Confirmed, annoyance.
FunkyKong
Why such a small screen? :P
My thoughts on the Beta are as such: The engine seems stable, and the sort of gameplay they are going for isn't really manifested so much as hinted at. Basically, this version feels like the brief preview before a movie. It gives me an idea of the sort of scope and gameplay elements they may be working towards, even with only one map and three demigods. I can't wait for the next update.
Ahh, I was under the assumption allies meant only allies, not you. Most games I've played work this way.
It seems like the torchbearer has some weird attack time changes between ice mode and fire mode presently. namely, attack time is listed as lower in ice mode than in fire mode, and the health damage indicator from normal shots is typically higher when in ice mode against creeps than in fire mode. That said, it also appears that the Fire Aura skill stacks on the Torchbearer himself, not just on allies as the description says. <a title="Ice Mode Image" href=
Well, that buglist covers about everything I've seen so far.
Also, are you supposed to be able to overlap mines?
A slight aura effect around Regulus would help loads.
Querstion: Is there a hotkey to disable UI windows for nice screenshots of just the action?
It's based on the SupCom engine, how would this game not be moddable? I could see it not having mod support at release perhaps, but I don't see why it couldn't be worked on.
Tough call, since Left 4 Dead looks fantastic.
Ah, that explains my confusion. Thanks.
Hmmm, is this a departure from the posted Journal? "The part that we're most challenged by at present is how quickly we can implement the Hamachi-like multiplayer system so that players who don't know what router ports are and such won't have to worry about them anymore. The first beta won't have that in there (I'm not sure as yet how much, if any, multiplayer will be in the initial beta 1 engine test portion)."
Subforums would probably be preferable to threads given the plausible number of bugs. A bug report form incorporated into Stardock or Demigod would also be preferable, though the idea behind standardizing thread setups would be to also help[ users from posting the same bug multiple times by making it easier to find a bug that has already been posted.
With the beginning of the beta fast approaching, I think getting a basic framework setup for the community to discuss bugs and issues would be useful, as would the ability to keep it all in one place. For instance: ----- ID: FunkyKong Version: Demigod 0.01 (Beta) Bug Status: Reported Bug Type: Animation Bug Description: The animation for the Queen of Thorns Demigod performs incorrectly when a specific attack is made against the Rook. Reproducible: Yes
Sortof jumping ahead in the discussion about free updates, given that beta hasn't begun for the public preorders yet. ;) Looking forward to testing with everyone in a week or two. ^_^
[quote]A lot of times you have players that don't understand how to play that complain about imbalances, even if the game is balanced.[/quote] This can occur at both lower and upper tiers of gameplay, fyi. [quote]What tends to happen is it's like, say you have chess. One player knows how to play. The other player, not so much, and it's like he can't understand what the other player is doing to win. It's like he only knows half the rules. He doesn't understand his
The devs started this? Man, if I was a dev I'd be busy playing Demigod. :P
I'll be there, gathering bug information and thinking about what units need guides for them. ;)
An interesting option perhaps, but randomly generated maps might be somewhat tricky, no?
It will require a 28.8k modem?! I'm so screwed!
Earth, fire, wind, water.... one more needed.... hmmm..... Heart? On a more serious note, you could do some interesting things outside the four main elements for demigods. Gravity, Temporal, Radioactive, Illusions Light and Darkness, Stars / Moon / Sun, Mechanical, etc.
[quote]I really dislike threads like this. We know nothing about the balance of the game yet. Chances are much of this will not apply to the real game.[/quote] It's just discussion; no different than discussing what the map layouts could be like or what the special attacks will be. It's just brainstorming ideas and discussing them, and who knows, maybe it'll give the devs a few ideas they hadn't yet thought of.
Playing TF2, watching for news of Left 4 Dead and Jumpgate: Evolution, among other things.
Maybe a better way to look at this is in terms of a "Scale of Power" if you will. For instance: [B]Demigod | Weakest Demigod Status___| Strongest Demigod Status[/B] Assassin | No items, injured, no skills ready | Multiple items, uninjured, all skills ready General | As above, but with no units either | As above, but with lots of units ready. (To note: Units in the above would be PC-units, not AI-units.) Those would be the two ends of the scale. The