New patches are always so exciting. I can't wait to see the changes to the lua. I'm really curious how some of these were implemented, either in the lua or in the engine. I also add my vote to be happy about the patches. However, given my interest in the lua, I'm going to make some comments and observations about them. Again, I'm really excited about this patch so please don't use me as an excuse to start flaming. I'm also hoping I can increase modding interest in Demigod since
Ptarth
The issue is pretty common. Here are some links to similar threads. Do a forum search next time you'll get your answer faster and with less soap boxes. http://forums.demigodthegame.com/373762 http://forums.demigodthegame.com/370466 http://forums.demigodthegame.com/369625 http://forums.demigodthegame.com/369584 Solutions that have worked: run C:\Program Files\Stardock Games\Demigod\dem_loc_upd
Yeah. I'm guessing the comment was from a previous version of the ability or was just typed wrong in the first place. There are a bunch of comment errors like this throughout the code.
Short version: Healing Wind 1 doesn't buff priests. Only Healing Wind 2 does. Long version First, here is the code for Healing Wind from Sedna's files. [code="c++"] ################################################################################################################# # Healing Wind I #############################################################
Check your Demigod Log to see what is happening. You can also send your problem to [email protected] to see what they say.
Re: Tower Attacks As hedgie briefly discusses above, towers of light currently have an AOE of 2 with 100% damage. If you get the tower damage upgrade the AOE increases to 3 but damage decreases to 10% (primary target still takes full damage). Arrow towers, Forts, and citadels also increase AOE size by 1, and AOE damage is 10%. Do you think that Tower of Light AOE damage is a bug and should not be present? Theref
RE: LO If you are willing, I'd like to get your help to create a number of QoT Balance mods. I think there are lots of different ways to go with it, so variety is (in my opinion) the way to go. RE: LO RE: Compost You are mostly correct. The one caveat I have to add is that she would not gain the additional health from the Compost Boost. It would only increase her maxhealth, not he
This suspense in awaiting information about the 1.3 patch is not good for my health. *sniff* *sniff*
So one of the arguments proposed by LO (and others most likely) is that I'm making too drastic of changes. I'm willing to entertain this idea, so instead of my overly complicated versions, how about something a little simpler. Compost Each level of compost adds 500 maxhealth, 10 health regen, and 5 mana regen to the queen. It also adds 125 maxhealth and 2 health regen to shamblers. With the six levels of compost, this would max out
So, with the new patch being in QA, I've shelved the Uberfix for a while and am returning to previous projects, like this one. I'm going to try to finish up things. The previous post still stands as an accurate state of affairs for the mod. Two additional things:I Remove the damage delay from Mulch. Replace Tribute with the Ancient Shambler. I've got a demo version of him in another thread in the modding section. If anyone wants to suggest fu
Mulch Explosion delay being 2 seconds is most likely a typo. I'd suggest putting at a value that makes sense given the animation and not using it as a balance feature. So, I'm currently not working on the Uberfix because I don't know what GPG/SD has done (nor is anyone giving me any early information about it *sniff* *sniff*). I've been digging out older unfinished projects and my QoT Improvement mod is the one I'm working on now. Anyone interested in helping out with ideas there? I g
So far the community hasn't been able to do much with creating new units. There are extreme limitations to our ability to create new content because of the necessity to use Granny for models and animations, the lack of non-ingame tools (Effects creator, Mesh Display, etc), and the lack of documentation (most of the SC information kinda works). To my knowledge, the following projects have been successful in creating new content. mrappard created Blackulus, a modded version of Re
One of the game types (Slaughter?) the winning team is determined by kill count. Should the Lord Erebus be allowed to farm his own teammates for points? If not, this needs to be reflected in your resolution. Edit: Fixed game name. Thanks hedgie.
Yay. Any chance you can be more specific about when next week?
Happy Birthday, kryo.
Death potions are random. There is a list of droppable items that is updated based on level (and if you have Poisoned Blood). The game picks one at random. Priest healing speed is not effected by attack speed. Currency upgrades are constant, they are not dependent upon the number of gold mines you control.
Unpurchased skills also have tooltips defined. If you scroll to the bottom of the ability blueprint file you'll find the unpurchased version. You'll need to change the tool-tips defined there as well.
Current Progress: Monks stuck in citadels So, I've been toying around with the monks getting stuck in citadels glitch. I think I have some things that may reduce or prevent it from occuring. The problem is that it does change how monks move. If I post a test patch is there someone out there with extensive monk observation skills who can tell me how much differently they behavior. I'm trying to keep this from being a balance change instead of a bugfix.
They send it to me. Part of the deal with the UberFix is that I get all of the mana that is drained by the Gauntlets of Despair. That's one of the reason hedgie is so upset about it. He wants a cut of the action, but he isn't tall enough, so he doesn't get any. It just removes the mana, no one gets it.
Gauntlets of Despair Tooltip: 15% chance to drain 300 mana from target. Actual effects: 8% Attack speed buff (Shows up as 7%, not sure why, I'm assuming it is just rounding) +350 Max Energy 15% chance for a melee attack to drain 300 mana from target. 10% change for a ranged attack to drain 300 mana from target. Mana drained is not given to the wielder of the Gauntlets of Despair. Drain means the ta
[quote who="Spooky__" reply="34" id="2615282"] If a poisoned blood potion kills an ally, we have the address the following questisons: 1. Who gets credit? 2. Who gets gold? 3. Who gets experience? 4. Who gets a kill?Well, either no one, or an enemy gets an Assist, if he damaged the Demigod sufficiently who died through a Poisoned Blood Potion from an ally.[/quote] And that sounds like a lot of work to be done in editing all of the death and awarding
If a poisoned blood potion kills an ally, we have the address the following questisons: Who gets credit? Who gets gold? Who gets experience? Who gets a kill?
[quote who="Spooky__" reply="28" id="2615019"] I meant, that the item, as an entity in the game, within the game's mechanic and logic, is independent. This is even mirrored in the way GPG chose to fix the Health/Mana drop-and-pick-up exploit.[/quote] There is at least one counter case: Poisoned Blood Potions store who dropped them. This is necessary to give credit to the Lord Erebus who dropped the potion, for experience, gold, and the onscreen death message. Let
re: Spooky__ post #6 & post #26 [quote]Re:Spooky post #6 I believe the confusion lies within a semantic problem with LO and I. However, to my recollection death potions are available to your allies for a few seconds before they are available to your enemies. What do you mean by LO and I?[/quote] So, it was take
Play a quick game against the AI while logged into multiplay.