Hah, sorry about that. I had all of those tested and working, and then messed around with a bunch of them after I submitted them to the_hunger for .23. I ended up re-writing all of the upgrade functions, so make sure the team one doesn't do that too.
miriyaka
Good catch. Demon Assassin has a bunch of copy-pasted stuff, I noticed. His AIBlueprint has Regulus-related conditions; you might want to remove those in the AI mod's copy (if they're still there), and I'll blank those out in the Uberfix as well. Those won't cause errors, they're just doing unnecessary checks every time a buff is added/removed to him. I don't know if an AIBlueprint has to have a GoapCreation function or not - just make it empty I guess. Re: the
Does the AI use Bestial Wrath at all? I've never seen it at all - is it just not in any of the current builds?
[quote who="Peppe" reply="113" id="2834873"]There is a move to healers action already. I'll try bumping the weight to get it to run more. AI currently runs to health stone in most cases.[/quote] I think Exxentric is talking about when an assassin has a healer assigned, or in the case of a general with two healers - it's best if he first moves to a tower and re-evaluates his health, perhaps depending on distance from the health stone (certainly if it's greater than say, 75)
[quote who="Peppe" reply="86" id="2834352"]Is TB faster in ice mode? I have in there if doesn't have any ice skills, but an enemy is near and he is low health that it is ok to switch to ice mode.[/quote] No, unless he has at least Permafrost or Frost Nova, he shouldn't do this. He should only be switching to ice mode with no skills momentarily, for the weapon damage / mana boosts. And definitely not when he's pursuing / fleeing. [quote who="Pep
The flag search might include neutral flags, but it isn't pushing their priority above that of other non-portal enemy flags. I think it should be. I would break neutral flags out of the combined flag search / randomization routine, do them first, but if they're 'hostile' (radius 20 tower check?), then add them into the 'enemy flags' table, which it then proceeds to find a random flag from or however you have it doing that now. Neutral flags should always belong to the neut
That should be an unnecessary exception - only portal flags should have higher priority than neutral flags. Might have to do the distance check for all flag capture actions from both their position and their citadel though (if this isn't already done; I think it might be), to catch flags that they're near enough to, even though they might not be near their base. Basically, what's happening when they move off of an uncapped flag prematurely (which I don't think I've seen happen w
It used to do that because it was flag-lazy, but now it probably does that because it specifically looks for enemy flags to capture. Should probably have it looking at portal flags first (unless very far away from its citadel), then neutral flags (also unless far from its citadel), then a normal enemy flag.
No, the other two spawn minions don't have this happen, for hopefully obvious reasons. Unfortunately, the problem with having BL spawn these other minions is that BL are actually MORE disposable, yet they still cost mana. This is partially caused by a balance issue, in that BL are simply too weak to be useful without Explosive End. But once you have EE, they do become useful, provided you're nowhere near an enemy aura. And, as Ptarth mentioned, this could be exploite
Pounce could probably be used more liberally than that. It's a really cost-efficient ability. I'd say 1200 mana or 30% - that'll still leave more than enough for one more use of it. Grasp, on the other hand, is really expensive. UB is better off using spit repeatedly due to the massive efficiency advantage and fast cooldown, and specifically saving grasp for interrupts only. The only exception to this is on a fleeing enemy at VERY low health, like <1000 or ~
Just played an Oc skirmish game with Orb of Defiance - no problems, invuln mesh is working fine. I think whatever it was didn't make it into this version. Chain Lightning is working really well now too, I saw only one instance of a skipped visual link in probably hundreds of uses, in a situation where it definitely would have caused sticky lightning. Also, I'm still really leaning toward fixing the Ball Lightning spirit/nightwalker spawning. A high-level Oc is pumpin
The only thing I still have questions about are the Oc disappearance reports. As long as someone doesn't mind playing Oculus, that's all I'd want for specific tests. I'll get around to releasing another version in a few days; I haven't actually had time to play any real skirmishes with the latest changes myself, just specific tests.
My plan to pre-empt DoTakeDamage and adjust damage amount to the unit's remaining health - 1 if a no-kill flag is present in damagedata quickly crumbled when I realized just how many things DTD takes into account when doing damage (absorption, armor, damage reduction, unused but fully-implemented things like magic resistance, etc). So I overrode Kill instead, aborting the kill and setting the unit to 1 hitpoint upon the presence of a no-kill flag & appropriate conditions. Da
Only boost pursuit weight with a sigil if the target's health is 'low enough', whatever that means exactly. It shouldn't sigil to chase a target with 2k health into two towers, because while it might be able to get out before it dies, there's no way it could make that kill, and that's a waste of a sigil. Some general damage/shield ability availability awareness might also be a nice addition to pursuit considerations, if we're going to bother doing it for sigils anyway. How
Don't know where it came from, but 1 is true if you're talking about the damage the towers do to both DGs and creeps, and 2 is true, except that the positive damage radius increase of the upgrade does also affect ToLs, so they get increased damage radius and damage output. I honestly haven't ever witnessed the arrow tower splash damage, but it should be there according to the code. Kind of a pointless thing it would seem, but as long as the upgrade helps ToLs, I guess i
Yeah, I've pretty much been ignoring that one in favor of others because the circumstances that can cause it are incredibly rare, and I've heard of one total report of it. In logging and tickstamping the whole function, it became clear that the check and damage were pretty much always happening in the same tick. This means that another ability that damages via -health buff would have to be processed mid-tick between the check and the Ooze damage. However, I just thought of
Also not affected by the negative splash buff: Finger of God. In fact, I can't figure out exactly how the FoG works at all, but it definitely isn't a normal weapon / structure, and its damage is uniquely scripted. Definitely affected: Trebuchets. I'm gonna do a BuffAffects fix on this that protects units with blueprint damageradius from negative DamageSplash, unless the buff doing the negative splash is flagged as a debuff. I also just realized tha
Yeah, I just did some testing with different settings at each tower upgrade level, with all upgrades available at level 1, and absolutely confirmed all of the above. Pretty funny watching all of the towers (and demigods, and creeps) on the map die in two or three tower hits. And I'm definitely open to feedback on the FN slow issue, but I would prefer that the feedback to be realistic and constructive. I won't argue that FN gets worse against creeps at higher levels, since
Wait, what is this tower mod supposed to show? It has the DamageRadius at 100, and DamageBonus at 10. Both of these apply to the tower just fine, as I've said in every single post - towers gain damage and damage radius from the bonuses, and do not lose damage of any kind to negative DamageSplash values. Setting DamageSplash to 2 ain't gonna do anything.
Re: Oculus, I'm not doubting that there might be problems with the current fix in the UberFix, I just want to confirm that it is happening while the UberFix is enabled. Re: Frost Nova, another solution would be to add an OnRemoveBuff function to BOTH freeze debuffs that applies the existing 5-second slow buff when the freeze wears off. Only problem with this is that OnRemoveBuff doesn't pass an instigator, but I could probably jury-rig something with a class varia
Code-wise, it looks like Trebs are affected by this. Not Rook's, but the fort trebs, and the two captureable ones on Brothers. If someone wants to confirm this in-game, that'd be cool, but I'm planning on fixing this with the UberFix. I'll probably go with a BuffAffects fix, where it protects any weapon with a natural blueprint damageradius from negative splashmult, unless the buff doing it is flagged as a debuff.
Yes, there is absolutely no reduction of anything for Towers of Light/Dark when purchasing the upgrades. Like I said later in the post though, I haven't looked at Trebuchets to confirm whether or not they're affected. They probably are, since they're projectile weapons, and would need a special exception in their script that floors the splashmult at 1. A better solution might be to actually floor splash mult at 1 in Weapon.lua (the root weapon class) if the weapon in quest
Ah yes, they do tend to ignore potions during a retreat. Need to add a periodic loot potion check to the retreat action, definitely. Cycling every 5 seconds at radius 15 should be enough to prevent the AI from going way out of its way to grab a potion, although weighting the decision by the potion's distance to the health stone compared to the AI's and also by potion strength would be good. How exactly do you implement something like this? Create a sensor for it, and
Were you running the UberFix when you had this error? It's supposed to be fixed. The game auto-generates invulnerability meshes, so the fix was just a matter of removing the reference to any invuln mesh at all, and letting Blueprints.lua generate a new one from the existing mesh.