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 BuffedUnits 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 GadgetThe 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 LostThis 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 StutterRanged 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 FireRelated 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 ArmyBonusesDespite 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 SuicideOoze 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 TargetsThese 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 StutterThis 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 DebuffThis aura level is now in-line with all other levels, at -5% ROF from -3%.Torch Bearer Frost Nova Slow DurationThe 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 DeathDue 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 RadiusThis ability level is now in-line with all other levels, at 6 radius from 3.Sedna Horn of the Yeti IV BuffSedna'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/RemovalShield 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-onThe 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 DownThe 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 UpgradeThe tower strength upgrades will now affect both Fort-upgrade Trebuchets and flag-controlled Trebuchets.ROLLOVER DATA ERROR Or No Rollover On Flag MouseoverFlags 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 FixesCosmetic changes (thanks to Lord Orion for finding most of these):
Small functional/internal changes:
Feature AdditionsMod 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.ddsWould 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.ddsWould 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:
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:
Existing BuffAffects:
Weapon BuffAffects:
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:
Previous fixes removed due to inclusion in Demigod Patch 1.3:
Previous fixes left in due to the patch 1.3 solution being insufficient/ineffective:
v1.02
Oculus Sacrifice Fix by PtarthSacrifice now will heal allied units.Unclean Beast Ooze Suicide Fix by PtarthOoze now correctly ends when the Unclean Beast is low on Health.Lord Erebus Poisoned Blood Fix by PtarthPoisoned 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 PtarthHealth and Mana regeneration are now correctly stopped when a unit is under the effect of Electrocution.Torch Bearer Projectile slowdown Fix by PtarthTorch 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 ExxcentricPlague I and II no longer remove the Post Mortem death effect.Rook Move Attack Fix by PtarthRook 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 PtarthFixed Mist Form ability so that it correctly ends when Lord Erebus has less than 125 mana.ZikFix (Zikurat Tower Fix) by mrappardThe Dark side towers on Zikurat while playing Conquest now spawn correctly.
v1.0
Minion +hp Fix by PtarthMinions 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 PtarthBrain 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 PtarthReduced 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 PtarthLightning Balls will no longer summon in map void space.Oculus Lightning Blast by PtarthLightning 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 PtarthOculus 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 modeThis 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 slowdownsThis 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 minionsThis 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 connectivityThis 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
Didn't get any time to work on it today, sorry.
Oh, whoops. I didn't even check, and just assumed there were only three because they're not being used by the buffs. That's a simple fix, then.
Yep, that's been in all of the 1.04 test releases.
New version up. Did not test the last few changes very extensively. In fact, I think I forgot to test the Oak Soul Power icons at all, but that should be pretty straightforward. As long as it's taken me to release this version, it's probably best to just push it out and deal with the issues later. Hey, it almost sounds like I work for a major game publisher.
Let me know if I missed something in the fix list as well. I did not keep any centralized docs for this version, so I had to pull most of them from the thread or from memory.
If possible, don't add this version to the combined installer until it's been put through the paces for a few 'real' games.
heh.
Righto.
I did use 1.04rc2 yesterday in my 1 favormod game. During that, I did see a quick message pop up associate with rook. It only popped for 1 or 2 seconds and was some sort of diagnostic message. Not sure what the message read or what it meant (assume it was associated with trebucet targeting or something.
Here's an installer for uberfix 1.04 if you'd like to use that.
http://www.box.net/shared/ig98565sdo
I did notice that your readme.txt in this version is off. though.
UberFix v1.05 WIP-----------------The UberFix is a compilation of bug fixes for Demigod version 1.3.See the official Demigod Forums thread for full details: http://forums.demigodthegame.com/401030
Must have mixed up the readme updates when I branched 1.04 off. Oh well, doesn't really matter. I'll probably be releasing another version with the Plague fix and some more mod support changes in a week or two anyway.
Well - if you have any desire to update the readme in your version, I'll use that before adding it to my combined installer. Otherwise, so be it. I'll prob do some more testing on Thurs/Fri, the I will add 1.04 to my combined installer. I noticed today that only a few folks had picked up on the new version of uber (all folks that apparently visit the forums, but don't comment there). My combined installer seems to be the primary way for folks to get the new stuff now, so we should see a good amount of exposure for 1.04 very soon. And it will be used in the upcoming tourney, so good stuff. Methinks 1.03 will be a thing of the past for the community very soon.
Did a bit of testing tonight. Did not see a single weird or incorrect thing. Good stuff so far.
One number in a readme that nobody will read that tells everyone to go to this URL anyway isn't a big enough deal to warrant a re-release.
Edit: While updating the OP to reflect the trebuchet/citadel upgrade changes, I realized that High and Low tower strength settings also do not affect trebuchet damage. This will be fixed in the next version.
hehe... 2 minutes of updating the readme, reuploading, and changing your link will end your life.
That said, not a huge deal.
Few things:
1- Regulus' maim-check will also work on his pots (if he uses a health pot he won't snare himself), or using a Universal Gadget on an allied demigod? Both of those situations shouldn't result in a maim, but they do in vanilla demigod, IIRC
2- Question: As I read the patch notes, spit's DoT effect can no longer be dodged. Why did you change that?
1. I didn't know this happened. If so, then yes, it will fix that. UGing an allied demigod may still snare, as I'm only doing a check for target == self. I can change this to IsAlly(target, self) in the next version to fix the UG snare.
2. We already had a discussion about this - ability damage is not meant to be dodged, and the change was not made to the Spit ability, but to the core ability damage data, which Spit (and other abilities) inherit.
I don't care how powerful Spit is or isn't, or how weak evasion is or isn't. This is a code-level oversight that happens to negatively affect one of Unclean Beast's abilities. If Unclean Beast is too powerful, then that should be addressed by a balance mod, not by leaving in bugs that allow a weak stat to inexplicably and unintentionally affect a powerful ability.
Unclean Beast's use of Spit is not being kept in check by evasion anyway, as nobody in their right mind takes evasion items even against a Spit-happy UB.
I tend to agree, btw. I think dodge was actually completely ruined by not being able to dodge abilities (what a game changer that could have been). Anyway, being able to dodge spit and nothing else is... pretty inconsistent. So, its a logical fix imo... and side note... impacts no one. Dodge just isn't viable. Really under any circumstances.
Dodge is also something that needs to be fixed in a balance patch or mod. I've as much as said that I will happily handle the coding for such a mod if there's any agreement whatsoever on which changes to make. However, since the remaining community is clearly not capable of coming to any kind of reasonable consensus on balance, this is unfortunately not something that will ever happen.
Re: 1, how did that not get reported? I guess nobody uses Maim as Reg? The only reason I put that fix in at all was because Exxentric ran into it with a FavorMod self-damage item. I'm also adding a damage > 0 check to Maim, so it can't trigger on healing of any kind.
I've reported it a few times and talked about it on the forums. It's just something people don't really notice (plus health pots aren't in a huge amount of use).
Well, when I say 'reported' I mean posted in this thread, or added as an issue on the google code site. Those are the only two places I look for bug reports. Maybe it was reported in the 1.02 thread, and I just didn't see it.
Unsolvable Issues:Minion pathing issues / stuck minionsThis 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
This doesn't happen in the pre-patched version of demigod... infact I remember getting royally miffed after a patch when this started happening. I just reinstalled, and can confirm that monks keep a healthy distance from the citadel walls without any patch.
My suspicion is to look 1st at the patch that changed repulsion values.
Patch 1.19: "Minions ignore 50% of the repulsion from buildings and land units."
Edit: Here is the best ratio I could find... mofos should not be ignoring the cit dead zone, which is set to 50% as of 1.19, making it real easy to get in there. (land and structure TargetRepulseInfo multipliers of 0.5)
Naturally you'll need to do this for each cit and monk idol entry.
UnitBlueprint { BlueprintId = "stronghold01", Merge = true, Steering = { AttractCoeff = 5, RepulseCoeff = 100.0, Manual = true, }, } UnitBlueprint { BlueprintId = "highpriest01", Merge = true, Steering = { RepulseCoeff = 20.0, AttractCoeff = 5.0, Manual = false,# Manual = true, Category = "MINION", IgnoreCollisionRadius = true, TargetingRepulseInfo = { Land = 1.5, Structure = 1, }, }, }
Can you still get a monk idol stuck? Yeah, but it takes some effort, and I was really only able to do it with some deliberate bumper car action.
The AttractCoeff on the cit was lowered to 5 to prevent the really bad erratic zig zagging of nearby monk units. The land and Strucutre multipliers make the best buffer to repel a monk who has "help" crashing into the cit.
Give it a shot and tell me what you think.
What values did pre-1.19 versions use? 1.0 for both TargetingRepulseInfo values?
I'll experiment with it a bit when I get the time. It should be simple to set all minions to the same value using ModBlueprints.
This was added in 1.19 there was no entry before.
TargetingRepulseInfo = { Land = 0.5, Structure = 0.5,}
"Compost and Soul Power now show their current level in the buff icon (thanks to Ptarth for the IV-VI Compost icons)"
Is this supposed to be in now? I tried the file here (1.4) and the 1.4RC2 in Pacov's installer, and neither have this working yet.
Yes, the compost icons are tested and working, in the 1.04 final only (not RC2). Like I said in my post, I didn't get a chance to test the Soul Power icons, but you should either be getting black boxes or the correct icons.
Are you using other mods that might be overriding things in those two demigod ability files? Try with just the UberFix enabled. If you're getting black boxes, then something else is going on, and a log would be helpful. If you're getting the previous icons (no numerals) then it's definitely a mod overwrite issue.
Edit: I just did a quick test game with Oak, and the Soul Power icons are working as well. You've either got a bad install, or you enabled the wrong version, or another mod is overwriting something that it shouldn't be.
Yeah they are both working fine. I was using RC2 1st, and than in 1.04 crazytown was overwriting the mod.
Yeah, any destructive mod is gonna wipe out half of any other mod. That's just the way it goes.
My installer now has 1.04 added.
what's the word on the minion pathing deal?
I don't know, I haven't had time to test it out yet. Implementing it is easy enough, but the only way to make sure it actually works is to spend a bunch of time moving minions around the citadel both with and without the change.
Don't forget to completely uninstall demigod, and reinstall without patching. Then you can see how it used to work.
You should change the description of gloves of despair to show the 8% attack speed bonus.
Since I am slowly getting better at non-destructive modding, I have written the code to save you 30 seconds.
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