Patch 1.01 Patchnotes

Demigod v1.01
--------------------------------
- 1.01 update
- Added underlying code to attempt to rehost when players quit
- New automated handling of in game disconnects.
- Optimized upstream bandwidth to reduce load. This should help most on 128-Kbs conections.
- Connection refresh updates on player creation
- Changed disconnect back to 30 seconds.
- Single player games are now single player. Previously they were passing in the flag to be lan games.
- Bug fix for launching a game before it was ready when removing automatch players
- Disconnect dialog is no longer modal. It now allows player to access the menus and chat while it is showing.
- Modified exe version checking code so that both players need to use the /allowmismatch cmd line param in order to have mismatched exes play together.
- Fixed chat history and announcement text overlays interference with mouse clicks.
- Updated overlay text for localized versions
- Removed the Exit to Windows option in MP games. You have to quit the game first.
- Switched order of data calls after hosting.
- Teleportation effect failure handling.
- AI Players display AI instead of ping 0
- AI
1. Adjustments to caution and hazard detection and avoidance.
2. Adjusted health level flee percentage.
3. Demigods do not use minions when fleeing, may summon minions in combat.
4. Improved teleportation
5. Increased Demigod planning frequency
6. Improved item usage when endangered.
7. Tower tag improved.

And last but NOT least:..

- Moving targets in Ability task now properly handled (the famous 'Sedna bug'). A special thank you to bman654 for going beyond the call of duty and isolating the portions of script that were being problematic. Cleanup of this area of script.

19,270 views 28 replies
Reply #4 Top

Is the concede option in?

Reply #6 Top

Good stuff. Now we need some of the items and skills to be "use on the run", like Wand of Speed and Ooze.

 

Ben

Reply #7 Top

Concede should be in 1.1. And no, that doesn't mean there will be 99 more patches until 1.1 :P

Reply #8 Top

Looks like smart proxies isn't included unfortunately (or at least I'm still getting 400ping using them in EU).

Reply #9 Top

What does the Adjusted Health percentage mean?

Reply #10 Top

Awesome patch. Now the game can creeze at a random time :P. Everyone can still chat and use the menu, but trying to leave gets you nowhere. You need to manually shut the game down from windows.

And AI players are still 0 ping, nowhere does it read "AI".

Reply #11 Top

Quoting DrSlotch, reply 9
What does the Adjusted Health percentage mean?

Pretty much means computers will run when they have a more appropirate amount of life left.

- AI
1. Adjustments to caution and hazard detection and avoidance.
2. Adjusted health level flee percentage.
3. Demigods do not use minions when fleeing, may summon minions in combat.
4. Improved teleportation
5. Increased Demigod planning frequency
6. Improved item usage when endangered.
7. Tower tag improved.

 

All those are AI improvments.

Reply #12 Top

Darnit. Before the patch i had no troubles connecting to a skirmish game. Now i either cannot connect to the NAT or when i do connect i am stuck in the Level display screen. Anyone else having this problem now?

Reply #13 Top

the AI is still dump in multiplayer :x i was shooting as reg on an oak. he was capping a flag and didnt move. i killed him and he stood there for 10 sekonds...

Reply #14 Top

You get gold for assists now, when dead.

Reply #15 Top

You get gold for assists now, when dead.

That is bogus.

Reply #16 Top

Quoting InfiniteVengeance, reply 15

You get gold for assists now, when dead.


That is bogus.

Not sure how you are seeing this happen. I just ran a couple simple tests to confirm this, and couldn't get it to happen. If this does happen, it was not an intentional change, and we need some solid repro steps to isolate it. I want to believe you but, it isn't as simple as shoot+die=profit.

- Servo

Reply #17 Top

Not sure how you are seeing this happen. I just ran a couple simple tests to confirm this, and couldn't get it to happen. If this does happen, it was not an intentional change, and we need some solid repro steps to isolate it. I want to believe you but, it isn't as simple as shoot+die=profit.

- Servo

Oh you didn't actually make that change.  That's good.

Reply #18 Top

Quoting GPG-Servo, reply 16

Not sure how you are seeing this happen. I just ran a couple simple tests to confirm this, and couldn't get it to happen. If this does happen, it was not an intentional change, and we need some solid repro steps to isolate it. I want to believe you but, it isn't as simple as shoot+die=profit.

- Servo

 

http://www.gamereplays.org/demigod/replays.php?game=51&tab=upcoming&show=download&&id=83093

 

- Oak[1] hits Erebus[2].

- Oak[1] dies to Oak[2]/Erebus[2].

- Tower[1] kills Erebus[2].

- Oak[1] gets assist gold (while dead).

 

 

 

Reply #19 Top

Quoting GPG-Servo, reply 16



Quoting InfiniteVengeance,
reply 15

You get gold for assists now, when dead.


That is bogus.



Not sure how you are seeing this happen. I just ran a couple simple tests to confirm this, and couldn't get it to happen. If this does happen, it was not an intentional change, and we need some solid repro steps to isolate it. I want to believe you but, it isn't as simple as shoot+die=profit.

- Servo

 

actually I thought I saw this happen last night before the patch.

From what I could tell, it happened because the enemy died due to a skill I launched before I died.  ie I was a tower rook and one of my towers helped kill the DG after I died.  Could this be the case?  Or was I just drawing an incorrect conclusion?

Reply #20 Top

Well if you go to the menu in a 1v1 game vs the AI the game actually pauses so that's v. good for me as a newb....

 

Reply #21 Top

- Oak[1] hits Erebus[2].

- Oak[1] dies to Oak[2]/Erebus[2].

- Tower[1] kills Erebus[2].

- Oak[1] gets assist gold (while dead).

Well played, sir. I will be checking this out. I suspect this could occur before the patch, we *shouldn't* have touched anything related to assist rewards, but sometimes you jiggle the kitchen sink and the hallway lamp flickers, so who knows...

- Servo

Reply #22 Top

Quoting InfiniteVengeance, reply 15

You get gold for assists now, when dead.
That is bogus.

 

How? Seems reasonable to me because often times the death can be like .1 seconds later. What if it was YOUR tower or mine(e.g. rook, regulus)

 

Reply #23 Top

Also sedna just STOPS sometimes when using her 1 attack. It's really lame. Not sure if this bug is old or new.

 

Reply #24 Top

Quoting ntropy, reply 18


http://www.gamereplays.org/demigod/replays.php?game=51&tab=upcoming&show=download&&id=83093
 

How the hell did you manage to stay in your lane for that whole thing? The healer minions must be amazing 0_0

/hasn't gotten around to playing oak yet

Reply #25 Top

 

What do you mean "back to 30 seconds."  Every game I have played on the previous patch disconnected a player after a total lag time of 30 seconds.

 

Which brings me to this point: with this patch, if I am the one lagging, I get dropped out of game before 30 seconds on the disconnect dialog (including verified by the people I was playing with).  Thus far I have been dropped after 10 seconds and 21 seconds (two different games).

 

Needless to say, after having played a bunch of good games on the previous patch, I am a bit annoyed =[  I know time warner is most likely the culprit for the intermittent lag in the first place, but getting dropped out of game before the supposed 30 seconds is very annoying.

 

Also, the 30 seconds should reset to 0 after awhile if a player has not lagged in awhile.  Say a player's connection has stayed stable for the past 10 minutes and then suddenly he hits a spike - it does not make sense to have his timeout counter continue from where it was last time.

 

Do something like for every 3 seconds in game without the timeout counter going up, the time out counter gets decremented by a second, to a minimum of 0.  So after 90 seconds of being back in game stable, a person's counter is back at 0.  Or whatever ratio, but seriously...

 

Also, you need to allow access to the f10 menu while the map is loading.  Mainly for when you get the "Waiting for other players" dialog and...cannot do anything.