hey Ptarth, what sort of help do you need? I'd be interested in helping out (between work and school). I do programming in several languages and have worked on battlefield 1942, battlefield 2, and Source engine mods. The BF series uses LUAs, so am familiar with that, and have done menu work with a weird tier 3 binary language. I don't think that last part really contributes to anything, lol, but there it is.
Let me know, I can look into a specific bug and see if I can help out. If not, no worries Less work, more demigod for me, haha!
I'd love help. You can pick any bug on the buglist and work on it. If you tell me which one, I can tell you everything I know about it. It really depends on what you want to do. There are some complicated attack code problems, some ability fixes and checks, and whatever is causing so many desyncs.
(btw, this goes for anyone else too).
New Bug:
Armor of Vengence does not correctly proc whenever you absorb damage:
- Groffing's 300 damage Shield
- Orb of Defiance
- Queen's Bramble Shield
- Oak's Shield
Armor of Vengence says:
Note this applies to Autoattack ONLY and not skills or independent weapons (such as Rook's arrows). It should stay that way, including when you are shielded. Basically, if you are "struck" but take no damage you should still reflect damage back.
Again, stressing that this should not work for skills or Rook's arrows. Just auto-attack.
Update:
I've been busy, and progress when I've had time has been slow.
re: Armor of Vengeance
I'm not convinced it is a bug.
IIRC the shield check occurs before the reflect damage check in the damage code. Since no damage is dealt to the target, it doesn't allow for damage reflection.
If you consider that the shield blocks all of the damage, then the target does not get hit. The shield prevents it from occuring, thus: until an attack penetrates the shield, the target is not stuck. This being the case, this is a feature, not a bug.
To put it into a more fluff perspective. Shielding creates a magical bubble around you. If someone hits you, but fails to deal enough damage to break the shield, the blow is completely blocked by the shield and does not hit you. If someone does manage to break through the shield, their attack will then also strike you.
As a side note, ability blueprints have a damagereflect tag that tells the engine if an attack can trigger damage reflection effect. This tag is set to false for rook's arrows and similiar abilities.
I would say that if I were wearing plate armor and someone hit me with a pebble I would still have been "struck" even though my armor completely blocked the "attack". I'm using the tooltip as a guide here. If the tooltip just read "Every time you take damage from a melee or ranged attack, you reflect 35 damage back to the attacker" that would be totally different. But it uses the word "struck" which just means that they used a successful AA on you.
So just bumping this.
And I've talked to several members of the community and the vast majority agree that because of the wording of the Armor that it should continue to reflect damage even while you are immune to damage.
I'm glad you're keeping balance fixes out of this and you're being partisan about it but I don't see this as a balance issue. From the direct wording of the tool tip, if you are hit you should reflect. That is all.
This implies that rook's shoulder weapon should also trigger the armor effect, since it is not magical dmg (not affected by armor).
Weapons are not attacks.
If I hit you in the face, that would be me attacking you.
If I shoot you with a gun, the bullet would be "attacking" you, not me. You would reflect damage to the bullet (which is impossible and therefore ignored).
somehow faulty that argument. just think about regulus.
well oak uses an axe and eribus a sceptre wouldnt those weapons be doing the attacking 2?
Shield prevents the damage (as a shield does) and so your attacking the shield not the demigod for the shielded period. IMO i think it is ok. lol change the tooltip !
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