I might eventually be able to work on this a bit, but I'm burning out just finishing up this next uberfix release. We'll see. The list the pacov posted is for the 1.04 release. I'll put up a test release tonight that will enable all of those things.
miriyaka
Tentative changelog for 1.04: ------------------------------- Unclean Beast Ooze Suicide Ooze 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. AI Rook Movement Stutter This was caused by the high rate of fire of Rook's arrow towers. Their ROF has been quartered and dam
After lots of logging and a half-dozen L20 Rook v Rook games, I've determined that weapon target reliability in this game is pretty terrible. They added an extra layer of target management on top of what FA used, apparently to take the place of just targeting recon blips, and it's extremely unreliable at detecting when targets are dead, and definitely less consistent than FA's method at detecting proper target ranges (although this part does only seem to affect attached units like the s
- Absorption re-write complete, working 100%. All absorption affects will now work exactly as expected, with the behavior of individual REPLACE buffs (e.g. all Bramble Shields) relative to one another being unchanged. I took the liberty of altering the float text to act exactly like damage text, so that it only displays for the two involved parties. GPG's code for absorption (and text) was very basic, and looks like it was added before they solidified float text handling and
I only gave the buff calculation for SpellCost a cursory look, and was wrong about how it works. [code="c++"] local spellCostMult = 1 + (unit.Sync.SpellCostMult or 0) unit:UseEnergy(def.EnergyCost * spellCostMult)[/code] So, inexplicably, the base value for SpellCostMult is 0, and 1 is added to it in HandleAbility where the cost is deducted. Great job, GPG. [e digicons]:|[/e]  
BL can detonate on towers basically 99% of the time, and even as small as the radius is, melee demigods would not be able to kill them without taking damage. Doing more than 4 units is problematic, but it would be possible to increase explosion damage at higher levels, I guess. Still needs a cost reduction at low levels, period. The actual BL themselves are useless until they die, which is really stupid. If you want them to be nothing but mobile bombs, why not just m
[quote]been playing around with the concept of rage:[/quote] I dunno, it sounds doable, but you'd need to do some UI modifications while keeping the UI compatible with existing UI mods. All of the sim code would be easy enough. [quote]Also can you take a look at my vampire mits problem:[/quote] Just looked at Maim, and this is happening because Maim is set up to apply to all damage done by Reg, where all other snares and on-hit abilities (that I've
Actually, the slow cap that matches evasion + speed means he cannot be slowed below 1.15x speed when both are at III. It basically makes his ability-based speed completely immune to slows (but does nothing for item speed increases). It's a pretty big buff against any DGs with a big snare, and means you never have to worry about being totally locked down. While I agree that evasion needs an overhaul, it's a big change, and you might have a hard time getting enough consensus
Yes. Because Yetis are worthless. This is not cool. I think Shamblers are pretty worthless too, but at least they don't die non-stop, and they do AE damage to creeps. They're just the best of the terrible, over-expensive minions. To be clear, I support most or all of LO's boosts to Shamblers / Entourage, and think Yetis and Ball Lightning need similar boosts. But even with those boosts, level I and II (and III for BL/Yetis) mana costs nee
One tower hit is NOTHING, even when the towers aren't hitting all Yetis at once (and they always do). I really don't think you've attempted Oc or Sedna minion builds enough if you don't think their minion summon costs aren't a problem, especially I-III. I've done lots of boosting of Sedna's Yetis to no real effect, at least not until you get to IV when it's actually efficient to re-summon them . It's really stupid that you should have to put 4 points into a skill bef
Found out that I hadn't actually included the flag domination message fix in 1.03. Oops. On the bright side, that made me take another look at it, and I improved it a bit more - it should only play when crossing the threshold upward, rather than every time a flag is captured with >75% control. It also now respects the game.lua flag domination percentage (which a mod can change) rather than being hard-set to 75%. I'm gonna try to tackle the ROLLOVER DATA ERROR is
I'm also adding an extension to BuffAffects to allow very easy, non-destructive modification of ability healing and damage. It's basically an export of the damagedata table used in health buffs to a global function in BuffAffects that lets mods run their own checks on the target, instigator, and buffname and modify the damagedata accordingly. For example, it could be used to very easily boost healing output on a target with Healing Wind by +50%. Just hook the function like
This is side-stepping the main difference between the aura minions and the summoned minions: the aura minions are comparatively too powerful at all levels of the skill, made far worse by the lack of mana cost. Oak can begin harassing towers at Ward II. Yetis and Ball Lightning can't even beat Structure Defense I regen at level IV. You're also ignoring the ridiculous cost spreads at each level. I should not cost almost as much as II, because it is around 1/3rd a
Because many helms already % mana per second, there's no clear way to buff the item so that its power increases as you get better helms / base mana regen. The closest you'll come is giving it a cost reduction like Hungarling's. Since the two stack additively, -0.25 on the staff plus -0.25 on the helm would cut all ability cost in half once you got the crown, which is def. too powerful. --incorrect info removed--
Completely agree re: minion builds. In general (no pun intended) there is a huge gulf in effectiveness between Conversion/Ward I and any other general's Summon Minion I. The auto-raise abilities get more minions per level, they get them for free (in Oak's case, at a greatly reduced, non-individual cost), they get a constant stream of new ones as they die, AND the minions themselves aren't much worse on a per-unit basis. This is terrible, and should be fixed if we're going
When I said it was easy, I meant it. No finesse whatsoever though, and I can assure you that this will be utterly and absolutely awful for balance. [code="c++"]--/lua/sim/ForgeUnit.lua hook for making ALL ABILITIES evadable local prevClass = ForgeUnit ForgeUnit = Class(prevClass) { CheckEvasion = function(self, data) if data.ArmorImmune or data.Type == 'Spell' then &nbs
[quote]Bugs Found: * Wraith gloves do not absorb mana. They might drain it from the enemy, will have to do some experimenting in the next game to see if it occurs.[/quote] What is the full description for this item? I have been toying with the idea of adding three new energy-related buff affects to the UberFix for mods to use: EnergyAdd - equivalent to life steal, where a fixed percent of your damage is added to energy. This would also
I guess, but I'm not sure how well-balanced it would be, even without the cap. The cap only comes into play when you have at least 3 items, or two items and a max-level skill. If you have more dodge items than that, you're either paying a crapload for them (Cloak of Elfinkind at least; desperate boots only add evasion on That's why
If people actually want mod code to test some of these things, I can whip it up pretty quickly. I've got a ton of balance-type code laying around already, and tweaking ability damages and such is as easy as one line. I'm not going to just compile it and push it out there myself, because I'm not really getting a strong feeling that anything is really being considered beyond 'add interrupt to everything '. Tough crowd.
[quote who="OMG_pacov" reply="29" id="2877683"]miri - how much of a pain would it be to make a mod that made it so dodge would work on all abilities? Small effort or pain?[/quote] Probably a pain, because GPG was not consistent with their ability damage methods. Lots of them use local damage tables + DealDamage() instead of using the buff system with -health buffs, like they're supposed to. So you'd have to manually go through and override every single ability functi
Hey dude don't replace whole files. You just broke half of the Uberfix right there.
That's not a soft cap. A soft cap assumes diminishing absolute values (though not necessarily relative values) so that 100% can never be reached no matter how much of something you get. That's just limited availability. [quote who="LORD-ORION" reply="27" id="2877569"]You can evade tower damage.[/quote]I have never seen a ToL tower beam evade. It should be possible according to the code, but it doesn't seem to happen.
Right now, abilities are a 'sure thing' where you can count on an exact amount of damage when you use one. This is good, because you have to spend mana to use them. Even a small chance to dodge most of them would be extremely frustrating and would reduce confidence in ability use in general. So unless you can argue for specific abilities that you think should be evadable, and why, I don't see it working at all, nevermind being accepted by what remains of the player base.
[quote]damage should be 350/500/650 imho, though.[/quote] Keep in mind that it's a level 5, 10, 15 skill. 350x6 (2100) damage plus 2.4s of invuln is a lot for a level 5 skill with one point invested. 1800 damage is already quite a lot. Re: Reg, it would be pretty silly to have an interrupt on MotB and then none on Snipe (at the top of whose tree the current interrupt resides, however terrible it may be). There would then be zero reason
That's not something I've ever noticed. However, there are so many issues with targeting (contained entirely within the engine, as far as I can tell) that I wouldn't be surprised if this specific thing exists. Oak in particular seems to have a lot of swing-and-miss issues, and there's nothing in his weapon scripting or blueprint settings that should make him any different from other Demigods, so I can only conclude that they're related to animation in some way. After fixin