Congrats to the Winners (KoT & Zen_god). So, did the UberFix make a difference in the tournament or not?
Ptarth
From what I saw in the non-executable files, the solution that GPG chose to implement was to update their Russian Language Localization file (it now contains Cyrillic and English). It is possible something is going wrong with that, but I'm currently favoring the idea that people are able to join without updating. I'd need more information before I can make more ungrounded speculation.
UberFix 1.02 should work more or less correctly with Demigod 1.3. I'm going to try to convert everything in the mod to be more mod friendly and stop overwriting quite as much. It won't really affect that much, but it will take some time. I'm currently working on a QoT Balance mod (auto-mulching is in!), but I'll get back to this soon. I need to update the buglist to include the Knock-back problems, Sedna's Yeti 4 not working, Hedgie's secret bug, and any
Link to LOPQoT v8 Change List Mulch AutoMulching Implemented. Automatically destroys the oldest shambler. AOE Damage is divided evenly between all shamblers. Units near all shamblers will take listed damage. Other units will take damage proportional to the number of shamblers
The bug that I found only applied in a relatively few number of cases, that is only when At least one player was using the Russian localized language version AND The Forces of Light gained flag control AND The Forces of Light lost flag control As you can see, very infrequent. I can't tell you why you are seeming to experience more invalid game states.
Hmm, you bring up a good point. A spreadsheet should be designed that contains all the potential minion enhancements and skills/items that affect minions. That way we can see and compare stats across minions and builds. I'd been thinking of just messing around with the QoT, but if we generalize to other Demigods then comparisons between them should be made. Nice catch on the Yeti04 buff not being applied. It should be added to the buglist. One problem with Yeti attacks on towe
[quote who="Thundercles" reply="28" id="2644127"]Ptarth: You say nothing additional was changed then state they fixed Electrocution? [/quote] Er.. Huh. I could have sworn it was on the patch list. [quote who="Nucleus Accumbens" reply="30" id="2644209"] So, the text for "Electrocution" should say "Chain Lightning... reduces Health and Mana Regeneration by 100% for 10 sec"? [/quote] I don't have a good
The Post Mortem doesn't give xp because it uses knock-back to kill (warriors & archers). Knock-back kills currently don't award xp.
[quote who="OMG_Splitshadow" reply="22" id="2643964"] Quoting Ptarth, reply 20The patch notes describe everything that was changed in the lua. There weren't any hidden updates this time that I noticed. If Sorian made any additional changes they are in the executable and not easily visible. If I'm not mistaken, Electrocution is half fixed. They changed the buff multiplier to -1 which is mostly correct. However, it doesn't eliminate regeneration, what it does is adds a -100% mod
The patch notes describe everything that was changed in the lua. There weren't any hidden updates this time that I noticed. If Sorian made any additional changes they are in the executable and not easily visible. If I'm not mistaken, Electrocution is half fixed. They changed the buff multiplier to -1 which is mostly correct. However, it doesn't eliminate regeneration, what it does is adds a -100% modifier to regen. Normally this works as expected, however when a demigod has a +% multi
I had just realized compost was functioning differently than I had assumed, I hadn't made any changes as of yet. I'm also looking into using a wiki to make these discussions easier. It is hard for me to keep the multiple ability considerations separate, and hopefully this will make it easier.
re: Crazy Shambler buff In the QoT Focus Mod I went over some math to justify the buff values I used. I'd like to direct anyone who hasn't read or forgotten them to go revisit that thread. I'll even give you a link to start your browsing. They aren't the same exact bonuses, but it is a good starting point for comparis
Just a quick note to clarify. The current LOP QoT version of Goddess of Thorns gives the QoT a permanent self-buff of 35 damage per reflectable attack (primarily autoattacks only) and 15% damage reduction to all damage. It is not an aura, nor can it buff others. In other words she gets the buff from the Armor of Vengeance (but not the armor) and 15% damage reduction, but only on herself. No other units get the bonus. It also takes up 9 skill points of a build and only becomes
re: Demigod 1.0 and Bramble Shield I have a copy of the dgdata.zip from the CD release 1.0 version of Demigod. I've been using it to track the various changes that occurred in the patches. In the 1.0 version, Bramble Shield has a cooldown of 15. Either you've forgotten since it has been so long, you never played 1.0, or the version I have is a scam. Disclaimer: I don't know which version the file is from, only that it was
The following is the start of a list for the various balance threads.Feel free to add any I haven't found yet. General gkrit's balance thread: http://forums.demigodthegame.com/371153 GM-MAGNUS333's Demigod balance thread http://forums.demigodthegame.com/383135 Demon Assassin gkrit's DA: http://forums.demigodthegame.com/370374 Torch Bearer gkrit TB: http://forums.demigodthegame.com/371207 Unclean Beast gkrit UB: http://forums.d
re: Sedna Well, I'll have you know that my Sedna is pretty bad. [e digicons]:grin:[/e] re: Sedna Synergize To clarify my current (potentially invalid stance) I consider Heal to synergize with Priests because of the following argument. Heal is only available with Sedna. Sedna is built to outlast her opponents, not outdamage. Sedna gets Healing Wind which increases her regen and in
Part of the problem with me balancing is that I'm not ultra-pro. I'm middling average. Hence my unlimited harassment when it comes to figuring out things. I should also probably try to play more with better players instead of the noob pickup games I tend to end up playing. While I agree with the spirit of your analysis, I don't know how well I like your semantics. Heal and Bramble Shield are both abilities that extend a Demigods life and do so by providing a buffer of health/shield po
re: 3 second debuff immunity insufficient to block teleport/flag lock Thanks for the heads up. Compost's side effects on Uproot are trivial and readily dismissed and ignored in my mind. Uproot is a problem. If Uproot is kept as a anti-tower ability, then it has to be useful against towers and it has to compete with Ground Spikes. I'm not sure what a good solution is to this. All of the ideas I've come up
Part of the current resolution for the QoT Mod was to make changes that aren't completely different from what the abilities are now and are not different than other abilities. Given the backlash from other more unique changes I made in the Focus Mod, it seems that the people do not like the idea of unique changes. In order to get any official changes made, we'd need to get a solid proportion of the current online community supporting it. We'd also need to have relatively small changes instead
If anyone is interested in testing it I'm on Vent now looking for people for game.
I'm still not satisfied with the current QoT Balance. It hasn't been sufficiently tested and we still don't have automulch. Can we keep the various balance discussions in separate threads? It gets confusing mixing them together.
It depends on the ability. If knockback occurs before the damage, then you don't get mana because no damage occurs. I'm guessing that most abilities are coded to do damage before the knockback. However Slam doesn't seem to be code this way. Boulder Roll is a projectile. Projectiles do damage BEFORE they do knockback. Units killed by knockback do not give mana, you don't do damage. Units hit by the boulder do give mana, even if they are killed by
I should also mention that we're trying to setup a complete rebalance of all the demigods. It will be an eventual process starting with the weakest Demigods first. Lord Orion has joined in with this, but we could use more help if you are interested. As you can see from my work (UberFix, this mod, and previous mods) I can code a lot of different types of changes and I've been able to produce code. So making progress on the mod will happen. However, I lack infinite time, especially given my pot
Frogboy has been posting updates on the weekend when it comes to Demigods. Hopefully he will have nice things to say today.
Boulder Roll is a projectile. Projectiles do damage BEFORE they do knockback. Units killed by knockback do not give mana, you don't do damage. Units hit by the boulder do give mana, even if they are killed by the knockback because it damage occurs before the knockback. The mana cost for Boulder Roll is paid as the boulder is launched. Edited with further content