More fixes to minions hiding in death (dd to be specific) (in Changelog)

QBRanger October 29 2011 1:30 PM EDT

QBRanger October 29 2011 1:33 PM EDT

Description of problem

In the last round of missile his minion phantom uses his last PL and should "die" or not "die" due to his TSA. But still should not my CoC fire on that minion as it is not techincally dead due to the TSA.

The CoC that round does not attack that minion, it being covered in death.

The first round of melee, that minion is alive again and uses some PL and again the CoC does not hit it.

Only the 2nd round of melee does the CoC kill that minion as it cannot hide in death due to my archer not firing his bow that round.

Quyen October 29 2011 1:38 PM EDT

lol, theres a windows next to the firefox.

QBRanger October 29 2011 1:43 PM EDT


This is a big problem for AoE spells as in other battles, when the last minion is supposed to be the only one alive, it cuts the damage to that minion as if there were 2 minions alive.

So in my CoC, instead of doing over 5M damage, I only do 1.5-2M since the program still thinks the other minion is alive and yet my CoC does not attack it.

Adios Muchachos October 29 2011 3:55 PM EDT

Q, its a double monitor setup... probably very similar to mine

Quyen October 29 2011 3:57 PM EDT

yeah, he send me a pm about it..

Admindudemus [jabberwocky] October 29 2011 4:20 PM EDT

please post any other relevant info in the original changelog to make it easier on ns!

AdminNightStrike November 5 2011 6:06 PM EDT

Yeah, PL blows in this regard.

AdminNightStrike November 5 2011 6:09 PM EDT

Actually, this issue is a little different than the one I mentioned in the CL. This issue is related to the fact that DD targets differently than weapons do. In the change, I addressed weapon targeting. Maybe I can do the same for magical targeting.

Also, why is this thread closed?

AdminNightStrike November 5 2011 6:10 PM EDT

Fixed... some admin locked it for some reason. Mistake?

Admindudemus [jabberwocky] November 5 2011 6:11 PM EDT

see my post directly above yours! ; )

AdminNemesia [Demonic Serenity] November 5 2011 6:11 PM EDT

No, it auto locked due to the time the thread was opened.

AdminNemesia [Demonic Serenity] November 5 2011 6:12 PM EDT

NVM lol.

Admindudemus [jabberwocky] November 5 2011 6:12 PM EDT

i had closed it, the changelog i sent people to has now closed due to the auto-close feature though. maybe we can just make this a new changelog soon! ; )

AdminNightStrike November 5 2011 6:30 PM EDT

Looks like I was right... dd targets are GREATLY simplified:

proc valid_dd_target {id} {
global minions
return [expr $minions(hp$id) > 0 || [info exists minions(va$id)]]

That's kind of ghetto compared to the advanced thinking that goes into the physical attack targets.

Now of course the astute observer might be wondering why in the world we have different methods for different attack types, and why we don't reuse the code.

Welcome to my world :(

Nevertheless, a fix is coming. Note however that this is as I mentioned a very different problem than what I flagged in my CL -- PL minions still get a to trick out CB.

AdminTitan November 5 2011 6:31 PM EDT

Now of course the astute observer might be wondering why in the world we have different methods for different attack types, and why we don't reuse the code.

Welcome to my world :(

Thanks for the chuckle NS.

AdminNightStrike November 5 2011 6:38 PM EDT

Change is live. Try it out. You can now whack hidden minions with DD the same as with weaponry (and with the same PL limitations described in the CL).

Thanks for the testing, Ranger.

AdminNightStrike November 5 2011 6:38 PM EDT

Once this is all fixed, dude/Titan/anyone, can you move this to CL and/or make a new CL and/or edit the old CL to include a link to the new one?

QBRanger November 5 2011 6:48 PM EDT

I fought a few battles and it does seem fixed.

Can others test this as well?

Thanks NS.

AdminTitan November 5 2011 6:55 PM EDT

I think I do to much damage.

Admindudemus [jabberwocky] November 5 2011 7:01 PM EDT

moved, going to update title but then i gotta jet for a few hours if someone else can make the linkies!

thanks ns! ; )

Admindudemus [jabberwocky] November 5 2011 10:14 PM EDT

linked the older changelog to this one as well.

AdminNemesia [Demonic Serenity] November 5 2011 11:48 PM EDT

Explosive shot has the same problem with the spread damage part. It doesn't hit with the explosion and the minion revives.

Quyen November 6 2011 7:48 AM EST

yeah, i noticed that when i attack dungeon party, his warrior revives somehow ._.

AdminNightStrike November 6 2011 8:59 AM EST

Ok, I think I fixed explosive shot (and by extension, some old code that handles seeker ammo, as well as Ax/Ex "poison").

AdminNightStrike November 6 2011 9:01 AM EST

Incidentally, I noticed that there's a LOT of areas that base calculations on minions that are alive at the moment, as opposed to those who were alive at the start of the round. I always knew that CB was inconsistent in this way, but I didn't realize how far widespread the inconsistencies stretched. It would certainly be interesting to see the effects of never changing targets until the next round.
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