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Author Warning, 1.13 breaks Divine Might!
Rashkae_
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Joined: 25 Sep 2002
Posted: Wednesday, 30 July 2008 10:43PM
heads up folk, patch 1.13 breaks Divine Might and Epic Divine might,, the damage is now (burst), which as far as I can see, means the extra damage only gets applied to critical hits!

Please tell me I can fix this in a 2da... I really don't feel like re-installing / manual patching tonight

Edited By Rashkae_ on 07/30/08 22:43

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pelhikano
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Joined: 25 Oct 2006
Posted: Wednesday, 30 July 2008 11:03PM
Can confirm, it's true. But I didn't even get the burst damage, it simply does nothing at all. The damage shows in char sheet, but never is actually applied.

Edited By pelhikano on 07/30/08 23:16

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ShadowRaven
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Posted: Wednesday, 30 July 2008 11:23PM
Lovely.
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Rashkae_
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Posted: Wednesday, 30 July 2008 11:36PM
Quote: Posted 07/30/08 23:23 (GMT) by ShadowRaven

Lovely.

Hmm, Minor oopses are inevitable. This is why it's a good idea to always wait a few days and let the suckers,, err, early adopters, find the mistakes and the worst ones will likely have work-arounds posted to the vault.

Though I do find it annoying how Obsidian always tinkers with stuff that never gets mentioned in patch notes, making "find the bug" a game all on it's own.
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Rob McGinnis
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Joined: 02 Nov 2006
Posted: Wednesday, 30 July 2008 11:47PM
After a very quick examination, I'm not seeing anything that changed in the scripts or 2da files that would cause this.

Are you sure this didn't happen in a previous patch?
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Rashkae_
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Posted: Wednesday, 30 July 2008 11:56PM
Absolutely beyond any doubt positive.

*sigh* there goes my fantasy of a quick fix.. oh well, now I have a good excuse to do something worthwhile with the long weekend

Edited By Rashkae_ on 07/30/08 23:57

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Tony K
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Posted: Wednesday, 30 July 2008 11:58PM
EffectDamageIncrease had an extra parameter added to it for 1.13 and is used by Divine Might. This may be related to the problem but I don’t know how since the extra parameter is to specify a racial type for the damage increase.
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BrianMeyer
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Posted: Thursday, 31 July 2008 12:01AM
I'm about to patch, so i can test if it's working in 1.12 before i upgrade. It is very likely it has been broken for a while though, when the character sheet says the correct thing, it's very hard to notice it is not working, and it's only when a patch happens that people notice issues.
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Rashkae_
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Posted: Thursday, 31 July 2008 12:03AM
Quote: Posted 07/31/08 00:01 (GMT) by BrianMeyer

I'm about to patch, so i can test if it's working in 1.12 before i upgrade. It is very likely it has been broken for a while though, when the character sheet says the correct thing, it's very hard to notice it is not working, and it's only when a patch happens that people notice issues.

Dude, I've been playing every night the past 10 days with a divine might character,, I assure you, it was working just fine as of 1.12

And umm, when you build a character around the feat, it's really not hard to notice at all if its' not working.. (Hey, why am I hitting for 13 pts damage indead of 40?)

Edited By Rashkae_ on 07/31/08 00:07

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Countless
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From: The USA
Posted: Thursday, 31 July 2008 12:04AM
Quote: Posted 07/30/08 23:36 (GMT) by Rashkae_

Hmm, Minor oopses are inevitable. This is why it's a good idea to always wait a few days and let the suckers,, err, early adopters, find the mistakes and the worst ones will likely have work-arounds posted to the vault.

Though I do find it annoying how Obsidian always tinkers with stuff that never gets mentioned in patch notes, making "find the bug" a game all on it's own.

It's a sad state of affairs when people who trust the autopatcher can be described as "suckers", and someone can state with absolute confidence that the patch notes are incomplete.

Quote: Posted 07/30/08 23:47 (GMT) by Rob McGinnis

After a very quick examination, I'm not seeing anything that changed in the scripts or 2da files that would cause this.

Are you sure this didn't happen in a previous patch?

Divine Might works perfectly fine at 1.12.1295 English. Given how many people rely on it, you would have been seeing a lot of complaints if it weren't working before now. If there's nothing in the 2das or scripts, this is reminding me of how all vs. alignment damage got changed to Magical for some reason. Someone needs to test other scripts that apply bonus damage to see if they're broken too.
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Edited By Countless on 07/31/08 00:07

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Rashkae_
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Posted: Thursday, 31 July 2008 12:10AM
Quote: Posted 07/31/08 00:04 (GMT) by Countless


It's a sad state of affairs when people who trust the autopatcher can be described as "suckers", and someone can state with absolute confidence that the patch notes are incomplete.

Even though my ire tonight is at Obsidian, by no means is this phenomenon in any way restricted to them.. Windows Updates, Linux Updates, Ubuntu version upgrades, mutual fund trading software... it's always the same story, the first in line to update are the first in line to find new bugs.
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pelhikano
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Posted: Thursday, 31 July 2008 12:10AM
From what I've seen on PWs Divine Might used to work just fine in the previous patch.

In more positive news, I could swear the engine has a better framerate with the newest patch, just from feel it seems a bit more fluid and less stuttery in large outside maps.
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Kaedrin
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Posted: Thursday, 31 July 2008 12:26AM
EffectDamageIncrease in 1.13 is adding the damage as burst damage. This is for *all* such uses (I just checked with a new effect and tried the divine, cold, magic, and fire damage types) which means any ability that boosts damage is now burst only.

Edit: It works correctly if you add the new Parameter as 0. Since the default is -1, it thinks it should be burst. The workaround is to find/replace the use of EffectDamageIncrease(x, y) with EffectDamageIncrease(x, y, 0)
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Edited By Kaedrin on 07/31/08 00:33

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Rob McGinnis
Assistant Producer


Joined: 02 Nov 2006
Posted: Thursday, 31 July 2008 12:31AM
Just popped in to say we found a couple things.. but you already found it .

So far, we probably won't do a hot fix for this, but we may send out a fix to be placed in your overrides. I'll let you know more as we discuss it.
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Rob McGinnis
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Posted: Thursday, 31 July 2008 12:41AM
Change to what I last said: The issue is code side so we will need to do a hot fix. However, it will not be out until next week. For those that are so inclined, please continue posting feedback here so we can catch any other big issues to include in the hot fix.
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