I'd like to be able to see who has spent money at the citadel. That's not in there for the pro super elite utra uber team, but for the people who play with strangers a lot.
Heavenfall
What's the point of #2 on Sacred2, that there is post-release content? How does this relate to DRM? Is it only available if you register? Not looking to pick words, just curious.
This happens constantly for me. Can be reproduced by hosting, rehosting and rehosting until it happens. Also affects human players who sometimes cannot join slots! The slot can be closed and opened, but an AI or a player cannot join it.
[quote quoting="post"]favor whores[/quote] You heard it here first folks! Remember this phrase! I'm not so sure about the favour system working as it should right now. Currently it just hands out a load of stuff each game. I am sitting on around 4k favour points at the moment if I remember correctly. I thought the way it was supposed to work was, you unlocked the achievements, and then you had favour points to spend. Since the achievements are spread acr
[quote who="ZeratulTheDT" reply="6" id="1987288"]Actually, I'm pretty all bite does is 500/500. And on the 2-3 seconds you spend casting fireball, you can get twice as close to the enemy as you were, negating the "ranged" advantage. Besides, the radius is pretty small for it anyway.[/quote] Bite does a debuff on the target, check the in-game skill. And the reason you should be using fireball is in that time, instead of you moving, you can get that cast off an
Fireball has higher range, and bite brings armor and slow debuff if I remember correctly.
Yeah, I'd love that option as well. Another thing with citadel upgrades, is it possible to add something so you can see who has spent money on it?
My comments on the skills from each demigod, as it stands at the time of posting. The rook Hammer slam - only effective against enemy melee where boulder roll can be used to give time for the cast. Otherwise, too long cast to have any use. 3/5 Towers - Archer tower, seems to fire only at enemies in front of the demigod. Doesn't do a lot of damage, but 1 point it's fair enough. 3/5. Tower of Light - the core of the Rook trying to build networks of tower
1) Get rid of all +% damage items. 2) Replace attack damage with damage that affects abilities as well 3) Profit
We're already logged in on impulse, why are we logging in again? Those who start the game from the impulse software shouldn't have to input anything imho.
LOL, epic message
I agree, mist beyond lvl 1 is useless. But mist lvl 1 is also really strong. Particularly combined with his bite ability and life steal items. He is one of the most durable in combat. Mist is most importantly a defensive skill (which is probably why it has such a long cooldown), to prevent bursts of damage in big fights (you can't be "trained" by a team of assisters). The negative health potion thing is cool, but it's not very good since it affects the friendly demigods as well. As a
Woah... I love the sound of that gold caravan thingie. Adds more strategical depth.
I just got a vision of grunts iceskating around with a torch bearer laughing heartily in the background. Clearly, Burnmelt's weed is superior to mine.
Well, the nearly unplayable games are still out there. It's just that almost nobody plays them.
Change it completely, I say. Make the Oak unable to move, but provide a large temporary amount of units in the area controlled by the AI. In the story of the Oak, he summons a large amount of spirits to do his bidding after being defeated in melee. Do something with that. Maybe 50% slow in a large radius around him. Maybe the dead stationary oak provides significant healing for a while.
I like how they work now. They shouldn't be too effective as mines, just as the Rook can't build 6 permanent towers. A little extra defense quickly becomes way too much defense.The use of the ability is twofold right now, you can both use them as grenades, and as "stop the enemy in the future". I like skills that have a hybrid function. Gives more range (in the philosophical sense) to the character. I think it's a good aoe skill, and every assassin willl need it against generals.
No, but Valve is THE provider at the moment. However, I don't think any sound company will act rashly on a problem like this. Most companies plan for years, not days. As OP said, nothing to say that the problem isn't temporary. It may be fixed even before someone can begin to think about analysing the situation over at Stardock.
[e digicons]\o/[/e]
There really is no question that if there was an editor released along with the game, it would help the game a great deal. However, that does not mean that it is cost-effective or even feasible. The starcraft maps, for example, were built by Blizzard using the very same editor that came with the game. The single player maps could be opened, with a bit of work, from the game files and edited (putting them back in was a different story). If Demigod wasn't built from the ground up with t
You'd have to be a proffessional to make maps as good as the ones we've seen so far. Edit: Although I have to admit, some of the UMS (use map settings) starcraft maps were the most fun I've ever had in any game. I just don't think the demigod game is built in the same fashion to allow for triggers (which made UMS what it is). Wasn't there some empty folder named mapmaker though in one of the demigod betas?
Oh snap... brb popcorn. Cause it's ON!
It's on the links above, scroll down.
Yes please, implement this. Although I don't actually use the mouse for scrolling NORMALLY there is always a time when I do, and its always life or death.
In before "mods are cheats".