miriyaka

miriyaka

Joined Member # 3401066
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I already know what that is - I missed adding a stacking flag to a few ArmyBonus calls. I'm going to change the logic so it looks at the ArmyBonus's buffs, and only removes the existing bonus if they use the REPLACE stacking flag. This should allow flag bonuses to stack properly, while still avoiding crazy armybonus accrual from something like the old compost function. Edit: To clarify, I would guess this happened because that team captured the enemy valor flag.&nb

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How would making dozens of favor items viable with moderate boosts not be meaningful? That would necessarily be far more significant than introducing one or two items with special abilities that have never been tested in context with existing favor items. Either way, it's naive to think that any of it will find its way into an official patch. If not even critical bugfixes are worthy of a patch, ported FavorMod items aren't even on the map.

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More demigods is fine if they're very, very thoroughly tested, well-balanced, and fill an actual niche in the game. As others have mentioned, the 'more new stuff' model works well for F2P games, and it also can create temporarily-renewed interest in decent games that aren't balanced well (like, well, Demigod), but it can and usually does create as many problems as it solves. A game that's well-balanced from the ground up with a good variety of different hero

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Yes, and this thread is about favor items, not consumables. I don't think that a lock-break is a good idea for a consumable anyway, as that just creates an escalating gold-based capture-lock arms race. As a favor item, it might be 'more powerful', but it would come with the opportunity cost / potential disadvantage of not having a combat-oriented favor item, meaning that not everyone in a game (or someone in every game) would have that ability. However, as I ke

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Ok, that makes sense. Use a client-server layer to maintain connectivity and prevent or repair inappropriate drops-- presumably by pausing the sim until all P2P connections are re-established or the P2P-dropped client drops from the server as well? I couldn't tell you whether or not that's doable in a patch, but it makes sense within the completely-P2P confines of the moho engine's sync/sim model. At the very least, it could be a strong consideration in any seq

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Any item that does something really cool that is still useful later in the game is going to be a defacto choice over any existing items other than Blood. Instead of a choice between Blood, Blood, Blood, or maybe Cloak of Night, it will be a choice between Blood and the new items. How does this improve the game anywhere near as much as making any of the current items a valid choice depending on build and map? If you still aren't getting this, imagine if CoN or AoT weren

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re: the_Monk I'm not sure what the benefit of making the lobby client/server would really be, if all clients still have to connect to one another upon game start. It'll just delay any connectivity problems until you launch. That wouldn't affect any mid-game connection drops either. The only thing this might be able to address is lobby drops (likely caused by all 7-9 other players in the game attempting to connect to the joining player at the same ti

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Again, if you added any crazy, powerful, metagamey favor item into the pool of incredibly terrible existing favor items, it would be an absolute no brainer which everyone would pick. It works within favormod, because 1) FavorMod is kind of crazy, and 2) FavorMod has a ton of items like that, which balance each other out to some extent. Like I said, there are very, very good reasons that nobody picks normal favor items in FavorMod. This is simply not viable until the existi

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These responses are very relevant to the thread's question, though: they're challenging the idea that what the game needs is two completely new favor item concepts, and saying that the game needs a full rebalance of all existing items (really, the whole item paradigm) or you'll likely just create an entirely new balance problem by adding in two powerful items from a mod that basically disregards the existence of the base game's favor items. Sure, you can still use regu

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There's no need to 'remove' them. Just change their bonuses if that's how you want to balance them. Point is, the game doesn't need more item stores, or new item names, it needs the ones it has properly balanced. Really, the biggest problem with favor items right now is that one of them is simply way too good. And we all know which one. Unfortunately, the remaining playerbase is too set in its ways to stomach a change to that

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Yes, TargetingRepulseInfo seems to be used for edge navigation. The citadel itself doesn't have collision, but rather it sits on a map pathing dead-zone identical to map edges. So if you increase the push of the map edges on minions, sharp convex edges like those in Crucible become even harder to navigate, because the pathing AI doesn't understand that it has to path around the push zone. Not that minions don't already get stuck on the artifact flag platform in C

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Whoops, I didn't look carefully enough at the overall AI blueprint structure. SkillBuilds is inside UnitAITemplates[unitId], e.g. for Oak: [code="c++"]UnitAITemplates.hoak.SkillBuilds.[/code] So the table merge call would need to be: [code="c++"]UnitAITemplates.hoak.SkillBuilds = table.merged(UnitAITemplates.hoak.SkillBuilds, ModifiedBuilds)[/code]

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Found a new bug: Most if not all minions and idol summon have a blueprint.Defense.BaseArmor value set. However, this value is not used until an armor buff is applied, meaning a unit with 200 base armor that receives a 200 armor buff jumps from 0 armor to 400 armor. It is definitely meant to be used, and definitely comes into play the moment the unit receives an armor buff (buffs are added to this value, and the unit's armor is set to the resulting value), but until t

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[quote who="LORD-ORION" reply="250" id="2921277"]You should change the description of gloves of despair to show the 8% attack speed bonus.[/quote] Oh, good call. Every time I play a test game I remember that it's missing, and then by the time I'm done I've forgotten about it again.

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[quote who="Savyg" reply="42" id="2920882"]I'd go for AI fixes. I play LAN play with my brother when hes home and its stupid how often we notice AI generals literally doing nothing. I've hesitated on installing the mods, because generally I don't mod anything.[/quote] There's really no reason not to in this case. Demigod does have a good mod manager (even if it lacks autodownload capability), and having the mods doesn't prevent you from joini

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I don't know, I haven't had time to test it out yet. Implementing it is easy enough, but the only way to make sure it actually works is to spend a bunch of time moving minions around the citadel both with and without the change.

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[quote who="Frogboy" reply="18" id="2920075"]If we had to do the networking over again we would probably use the full Impulse::Reactor setup like we did with Elemental. With Demigod, we licensed a NAT facilitator which was eventually modded to what we have today. In that system, what happens is that when a person "hosts" the game, a nearby CDN spawns a virtual machine running a server that everyone connects to. Hence, no NAT, no lag, no connectivity. You're neve

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Yes, the compost icons are tested and working, in the 1.04 final only (not RC2). Like I said in my post, I didn't get a chance to test the Soul Power icons, but you should either be getting black boxes or the correct icons. Are you using other mods that might be overriding things in those two demigod ability files? Try with just the UberFix enabled. If you're getting black boxes, then something else is going on, and a log would be helpful. If you're

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[quote who="LORD-ORION" reply="240" id="2920051"]Unsolvable Issues: Minion pathing issues / stuck minions[/quote] What values did pre-1.19 versions use? 1.0 for both TargetingRepulseInfo values? I'll experiment with it a bit when I get the time. It should be simple to set all minions to the same value using ModBlueprints.

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For what it's worth, if peppe isn't around and you want to try some changes on your own, you can make a very simple addon mod to this that just tweaks builds. Just make a new mod folder, hook the *_AIBlueprint.lua in each demigod's unit folder, and merge in changes like this (as always, starting with a blank file):[code="c++"]local ModifiedBuilds = { Minion_Shield = { 'HOAKPenitence01',

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Well, when I say 'reported' I mean posted in this thread, or added as an issue on the google code site. Those are the only two places I look for bug reports. Maybe it was reported in the 1.02 thread, and I just didn't see it.

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Dodge is also something that needs to be fixed in a balance patch or mod. I've as much as said that I will happily handle the coding for such a mod if there's any agreement whatsoever on which changes to make. However, since the remaining community is clearly not capable of coming to any kind of reasonable consensus on balance, this is unfortunately not something that will ever happen. Re: 1, how did that not get reported? I guess nobody uses Maim as Reg?&nbs

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