You should post it in the Beta Feedback forum too [e digicons]:grin:[/e]
Gnats3
This is really minor but if I don't say it now, I'll probably forget. Right now, if you zoom in pretty close it looks awesome but if you zoom out a little more, the distance-haze kicks in and the colors get desaturated. The hazy look is fine when you are zoomed all the way out but at the midway zoom level where you spend most of your time, it detracts from the awesomeness of the graphics. Reducing the haziness when zoomed at mid-distance would be nice :D
You can pick two high-armor items by buying two breastplates ;). Of course, if they only let you have one of each type, you'll just have to pick a Demigod that has high armor to begin with. Branching upgrades would be more work and clutter than cool imo.
No, instead you would pick boots for one attribute and a different type of item for the other attributes. Or you could just accept that you can't have everything, which you accepted to begin with since you have to pick a Demigod that is only good at certain things.
I'd like to see an energy-needed number over the spell icons when you don't have enough energy for them (like the countdown for cooldowns). Right now they are just blue so you can't tell if you will be getting a stun in half a second or in 5 without mousing over both or guessing.
As long as they don't work like in some games where you can tell what the enemy is doing based on score, it should be ok :D
[quote who="innociv" reply="10" id="1867750"]Plus, this way strengthening boots replace both those other two ones. Same thing with there being the armors that have low armor, high hp and regen, and one with high armor, low hp and regen. Those 4 armors or whatever become just 1.[/quote] My way does that too though, since instead of boots, a helmet, and gloves boosting energy, only ones does. There would be 3 or 4 of each type to add some variety but you would still hav
This is certainly interesting but I think it is still too much. I'd prefer giving each item a single upgrade path that just increases all of its attributes as Mehve said. Then you can split up the attributes based on the type of item - boots increase speed and attack speed, breastplates increase health and armor, etc. To make the different boots different, you give them fun things like thorns or stun resist or negative things like decreased crit chance or less heal
I'd like to see most/all top-level stuns have their increase to stun time removed and have them have a different bonus instead, like doing damage (like the boulder roll) or blocking spells for a few additonal seconds or something. Add a few anti-stun items (like armor that cuts stun time in half, or a potion that makes you un-stunnable for X amount of time) and stunning is a much smaller problem.
[quote who="xthetenth" reply="5" id="1866866"]Posting it on GameReplays too would be good so there's a one-stop shop for info. Sins not having that really hurt it in the first few months.[/quote] Good idea [e digicons];P[/e] . If Chirmaya doesn't want to I'll do it myself.
If you stun a darkness-side unit with the Rook's boulder, their texture changes to the light-side version until the stun wears off. It is particularly noticeable with catapultasaurs and giants.
Happened to me as well. You don't need to be capturing it either - just close enough that the bar automatically displays.
I think it would be best if there was Demigod collision but not creep collision. It doesn't even need to be the full size of the Demigod; just make it so you can't have a Rook standing directly on top of another.
[quote who="NwExilon" reply="2" id="1866102"] [e digicons] [e digicons]
You've done an excellent job in the effects I've seen so far [e digicons]:thumbsup:[/e] . I can't wait to see what the other effects look like.
[quote who="Himmelweiss" reply="1" id="1866104"] Very nice roundup/buglist there, would be cool if someone would have time to keep it up-to-date for all of us.[/quote] I think that is what kryo is doing :P. He works for Stardock, if I'm not horribly mistaken.
It makes sense, and happens to me too. When you mouseover something in your inventory, the tooltip shows up but disappears immediately afterward. Moving your cursor around makes the tooltip re-launch before it can disappear.
I don't mind stuns as long as they don't last too long. Reduce the stun time by a few seconds and it would be much better. Early game is fine because stuns don't stop you for long, but later on you can stun, walk up and attack, and stun again.
If there was an NDA, they probably would have made sure everyone knew [e digicons]:P[/e] . There isn't one.
I think the files are there and someone managed to get him (or at least the model) ingame but you would need some modding knowledge to do it.
I think the idol increases your normal war rank by one, so if you have rank 1 and get the idol, you go to rank 2. If your enemy captures it from you, you go back down to rank 1. So, whoever owns it gets more/better creeps. I think rank 10 is the same as rank 9 but more creeps come at once.
I first heard about it when Scathis was talking about it (called Something New at the time) in his Ask a Dev thread [e digicons]:grin:[/e] .
[quote who="ikolino" reply="6" id="1858656"]So, will we be getting emails on friday specifying how/when we can get our hands on that beta?[/quote] Yes.
[quote who="Cooley35" reply="25" id="1858476"]Im sure it will not be that easy. And I think the mines will not a lot of bite to them. (I think they wont do a lot of damage)[/quote] You have no way to know that though. Mines are often pretty useless in other games since they can be avoided or removed, but in Demigod you have uncontrollable units going on a set path. That just [i]begs[/i] for good mine use.
Damage mines sound useful. Creeps follow a set path, right? So just put a few on the path and watch them blow up.