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Demigod

 
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Azh
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PostPosted: Wed Apr 22, 2009 10:55 am    Post subject: Demigod Reply with quote

Just released . Apparently they've been having lots of issues with the multiplayer servers, but it certainly looks like an interesting and fun game.

Official Site


RPS pseudo-review (has some good info about the gameplay)


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Kurdum



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PostPosted: Wed Apr 22, 2009 4:24 pm    Post subject: Reply with quote

really? I saw some gameplay footage and it seemed very monotonous. you can't control any units except your hero. you can't even give them general orders. they just spawn at your base and wander over to the enemy. It's like an RTS arena deathmatch.... but it didn't look as cool as that sounds.

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Azh
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PostPosted: Wed Apr 22, 2009 4:31 pm    Post subject: Reply with quote

I've never been a fan of the extreme micro-management required by most RTSes. This is more along the lines of Defense of the Ancients, where your troops are just fodder. The strategy comes from deciding when and where to use your god, how to counter the other players' god, and deciding which upgrades to give them.

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Azh
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PostPosted: Sun Apr 26, 2009 7:55 pm    Post subject: Reply with quote

Bought the game this weekend, played for a few hours and I have to say that its a lot of fun! It's kind of hard to explain without going into too many details, but imagine a team-oriented RTS without the need to create or control individual soldiers (that's all done automatically), instead taking personal control of a Demigod character that gets to smash the smaller troops and fight other Demigods. Along the way you gain levels, invest points in various skills, buy potions and artifacts while trying to capture and destroy your opponents' base.

I've only played single-player so far, trying to get used to the game and the various Demigod characters (all the ones I've tried so far play quite differently), but I give this game a thumbs-up!


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Furbag



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PostPosted: Tue Apr 28, 2009 9:23 am    Post subject: Love it Reply with quote

Heya,

Was trolling around here looking to see if anyone was playing this.

I LOVE the game so far. Its such a good blend of action/strat/rts/rpg. Totally addictive. I must have played 40 matches this weekend.

All of the demigods I have played so far (which is all but two) feel mature, fairly unique and well balanced. Biggest problem I have is deciding which to play as they are all so fun.

I have yet to try multiplayer. Sounds like it had some issues early on.. but with things like hamachi or http://wippien.com/ I cant imagine it being too hard to get going.


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Azh
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PostPosted: Wed Apr 29, 2009 11:31 am    Post subject: Re: Love it Reply with quote

Here's an overview of the game and all the characters by Tom Chick. Click the link at the bottom of each article to see the next one.

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Azh
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PostPosted: Wed May 06, 2009 11:42 am    Post subject: Re: Love it Reply with quote

So after familiarizing myself with the game and trying all the characters, I had settled into an all-Fire build with Torch Bearer. I found that I could readily beat even the most difficult AI settings with this build and figured it was time to try it out online. I assumed that I would be properly schooled by more experienced players, and I was, but I also managed to win a few games.

I found that getting into a multiplayer game wasn't difficult at all. Sometimes I had to wait a few minutes, and it wasn't uncommon for players to drop when they started losing or to occasionally find that one of the players was an AI from the start, but overall most players seemed to be good sports and were willing to stick it out until the end. All of the matches I got into except for one were 2 vs 2, which puts a lot of pressure on each individual player.

So, after 6-7 games with my Burninator build, I went back to the drawing board, playing single-player with AI opponents and trying some other characters. Along the way I decided that I was spending too much money on teleport scrolls (while the insta-travel is nice, the gold is better spent on equipment and citadel upgrades, so I try and keep my teleporting to a minimum, especially in the early stages), realized that killing other demigods is key to getting the upper hand on your opponents, artifacts are awesome if you have the gold to spend, and the potions at the artifact shop are well worth the cash!

My new character is the Unclean Beast. I give him the spit attack to start with, and then invest in skills that make his movement speed and attacks stronger, picking up the plague-spreading skill and/or the stun/lifedrain skill along the way. I'll also buy the Speed Boots if I can. And, if I can save up 8K in gold, I grab the Mage Slayer from the artifact shop as soon as I can. This gives you a lifesteal on attacks, which does wonders for survivability and seems to be a pretty powerful combo with the Unclean Beast's attacks.

I'm still having a blast when I play, whether its single or multiplayer and I learn new tricks and combo possibilities every time, so there is obviously a lot of room for various tactics and strategy.


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Furbag



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PostPosted: Thu May 07, 2009 9:26 am    Post subject: Reply with quote

UB is a total beast. I have a similar build, get speed item, speed boots, only teleport back to item shop for my gear. I go full spit, inner beast and health boost.. only taking 1 point in post mortem for fast creep kills (also a way to make gold fast, make sure to do gold upgrades in citadel too) and 1 point in the stun to make a good combo with spit/melee/stun/melee.

Items are weird. Lately all I do is save cash for heart item (+health and +mana 30 second cooldown), then go back for speed boots and the best attack claws. Thats pretty much it for items until mage slayer artifact. With the heart thing, I just flee to heal and run right back into the fray. I dont even need armor or mana helm. Which means I usually upgrade the citadel very fast with spare money.

That similar build works with almost all of the other Demis which is interesting. I find very specific builds far outweigh ones with talents spread all over. Like rook, I used to have points everywhere.. now its just god strength, health, shoulder tower upgrdes stopping after catapult, 1 point in bash, one point in boulder, 1 in tower. He just gets so badass with the strength and health, I find I need the skills very sparingly.

I have yet to get into multiplay though. I loose patience with the waiting. I'm sure that will change once I can play WITH some pals.

Azh, we should try a co-op game or something.. would be fun. Did you have to do anything other than port forward to play online?


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Azh
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PostPosted: Thu May 07, 2009 9:35 am    Post subject: Reply with quote

Furbag wrote:
Lately all I do is save cash for heart item (+health and +mana 30 second cooldown)


Which item is this? I should probably take some time to actually read all the stats and abilities on all the items.

Quote:
Like rook, I used to have points everywhere.. now its just god strength, health, shoulder tower upgrdes stopping after catapult, 1 point in bash, one point in boulder, 1 in tower. He just gets so badass with the strength and health, I find I need the skills very sparingly.


That hammer slam can be pretty nasty. I actually prefer a tower-focused build when I play Rook. Not only are they good support for the troops, but they can also do significant damage to Demigods and they fire by themselves, which is another plus. Once I get to a point where I can have 4 up, it's pretty easy to put up a serious defense no matter where you are on the battlefield. And the tower health-drain ability is great for breaking down your opponents' defenses.

Quote:
I have yet to get into multiplay though. I loose patience with the waiting. I'm sure that will change once I can play WITH some pals.

Azh, we should try a co-op game or something.. would be fun. Did you have to do anything other than port forward to play online?


All I did was press the multiplayer button, then hit the skirmish option. You choose a demigod, and it automatically finds a match for you. There's usually a small wait, but it's never been more than a couple of minutes for me.

No idea about how to hook up with a particular player. I would guess that would be done under Custom Game. My nick is Tholal.


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Furbag



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PostPosted: Fri May 08, 2009 6:20 am    Post subject: Reply with quote

That item is the "Heart of Life". You buy it at the item shop. Its 4250 and is basically the first item I ever get these days (other than 2 tele scrolls and 3 combat heals to start, always keeping 2 tele scrolls on me, and some heals untill I get the HoL). You can use it on the run and you mana FLIES up, then your health as well.. perfect for the retreat/attack flow of the game.

Interesting about multi.. I thought we needed to port forward. I'll have to try it tonight. My nick is Lirmax in case there is a way to find peeps online.


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Furbag



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PostPosted: Tue May 12, 2009 10:18 am    Post subject: Reply with quote

Multiplay has turned out to be quite fun. Not sure if I just got lucky, but a few custom games, a few pantheon games and I ran into mostly cool people. GG's all around and some fun and very close matches.

Good stuff. Not seeing any connectivity issues. Running the beta patch 1.00.0113 or something.

Good stuff.


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Gronk



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PostPosted: Tue May 26, 2009 6:20 pm    Post subject: Reply with quote

I just started playing this today. So far I like it. I haven't played online or against any humans yet, just local comp stomps.

My nick is Gronk9.

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Gan'Tungi



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PostPosted: Wed May 27, 2009 7:57 am    Post subject: Reply with quote

I've been playing this game quite regularly for a while. I pretty much play Oak and that's about it. I was sucking at the game and decided to pick one hero and get good at him. I believe I've done that as I rock most games (even if I lose) as Oak these days.

My nick is Harud, friend me.


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Azh
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PostPosted: Wed May 27, 2009 11:39 am    Post subject: Reply with quote

I hadn't messed with the community section of Impulse yet. Does it support group formation? If so, I'll set something up this evening for us.

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Glokkpod



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PostPosted: Mon Jul 06, 2009 12:28 am    Post subject: Reply with quote

I have this game!!!! The latest patches have done wonders.

Pretty sure my handle is MottSpott, like in Steam. Love playing as the Rook. He's so jolly and smashy.


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Azh
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PostPosted: Fri Jul 31, 2009 9:03 am    Post subject: Re: Demigod Reply with quote

A Demigod demo is now available for anyone who is interested in trying it out.

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Azh
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PostPosted: Fri Jul 31, 2009 1:44 pm    Post subject: Re: Demigod Reply with quote

I also ran across this status update from the developers. (source)

Quote:
Demigod: end of July status report
By Frogboy Posted July 24, 2009 22:25:05

All this week I watched GPG and Stardock QA going back and forth on the demo build. Just little things.

We also went into great detail on the 2 new demigods that are in development. I am anticipating being able to go into significant detail on these in the next couple of weeks now that they’ve moved beyond a bunch of “assets” and are starting to come together.

Tentatively we are looking at one general and one assassin. One will be of the forces of light and the other the forces of darkness. One will be melee oriented, the other projectile oriented.

In addition, version 1.2 is the next major milestone GPG is working on. It’s due in August so that we can show it off at PAX where we also expect to be showing off the 2 new Demigods.

Prior to version 1.2 we are also very close to a post v1.1 update. I had hoped we were going to release it this week but there’s still a bit more to do. The post v1.1 update is expected to fix a LUA decompression crash that some people have run into (and by some people we mean those people get it a lot) as well as some fixes to stats. There may also be some balance tweaks to the bishops-related idols but not sure if they’ll make it in time.

For version 1.2 itself our list is:

* Replays (managed)
* Rematches
* Additional items & balancing
* New Demigod #1 (may be released separately)
* New Demigod #2 (may be released separately)
* Squelch (silence users in game) /squelch frogboy (right from SupCom)
* Option to turn off Arena background
* Various Bug fixes
* More AI improvements (if anyone in the community wants to make LUA suggestions I’ll forward them on)
* New AI options (on death)
o 1. Gold/ XP: High (= to what it is today)
o 2. Gold/ XP: Normal (= 50% what killing a human player would be worth) [default]
o 3. Gold/ XP: Low (=25% of what killing a human player would be worth)
* New AI option:
o 1. Hitpoints: Very High (2X what they are today)
o 2. Hitpoints: High (1.5 what they are today) [Default]
o 3. Hitpoints: Normal (1.0 what they are today)
o 4. Hitpoints: Low (0.75 what they are today)
* Modding Support:
o 1. Quickie SDK that explains how to make maps
o 2. Quickie SDK that explains how to make demigods
o 3. Quickie SDK that explains how to make items
* New Option: Use Mods (allows mods to be used in single player)
* Hosts would select which mods to use.
* We would begin including mods submitted in updated builds.
* If a player does not have a mod, then it’s not used.
* More robust Pantheon and Skirmish handling (slot time to work with us to make this system work better).
* Connection Info would display a player’s rank/experience to better balance custom games

Other things that are being discussed without a consensus yet:

* Should custom games be ranked?
* How do we make it easy for people to create team games (that doesn’t involve a lot of UI work)
* How do we make pantheon/skirmish games more flexible (1 on 1, 2 on 2, etc.)
* Ways of handling pre-made teams
* Ways for hosts to ban people from joining their games. (personal ban lists)

Ironically, the biggest development resource limitation right now is in the area of UI. So solutions that require new screens and such are more problematic. In the long run, we’ll add as much as we can to Impulse’s overlay which is getting a significant revamp in August for better handling for friends and such.

Also high on our list but will probably not make it into v1.2 but likely v1.3 are the Clan Wars. It was decided that getting modding out earlier rather than later was important because in doing so, Stardock itself can start to create maps and demigods to release as well as let players create their own demigods if they want and in a pinch we can take care of the exporting for them.

So that’s where things stand as we start to near the end of July.


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Laz'tarul



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PostPosted: Fri Jul 31, 2009 7:37 pm    Post subject: Reply with quote

Wow, I missed this thread. I will play with you guys some time. I usually just play with people that I live close to but I don't always have much time. Send me a PM or something if you guys want to play on Sunday to Tuesday.

-Laz


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Azh
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PostPosted: Tue Nov 24, 2009 10:55 am    Post subject: Re: Demigod Reply with quote

Version 1.2 is now out (source)

Included are a number of tweaks, some additional options for multiplayer games, and a new Demigod, the Demon Assassin (a second new Demigod is supposed to be released soon).


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PostPosted: Fri Jan 15, 2010 1:53 pm    Post subject: Re: Demigod Reply with quote

The second new Demigod, Occulus, has been released.

http://forums.demigodthegame.com/373803


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PostPosted: Sat Feb 06, 2010 9:58 am    Post subject: Re: Demigod Reply with quote

I received an email coupon today for 75% off Demigod, good through Feb 18th. If anyone is interested, send me a PM with your email address.

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