Ptarth Ptarth

UberFix v1.02

UberFix v1.02

UberFix


The UberFix is a compilation of bugfixes for Demigods version 1.2. The patches incorporated into the mod
are 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)

Source Code: www.box.net

 

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 

  1. Lord Erebus Poisoned Blood Potion Fix by Ptarth
    • Poisoned Blood Potions can no longer be used by Lord Erebus to farm himself. He and his teammates treat his Poisoned Blood Potions as regular potions now.
  2. Oculus Electrocution Fix by Ptarth
    • Health and Mana regeneration are now correctly stopped.
  3. Torch Bearer Projectile slowdown Fix by Ptarth
    • Toch Bearer's fireballs and fireblasts now correctly accelerate to maximum speed when their target moves a great distance. This includes his Fireball Ability.
  4. Unclean Beast Ooze Suicide Fix by Ptarth
    • Ooze now correctly ends when the Unclean Beast is low on Health.
  5. Oculus Sacrifice Fix by Ptarth
    • Sacrifice now will heal allied units.
  6. Unclean Beast Post Mortem Plague Conflict Fix by Exxcentric
    • Plague I and II no longer remove the Post Mortem death effect.
  7. Rook Move Attack Fix by Ptarth
    • Rook now attacks while moving correctly.

UberFix 1.01

  1. Lord Erebus Mist Form Fix by Ptarth
    • updated to end when mana drops below 125.
  2. ZikFix (Zikurat Tower Fix) by mrappard
    • The Dark side towers on Zikurat while playing Conquest now spawn correctly, instead of at warscore 6.
  3. 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).

UberFix 1.00

  1. Minion +hp Fix by Ptarth
    • Minions summoned by Demigods Generals [Sedna, Lord Erebus, Oak, Queen of Thorns, Oculus] with +minion hp items now have the correct health
  2. Oculus Brain Storm Fix by Ptarth
    • Brain 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
  3. Queen of Thorns Attack Animation Glitch Fix by Ptarth
    • Reduced the lifetime of the QoT's root attack animation to make the animation look better.
    • This is only a cosmetic change.
  4. Oculus Lightning Ball Summons Fix by Ptarth
    • Lightning Balls will no longer summon in map void space.
  5. Oculus Lightning Blast Fix by Ptarth
    • Lightning Blast now occurs at the origin of the target instead of the origin of the unit that procs the effect.
  6. Missing Oculus Shield Effect Fix by Ptarth
    • Oculus now has a visible Shield effect.
  7. Heart of Life and Wings of the Seraphim Healing ends effect 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.
  8. Parasite Egg and Sludge Slinger Partial Fix by Ptarth
    • Changed the Parasite Egg and Sludge Slinger so they can be used, although it isn't perfect.

 

Current Buglist (Todo list: Verified and replicatable)

  1. Rook Shoulder weapons having target locking issues
    • I thought I had something to fix it. However, I'm having problems replicating the effect to test it.
  2. Fix the skill queue.
    •  Eg, if you tell a UB to grasp he tries to get into melee range and execute the grasp. If you tell him to spit, then it gets thrown to the back of the skill queue and he doesn't spit, he continues to follow like an r'tard. To fix it you have to issue a move command, then spit.
    • AbilityTask.lua has the functions related to this. There are many interesting things in it.
    • After finishing a command the demigod reverts to an attack/move order if previously moving towards a target
  3. AA targeting issues
    • Like how Oak frequently swings with his Axe and does no damage or how Sedna will stand by a target without attacking
    • This may be linked to the Rook Shoulder weapon problem or the command queue
    • (http://forums.demigodthegame.com/356419)
    • Demon Assassin stops auto-attack after warp strike. It should continue to attack the locked target... this would be natural.
  4. Rollover Data Error on flag tooltip while being captured behind fog of war.
  5. Demigods do not resume auto-attack immediately or change targets after using an ability.
  6. UB Post Mortem damage does not count as UB damage for the purpose of awarding gold.
  7. Move order is canceled when using effects (http://forums.demigodthegame.com/356694). The move order is turned into an auto-attack order.
  8. Inaccurate health bar on zoom in (http://forums.demigodthegame.com/356347)
  9. Language for engine messages (xxx has left, xxx has joined...) in game lobby uses the hosts language setting (this should be the users language setting): my russian is a bit rusty!
  10. Torchbearer respawns in Ice mode by default. This should be the last used mode (Fire/Ice)! Same for QoT.
  11. Queuing to grab a potion and then being Foul Grasped while picking up the potion and then UB getting Shadow Swaps allows you to pick up the potion instantly as long as you have contiguous line of sight. I've been able to do this roughly 25 in-game yards away.
  12. When a demigod switches primary weapon the window information doesn't update properly (mainly a QoT issue)
    1. This is a visual glitch, the weapon does change, but the window does not update correctly.
  13. Oculus cannot autoattack directly beneath him

Bugs Requiring Research List (requires verification and a reliable replication method)

  1. Light/Dark capping all flags creates "Invalid Game State" error (http://forums.demigodthegame.com/362132)
    1. This happens enough to know that there is an issue, but without a way to replicate it reliably it is beyond me to fix
  2. Torch Bearer's stat progression for PermaFrost Movement Debuff is 3%/10%/15%. It should probably be 5%/10%/15%
  3. "War Score" display at each teams' citadel is incorrect.
    • It shows the average of the two teams' warscore, it really should show just yours.
    • The citadels look to upgrade correctly.
  4. Minions still get stuck in citadels
    • Need a map person to look into hedgie's proposed fix idea
  5. Oculus's Ball Lightnings attack animation sometimes sticks with permanent bolt from minion to target.
  6. Oculus's Chain Lightning effect sticks until his or target's death if target teleports during cast.
  7. Oculus sometimes becomes unresponsive after using Blast Off.
  8. Sedna's Silence debuff never expires under certain circumstances.
  9. Oculus moves very slowly when selected with Ball Lightnings.
  10. Pathing issues on Prison
  11. Selling Monk idols sometimes destroy summoning button
    • To replicate: Summon Monks, Sell Monks (while idol is recharging), Buy a different type of idol (siege archer or warrior, possibly any other item too), Buy new Monk Idol. I can't replicate this any more for some reason.

Current Unfixable Errors (Can't do list)

  1. Sedna's low quality Silence effect causes speakers to silence
    1. Unfixable since we can't access and change the sound files
    2. Setting sound quality to medium fixes this for most people.
  2. Ping times periodically spike in-game (despite sufficient upload bandwidth).
    1. This is not handleable within lua
  3. Multi-game achievements fail to record progress properly.
    1. This is controlled by Impulse
  4. Overlay friend chat buttons constantly reappear.
    1. Controlled by Impulse
  5. Game result stats include players who joined and left lobby before match start.
    1. Controlled by Impulse?
  6. demigods.exe is looking for version 1.20.211 but is version 1.20.214 with the last patch
    1. GPG compiles the exe
  7. warning: 00:03:04: Granny: FileReading (c:\Work\forge\main\code\src\libs\granny\granny_file_info.cpp(152): File has run-time type tag of 0x8000002d, which doesn't match this version of Granny (0x80000026).  Automatic conversion will be attempted.)
    info: 00:03:04: Total Material Count: 24 Total Mesh Count: 24
    info: 00:03:05: Can't find texture "/env/common/layers/none_normal.dds" -- trying fallback.
    1. Internal and Granny related, all GPG accessible only
  8. Oculus Stun Animation does not loop fluidly
    1. The animations are scripted in Granny which we don't have access to.
  9. Demon Assassin's movie on the character select screen was filmed using the wrong skin.
    1. The movie was made using Granny and Bink, we don't have access to Granny
  10. Assorted replay playback issues
  11. Game result stats include players who joined and left lobby before match start.

Current Nonbugs (Feature List)

  1. Mana/Health loss on item drop (http://forums.demigodthegame.com/360939)
    • Working as intended I believe
  2. Oak's Shield can be interrupted
    • This is most likely a lag effect
  3. Scroll of Restoration doesn't cure stuns
    • The scroll only affects debuffs, not stuns

 Bugs Fixed by Previous Official Patches (SD & GPG fixed it list)(not complete, just ones that come up)

  1. Match ending while dead results in "wind" effect persisting until game is closed.
  2. Sound looping issue (http://forums.demigodthegame.com/356935).

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.

1,095,918 views 519 replies +12 Loading…
Reply #476 Top

Is it possible to have a new post created to host the latest uberfix release along with an updated changelog? 

We are using it in the upcoming tournament and I need to link to it.  It would be very helpful if all of the changes and a link were documented in one place instead of a few locations throughout this page.  Much appreciated if one of you guys can find the time soon.  Thanks!

Reply #477 Top

<3 uber fix

Reply #478 Top

Believe it or not, I haven't died yet.  Provided I don't run into any huge problems, I'll be posting another test version of the 1.03 Uberfix tonight or tomorrow with a fix for enemy gold accessibility issue, and a whole bunch of demigod stat values added to the sync.

This will allow a UI mod to display things like evasion, life steal, gold production, death penalty mult, experience mult, damage return, damage taken mult, etc.  While I'm not planning on extending the UI myself, I'll include a small related UI fix that I've been sitting on for a while that shows the correct damage and ROF for each of QoT and TB's weapons.

 

Also, I'd appreciate any info I can get on the supposed Oculus disappearance issue that cropped up in the previous 1.03 release.  Since I can't reproduce this in a skirmish, and it's only been observed in multiplayer, it won't get fixed (if indeed it's something with the Uberfix) until I get more information on it, such as when it happens, what the Oculus player was doing at the time, where he was on the map, etc.  A log of a game where it happens would also be reeeally nice.

Reply #479 Top

what  i'd like to do is incorporate some of your fixes into my version of uber and fastrack that so we can use it in the final 4 of our tourney.  i'd then like to drop my version of uber and just  get back to 1 version.  i'm not sure how much it will take to test our your rc version and it might take too long... eg we cldnt use it in the tourney then. 

Reply #480 Top

It wouldn't be much trouble at all to do a more limited release for now, with just the Oculus, enemy gold, and item-facing fixes.  I'm realizing that I should probably have more time to test the UI additions, anyway.

Was there anything else other than the Oculus issues that you found problematic about 1.03?  Because it's far easier to fix those things, or simply remove potential offending fixes, than it is to try to migrate dozens of other fixes back to 1.022.

 

Oh, and I just fixed the gold loss/gain on item transaction during death thing too.  That one is really straightforward and seems to be working fine; shouldn't cause any problems.

Aaaand Oculus' Mental Agility was definitely clearing debuffs on the caster, not the target.  That's fixed, as well as the stupid way in which I broke Brain Storm previously.

Reply #481 Top

I just realized that a dying unit can spawn both a spirit and a nightwalker at once, if it is within an Erebus aura and an Oak ward aura.

Is this worth fixing?  Does anyone care?  I don't think it'd be too much trouble - mostly a matter of making the two abilities aware of each other within the functions they add to the unit's OnKilled callback, and figuring out some way to decide between them (or just go first-come first-served?), but I don't want to go through the effort & busywork of doing this if it doesn't really matter, which is what I'm inclined to think personally.

To be clear, the two do not interfere with each other at all, like the Oak auras were doing to each other pre-1.03.  They coexist just fine, and both take effect (within random chance parameters) on the unit's death.  It's just a bit funny to get two minions from one dead dude.

Reply #482 Top

I believe that it's intentional and I don't think there there is a significant gameplay impact either way. 

The only argument you could make is that by leveling up Wards or Improved Conversion Aura you could potentially partially counter minion heavy builds (think Hybrid v Minion. Hybrid gets Blood but puts points in Ward and other things rather than just Ward/Surge/Morale). This becomes a balance change which doesn't fall under Uberfix's parameters.

 

Reply #483 Top

With that in consideration, the current Oak v Oak and Erebus v Erebus situation is actually a lot worse (although more difficult to intentionally manipulate), in that in any given fight, one of them will almost always get more minions than the other.  Each adds a buff to all units around them, overwriting any existing buffs, at an interval of 1 second.

So if Oak 1's aura is only 0.2s ahead of Oak 2's aura, Oak 2 will get 80% time coverage of the surrounding units.  Likewise, if one of them uses Surge to kill a bunch of units at once, whomever had their buff in effect at the time will get ALL of the spirits from those units - and not necessarily the one that killed them.

With Erebus, this may still result in one player being disadvantaged, but it's virtually impossible to manipulate given that the timing is based entirely on when each player upgraded Conversion Aura relative to one another.  However, with Oak, it's dependent upon ward placement timing.  Watching when your opponent placed his aura, and attempting to place yours just under one or two seconds later could somewhat reliably result in yours overriding his.  This would probably take some practice to perfect, but it's quite possible to pull off.

 

I'll think about it a bit, and see if I can find a way to solve this that lets the all the buffs (of each type) coexist, and do a coin flip (or random from 0 to buffcount) to determine which gets the first roll, allowing the rest a chance if the first ones fail their conversion chance.

Reply #484 Top

Replying to your post in the UI mod thread here, as this is the more relevant thread:

Quoting awuffleablehedgie, reply 23
did you merge in the Ironwalker's change and stuff? I've looked around on the google.code website but it was such a terrible mess it chased me away 
End of awuffleablehedgie's quote

Yes, it's in the current version that's on the google code downloads page (which has at least one major Oculus bug, and a possible hidden second).  However, I used a 95%-of-base activation speed, which upon further thought started to seem like a balance change - a minor, totally insufficient one, but a balance change nonetheless.  So the new version will use a 90% activation speed, which for 6.0 demigods is 0.1 below the 5.5 of the original item.  Rook suffers (appropriately) no matter how you slice it, and the 6.3s gain a little bit of usefulness, but as far as I'm concerned, it's still an awful item when properly fixed.  Even at 99% activation speed.

And yeah, I'm not really used to using google code, and I haven't set up a CVS, so it's pretty much sloppy sprinkling of individual fixed files in individual issue threads, with the latest compilation in the downloads page.

Reply #485 Top

Hey - get me a new release candidate to test sometime soon please.  I'll bundle it up as exe and get some play testing going on.  Sooner the better. 

Reply #486 Top

I've got one right now that was stable and error-free for one skirmish game, played as Oculus.  As long as you're running with a log file, and can tell me what (if anything) went wrong with it, you're welcome to use it.

Changes from the last 1.03 RC:

- IgnoreFacing flags are now set on the appropriate item abilities, and not on the items themselves.  They should actually work now (I did not get a chance to test this).  Affected items are Sludge Slinger, Parasite Egg, and now Deathbringer as well.

- Enemy gold visibility fix

- Fix for gold loss/gain on unsuccessful item transaction during death

- Brain Storm now working again (whoops!)

- Mental Agility now correctly removes debuffs on the target, rather than the caster

- Ironwalkers activation speed now more closely adheres to the original item spec for standard speed demigods.

Link

 

This version has none of the UI extension additions, as those are proving a chore to fully implement and test.  I did have a working version of the TB/QoT weapon stat fix that I had actually tested in multiplayer, but I went and merged it into the rest of the UI/sync mess, and forgot to save an earlier version that I knew was stable.  Welp.

Reply #487 Top

I've got one right now that was stable and error-free for one skirmish game, played as Oculus. As long as you're running with a log file, and can tell me what (if anything) went wrong with it, you're welcome to use it.
End of quote

remind me - how do I set it up to log?

Reply #488 Top

In the commandline:

/log "log.txt"

..or whatever you want the filename to be.  Don't remember where the log ends up by default, so you might want to specify a full path as well.

 

Posted my thoughts on the solution to the Oak ward issue here.  If there's sufficient interest, I'll work on it - otherwise it's going on the back burner.

 

Also found an old version of the UI fix that I had uploaded to the google code site, here.  This version's a standalone sim mod, and because of the janky way I had to hook it, I'd like to confirm that it doesn't cause any noticeable slowdowns when the UI is open (any more than the UI already does, anyway).

Reply #489 Top

While compiling a full changelog, I found a few more small fixes that I overlooked when doing the conversion of the mod to non-destructive hooking.  Mostly effects-related things.  They'll be in the next release.

Reply #490 Top

non-destructive hooking
End of quote

would you mind elaborating about non-destructive hooking?

Reply #491 Top

non-destructive mods the folder more like how a CVS diff does in programming. Basically you indicate lines that are added/removed. It behaves better with other mods. 

 

Destructive modding overwrites the entire file. This causes collisions if multiple mods use the same file. 

Reply #492 Top

Sure.  One of the best examples is the Rook weapon fix between 1.02 and 1.03 - in 1.02, it's replacing the entire unit blueprint to change one line.  In 1.03, it's one line in three tiers of otherwise empty tables.

Another example, turning the Electrocution fix from 1.02:

Code: c++
  1. BuffBlueprint {
  2.     Name = 'HOculusElectrocution01',
  3.     DisplayName = '&lt;LOC ABILITY_Oculus_0008&gt;Electrocution',
  4.     Description = '&lt;LOC ABILITY_Oculus_0009&gt;Unable to regenerate.',
  5.     BuffType = 'HOculusElectrocution',
  6.     EntityCategory = 'HERO',
  7.     Debuff = true,
  8.     CanBeDispelled = true,
  9.     Stacks = 'REPLACE',
  10.     Duration = 10.0,
  11.     Affects = {
  12.         Regen = {set = 0.0},
  13.         EnergyRegen = {set = 0.0},
  14.     },
  15.     Effects = 'Electrocution01',
  16.     EffectsBone = -1,
  17.     Icon = '/DGOcculus/Oc_Electrocution',
  18. }

..into this, in 1.03:

Code: c++
  1. Buffs.HOculusElectrocution01.Affects.Regen = {Set = 0.0}
  2. Buffs.HOculusElectrocution01.Affects.EnergyRegen = {Set = 0.0}

In the latter, the only thing that's altered is the main affect type, instead of re-creating the entire buff.  This way any other mod that makes a change to say, the duration of Electrocution, won't be broken by this fix, or vice versa (if the other mod uses the same non-destructive method to modify duration).

 

Here's an example where I hooked a function non-destructively, so that a. it can be used with hypothetical future patches (loool, right) without being updated, and b. if someone else's mod alters some aspect of the function either through hooking or overriding (as is sometimes unfortunately necessary with ability functions), this fix won't be broken.

Code: c++
  1. local prevItemPurchase = HandleItemPurchase
  2. function HandleItemPurchase(unit, itemName, shopBp)
  3.     if unit and not unit:IsDead() and unit.Inventory then
  4.         prevItemPurchase(unit, itemName, shopBp)
  5.     end
  6. end

It doesn't contain a single line of the original function - I'm just saving a handle to the original function, overriding the function name with a new function that then calls the old one and does some other stuff (in this case, the other stuff is some checks prior to running the old function).  So if literally anything in the original function is changed by a patch or another mod, it doesn't matter - this fix will still work without needing to be changed.

Reply #493 Top

Alright, here's what I've come up with for a cumulative changelist for 1.02 -> 1.03.  I've picked through the code, the google code issues, through previous versions, and through all of the readmes, so hopefully I've got everything.  Need to keep better docs in the future.

 

--------------------------------------------------------------------------------------------------------
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 User Layer (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.

- 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 '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.
As a side effect, some links in Chain Lightning may now be visually missing if their previous target was killed by something just before Chain Lightning hit it-- a situation that would previously cause lightning effects to persist-- but the ability's damage functionality is not affected by this.

- 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 used.

- Experience Citadel Upgrade Persistence (Mithy)
Experience IV now correctly removes the Experience III bonus when purchased.


In addition to the above, several functionally-insignificant errors creating severe log spam under certain circumstances were also fixed.  This will not likely have any effect on an un-logged game, but will eliminate the serious performance problems they were causing in logged games.


Previous fixes removed due to inclusion in Demigod Patch 1.3:
- Oculus Sacrifice not healing allied units
- Oculus Ball Lightning summoning in map void
- Unclean Beast Plague/Post-Mortem conflict
- Minion summoned hitpoints
- Heart of Life and Wings of the Seraphim halting on healing

Previous fixes left in due to the patch 1.3 solution being insufficient/ineffective:
- Oculus Electrocution ineffectuality
- Lord Erebus Mist deactivation threshold
- Unclean Beast Ooze deactivation threshold

Reply #494 Top

Thanks guys - look forward to reading about this tomorrow.  I should be able to get some uberfix testing going tomorrow night.  Tonight was all about testing AI skirmish.  Its actually pretty fun!

Reply #495 Top

I'm gonna try to get this sync enhancement stuff done in the next day or two, but you'll probably still want to use the next fix-only version I release in the tournament.  If the version you're using now proves solid enough, I'll drop another with a few tweaks to some of the existing fixes (like, for example, I found a much better way to handle the sticky lightning fix that results in far, far fewer broken visual links).  Also, I totally missed adding debuff removal to all levels of Brain Storm.  I gave up trying to hook that function non-destructively - too much trouble.  It will work exactly as intended now, for real, this time.

Keep in mind that I'm very much not a UI coder, and know very little about Demigod's UI and have no idea how to add/extend UI panels, so I can't promise that I'll actually implement a UI mod that uses this new sync information, but if there are any other UI modders with any experience left in the community, this will make it easy enough for them to do so.

It's too bad nobody had the idea to do something like this earlier in the game's lifespan, when there was an active enough modding community to gobble it up and use it.  Kinda makes me wish I'd bought the game sooner, but as much as I like and want to support GPG, I don't think it was ever worth dropping $50 on (for me).  Oh well.

Reply #496 Top

Ok, I went ahead and finished this, and gave it a quick test.  I don't have time to really run it through the paces right now, but I have confirmed that it's not generating any errors, and that all the sync variables it adds are in fact available and properly reflected in the UI.

I'll release it as a standalone mod for now, keeping the UberFix as clean and reliable as possible until the end of the tournament.  Then, assuming it proves stable, I'll merge this into the next post-tournament release of the UberFix.

SimUIStats v1.2

 

Gonna sit on the latest UberFix modifications until at least tonight, because I really haven't had the chance to test them at all, even if most of them are small.

Reply #497 Top

I'm thinking of perhaps starting with a small set of changes to see if we can get that pushed through to GPG as bug fixes.  I figure our odds of seeing inclusion in the game will likely go up if we reduce as that should drastically cut down on the testing side of things, etc.  Who knows... I'm going to try to push what I can though.

So, here's what I'm thinking so far for pushing.

  • Enemy Gold Amounts Visible In User Layer 
  • Ironwalkers and Desperate Boots Persistent Buff
  • Ironwalkers always on for rook
  • Occulus brain storm fix
  • Experience Citadel Upgrade Persistence

The first 3 could be considered exploits.  The 4th just gets occulus working a little better.  And the experience fix is somewhat pointless (as very very very few games happen where the 4th upgrade is purchased), but I assume its a simple coding fix. 

I'd also like to see if we could get the simple health/mana bars always visible coding added to the core game.  Also a pretty simple fix, but a nice added feature. 

What do you think?  Should I prioritize other fixes for inclusion over these?  Perhaps adding in the rook move/attack fix as well...

Reply #498 Top

Rook auto-attack should be in already 

I do think that the Permafrost movement debuffed should be changed to 5/10/15 from 3/10/15 

Balance change, I guess, but I think that there is developer intent there and permafrost does sorta need that buff 

Reply #499 Top

what about the tower splash damage deal.  Is that already in uberfix?

Reply #500 Top

From Rook's blueprint:

Code: c++
  1. CanFireWhileMoving = false,

So no, it's not in DG 1.3.

I have no problem with the change to Permafrost, and agree that 5/10/15 seems to be developer intent, and that it was an overlooked QA issue.  If this is the general consensus, and nobody has objections, I can put this into the UberFix.  Just so we're clear, it's not the movement speed debuff, but the ROF debuff.  Movement speed is 3/7/10, which is inline with all other snares.  ROF is 3/10/15.

 

What tower splash damage deal?  I already showed in LO's last thread about this that beam weapon splash (what towers do) is unmodified by the splash mult buff.

 

As for pushing for fixes, that's your prerogative.  The working code for fixes will be available freely in the UberFix, and if someone from GPG or Stardock needs more info for whatever reason, I'll be happy to provide it.  But I have to know there's genuine interest on their part before I break everything down in more detail.