Ptarth

Ptarth

Joined Last seen Member # 2689812
1 Posts 16 Replies 26,256 Reputation

re:Canbackfire Canbackfire only shows up in those five files I listed, it doesn't show up anywhere else (at least with = true). My first thought was the same, that it was damage reflection tag. However, CanDamageReturn is the damage reflection tag. So that isn't what it does. Also, ONLY giants, Orb of Veiled Storms, and Surge of Faith have it set to True. I searched through every file in the dgdata.zip. I think it is leftover code that isn't being used anymore.<

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[quote who="RAWRRRR" reply="65" id="2519286"]zomg fixes released that whoever controls Demigod couldn't manage to somehow create on their own![/quote] I know that everyone has a lot of frustration about the status of Demigods. GPG is having problems with 3rd party netcode that failed them, coding hours, and budget problems. Stardock is having problems because they aren't the only distributor, which means they have to deal with Atari to get some things done, they have to deal with the

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[quote who="awuffleablehedgie" reply="63" id="2519271"]...Sorry. Orb of Veiled Storms. 8000 gold Artifact.[/quote] Ah, I understand now. You are correct in your report. I checked the other items and all the demigod abilties for good measure. Only the Doomspite Grips and the Girdle of Giants are affected by armor, and both of those are cleave type attacks. I believe that the Orb of Veiled Storms was meant to be armor immune damage. I'll change it and add it. I also look

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re: creeps The easy way to test it is to set creep strength to high, waves to frequent, and start at level 10. Then stand in the center of the creeps. Take Post Mortem and not plague. Watch how often enemies explode. Now put a point into Plague. You'll notice that the damage spike explosion occurs very infrequently. re: mines No, the Regulus's mines don't give kill credit, nor do Rook's towers. The demigod wiki has a reasonable descrip

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[quote][quote]UB Plague debuff prevents Post Mortem effect[/quote]Could not replicate could you be more specific?[/quote] When the UB inflicts a unit with Plague and it dies from the damage from Plague, the unit does not explode with a Post Mortem explosion. Also, kills due to Post Mortem (and possibly Plague) do not give the UB gold. [quote][quote]Unclean Beast can suicide using Ooze[/quote]I think it needs a fix, i dont think that it is working as intended[/quote] I

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I'm not sure what you mean by looping affect. What you displayed is a table in lua. More specifically, given this code snippet: [code="c++"] Affects = { Interrupt = {Bool = true}, Silence = {Bool = true}, }, [/code] Affects is a data structure (called a table). It contains the fields Silence and Interrupt (it could contain more). In both cases the fields are Booleans and are both equal to true. For: Interrup

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Hmm, I think you might be onto something lifekatana. I wonder if the silence interupts the form switch. Should form switching be silenceable? Curiously enough, the lua states that it is unsilenceable, however if you are silenced the ability is not available. Hmm.

8 Replies 29,896 Views

I've been exploring a QoT Minion build. It is based on the following principles: Reduce mana usage, only 1 mana helmet. Close form only. Form switching makes using mana too easy. Shamblers. If you have a QoT Minion build that doesn't use shamblers, you are probably better off using another demigod. Furthermore, if you aren't using your skill points on Summon Shambler, you are using them on skills that are going to be using up your already limited mana pool.

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I'm actually quite happy at the popularity this has achieved, a big thank you to everyone that's pushing for it. We just need to keep working on finding, documenting, and fixing bugs. Hopefully Frogboy can help us with adding it to the base install. On a side note, as previously mentioned by a few others, I want to keep this mod strictly a bugfix. I've got my own ideas about balance (see the QoT: Focus Mod), but I think this should stay strictly as a bugfix. Once we have a solid game,

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re: Sedna Permanent Silence I looked at the code, but didn't see anything obvious. Without something more concrete and preferably a way to replicate, I don't think I can do anything about this. re: http://www.box.net I added it as download location.

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[quote who="mrappard" reply="13" id="2516521"]http://forums.demigodthegame.com/370198 unless they fixed the map thing in the last patch[/quote] 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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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 c

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[quote who="awuffleablehedgie" reply="26" id="2516903"] Oak Shield IV can be broken through 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 beg

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[quote who="Teseer" reply="18" id="2516588"]I wish I could man. It doesn't seem to have anything special going on. Just sometimes fireball stops and slowly moved. I'll go through my replays when I can and show you what I mean. I don't remember where/when it happens, but I'll find it. I might of exagerated on how often it happens, just feels that much . It sometimes happens multiple times a game, sometimes not at all. Happens on every map and against every DG t

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[quote who="mrappard" reply="13" id="2516521"]http://forums.demigodthegame.com/370198 unless they fixed the map thing in the last patch[/quote] The hosting account is still suspended. Can you give me details of the fix so I can check to see if they fixed it or not? Also, given that you are probably the most experienced when it comes to maps, what do you know about minions being trapped in the citadel? [quote] "I'd say 1 out of every 10 of my fireballs as T

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Steam is a huge hassle because of the intense and unreasonable DRM. It is also very invasive and obnoxious. I don't want to run a program that "allows" me to run programs that I have purchased.

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It is just a thought, but we might try combining the UberFix mod with also trying to create a Ventrilo based community. By directing newbies and active players into an active Ventrilo channel we may be able to create the stable community that everyone seems to want. It would also have a domino effect. Current active (good) players would be able to find games because of the number of current active (good) players. As the numbers of active players increase, the ease of finding a game wi

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Minions getting stuck in citadels I'm not familiar with map mechanics really. I can put it on the list, but I don't have much of an idea of how to deal with it at the moment. To "fix" the issue in earlier versions they increased the aversion of minions towards structures and also reduced turning speed. I'm guessing this results in them being "clumsy" and less likely to manage to get inside a structure. I've also noticed at times that monks tend to go in cir

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