Gnats3

Gnats3

Joined Member # 3185691
0 Posts 18 Replies 343 Reputation

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

3 Replies 1,042 Views

[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

125 Replies 329,572 Views

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

125 Replies 329,572 Views

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.

10 Replies 1,782 Views

[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.

7 Replies 6,697 Views

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.

18 Replies 2,954 Views

[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.

36 Replies 23,288 Views

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.

2 Replies 1,225 Views

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.

8 Replies 1,169 Views

If there was an NDA, they probably would have made sure everyone knew [e digicons]:P[/e] . There isn't one.

9 Replies 6,298 Views

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.

3 Replies 4,038 Views

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.

11 Replies 8,655 Views

[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.

38 Replies 18,615 Views