Demigod v1.3 Update

Gas Powered Games and Stardock are excited to release the v1.3 update for the popular real-time tactical strategy game, Demigod.  This update includes a host of fixes and improvements.

Fixes:

  • Abilities while moving fix: Demigod movement has been re-architected to resume attacking previous targets after using abilities. This fixes multiple problems with triggering Demigod abilities while moving.The following exceptions and modifications are by design:
  • Direct targeted abilities, where it makes sense, will cause the Demigod to switch targets (like Warp Strike and Pounce). This will also set the old target variable so if they use a further ability they will go back to attacking their new target.
  • Escape abilities (like Warp Scroll and Bat Swarm) will not re-engage the old target and will actually clear the old target so using another ability will not cause you to re-engage.
  • Giving a move order will clear your old target. So, giving a move order and then casting Warp Area will cause DA to attack whatever he ends up closest to.
  • Fix for ranged units stopping short when ordered to attack structures.
  • Fix for summoned minions not starting at max health when the player has +minion health items.
  • Fix for Oculus' Ball Lightning spawning in invalid locations.
  • Unclean Beast's Plague ability will no longer overwrite Post Mortem.
  • Wings of the Seraphim will no longer be removed when healed.
  • -Heart of Life effects will no longer be removed when healed.
  • Fix for obscure Russian-translated map domination crash. Thank you, Ptarth, for helping to point the way on that.

Improvements:

  • Achievement and Single Player tournament screen Demigod lists now have scrollbars.
  • Oculus’ Ball Lightning will now benefit from standard minion HitPoint Buffs.

Demigod customers can update to v1.3 via Impulse.

364,787 views 104 replies
Reply #2 Top

:beer:  Nice, thank you for continued support.

Reply #3 Top

Some questions though:

Does anyone know if Occ's brain storm was corrected to wipe out negative effects?

Does this mean, as oak, when i cast pent will i AA the opposing demi instead of random creeps?

Does this mean when Cloak is used the demi won't turn 180 degrees and start walking back into the fight?

 

Reply #5 Top

thank you , I hope more will be coming :)

Reply #6 Top

Quoting OMG_Jongalt26, reply 3
Some questions though:

Does anyone know if Occ's brain storm was corrected to wipe out negative effects?

Does this mean, as oak, when i cast pent will i AA the opposing demi instead of random creeps?

Does this mean when Cloak is used the demi won't turn 180 degrees and start walking back into the fight?

 

it wasn't (but still continues to do so with the lvl 15 ability)

Yes.

Yes.

Reply #7 Top

Thanks!

Reply #10 Top

well 2 out of 3 is good ! :)

Reply #11 Top

FLooCH: If you're having trouble downloading the update, please do the following within Impulse:

-Click the blue menu button in the upper left
-Choose 'Preferences...'
-Click the 'Reset Data' button
-Close impulse and relaunch it. You may notice a long update time, which is normal as it is rebuilding the deleted info.

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Reply #12 Top

Awesome!
Will there be more patches coming down the road?

 

Thanks for the Patch

Reply #13 Top

hey - can't check stats yet.  Did we see a stat reset as well?  I think there's been a reset every time we incremented dg version (1.1,1.2,etc).  Did this happen or will it happen?

Reply #16 Top

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Reply #17 Top

What about the bugged tower damage citadel upgrade? Does it actually increase by 10% now?

I appreciate the patch btw. It's good to see that Demigod hasn't been forgotten.

Reply #19 Top

now finally I can go minion build without fear of tb rape!

Reply #20 Top

The patch notes describe everything that was changed in the lua. There weren't any hidden updates this time that I noticed. If Sorian made any additional changes they are in the executable and not easily visible.

If I'm not mistaken, Electrocution is half fixed. They changed the buff multiplier to -1 which is mostly correct. However, it doesn't eliminate regeneration, what it does is adds a -100% modifier to regen. Normally this works as expected, however when a demigod has a +% multiplier to Energyregen or Regen (i.e, BattleCrown, Plate Visor, etc) the multipliers are added together. So if the BattleCrown granting +70% mana regeneration and the Electrocution defbuff were on the same Demigod, total Energyregen would be 70%, not 0%.

The version check in the Log is still out of date, however now it gives 9 error log messages instead of just 1.

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Reply #21 Top

The patch notes describe everything that was changed in the lua. There weren't any hidden updates this time that I noticed. If Sorian made any additional changes they are in the executable and not easily visible.

making me give you karma again, eh.  So be it.  Thanks for checking into it. 

Reply #22 Top

Quoting Ptarth, reply 20
The patch notes describe everything that was changed in the lua. There weren't any hidden updates this time that I noticed. If Sorian made any additional changes they are in the executable and not easily visible.

If I'm not mistaken, Electrocution is half fixed. They changed the buff multiplier to -1 which is mostly correct. However, it doesn't eliminate regeneration, what it does is adds a -100% modifier to regen.

Why would they do that lol.. couldn't you just multiply the regen values by 0 and be done with it?

Reply #23 Top

Stat's weren't reset. 

Reply #24 Top

Quoting OMG_Splitshadow, reply 22

Quoting Ptarth, reply 20The patch notes describe everything that was changed in the lua. There weren't any hidden updates this time that I noticed. If Sorian made any additional changes they are in the executable and not easily visible.

If I'm not mistaken, Electrocution is half fixed. They changed the buff multiplier to -1 which is mostly correct. However, it doesn't eliminate regeneration, what it does is adds a -100% modifier to regen.


Why would they do that lol.. couldn't you just multiply the regen values by 0 and be done with it?

Actually, not exactly.

So, consider this. You have the following buffs from three different items.

  • 100% mana regeneration
  • 50% mana regeneration
  • 50 % mana regeneration

How much mana regeneration should you have total?

Well, there are a couple of ways to do it.

  • You could multiply everything together.
    • Mana regeneration * 100% * 50% * 50%.
    • End result: 25% mana regeneration.
  • You could convert to additional mana increases
    • Mana regeneration * (100% + 100%) * (100% + 50%) * (100% + 50%)
    • End result: 450% mana regeneration.
  • You can add the multipliers
    • Mana regeneration * (100% + 100% +50% + 50%)
    • End result: 200% mana regeneration

The method that GPG chose was option C. Which corresponds to ones general idea. The problem was that to implement no regeneration, the first method was just set the multiplier to 0 (as Splitshadow suggests). That would work in Option A, but not the others. The current method is to set regeneration to -100%, which almost, but doesn't quite do what is desired. It does work for health because there are not +% health regeneration items. But it doesn't work for mana, because there are +% mana regeneration.

To solve the problem in the UberFix I added a new function called Set, in addition to the previously existing functions add and multiply. If Set is used, it sets the buff value to Set value after all other modifiers are applied.