New patch!

FIRST.





wonder what is in it.

157,873 views 63 replies
Reply #1 Top

Demigod v1.10 (1.10.122 on Impulse)
--------------------------------

Restricted unit movement around and through Citadels on all maps to prevent pathing errors and exploits for Generals and Minions. 'Erebus' bug.
Sedna’s Healing Wind buff adjusted for High Priest from 30% to 19% bonus.
Temporarily disabled Hex Scroll, Ring of Divine Might, and the Horn of Battle until associated army buffs can be properly reconfigured to deal with timeout conflicts.
- Fixed bug where games where the host quit did not report stats accurately
- Fixed bug where the player’s skill level could be reset to 0
- Tweaked the algorithm for choosing the best proxy server

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Reply #4 Top

I wonder if it include the lua decompressing crash bug fix.... even tho its not mention on the list

Reply #5 Top

I think they are working on that for the next patch there is a post in the developer journal saying they are working on it and they will release it when the finish it since they are starting to move towards releasing fixes when they are finished instead of joining them together into one large patch. Lets hope we see it soon right? :grin:

Reply #6 Top

ZOMG SEDNAS HEALING WIND FIXED!!!! AND THE HORN OF BATTLE AHAHAHAHA

good time to be a slam rook now. i only had problems with minion erebus and exploit sednas.

and host rage fixed. nice one cos I had like 3 games in the last 2 days not show up on record. i have just hosted my first game ever cos i was getting fed up with it

TO THE PANTHEON!!

Reply #8 Top

Quoting Polynomial, reply 1
Demigod v1.10 (1.10.122 on Impulse)
--------------------------------

Restricted unit movement around and through Citadels on all maps to prevent pathing errors and exploits for Generals and Minions.
Sedna’s Healing Wind buff adjusted for High Priest from 30% to 19% bonus.

 

Am I a bad person for wanting to dance around and go "told you so, told you so!"?

Reply #9 Top

I'm really interested in how differently people are going to play a mortal sedna. :)

Reply #12 Top

I smeel first BUG!!^^

 

Now allways a friend in the List POP up but he is off^^

 

PLS FIX IT^^

Reply #13 Top

Quoting Obscenitor, reply 9
I'm really interested in how differently people are going to play a mortal sedna.

Its not that much of a change (22% still leads to ~1.4k heals if you health stack), but I'd guess slightly less pounce spammage, in favor of heal. Slightly. Mainly it'll affect item buy order, as ~1.5k to upgrade your monks 100% was sweet and could take precedence over certain other 1.5k items. Now it'll cost ~2k to upgrade to upgrade your monks 47%, which can wait until later. 

Reply #14 Top

Is it just me or does removing Horn of Battle and Ring of Might seem like a really lame temporary fix until they get around to actually fixing them?

In any case this is a good start on fixing the game's many bugs!

Reply #15 Top

Quoting Scufo, reply 14
Is it just me or does removing Horn of Battle and Ring of Might seem like a really lame temporary fix until they get around to actually fixing them?

In any case this is a good start on fixing the game's many bugs!

We're never seeing those items again >.>

Reply #16 Top

10% extra healing = 600hp late game, and that is the difference between living and dying.

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Reply #17 Top

I'm sure they'll re-add them into the game once they are fixed. Although they may end up being completel changed.

Reply #18 Top

I wish they left Ring of Might in with no Buff while we wait :(

Reply #19 Top

Quoting ShakeNBake, reply 16
10% extra healing = 600hp late game, and that is the difference between living and dying.

 

It is definitely an extra level 1 heal every priest cast.  I think in general priests minions are still a bit too strong, but at least this glaringly bad error is not longer in existence.

Reply #20 Top

A few extra where listed on impulse news:

 

Stardock and Gas Powered Games have released a v1.10 hotfix for Demigod today. Available now to all registered Demigod customers via the Impulse client, the new update contains the following changes:

  • Fixes a bug where stats were reported incorrectly after a host quit the game.
  • Fixes a crash bug in removing disconnected players (caused crashes in the lobby or when starting a game).
  • Fixes a bug where a player's skill level was reset to 0.
  • Tweaks the algorithm for choosing the best proxy server.
  • Restricted unit movement around and through Citadels on all maps to prevent pathing errors and exploits for Generals and Minions.
  • Sedna's Healing Wind buff adjusted for High Priest from 30% to 19% bonus.
  • Temporarily disabled Hex Scroll, Ring of Divine Might, and the Horn of Battle until associated army buffs can be properly reconfigured to deal with timeout conflicts.
  • Other misc. fixes.

 

Reply #21 Top

Thank goodness, I always get priests, and updated them at every chance, but when it came time to update from 2-3, I was "a'scard" of what people would think.  Now I can just play as I usually do without "exploit guilt". :D

Reply #22 Top

Quoting Scufo, reply 14
Is it just me or does removing Horn of Battle and Ring of Might seem like a really lame temporary fix until they get around to actually fixing them?

In any case this is a good start on fixing the game's many bugs!
Lame? No, quite the contrary. It's better to deactivate an unbalanced icon as soon as possible than having to wait until it is actually balanced, imho. I quite like their approach, kudos to Stardock/GPG :).

Reply #23 Top

Its not that much of a change (22% still leads to ~1.4k heals if you health stack), but I'd guess slightly less pounce spammage, in favor of heal. Slightly. Mainly it'll affect item buy order, as ~1.5k to upgrade your monks 100% was sweet and could take precedence over certain other 1.5k items. Now it'll cost ~2k to upgrade to upgrade your monks 47%, which can wait until later.

It depends on how you look at it.  HW's effect on Sedna's priest minions went from doubling their potential effectiveness (15% to 30%) to now only increasing it by 50% (15% to 22%).  22% heal is very nice, but 15% is pretty good, too.   I think that makes HW II more of a tempting option than a must-have by level 5 for any Sedna build, which is how it ought to be. 

Reply #24 Top

Disagree.  Priest minions are really strong as it is, and making them 50% stronger is still an extremely powerful thing to do.  Even just Monks healing at 15% can be more than a lot of DG's can handle.