I think bug that's universal. it's been gone over before, but now we have screenshots, which is very good. I bet that gets fixed soon.
xthetenth
We've had a long discussion about this elsewhere and the synopsis was that most of us agreed that you should be able to look at your ability tree while dead, but not able to shop. Otherwise, it's just too bad for immersion when you die. What do you think of that?
That would be a good thing to implement rather than naming them all AI, so we don't get messages like "With the help of AI, AI, AI killed AI" OMGWTF does that mean?
I think that the added flexibility of having an item possibly modifying three attributes (and it'll say it will in the store tooltip) will outweigh the few extra seconds it takes to read the descriptions in the store. Providing the opportunity for flexibility later in the game will allow less formulaic builds because you can follow the game better. It will allow much more unorthodoxy in design because you can adapt as the game progresses far more easily so you can take a dangerous choice with
[quote]If it is a wall we are tallking about why not give him the ability to raise a wall from the ground in the direction you want and make an intresting gameplay options. I think that could be nice.[/quote] That would be an interesting counterpart to the tower summon, especially if he were slower. However, the tower summon will stop creeps just as well as they all rush to auto attack it, and it synergizes nicely with other abilities.
[quote]And with the 1st I think a lot of the issue isn't just QUANTITY of the skills, but the quality of them. You could tripple the number of skills to add variaty, but i don't think that'd be as good as making more skills work together like how the rook can make towers, suck his own towers for life, make towers to link up more with other towers on the map, and make them so his own tower of light on his shoulder upgrade does more damage. More things need to work together like that. Those
It's an odd looking error for that cause. Are you sure that's the cause? I dont' know how being alt-tabbed would change the number of techniques. It's an odd looking assert, even. I wonder what exactly those variables mean.
[quote]Haha nice eye..[/quote] Thanks [e digicons]:grin:[/e] .
[quote]There should be a free version of the game where you can watch replays but not play ([/quote] That would be an excellent idea. It would allow for easy dissemination of game info.
[quote]Makes the mobs a real mute point though. That doesn't make sense to me to make last hit and mob kills pointless.[/quote] They're not pointless, they're there for xp. XP is gained on a tactical level, gold on a strategic level, and I see no problem with that at all.
Copy and paste from the save option in dxdiag.
[quote]has anyone else tried to boulder, then warp scroll and hammer immediately, its almost always a ko for a torchbearer. Its sooo over powered but i don't know of any way to stop or nerf that without ruining so other fun[/quote] It's not that overpowered. Think about how much gold you spent to get that warp scroll for that one battle. That should buy you a big advantage. If it didn't, that would be a problem.
Screenshot? If the icon turns into a red circle, it's because the icon variant wasn't included in this version.
It's an annoyance, but it doesn't even matter. Torchy's mode is going to be a toggle for next revision, so this problem won't arise.
No, it's the physical maximum resolution. HDTVs are built to ridiculously resolution standards compared to monitors. I'm still not sure why they're more expensive.
[quote]Yes, you can differentiate by adding special bonuses at the end, but 72 different ones? Sooner or later, some poor "top-tier" item is going to get stuck offering protection from disco music or sweaty palms.[/quote] Then don't add too many, it'll make the buying process easier, spread the complexity out better, and all sorts of other benefits.
Balancing the need to go back and the need to fight is an essential game mechanic. You can make going back quick by buying two teleportation scrolls for 200 gold, warp back, warp up front again quickly. They can't push that far while you're gone.
I think that you're having those problems because your card doesn't support the proper Shader models. If that card is what I think it is, then it only supports shader model 2, which this game apparently doesn't. I'd look into getting it upgraded, but with a computer like that, I'm not sure if the upgrade would be very easy. I don't know if you have an AGP or PCI-e slot to put the card into. You probably have an AGP slot, which limits you to older cards, but you'll be able to run the game. Sor
[quote]The sudden spikes were exactly like what we were seeing without the high load on the drive, only more.[/quote] In that case, then the loading scripts should be optimized as the game continues production and features begin to settle so that your computer can maintain a steady level of loading instead of bursts.
[quote]They are told to move at it when their hp is low, but not to go back and attack whenit's full probably..[/quote] This makes a lot of sense. The enemy ones tend to do better, though, which is odd. I think that it may be the boundary case is wrong, because they will go back a lot of the time, but if they're not moving and fully healed, they aren't moving for the rest of the game.
http://demigod.kryofx.com/ has all the bugs listed with links to threads with them in it. Now you know, and this one's already on the 'to fix' list.
I don't love these either. The current ones are more exciting and interesting (even if rook roll is imba). Turning into a wall would be intesely boring for the player, and serve very little tactical benefit because creeps will auto attack him (and consequently be stopped by him) and he'll take less damage if he just kills them.
And the devs have said they're looking into it, so it's a non-issue (unless they don't, but then the riots will be a bigger issue).
[quote]I know people have their own thoughts on how fast a game should play but is there a way to speed up or slow down the game speed? if not, I suggest the "+" and "-" keys be used to adjust the game speed.[/quote] Game speed adjustments would be good for games with only one player, but they could be abused with more than one. I'd say implement them for 1 person comp stomps but have adjustments that take place before the game starts (in the lobby) and can't be changed for multi-pla
[quote]So it's like that, everyone would HAVE to buy an anti-stun item because stuns are overpowered. I don't think that is the right solution. But balancing out stuns and having items that manipulate them would be alright. But stuns need to not be where it's like everyone must buy an anti-stun item to play the game, using up one of their equip spots.[/quote] This. A game that offers choice is only fun if the choices are choices. If it's too automatic, then most of the fun of makin