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Mods that fix core game errors

Discussion in 'Modding' started by dbaumgart, Aug 7, 2012.

  1. dbaumgart

    dbaumgart Art Director Staff Member

    ... Do you have them?

    I've seen at least one person passing around scripting fixes that I wish someone had told me about so I could fix them in the core game. I mean heck, if you've already done the work and if you're okay with us stealing your xml, I'd like to roll any relevant modder-made fixes back into the game.

    (Note - This does not include major overhauls or new features, just fixes! Or, I suppose, obviously required rebalances that don't introduce new complexity could be acceptable.)
     
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  2. shaken

    shaken Member

    There are a couple fixes that I've done to my XMLs that I can remember off the top of my head. Not at my home computer so I can't upload the XMLs themselves.

    They are both for Egyptian Magic:

    When you cast Call of the Nile and you have the Glyph of the Eye of Ra up, you don't correctly get the The Unconquered Sun buff, because the requirespellbyname field says "Glyph of Eye of Ra" instead of "Glyph of the Eye of Ra".

    And, Glyph of the Asp isn't correctly applying the on-attack spell associated with it because the requirespellbyname field says "Glyph of the Sandstorm" instead of "Glyph of the Asp".
     
  3. dbaumgart

    dbaumgart Art Director Staff Member

    Thanks, fixed!

    (Yeah, the xml isn't required if I get a good description like this. It may actually be better just to tell me what's wrong as I'll have to diff the xml anyway due to all the new changes going in.)
     
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  4. Null

    Null Will Mod for Digglebucks

    Helm of Threepwood needs to have <artifact quality="1"/> (or a higher number, but at least 1) added to it to fix the kronging problems.

    Radiant Aura and Mage's Mana Maille should get stacksize="1" added to their buff tags (allowstacking might not be working because of the case though)

    The Lucky Find spell has Platinum Ring in the spawnitemfromlist which doesn't exist.

    (Someone else's fix here)
    http://community.gaslampgames.com/threads/the-sensible-swiss-defensive-stance.4128/
     
  5. After absolutely steamrolling everything with Communism (pop one level, forget about it - any damage you take is irrelevant for the first 2-3 floors) - I've starting mucking around with no passive :life::life_regen: , and leaving the active otherwise intact (or keeping the buffs, but lowering duration on the active), but the end result was that I ended up with an ability that wasn't very satisfying. Kanadian healthcare is one of the most awesome things about Communism, and a watered down version of it just didn't feel right. I got the best results from reshuffling the levels around, leaving the stats on Kanadian healthcare intact, but instead moving it higher up the food chain so you can't just cheese the early game with the one level.
    While i was at it, I also started playing around with the idea of moving guerilla to a higher tier, pretty much for the same reason as healthcare (too good for what it does, but a watered down version just doesn't feel right). On a side note, level 0 Communism with the hammer and sickle it gives for free, is already pretty damned good, even without anything, esp. when you pick dual wield with it.

    The final reworked version i was going to propose in Essence's rebalance thread would have been something along the lines of a watered down General Winter for tier 0, a watered down Iron curtain for tier 1, Guerilla, as is for tier 2, Dialectical for tier 3, and Healthcare, as is, for tier 4 (everything else, as is). The general idea being that you still get to have the awesome skills, but you need to make a more significant level investment to get them.
    It's not much in the way of coding, really, so I never intended to make a mod out of this or anything. Just something i house-fixed in until communism gets rebalanced proper.
    Take it or leave it. Cheers.
     
  6. Null

    Null Will Mod for Digglebucks

    I've uploaded a version of the promethean magic spells that should include On Fire. Unfortunately there's no way to prevent the dot part of the spell stacking so the mines (besides Gogs) don't trigger burning Or else they'd end up dealing obscene amounts of damage to enemies without :resist_conflagratory:. It may need to be nerfed a bit though.
     

    Attached Files:

  7. shaken

    shaken Member

    dbaum can correct me if I'm wrong, but I think he's looking for bug fixes through XML changes, not balance changes. Good info nonetheless, just the wrong spot for it, I think.
     
  8. dbaumgart

    dbaumgart Art Director Staff Member

    @AllurlewtsRbelongtome @shaken
    The commentary on the Communist skill is ... very interesting, but I'm probably not going to jump into major skill overhauls just yet. Little things first! (I have, however, slightly reduced the strength of the healing skill and made it give a chance to give a Communist debuff.)

    @Null
    Thanks! Fixed all of 'em in the first post, about to take a look through your Promethean sml.
    And jeez, I didn't even realize Threepwood was missing the quality tag.
     
  9. joe bones

    joe bones Member

  10. Yeah, i figured as much. Oh well, I felt like pointing it out, and here seemed to be a good place. I'll stick with my home-fixed version for now, i guess.

    Edit: I picked up a few notes on balancing from Morello's patch preview section for league of legends. It's good stuff, because they actually explain some of their thought processes behind balancing. "Dropping the numbers any further would be not very satisfying, so instead, we kept it the same and increased the cost. I.e. you still get to have the cool item, but you have to pay for what it's worth" was the reasoning behind a recent rework to Hextech Revolver and Will of the Ancients. LoL puts those out every two weeks or so, might be worth your time to look into it.
     
  11. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    David, these aren't exactly bug fixes, but they are minor tweaks to the UI. They're at least a good indication of which bits of the current UI are causing trouble for people:

    Cleaner Minimap: This mod tweaks the minimap icons to make the map easier to navigate. It predates YHTNTEP, so some of this is obsolete, but there's a few bits of it that would still be wonderful if they were implemented. In particular, Teleporters are smaller, and Quest Monsters shrink down to a single pixel when they die, so that neither obscures nearly as much of the minimap.

    Cleaner Mini-Map

    Black Paper: This thread has Glazed's black paper background that makes it easier to read your damage stats when they're overflowing. Without it, I can never figure out how much slashing I'm doing.

    Black Stat Extenders - Minor UI Graphics Mod

    Darker Krong Output: A little further down in that same thread, LionsDen posted a mod that darkens the Krong results display so it's easier to read what boosts or penalties the fickle smithing god has bestowed upon your equipment.

    Krong Display Mod
     
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  12. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I think the Dwarven Wifflemaul needs it too.
     
  13. dbaumgart

    dbaumgart Art Director Staff Member

    @joe bones
    Thanks for pointing it out. I'm horrified at how broken some stuff was -- but it's fixed for the next patch, happily.

    @Bergstrom
    Ah, some nice suggestions; thanks!
    I've darkened the resistance and damage UI widgets as well as the Krong. Still need to do the minimap icon pass - interesting assigning different size depending on importance. In retrospect, the teleport pads obviously get in the way and dead quest monsters are obviously not very important pieces of information.

    @FaxCelestis
    Wifflemaul seems to have it.
     
  14. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Well, dead quest monsters do disappear when their corpse decays. Honestly telepads could probably get away with being moved to the back of the z-alignment list. Empty bookshelves are ridiculously superfluous information though (unless there's a spell hidden somewhere that lets me recharge a bookshelf).
     
  15. Ruigi

    Ruigi Will Mod for Digglebucks

  16. Turbo164

    Turbo164 Member

    I'd love to see Vending Machines on the minimap when you get a chance :) My desk tends to have a pile of notes "Squid Bolt in floor 2 northwest room to the right of the the Lutefisk room" etc that don't get removed til I get the money a few floors further.

    Edit: and also in regards to Threepwood/Wifflemaul/etc, I'm just starting to read about how to mod myself; but I have noticed ingame that any time the Plague Doctor mask spawns on an artifact island or is given by a Lutefisk shrine (presumedly same for zoos/quests/krongs, have only seen the first two tho), it never has any bonus stats and gives 0 xp when museum'd. Is that the same issue?