It seems to me like when you pick an already-purchased item, the game treats it as a purchase and deducts that from your favor points. I'm not 100% sure about that, though!
lambdaman
[quote who="Nathan E" reply="7" id="2151478"]This should have been caught in beta![/quote] It was reported multiple times during beta. I can only assume they had more critical stuff to work on (like multiplayer connections being virtually unworkable -- if you think it's bad now you should have seen it back in beta 2!).
One thing I've thought would be nice would be if floating and targetable boxes showing Demigod names and health appeared, with arrows attached that showed where the demigods were (to avoid clutter, maybe they would only appear for demigods near the camera, or maybe you could use a hotkey to enable a box for a particular demigod). Obviously that's a fairly tricky thing to implement, though -- I don't expect anything that fancy anytime soon!
I never do the idol exploit. I've alternated between playing Oak as an assassin and using his minions -- both seem about equally effective in the games I've played. It's worked out pretty well for me so far, but I might just have gotten lucky. [e digicons]:grin:[/e] EDIT: Frogboy, as I understand it (haven't tried this myself) idol minions don't disappear when the idol is sold and they're only capped per idol level. So since you get most of the gold b
[quote who="vindKtiv" reply="4" id="2151202"]How are consumables overpriced? Hell, they are underpriced. How annoying is it to get an opposing DG to barely any, only to have him use a consumable? It's very annoying, so what do you do? You do the same thing.[/quote] Actually, what I do is run back to my towers saying "450 gold pieces" to myself. If I can force him to use a potion that's half a demigod kill right there! (EDIT: actually, more like a third)
I was curious what sorts of settings people are using in custom skirmishes against the computer. I found that if I adjusted the spawn rate to "high", the creep strength to "high", the tower strength to "high", and the XP rate, gold income, flag capture, and war rank speeds to "low", the game felt a lot more "epic". I really had to work uphill to knock over the enemy citadel, instead of just getting to level 15 and then slaughtering everything in my path. Lots of fun. [e dig
One thing that can be a huge help on Hard is to grab the XP favor item as soon as you have the favor points. That counters some of the problems with keeping up with the AI level-wise.
[quote who="GunslingerBara" reply="9" id="2144794"]A quick question for you two: did anyone disconnect or quit during those games that were duplicated? Bara[/quote] No. I got disconnected from a game this morning (or everyone else disconnected at the same time, but I prefer Occam's razor), and I did *not* get a duplicate entry for it; it shows me winning against the other players, despite the fact that they were all replaced by AIs.
I scored 1005 with Oak. 6 wins, 2 losses. On another note, I really like the fact that you can "load" a completed tournament to see the scores and hear the victory speech again. Good work there GPG!
I'm pretty sure this is true. They seem to be stupider too, in addition to being weaker.
When I was working as a TA, I constantly had to explain to students that I was grading the programs that they turned in to me; not the amount of effort they put into it, not their ability to convince me that they really, REALLY understood what the teacher said, and certainly not the fact that they really knew how to write a better project and just hadn't managed it this time. By that standard, this is a fair score IMO. You can't enjoy a game that you can't play, and I don't think
Here's a fun bug. I've only managed to get into one Pantheon game since the beta ended. I won. My stats reflect this (total games 1, total wins 1, total losses 0). But my games list shows two games, played at almost the same time as each other and on the same map. One of them is the game I won, and the other is a "loss" which appears to have one player (from the overview) but when I click on it I see none. (EDIT: I finally managed to play a
I just took a look at the "top demigods" page and noticed that all the demigods have over 50% wins, even Sedna. Everyone's a winner! [e digicons]:grin:[/e] More seriously, I wonder if maybe games the AI loses aren't being counted, but wins against the AI are?
How are people finding the Warpstone in the release build? In the betas it was handy for attacking fleeing enemies, for escaping from a sticky situation, and for shopping trips on Crucible. I tried buying it today for the first time since release, and the only thing I found it useful for was the shopping. The range was nerfed so much that unless you're a debuffed Rook, you hardly get to the target location any faster than you could walk. A wand of speed probably would
I noticed today that in a multiplayer match, I had access to all the favor items I had unlocked in the single player tournament. Is that how things are supposed to be? I was under the impression that the offline and online favor pools are different...
The nightmare AI gets huge bonuses to its stats (I believe XP earned, HP regen, damage dealt, gold spent among others). It can be really terrifying, especially if you don't have anything comparable on your side -- after playing some single-player games, I'm pretty sure the "hard" levels gives you Easy AIs on your team and Nightmare AIs on the enemy team. [e digicons]8O[/e] But I'm not sure that's what happened to you, especially if you were able to get ahea
So, just after I wrote the reply above, I re-maximized the game and started playing again -- and it was basically smooth and at the right speed. I played for about five to ten minutes, and the choppiness came back. When I switched back to Process Explorer (couldn't do that earlier because I had to download & install it first), I saw that a process called "LuCallbackProxy" was taking 20-40% of my CPU time. According to Google, this is something to do with my anti-vi
The slowness I reported is in single-player -- I haven't tried multiplayer with the new release yet. Here's another oddity: I rebooted my system based on a note in another thread. When I did that, the sim speed increased to 1. But where before I had a slow game but smooth interaction with it, now it was choppy -- low framerate, periodic pauses, etc. I also noticed that the disk was running continuously, even when I paused the game. According to P
When Oak casts Penitence, I've noticed that the animation heads for the location of the target when I invoked the spell, even if they've moved around since then. e.g., I was casting it at Sedna; when I clicked on her she was more-or-less due left of me, but by the time Oak was in range and done casting, she had moved around me and was "up" from me on the screen, but the spell effect shot off to the left. This doesn't seem to affect the behavior of the spell or its range, it's just
I've noticed that if my demigod gets stunned in the middle of a melee attack (say, by Frost Nova or Boulder Roll), the attack animation pauses but the attack goes through. It's particularly noticable when you're playing with Oak and kill an enemy reinforcement while stunned (getting some health back for it), or when you're wielding Ashkandor and you get a 4x critical strike while stunned.
I didn't even realize there was a teleport animation until I set my video settings to "medium" to see if the final release was any faster with that quality level than the betas. [e digicons]:grin:[/e] On this system "low" settings are a better choice, and with those I just get a vague, diffuse blue glow when someone is teleporting. Unless I'm zoomed closely in on the enemy demigod, it's hard to see it (and distinguish it from non-teleport casts) even if I'm looking closel
I've played a few games with the final release (or at least the pre-day-0 version that's available now). The first thing I noticed is that the game is really slow compared to the last beta. It doesn't seem like a video problem: the video is totally smooth when I move the camera around, and all the action is visually smooth (not choppy) -- it's just that the characters on screen are moving about half the speed they did in the beta. In a possibly related note, the scoreboard s
Here's something I'm curious about: can tactical battles span multiple game turns? And if so, what sorts of actions can the player take during a battle? I played a game once, one of the Romance of the Three Kingdoms ones (not much for strategy, but had some interesting ideas), that implemented multiple-turn battles -- I don't remember the exact ratio, but some number of tactical turns equalled one day (the normal unit of turns). Moreover, if your sovereign w
[quote who="LordCarlos" reply="6" id="2137052"]Yeah agreed that kind of information is neccesary if you want to develop good strategies and its best if you have it during the game with the click of your mouse. i find it weird that nobody reported that during beta.[/quote] It was reported. e.g: http://forums.demigodthegame.com/334184 [quote who="me"] When playing as a General, it's not clear what the different u
It would be nice if there was a warning dialog when you picked a side, to remind people that they can't ever switch. Maybe something to do in a later patch.