Hello. IIRC this flaw was fixed with Demigod 1.03. However, other bugs are still present. I recommend you visit the UberFix thread for your Demigod antibug needs.
Ptarth
Or go for a compromise, strip it off of the low graphics settings. That way it still is present for medium & high.
It is the dodge thread that I got it from (I was doing some catch up reading). I believe miriyaka has stated the case sufficiently. The number of times this would make a difference is trivial, so if people get outraged over it... well... they should find a hobby. Remember back to the huge inflamed crowds when I first started mucking around with the Poisoned Blood potions? Same thing. Anyway, it's your baby now. On that note, if I haven't said so recently props for keep
Issue: Trebuchet shooting into the fog of war Intended? I don't know. Bug? I don't know. Does it happen that often? Not really. Is it a balance change? Maybe? Is it necessary to reduce lock on issues with the Rook? I'm not sure. I still haven't gotten around to understanding Miriyaka's code. I
I ran a similar test last night and didn't notice a slow down. I guess I should check it out again.
I don't know if you saw my edit, but yes. This happens with the QoT & TB. I think I saw it with Reg, but I'm not sure.
The TB fireball fixed was a simple acceleration change. It won't be something that occurs very often at all. IIRC it only really matters when targets are in an awkward position relative to the TB and the fireball needs a little bit of "ooph" to correct its trajectory. I never checked Miriyaka's reimplementation, but I trust he did it right. After some testing it looks like the Enhanced AI is causing the TB to change targets too quickly. If you watch the animation of the TB it jerks af
[quote who="miriyaka" reply="154" id="2888313"] Re: TB Fire & Ice This is actually the most complicated fix available..., [/quote] Piffle, you've seen some of my "fixes" I can do much more complicated than that. More seriously, I'll take your word on it, I haven't dusted off my bad Demigod/Lua programming skillset in a while. I thought it would have been a simple mod, create level 6 for fireball and frost blast, add them when you get fire and ice, a
Re: TB Fire & Ice I know it is primitive, but why not just create another level of Fireball and Ice Blast with the updated damage. When someone picks the upgrade instead of getting a boost to the spells, they just get the new ranked versions of each. Re: The Forces of X dominate the map I kinda liked the idea of reminder the loses that they are in deep trouble when the winners take back another flag. T
I'm amused that LO is making changes that he argued me out of putting into the QOTLOP mod. ;p Also, I'd suggest reviewing some of the previous QoT topics, a lot of this seems very familiar.
Ancient link to ToL bug There were some other threads, but I didn't see them off the bat.
This bug was one of my major "bugs of interest". It happens for the Rook's Tower of Light and for the Trebuchet. There are several threads on it across the forums. I don't know if it also affects the archer towers. I could never find a way to fix it, the scripting commands that should have done it never worked and are all internal engine commands.
Will groffling proc when there is an absorption effect active? I thought I remembered the proc code coming only after the absorption check.
I vote miriyaka does it.
There wasn't enough testing done on Oculus. This is a balance issue. It may be justified.
IIRC Dead Ball Lightnings spawn minions for both sides, not just for your enemy.
Looking over the patch notes, you mention the Ooze fix. However, IIRC further testing had revealed that while my fix did help things out, it still doesn't prevent it completely. Effects that drop health below the critical level after the test for low life, but before the damage was dealt, can still result in a suicide effect.
Tower So, its been so long I forgot the Tower Issue details. I went back and updated my previous post to be more detailed and modified the mod to be more easily understood. Tower of Light AOE size is affected (DamageRadius). Tower of Light AOE damage is equal to Tower of Light damage. It is not modified by DamageSplash. <l
Tower of Light + Buff Mod I made a mod that changes the Citadel Buff. While it isn't conclusive, it is very suggestive. Load it and watch what happens when the Tower of Light shoots. Buy Tower Upgrade 1. This increases the AOE size to very, very large. Notice that it still does base Tower of Light damage to all enemies in a very large area. Buy Tower Upgrade 2. This kee
Thanks for taking over.
"I also took a look at the code that results in the ROLLOVER DATA ERROR when a neutral flag that your team hasn't seen yet gets captured, and I really don't have any idea why it's doing that, or how to prevent it. Maybe I'll take another look later and hope I see something different." IIRC this was more or less fixed with the last official patch.
Good Morning. I check on things on occasion. Miriyaka has put in a ton of work on this and is mostly responsible for the recent work. He has basically been running things. I've been somewhat disenchanted with the assistance that SD & GPG gave. It is understandable, but still disenchanting. All that being said, any details on Oculus going invisible or the other fixes that aren't quite working correctly? I'm busy and lacking enthusiasm, but if it isn't too bad I'd throw in a
I'm still really busy with things, but I'm somewhat around. MeeleeWeapon.lua does define blueprint damage AOE. See line 22: self.ModdedRadius = bp.DamageRadius or 0 Hedgie has made a lot of balance suggestions in the Uberfix thread that I blew off due to the bugfix only policy. I'd suggest rereading them to refresh yourself to avoid rehashing many things. IIRC LO's interpretation of EdgeEffect comes from TA. That might be what is confusing things. <l
No idea. I looked into the code but couldn't find anything obvious. If you have more details that would help.
The first one I get is: warning: 00:01:35: Error running '/lua/ui/game/gamemain.lua:OnBeat': attempt to use as string a nil value stack traceback: [C]: in function `SetText' ...ck games\demigod\dgdata.zip\lua\ui\game\aiwindow.lua(439): in function `Func'