Brago Brago

[0.915 BUG] Splash damage % too high

[0.915 BUG] Splash damage % too high

+ Added splash damage feature (a percent of the melee damage done is done to surrounding units, enemies and allies alike)

I fought a couple of Juggernauts, and in both combat, the % of the splash damage seems too high (like 300%, I took 80 hp of splash damage and only 22 on direct damage)

 

 

19,133 views 35 replies
Reply #26 Top

Quoting Kongdej, reply 25
Bad excuse >)... 

Sincerely
~ Kongdej
End of Kongdej's quote

 

My dog ate my patch notes?

Reply #27 Top

 

K, got it fixed here.  I'm going to stream out a fix (ie: you won't need to download a patch or anything, it won't actually change your local files).

 

There are 2 issues.  The fix is that splash damage is way stronger than it should be.  The scale was supposed to be 0.25 for 25% splash damage and instead it is set as 25 (ie: anything in the vicinity dies).

The other issue is a cosmetic one.  It is possible to dodge splash damage.  But we don't have any dodge animation or tag showing that the unit dodged the splash damage so it just appears to "not work" sometimes.  We have this fixed locally (so you can see the units dodge) but that won't be coming until the next real patch.

I don't have an eta on streaming out the fix for this.  I'll update this thread when its live.

Reply #28 Top

Are juggernauts immune to splash damage, or do they just have very high dodge?  A whole pile of juggernauts attacked my city (and you can be sure it wasn't pretty ;-)) and they didn't seem to do any damage to the juggernauts next to the units being attacked.

Also, is the splash damage done to the units next to the unit attacked, or the units next to the splash damage creature?  I'm pretty sure it's the former, but I'm not 100% sure.

Reply #29 Top

 

Juggernauts are definitly not immune to splash damage.  I've killed a bunch today with damage form others.  Splash damage occurs to all creatures within 1 tile of the unit being attacked.  It doesn't effect the attacker.  It does effect everyone else (enemy or ally).

Reply #30 Top

I think limited the area of splash damage would be benificial too, but thats up to you guys to tweak.. I just dislike the small combat maps >_< especially when you die by standing next to stuff! xD

Sincerely
~ Kongdej

Reply #31 Top

Hey thanks for getting to this when I know you are hard at work on Beta 4.

Reply #32 Top

Quoting Derek, reply 27
 

K, got it fixed here.  I'm going to stream out a fix (ie: you won't need to download a patch or anything, it won't actually change your local files).

 

There are 2 issues.  The fix is that splash damage is way stronger than it should be.  The scale was supposed to be 0.25 for 25% splash damage and instead it is set as 25 (ie: anything in the vicinity dies).

The other issue is a cosmetic one.  It is possible to dodge splash damage.  But we don't have any dodge animation or tag showing that the unit dodged the splash damage so it just appears to "not work" sometimes.  We have this fixed locally (so you can see the units dodge) but that won't be coming until the next real patch.

I don't have an eta on streaming out the fix for this.  I'll update this thread when its live.
End of Derek's quote

 

Thanks a lot!

Reply #33 Top

 

K, we have streamed a fix.

Q: Do I have to download and install something?

Nope, the reason we force people to connect for betas is so that they can get updates like this.  Your game pulls the latest XML data each time it loads.  We have updated that data to fix this issue.

 

Q: Sounds like magic, did you sacrifice a goat to accomplish this?

Ummm.... no.

 

Q: Why don't you do this for all your patches?

Our tech doesn't allow us to stream everything, that would be cool though.

 

Q: Will this fix existing games?

No, games store all their XML data in the save game.  This way that game doesn't become corrupt when XML data is added or removed.  You will have to start a new game for these fixes to take effect.

 

Q: What changed?

The abilities and weapons that gave splash damage are now correctly set.  They were supposed to give 25-50% of the main attack as splash damage.  Instead they gave 25-50 times the main attack as splash damage (that's not good).  I've also reduced the damage on Pillar of Flames.

 

Reply #34 Top

Quoting Derek, reply 33
Q: Sounds like magic, did you sacrifice a goat to accomplish this?

Ummm.... no.
End of Derek's quote
Why not? isnt this why we keep that many goats around? ^_^
PS. love your idea of constant updating through the webs, while it may give some people issues with having to be online all the time it does little to affect me, unless your start (like some games I am having trouble with ATM) to require the same IP adress each time :)

Sincerely
~ Kongdej

Reply #35 Top

Derek didn't say, but while a goat wasn't sacrificed to stream that update, one was definitely overflambe via Pillar of Flames, hence the nerf hammer.