It sometimes seems like the AI is oblivious to what I have up my sleeve. I don't expect it to guess the items I'm carrying, but if I've been fireballing it for 1300 damage, it should probably start running away *before* it gets to 1300 hit points. It seems to me like it isn't taking this sort of thing into account.
lambdaman
I didn't see this before 3E. What I'm seeing is that sometimes activatable items do nothing. This is different from my previous report, where the item cooldown started even though nothing happened. This time, all that happens is the "click" sound that you get when you trigger the item. The cooldown does NOT start, and if I press the item's key one or two more times, it usually fires correctly. Items that I've seen this with include Heart of Life, Wand
I've only seen this one once. While playing some AIs as the Torchbearer, I tried to fireball a nearly-dead Rook who was teleporting back to his base. The fireball went off just about when he teleported, but instead of streaking to his health crystal and killing him as I expected, it just sat there in mid-air for 15-20 seconds, then disappeared. I've never seen this happen before, so it must be an unusual combination of circumstances that caused it.
I second this request. I hate it when the game has gotten to the point where my only role is to be target practice. Why can't I just give up and end my suffering? It should count as a straight-up loss for rating purposes, just like when I resign in a chess match. (next time this happens I might just go make myself a sandwich or something ... less stressful than spending 5-10 minutes stunned and/or watching the death overlay)
[quote who="carpwrist" reply="6" id="2101288"]I'm really liking the Pantheon my connection is usually solid and the game runs great. However i think i may have encountered a bug. NO ONE responds to the chat. I'm wondering if they can even read it. It almost feels like I'm playing with Bots. It's agonizing to watch people run into an enemy base blindly during a Slaughter match. [/quote] If you're "carpewrist" in the game, I think I played a game with you yesterday.
When I'm playing a game of Demigod and one particular player keeps killing me over and over, I eventually learn that that particular player is to be feared. I play more conservatively around them than I would around, say, an AI: I don't chase them into towers as much, I don't fight them if I'm injured / low on mana; in extreme cases (where someone has bought a few artifacts, say) I just flee as soon as I see them. The AI doesn't do this. If I've been able to buy enough ite
Occasionally I'm fighting an AI that happens to be standing on a health potion. I've noticed that if the AI's health gets low, it quite often will either just continue fighting and die, or try to run away, rather than picking up the health potion that it's standing right on top of. Even if it wants to run away, it should do that first! Same thing if it's within a few steps of a potion, or if its flight path takes it near a potion that it could grab.
I was playing a Pantheon game against the AIs and I tried to pause it. This did not have the expected effect of pausing the game. However, after I did this, all the in-game sound effects stopped playing. The UI effects (button "dings") still worked, and so did the background music, but the game effects, like weapon hits, character voices, etc all cut out. If pausing is not allowed in Pantheon games, presumably it should just pop up a dialog explaining that instead of b
I played a couple games in the Pantheon today and yesterday that actually had human players. Unfortunately, I wasn't able to complete any of them. [e digicons]:'([/e] I got disconnected from all of them partway through. Another oddity: none of the games shows up in the stats page. I figured it would count as a disconnect for both of us, but it is as if I never played the game. I don't really care about stats, but I guess some people do, and they probably
I can often level past Nightmare AIs. The trick is to (a) aggressively hang out near where their creeps are dying, even if you're too weak to fight, (b) kill them whenever possible (dead AIs don't level), and (c) last but not least, hang on to XP flags and buy the first XP upgrade ASAP; the AI still doesn't pay enough attention to these. (the +XP favor item can also help, but I find it better to take a +damage item so that I have a better shot at killing them early on) &nb
The names in the chat overlay appear to be sorted case-sensitively, so that (eg) "Zubaz" comes before "alderman". Also, it looks like maybe new arrivals to the channel aren't sorted at all; they just get tacked onto the end. Probably the names should always be sorted case-insensitively.
If I try to host a game with a long password, such as "alkjhfekrghqaelkgjhalkdgjashdglkasfhgjh", I get a dialog telling me that "HostGame in CVP failed." Shorter passwords work fine.
So, as far as I know we haven't seen a replay system in Demigod, but I seem to recall that one is planned. When it's available, I'd really like to be able to pop up an overlay in the replay that shows a list of the "major events" in the game. These would include things like (but maybe not limited to): Demigod killed Demigod bought an item Demigod advanced to the next level Demigod assigned a skill point
[quote who="kryo" reply="9" id="2085742"]Currently pantheon games allow starting with only one human player for testing. After release it will require at least one human on each side.[/quote] The bug I was reporting was not merely that there were no humans on the other team: in the game I described, there was *no one* on the other team at all, not even an AI. The only things "opposing" us were the static defenses and the portal creeps.
Just to be "that pedantic guy": [quote] Courtesy of Stardock Games , Gas Powered Games , and Tinsley-PR, Voodoo Extreme exclusively presents Demigod Origins: The Torch Bearer , a short story introducing the eponymous stone giant.[/quote] The Torch Bearer isn't a stone giant. I guess they're still thinking of the Roo
[quote who="CaptainYar" reply="11" id="2084398"]It wasn't a PC game but one for my Sega Genesis I had a game called Master of Monsters, a TBS that behaved a lot like a board game with hex-shaped spaces. I loved that game... Then they remade it for the Playstation. I was thrilled that a new one existed, I was like "OMG they make it for Playstaion ??!!" and i couldn't wait to play it. Didn't take long to be completely disappointed; the graphics were infinitely better of course
I was playing the dark side.
I played a Pantheon game in which there was no opposition at all -- just me and 2 AIs against the enemy defenses. That can't be right.
Personally, I'm not so happy with the whole concept of favor items, but as long as they're cheap and provide just a slight benefit, as is the case now, they're OK. Making them more powerful and expensive will make the game like World of Warcraft, where only the people who play the game 40 hours a week can stand up in player-versus-player mode -- not because they're that much better, but just because they have all the expensive items that let them kill lesser users on sight. It's j
I've just played my first game in this beta against an Oak who got spirits (a hard AI), and I have to agree. Those things are insane. I was playing Erebus, and I dodged the bug that stops you from getting Night Walkers. Didn't matter; I never saw them do any noticable amount of damage or survive for long at all, even at max level. Meanwhile, if I didn't start fleeing (ideally teleporting) away as soon as I saw Oak, I was guaranteed to die in under five seconds once his
I played my first game using the Rook in this beta yesterday, and I noticed that the targetting with his hammer is a little wonky now. In particular, it's almost impossible to target a Demigod who's on the other side of the Rook (relative to the camera) -- the cursor sticks on the Rook and won't let me click, instead of going "through" him to hit the ground. I had to rotate the camera to the other side of my character to get the spell off, by which time Regulus was ..... well, he
I figured out after writing this post that the reason I was always splatting the dark side players was that they were all AIs. [e digicons]:grin:[/e] Here I thought I had just gotten a lot better between betas... Maybe once things are working and we can play against actual people it'll be a little clearer how things stand.
It seems like the favor points stick if I don't exit Demigod, but as soon as I do they evaporate.
I've played a couple games in the Pantheon tournament, on the light side (mostly as Oak). So far, every single game seems to devolve into a mop-up operation where we hunt down the dark-siders and splat them repeatedly. I may not be playing at the refined level that some of the posters here are, but I do think that the light side has an advantage (evidenced by the fact that they have a 33% advantage in favor points as of this writing); I'm sure someone will write back and sa
The Orb of Health (hope I got the name right) is the item that restores a massive amount of HP and mana over a few seconds, unless you're damaged. Shield is Oak's ability that prevents you from being damaged for a few seconds. So, I thought to myself: "I wonder whether the orb's check is applied before or after the shield negates the damage?" I tried it out in-game, and sure enough, I can sit there in the middle of the enemy fortress watchin