I think part of the problem with Erebus is that AIs don't know how to deal with him, and the Pantheon is full of AIs right now. AIs seem to think that a low-health Erebus will be easy prey -- they pretty reliably chase me, then don't know what to do when I bat-swam back, CHOMP!, and then suddenly I have more health than they do, and I can hit them a few more times for the kill. When I was dominating as Erebus, it was because I had a whole pile of gold (thanks to killing AIs repeat
lambdaman
[quote quoting="post"]I really doubt this was the intent to give erebus an unfair advantage of teleporting to our base late game after getting giants and locking the portal. Even with the cloak i still think this map should be fixed.[/quote] I was here for the beta. This was written about many times on the forums, and the Warpstone and the other blink items and abilities were adjusted (mostly nerfed) repeatedly during the beta. Oddly, every nerf to the Warps
When I'm setting up a multiplayer game, I often go do something else for a few minutes while I'm waiting for the connection to be established. Sometimes I don't notice that the game is starting and I have to run back to the computer when I hear "Fight!". It would be nice if there was an announcement just at the start of loading the map, when matchmaking was done. Could be something like "Entering the arena".
[quote who="Edge585" reply="5" id="2180683"]Immortal Wound is supposed to be a nasty ability; the damage isn’t that great it’s the effect that makes it powerful. Also to balance it they become immune to the effect once they’re struck with the ability. It may prove overpowered… could lower the max hit point percentage or deal a percentage of the max hit points like suggested if it becomes unbalancing. Though hard to say as I cannot play test.[/quote]
Beta report: Just tried Pantheon with the new patch. The first time I got in really fast, and I thought: great! It's fixed! Then I checked the player list and everyone was an AI. :-( Next game, it started off as a 3-player game, but at the loading screen I got "a player has left the game" and it was 1v1 with 3 AIs per team. (huh?) After I stomped them, the game locked up at the victory scoreboard: a dialog appeared behind that scoreboard th
[quote quoting="post"] Hey guys! I recently purchased Demigod and hit up multiplayer but there's no-one online! I found six matches, most of which were in a foreign language. Is this normal? Do I need to patch the game or something? I'd heard that pirates were running rampant all over multiplayer and that, because of this, there were loads of people to play with. Any insight would be greatly appreciated as I bought this game specifically to legitimise playing it on
[quote who="Sorceresss" reply="14" id="2178257"] Quoting DrFappo, reply 6 The teams I most fear are the teams made out of actual friends who all know what they are doing, and always work together. Noone really likes to be a part of a randomly alloted team I agree 100%. I don't know anybody who plays DG --- being a girl doesn't help. I'm always on randomly-selected teams of total strangers. I don't know anything about their gameplay level & style, and I certainly will n
Here's a small one: when a spell is interrupted but your Demigod isn't stunned, the floating text should say "INTERRUPTED!". That would include the effects from Penitence, Pounce, and Deep Freeze. Right now it says "STUNNED!". I know this confused me when I was starting out, and I've seen a few forum posts by people that had the same problem.
[quote who="chaosbrynn" reply="11" id="2177506"]Agreed transitive. Regardless of game type. The first upgrade needs to be bought. In fortress, they are mandatory. In that mode the fortresses can be viewed as your health. Dont you want your health to regen? [/quote] I bought the first level. Don't the rest of them just give like +5 regen and +300 HP or something? They were utterly useless in beta, but maybe I missed a buff.
Just finished a game in Fortress mode on Cataract. I was playing the Unclean Beast and my partner was a Torchbearer (fire mode .. it matters), and our opponents were a Regulus and an Oak. The beginning of the game was tough, but we outplayed them, got several levels ahead, and were on our way to dominating the map and making a final push against their fortresses. Then Oak hit level 10. From then on the game went like this: Oak respawns
[quote who="Tamren" reply="13" id="2174737"]Good to hear from ya. Also, could you have picked a stranger post title?![/quote] I believe the title is a reference to the old line that "if you love sausages or the law, you're better off not knowing how they're made" (often attributed to Otto von Bismarck).
I may be the last person to notice this, but: I just learned yesterday that Regulus's mines can be used against buildings: that is, not only do they deal damage to buildings, they also are triggered by buildings. I'm not sure this is a good or effective way to use them, but it's something you might want to bear in mind when playing with or against him.
[quote who="WarlokLord" reply="6" id="2172539"][quote]+1 . As is surrender, replay or map creation.[/quote] Why would you need a surrender in Demigod? If you wish to end the game early its easy enough to sacrifice for the good of the enemy. I can understand if you just get into a game and suddenly something in the real world comes up, but beyond that I see a great potential for some to simply utilize this button/feature at the first sign of loss instead of playing it out satisfacto
[quote who="Darvin3" reply="1" id="2172547"]Rook shouldn't even enter the range of a tower unless he's got significant backup or he's a very high level. That's just asking for trouble. The guy's tough, but not an unstoppable engine of destruction by a longshot. I learned early on that the rook is a defender, not an attacker. Enemies that come to fight him on his own terms are in for a beating, but if he goes out of the offensive he does so at his own risk.[/quote]
EDIT: Just to be clear, I think that Rook is a very strong Demigod with a lot of potential for interesting gameplay. But he's not easy mode (like he was in the betas); you have to know how to play him and play to his strengths. Many new players overestimate his power and toughness, especially early in the game. This post is a somewhat fanciful rendition of the inner dialog of a Rook controlled by one of these new players. Arrr. I.&
I think this would be an interesting system. It would also be a totally different game. I'm not sure if I'd want to replace the current game with that one, but it could be a pretty cool mod once modding works (and I bet not too difficult).
However, flying units don't seem to trigger mines (but I believe they take damage from them).
May I ask how you got it working? When I run it in wine it just crashes with an error that looks like it's trying to load a movie and failing. [quote]info: Compiled shader: /effects/water.fxo debug: Loading module '\000/lua/ui/menus/menumovie.lua\000' warning: c:\Work\forge\main\code\src\libs\gpggal\DeviceD3D9.cpp(1032) Invalid call[/quote]
I believe the hard AI gets bonuses to innate healing and will continue to do so until someone points out why I'm wrong. :-D
I tried out the stats approach to Regulus over the weekend, and I'm pretty skeptical. At first Skirmish was matching me against newbies, so I crushed them. But when I got matched against halfway decent players, the skills I wasn't taking became painfully obvious. In particular (I bypassed Snipe), it was really hard for me to actually score kills, because my enemies just ran away and I couldn't catch them. If I'd spent more points on skills, then with the money I lost b
I've noticed that my forum avatar shows up attached to my Pantheon score and in the heading of my Friends tab. It would be nice if people's avatars could be displayed in-game too (in a scaled-down version, of course), or if there was a way for us to upload smaller icons for use in-game. I'd particularly like being able to have the avatar attached to the floating health bar that's displayed when you hit '~'. (again, I stress, I expect the avatars would be scaled down) <p
I played a game this morning where I decided to try to just focus on holding the XP flag and getting ahead of my opponent in levels. Capture locks were really handy for that, and it worked as far as achieving the goal (fast levelling). On the other hand, though, it was actually a bit of a close thing: there was a point mid-game where he was down 4-5 levels but almost as powerful as me in a fight, thanks to the gear he bought with the money he didn't spend on locks. I'm guess
I'm pretty sure the enemy AIs also get bonuses to stats, XP, and/or gold income too. I just got crushed in an hour-long painfest by a team of AIs who ... well .. let's just say that with 7 kills, Oak was attacking twice a second, taking 150 damage out of the 500-600 that my character sheet said I was dishing out per hit, and running as fast as my Regulus (who had +25% movement speed). I don't know anything you can buy for the gold you get for seven kills that will do that for you,
I've gotten the game onto my Linux box now. It crashes on startup, with the end of the Demigod crash dialog being: [quote]info: Compiled shader: /effects/water.fxo debug: Loading module '\000/lua/ui/menus/menumovie.lua\000' warning: c:\Work\forge\main\code\src\libs\gpggal\DeviceD3D9.cpp(1032) Invalid call[/quote] I wonder if maybe it can't load the intro movie? Is there a way to shut that off?
[quote who="ArnieDude" reply="3" id="2166804"]What use are favour items if there's still many connection issues? Of course its a feature of the game thats supposed to work, but while they are in the stress of trying to get rid of all connection problems I dont think they worry too much about favour points for those that can actually play.. Give them a little rest about that issue and check its consistency when they fixed the connection problems. [/quote]