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Significant terrain deformation lag since 2.0

Level 2
Joined
Nov 2, 2023
Messages
8
I'm aware that terrain deformation in thunderclap, shockwave (even warstomp has it?) can cause lag if used excessively (repeatedly over a game session, or with huge radius).

However, in the map I'm working on it has never been a problem until the 2.0 update. Now even the default thunderclap spell causes noticeable lag from the first usage.

1. Has this been noticed and/documented before that the 2.0 update messed with this?
2. Any simple fix that would still allow me to use default thunderclap etc?
3. If no, what's the simplest way to trigger thunderclap (especially the dizziness effect, what's the best base spell for it?)

Thanks
 
Haven't heard of that problem before and can't confirm that it's related to 2.0, but I believe it.

Anyway, Thunderclap is pretty easy to trigger yourself once you get used to concepts like Unit Groups and Dummy casters. I attached a map with a working example. The fun thing is now you can customize it to your liking, for example, make it deal a portion of the caster's Strength in bonus damage or apply an entirely different Buff.
 

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Thanks, for the map!

Yeah I do use dummies all over my map and I'm familiar with this approach, still valuable to see a clean trigger. I did not know "Magic immune" is a classification for example. I've always checked for the level of the different spell immunity abilities being > 0, so that's good to know!

I see you've used slow as a base for the spell/buff to mimic "dizziness". I think that'll work in my map as I don't already use it for anything else (and I'm using thunderclap as kind of the core of a lot of explosion based triggered spells).

Thanks for that, time to replace every instance of thunderclap I've used I guess :D
 
I recall seeing this issue in the past. Something scales very poorly with thunderclap. I forget exactly what (its been like 10 years...) but it was either a setting of thunderclap itself, or the number of destructables, or doodads or units on the map.
That sounds plausible. I do have a fair amount of all of those in the map now, so could be that it just hadn't been an issue before, but now I've reached the threshold.
 
Thanks, for the map!
No problem :)
I see you've used slow as a base for the spell/buff to mimic "dizziness". I think that'll work in my map as I don't already use it for anything else (and I'm using thunderclap as kind of the core of a lot of explosion based triggered spells).
There's no limitations here, you can stack as many Buffs as you want as long as they have different rawcodes.

Unless you just meant the Art, which you could modify to be anything you want.
 
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