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pmp's Issues

Demon leader aura heals Ashley

The aura that improves recovery and attack speed of demons also applies to Ashley, which turns Ashley into an undefeatable tank and since Ashley is the preferred target when issuing an area attack order, demons with Ashley have all the time in the world to just pick off the peons that attack Ashley and if she is ever at low health, they can just park her in the base and wait for her to be healed to 100% again.

Hosting with 8 players+ results in crash on Linux

Hey there, love the mod you did a great job.
I don't know if this is caused by the mod or by the linux version of DotA, but whenever I host a lobby of 8 or more players, it works for a few seconds, but when one of my peons attacks an enemy barricade (which may be entirely unrelated), my game immediately segfaults. Unfortunately the console just says segfault and no further info and I don't want to upload the crashdump on github, as I don't know if it contains private information.

Item not allowed on hero for all combination items

I can't really tell you what I did to create this bug. But I was playing as medusa and went to purchase a level 2 satanic and was informed that the item could not be purchased on that hero. I tried to purchase it again and there was no luck. Then all items showed that flag if they were the result of a combination. I dropped most of my stash and then bought an octarine core and things seemed to work for a second before i had the same problem again. Sounds like there is a restriction that is propagating to other items when triggered.

Add Bot Difficulty Dropdown Setting

  • Easy: Don't leave base. Don't use Super Peon. Just feed
  • Normal: Try to simulate a human (read: not perfect) player. Upgrade with delay, attack random targets, wait too long to use super peon and lose.
  • Hard; Current behavior which managed over 90% winrate on release date. Improve on this list to provide a better challenge for experienced players.

Game not ending when everyone has left

If you win when everyone has left, the victory section does not appear, so the win won't register (probably the reason why there's a 25% games counting as not ending)

Make an AI replace empty player spots

Playing this game with my mates is relatively annoying due to there not being enough of us to fill an entire lobby, and it becomes the game of "Who spawns where", so I propose, either making bases that are not filled with players spawn an outpost that when defeated gives a modest amount of resources, or just replacing empty slots with computer controlled players that just attack the people next to it, and has a basic upgrade algorithm IE

  • Weapon
  • Armour
  • Helm
  • Health
  • Repeat

Just an idea.

UI elements missing

Since the latest update the upgrade cost of abilities (stun, dodge, racial, etc.) as well as the upgrade cost of weapons and armor etc. are missing. So is the portrait of the demon race.

(I haven't been able to play for 2 weeks, so I was unable to test the game before that)
interface

I've restarted dota and checked file integrity, but that didn't help, so I assume it's an issue with pmp :)

Units don't always follow orders

I've just played the new update and so far I like the demon race. My problem occurs when I have maybe 20 demons at the same time: If I give them an area attack order, maybe 5-6 demons follow the order and the rest just completely ignore the command and stay in the base.
The only explanation I have is that during pathing it's discovered that an area is too crowded and then the move order is dismissed. This makes my peons little more than food.

Unassigned empty player slot

When a few people enter and leave a lobby in matchmaking, sometimes an empty playerslot passes into the lobby. This is fine in FFA, as there is a 30 second timer that automatically starts the game, but in team mode there is no timer. The empty player cannot be assigned to any team and as long as it is unassigned, the match cannot be started. This cannot be solved and all players have to disconnect from the lobby if that happens.

Possible fix: Implement a timer to auto-start the game on the team map.

Edit: This should not be a bug in PMP, it should be a dota bug, but Valve has so far not been interested in fixing it.

Edit2: This is probably the cause for this: #4

Edit3: Here's an example of an empty unassigned player in FFA
bug_2
(Excuse the bad gimp skills)

Buildings not immune to stun-knockback

Still requires some more testing (see my thread on moddota).
What I can confirm: At least the Garage can be moved around by using the knockback of the stun skill.

To make this work, your garage needs to be below 50% health and you have to get one of your own peons to deny the garage. Every time stun procs, the garage is knocked back. So far I could only test this with bots, so not really a controlled environment and my tests were pretty poor (I accidentally spawntrapped my peons but because bots don't target buildings until they killed all non-building units and the building hitbox made my peons inaccessible, the enemy peons just swarmed around my base doing basically nothing)

I have yet to confirm if the Garage can be moved outside of the platform or if other buildings (such as the towers are also affected), but if they can, this is potentially gamebreaking (imagine you move the garage behind the teleport barrier, nobody can attack it then)

Edit: OK, I tested it and I can move my Garage out of the attackable range of regular units, it's basically unkillable.
pmp_bug

Bots are totally thrown for a loop by this:
pmp_loop

I'm sorry for the pun :(

Permanent unit takeover

Just now I played against an undead player and he used his leader peon to possess my normal peons, which caused them to become his units. Unfortunately these peons still used my food resources, even when they were killed, so throughout the game I spawned less and less peons. If this had continued, I would've eventually been at 20/20 food cap, but with 0 peons to control. I don't think this is as intended

Provide Vision of the whole map to disconnected players

This might reduce the performance so it would need to be tested.

I've also received words that the ghost unit is not controllable.

Would be better to just do an AddFOWViewer of the whole map and remove the vision granted to allies in team-maps. Ideally, we also need a way to give players on a team a 'second chance' or any way to help their team while they're dead

Units disappear when holding spawns

I just played a game with a relatively high latency, and during the course of the game I held back spawning a few times, which somehow caused 2 out of my 20 peons to completely disappear. They still used up food, but they were not spawned on the map or did not respond to any commands. (They were not even selectable with my select all units keybind)

I don't usually hold the spawn, so I don't know if the issue was caused by high latency, so I included that just in case it makes a difference.

Add more advanced options

There should be more advanced options in the game host menu. I have listed a couple recommendations below:

  • All Random - Everyone is assigned a random race.
  • Timed Mode - Person with the most kills is crowned the winner after x minutes (or normal win)
  • Classic Mode - Orcs only, no trader or bosses
  • First to X kills - First to x number of kills wins (or normal win condition)

Misc. fixes regarding stats

Please action the following

  • remove the steamID hackery (we have that sorted)
  • fix your roundIDs (more below)
  • merge your library change upstream

You are submitting roundID+1 for phase3 and custom phase. Please start your rounds at 0 as a string. I can fix the DB for your mod when you have fixed that, but you will need to tell me what matchID you implemented at http://getdotastats.com/#s2__mod_rg?id=96

Game ends if not everybody spawns immediately

I was just now in a game where I was the only one who spawned on the map, all others were still in the hero selection screen. Bots were disabled. This caused my immediate win. Since I was the only one who spawned, the game logic (probably) assumed everyone else was dead, so the game ended.

Theory on the Immortal creeps(speculation)

Wasn't sure where to report this so here it is. No doubt you're already aware of this and may even have a fix, if so then disregard what I have put here.

So it's been around for a few patches now and basically what happens is that occasionally when a creep dies it'll be at 0 health but not die and sit there in the camp spot for the rest of the game. It doesn't have too much of an effect on gameplay except when the enemy lures the stronger ones over to your side of the map but it's still annoying not being able to.

I've got this theory that the bug is caused by a player being able to indirectly damage multiple creeps (ie. not using a regular right-click) and have them die in the same instance. From what I've seen it happens most commonly when a hero with cleave or an AOE farming ability tries to clear a camp and they always seem to spawn in pairs. If this is the case then there is obviously another variable I've not been able to figure out (game time or number of bosses killed or something) because camps get cleared very quickly all the time.
I also noticed that this seems to (unconfirmed at this point) happen mostly in the early game and not much in the later game and I'd hazard a guess that this could potentially indicate that the bug is more likely to occur from heroes without upgraded boots of some kind. TBH I don't know enough about the inside workings of the game to really go in depth but there's the overall theory at least.

A couple of extra notes:

  • Farming cave TP boundaries need to be adjusted, I was standing behind the radiant boss closest to the dire side on the bottom inside the offside aura killing a boss and they cleared their cave and even though I was 2/3 of the length of the map away I got TP'd back to my base
  • Ogre boss needs to have increased cooldowns, he shouldn't be able to perma-stunned someone imo... his ground pound has perma-stunned the entire squad trying to take him out
  • Ping Lag: for some reason, pinging the recipe to an upgrade will cause the entire game to lag for a second or two and sometimes even crash people. This has only happened on the upgrade recipe's for items so far

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