Enfos [Mod] Test V 1.3 NEW****

By on June 15, 2010 2:05:19 PM from Demigod Forums Demigod Forums

Exxcentric

Join Date 07/2009
+47

Hey guys,

 

Sorry about multiplayer bug. Fixed version below

Version 1.1_ With Bugfix

http://www.mediafire.com/file/jmjzno5jtyt/Exxcentrics Enfos - Both Multi and Singleplayer V1.1_Final_Bugfix.exe

 

 

version 1.3 test - single player only .rar file

http://www.mediafire.com/?tjoooizzqmn

 

Please remove (delete) any previous versions of the mod before installing.

Also Enfos is NOT compatible with favormod - i have used a fair amount of the code for favormod in my Enfos.

Further, to switch between mods you currently have to remove all other versions of enfos before installing. Both mods currenlty use the same install path.

For .zip install - extract \enfos\ folder into demigod\bindata\mods\

Solo - Allows for 1-5 players on a single team, no opposing ai team is required to play. When ingame select "The Brothers" as your map and keep all human players on a single team! you will also require an AI on the forces of darkness.

 

Team Survival - Play team vs team

When ingame select "The Brothers" as the map.

 

Let me know how far you get!

 

Also any balance changes, item /creature ideas are welcome as per usual!

 

Changelog for V0.9 -> 1.0

1. Moved item/artifact shops and the crystal to the other side of the citadel. You will now be able to shop much more quickly after spawning and you will no longer aggro creeps through the wall while shopping.

2. Fixed walls to be more wallish. - tb can no longer pass through walls, and now minions are not able to pass through walls either. However reinforcements will remain able to for the present time (unless requested). This includes nitecrawlers.

3. Fixed Exp gain for all Creep types (was previously not giving exp for new creeps).

4. Changed shield (crystal idol animation) to take up less resources and make it unique and distingiushable. Credit to Ptarth for the code for this change.http://forums.demigodthegame.com/383243

5. Changed Crystal idol shield summon rate : 5 sec --> 8 Sec on aurapulse, compensated for this by increasing shield effect from 150-200.

6. Removed all flags but the ones near the portals. Removed gold/exp gain from capture. This flag owns to resources (2 mines) which each produce 4 gold per tick.

7. Number of player creep health and damage adjustment code completed. Creeps will have 0/25/50/75/100% for 1/2/3/4/5 players.

8.Creep Health and damage will now incease by 6.25% per warrank wave.

9. There will be 2 waves per warrank, however the amount of summoned units will be divided between these two waves. The second wave will come after 18 seconds. The time in between warrank waves has been lifted from 31 seconds to 41 seconds

ie spawn wave 1

18 sec

Spawn wave 1 (2)

41 sec

spawn wave 2

18 sec

etc.

Hopefully this will reduce the pressure applied on players and allow them more time to move back to the citadel and shop

10. Amount of gold given per wave has been reduced from 250 to 100 per wave. - this will be changed further soon - looking to implement a system which distributes a set amount of gold between the players so i can cap max gold gain for balance reasons. (ie a given pool of resources will be used and divided out evenly amongst the players).

11. All warscore requirements have been removed from the citadel. Now purchases only depend on available gold.

Modifications to citadel:

Removed purchasable creep upgrades

Removed purchasable treb/finger of god upgrades

12. Increased Albatross flight path to prevent them getting caught in the citadel.

13. Fixed all creep types from getting caught in the citadel.

14. Fixed a number of icon problems

15. Rewrote the spawn tables to be more reflective of wave buff. -- Note lvl 16 is an air wave

16.First boss unit added. Currently only passive abilities though i will be looking at adding some active abilities in the following patch (so i can get this out soon )

Second Boss unit added - No abilities but does High area damage - Uses Ptarths Ancient Shambler mod - http://forums.demigodthegame.com/382470

17. Currency changed to

10/20/35 gold per tick. changed to 2000/4000/6000 (gold per wave was again reduced to 100*wave per portal spawn; see above)

18. Imported  14 favor items over from favormod.

 Dejavu Essence

 Ice Shard

Venom Stone

Static Orb

Armourment

Wand of the Wastes

Wraith Gloves

Helm of Fortune

Architects Mechanism

SlowWard

Claymore Mine

Merlins Magic Missile

Beserker

LifeSource Katana

 

Changelog for V1.1

1. Adjusted creep code buff code to occur every spawn, should continue to increase after level 20 (not yet tested).

Adjusted code so that creeps are buffed by:

                MaxHealth = { Mult = 0.0625, AdjustHealth = true },
                DamageBonus = { Mult = 0.0625 },

every wave (twice the previous buff)

2. added 2 starting towers to both sides of the map, close to the citadel

3. changed lobby option gold to:

    StartingGold = {
        Normal = 3500,
        High = 7500,
        Rich = 25000,
    },

and experience rate to:

    ExperienceMultiplier = {
       Low = 1.5,
        Normal = 3.0,
        High = 6.0,
    },

 

To account for these changes the number of player buff is now :

50%/+200%/+300%/+400%/+500% health and damage per 1/2/3/4/5 players

 

 

4. Removed Items:

Cloak of the night favor item

warpstone

amulet of teleportation

elfin cloak (artifact - teleport cloak)

 

5. Editied abilities:

Batswarm

---Now teleports you back to your start location 0.5 seconds after arriving. Consider it to now be an aoe that lets you go immune for .5 seconds. - To compensate for the change of mobility, this ability will now do damage twice.

ie

start position   -----damage------> selected area- 0.5sec

                    <-----damage-------

Damage by batswarm has been adjusted to:

Ability.HVampireBatSwarm01.DamageAmt = 400
Ability.HVampireBatSwarm02.DamageAmt = 545
Ability.HVampireBatSwarm03.DamageAmt = 720

 

Blast off has been done the same way.

Damage on Blast off adjusted to:

.HOculusBlastOff01.DamageAmt = 400
.HOculusBlastOff02.DamageAmt = 525
.HOculusBlastOff03.DamageAmt = 610
.HOculusBlastOff04.DamageAmt = 720

6. Edited Items:

Scroll of teleportation cost increased to 750.

Sigil of Vitality cost increased to 1000.

Armorment: On active ability armor multiplier reduced from 40% to 20%

##

7. Fixed currency II cost. Was costing 400 when it should have been 4000. Adjusted currency III up from 35 to 40 gold per tick.

Somehow has come undone: will be in next patch (maybe a later ver1.1 or ver 1.2)

##

8. Fixed a favoritem import problem

9. Crystal idol shield aura change:

Aura pulse time increased from 8 to 16.

Shield absorb affect increased from 200 to 450. -- this should be more friendly to everyones computers.

10. rewrote the unit tables. reduced number of units by 30-50%

11. changed the wave times :

Warrank Wave timer 41 --> 55

secondary wave 18 seconds-->25

Hope that this reduces the number of creeps on screen.

12. Added Ending to singleplayer.

In the singleplayer version, you will now win the match if you reach warrank 20 and are able to survive through 3 waves at this warrank.

13. Added Additional difficulty level after level 20 for multiplayer.

Creeps will now gain another 12% difficulty bonus for each wave after reaching warrank 20

Standard angel damage --> reduced from 89 --> 50

14. Removed Teleport Scrolls

15. Removed Fortified Structure from the citadel

16. Altered health of towers and citadel to 9000/60000 respectively

17. Added Consumable Item to Consumable tab 2:

Structure Buffer - cost 3500:

On use: Summons a ward which will buff all structures in range 14 with 40% more health and +12 regen.

Creeps will attack and destroy this ward, removing the effects after 20 seconds. The ward has been given 4000 health, and is permanent until destroyed.

It should also be able to be sniped now .

18. Death penalty lobby options changed:

Low: 0.5 -----> 1

Normal: 1 ---> 1.5

others remain the same

19. Shambler Boss now uses Ground spikes I every 5 seconds.

Ver 1.1 Test :

Changes - Added a new ability to nightmare.

Fixed artifact shop - now cloak of elfkin kind can no longer teleport you however, the cost has been reduced to 7500.

Fixed tooltip for Structural Reinforcement -- ^^item above 17.

Fixed Costs for Building Firepower tree

Fortified Structure is back but with better returns now (lol citadel strength is better than it was before but it is still swiss cheese, so you better upgrade!

upgrades are now I  - 20% health and 15 regen ---   cost: 1800

II - 60% health and 20 regen   ---   cost -- 2800

III -- 100% health and 25 regen --  cost  -- 3800

IV -- 140% health and 30 regen  -- cost 4800

 Added ability Rain Of Fire to Nightmare

 

Have fun! Exx

http://download745.mediafire.com/vd4mg5wpiujg/yr1x5wilm32/Exxcentric_Enfos_Multi_Single_1.1_withbugfix_setup.exehttp://www.mediafire.com/?yr1x5wilm32
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June 15, 2010 2:17:28 PM from Demigod Forums Demigod Forums

Changelog for next patch: (V1.1)

1. Adjusted creep code buff code to occur every spawn, should continue to increase after level 20 (not yet tested).

Adjusted code so that creeps are buffed by:

                MaxHealth = { Mult = 0.0625, AdjustHealth = true },
                DamageBonus = { Mult = 0.0625 },

every wave (twice the previous buff)

2. added 2 starting towers to both sides of the map, close to the citadel

3. changed lobby option gold to:

    StartingGold = {
        Normal = 3500,
        High = 7500,
        Rich = 25000,
    },

and experience rate to:

    ExperienceMultiplier = {
       Low = 1.5,
        Normal = 3.0,
        High = 6.0,
    },

 

To account for these changes the number of player buff is now :

50%/+200%/+300%/+400%/+500% health and damage per 1/2/3/4/5 players

 

 

4. Removed Items:

Cloak of the night favor item

warpstone

amulet of teleportation

elfin cloak (artifact - teleport cloak)

 

5. Editied abilities:

Batswarm

---Now teleports you back to your start location 0.5 seconds after arriving. Consider it to now be an aoe that lets you go immune for .5 seconds. - To compensate for the change of mobility, this ability will now do damage twice.

ie

start position   -----damage------> selected area- 0.5sec

                    <-----damage-------

Damage by batswarm has been adjusted to:

Ability.HVampireBatSwarm01.DamageAmt = 400
Ability.HVampireBatSwarm02.DamageAmt = 545
Ability.HVampireBatSwarm03.DamageAmt = 720

 

Blast off has been done the same way.

Damage on Blast off adjusted to:

.HOculusBlastOff01.DamageAmt = 400
.HOculusBlastOff02.DamageAmt = 525
.HOculusBlastOff03.DamageAmt = 610
.HOculusBlastOff04.DamageAmt = 720

6. Edited Items:

Scroll of teleportation cost increased to 750.

Sigil of Vitality cost increased to 1000.

Armorment: On active ability armor multiplier reduced from 40% to 20%

##

7. Fixed currency II cost. Was costing 400 when it should have been 4000. Adjusted currency III up from 35 to 40 gold per tick.

Somehow has come undone: will be in next patch (maybe a later ver1.1 or ver 1.2)

##

8. Fixed a favoritem import problem

9. Crystal idol shield aura change:

Aura pulse time increased from 8 to 16.

Shield absorb affect increased from 200 to 450. -- this should be more friendly to everyones computers.

10. rewrote the unit tables. reduced number of units by 30-50%

11. changed the wave times :

Warrank Wave timer 41 --> 55

secondary wave 18 seconds-->25

Hope that this reduces the number of creeps on screen.

12. Added Ending to singleplayer.

In the singleplayer version, you will now win the match if you reach warrank 20 and are able to survive through 3 waves at this warrank.

13. Added Additional difficulty level after level 20 for multiplayer.

Creeps will now gain another 12% difficulty bonus for each wave after reaching warrank 20

Standard angel damage --> reduced from 89 --> 50

14. Removed Teleport Scrolls

15. Removed Fortified Structure from the citadel

16. Altered health of towers and citadel to 9000/60000 respectively

17. Added Consumable Item to Consumable tab 2:

Structure Buffer - cost 3500:

On use: Summons a ward which will buff all structures in range 14 with 40% more health and +12 regen.

Creeps will attack and destroy this ward, removing the effects after 20 seconds. The ward has been given 4000 health, and is permanent until destroyed.

It should also be able to be sniped now .

18. Death penalty lobby options changed:

Low: 0.5 -----> 1

Normal: 1 ---> 1.5

others remain the same

19. Shambler Boss now uses Ground spikes I every 5 seconds.

Ver 1.1 Test :

Changes - Added a new ability to nightmare.

Fixed artifact shop - now cloak of elfkin kind can no longer teleport you however, the cost has been reduced to 7500.

Fixed tooltip for Structural Reinforcement -- ^^item above 17.

Fixed Costs for Building Firepower tree

Fortified Structure is back but with better returns now (lol citadel strength is better than it was before but it is still swiss cheese, so you better upgrade!

upgrades are now I  - 20% health and 15 regen ---   cost: 1800

II - 60% health and 20 regen   ---   cost -- 2800

III -- 100% health and 25 regen --  cost  -- 3800

IV -- 140% health and 30 regen  -- cost 4800

 

Blast off will be getting similar treatment (ie affects will occur at both start and end points)

B

Blast off will be getting similar treatment (ie affects will occur at both start and end points)

B
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June 15, 2010 2:19:23 PM from Demigod Forums Demigod Forums

Sniff now I'll have to update demigod to try this I quit for a reason you know

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June 15, 2010 2:25:05 PM from Demigod Forums Demigod Forums

This is an awesome mod. 

It is very difficult  to solo lol! 

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June 15, 2010 3:10:20 PM from Demigod Forums Demigod Forums

Split, Howboutnooo, and I just won woot!

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June 15, 2010 3:50:51 PM from Demigod Forums Demigod Forums

Some very interesting work.

Some thoughts:

  • Change the colors of the shield buff you give creeps. (See the LoPQoT mod for an example, its really simple)
  • Reduce the number of shields active, just boost health.
  • Reduce the number of creeps on the map at a time. There is too much going on which drains away system resources when most of the time all the creeps are doing is walking towards your base.
  • Minions in the Creep wave display their controller as Team_2
  • Add an announcement as each wave is generated.
  • Scale difficulty based on the number of players on each team.

 

 

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June 15, 2010 4:13:06 PM from Demigod Forums Demigod Forums

TB can walk through walls...odd

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June 15, 2010 4:15:18 PM from Demigod Forums Demigod Forums
  1. Your walls aren't wall-ish enough. You can walk through them with TB and creeps can move through them.
  2. The only way to win is to destroy the enemy citadel, which means you have to buy a warpstone or play oculus or erebus to win. (or send minions and wait forever)
  3. The quantity of minions is too high for most computers - two people out of three who tested today got below 0 sim speeds. You may want to increase the quality of creeps but decrease the quantity
  4. Creeps can be aggroed from the portal if you're at the artifact shop. You might want to move the portal over a bit

It's very fun though!

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June 15, 2010 7:22:25 PM from Demigod Forums Demigod Forums

Its a bit to easy with 5 people maybe try moving it to 40 waves and increase the hp atk and armor of the creeps after wave 20. This mod having 2 sides got me thinking...maybe you could extend it to where you could have a group of people vs. another group of people? Each time I played with more than 2 people we always beat wave 20 if you extend it to 40 like in my last suggestion and add the team vs. team it could be whoevers cit last longer (easy enough considering when your cit falls you lose) anyway its been a really fun mod so far thanks.

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June 15, 2010 7:23:22 PM from Demigod Forums Demigod Forums

We tried 5 v ai and it proved to be very easy.  I think the sweet spot at this point will be 2vAI or 3vai (maybe).  It also destroyed a few folks pcs in the sim speed department.  I can see this being alot of fun.  Thanks for working on another great mod!

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June 15, 2010 7:26:50 PM from Demigod Forums Demigod Forums

:3 Just solo'd it as beast by exploiting several bugs with PM and items :3 

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June 15, 2010 8:03:53 PM from Demigod Forums Demigod Forums

I also feel that gold should be a bit more limited. ATM its easy to get enough for artis early on.

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June 15, 2010 9:04:38 PM from Demigod Forums Demigod Forums

Last waves are a bit hard to solo I tried with AI in my team and they do nothing. Stay at start and waiting. Sometime to buy some items/citadel upgrades but dont help at all.

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June 15, 2010 9:10:03 PM from Demigod Forums Demigod Forums

Port Mortem triggers off of:

Nature's Reckoning

Heaven's Wrath

Orb of Veiled Storms

All Cleave (Girdle of the Giants)

 

remember it also spreads. I've gotten to Wave 20 (even though I tend to die with just a few giants left ._.)  with both Crimson Vial and Heaven's Wrath. First item you purchase is Girdle of the Giants. 

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June 15, 2010 9:35:55 PM from Demigod Forums Demigod Forums
  1. Start as level 20 DA
  2. Buy nature's recknoning
  3. Buy attack speed and lifesteal items
  4. Stand at portal
  5. Win game 

Max  insisted on level 20 everyone playing DA. It was so retarded, all the creeps died the second they came out of the portal. We ended up at level 41 by the end. We kind of made Teseer think the mod was stupid though

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June 15, 2010 9:39:34 PM from Demigod Forums Demigod Forums

We will have to force him to play another game of it.

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June 16, 2010 12:43:50 AM from Demigod Forums Demigod Forums

lol glad so many of you like it!

This is still very much a work in progress so forgive me for the bugs lol. I will be trying to get out some newer versions out rather quickly as i update things now so keep an eye on this thread .

 

It was 5am when i released the mod so i didnt get to do a good writeup on how this currently works:

Warscore level is currently used to determine which creep wave you will receive, after every creep wave your warscore will be increased by 1 up to lvl 20.

All exp is only given from creeps,

Gold is not given by creeps ever, it is given on a per wave basis using the forumla :

money = 250 * warscore

For the moment i have released a single player/team version so that we can focus a bit on how well it balances out against a single team of differing sizes. A multiplayer version is not only in the works, it only requires 2 file changes that i have already produced so the mod will be avaliable from V1.0 onward in both single player/team and opposing team flavors.

Other things to note:

Yes you can currently kill the enemy citadel/farm the enemy heroes for gold using minions - this is not meant to be part of the game and i am currently working on code to make the ai heroes invincible and the citadel not take any damage.

AI will NOT work on this map. Too many key elements of the map have been removed and so they will not respond (usually sit at the start position and move over to their shop at waves 5+). The only point to having an ai enemy on startup is to allow the map to reload.

Mouseover on the flags currently produces an error (i didnt write much of the map code, credit for most of it goes to WoodChip123, http://forums.demigodthegame.com/379591) so i am trying to work out why this error occurs.

Other things that are currently in the works:

All flying minion types (ie oak) will be removed and replaced with ground based minions. (so that you cannot attack the opposing teams citadel. Walls/minion code will be edited to ensure that you cannot pass through walls.

All teleport abilities and items will be removed.

I am currently working a rework of the demigod abilities so that you still have some skill to purchase after lvl 40. Will remove skills that i dont think suit the current meta game and will replace with more appropriate skills.

I will be importing some items over from favormod - NOTE THIS MOD WILL NOT WORK WITH FAVORMOD, it utilizes alot of the same code to allow me to import items over easily.

I will also be working on editing citadel upgrades. I have removed stronghold upgrading with warrank and this will be a purchasable upgrade at the citadel. Warrank requirements will be removed from all upgrades. New upgrades will replace some of the more inappropriate stronghold upgrades.

It is REALLY easy for me to increase the number of waves above 20. However, i need some new creep types before i go above lvl 20 (ie i ran out of my premade ones). Suggestions?

Balance:

Ok after reading the above replies i have a few questions about balance:

#####note: lol at starting at lvl 20, (or should i say lvl 38 rofl)

Should the time in between waves be altered? If so, increased or decreased and by how much?

Would you like me to turn back on fog of war?

How much should the amount of gold given per wave be altered?

I will be working on a buff that applies itself to all creeps of a team on startup which will alter their armor, hp and damage dependent on the number of players? How much of a buff do you think would be appropriate per person.

For sim speed problems: was your graphics on low? I need to know how many you guys think is a good number for the maximum number of creeps to spawn in a wave for low end machines. health etc can be adjusted appropriately.

Ok now for some general questions:

What lvl do you get to when you hit wave 20? (so i can adjust exp/lvl rate if i when i had more creep waves above lvl 20.

Does this change much dependent on the number of ppl playing.

@ptarth

Some thoughts:

  • Change the colors of the shield buff you give creeps. (See the LoPQoT mod for an example, its really simple)
  • Reduce the number of shields active, just boost health.
  • Add an announcement as each wave is generated.

See what i can do .

 

@OMG_Zalera

Each time I played with more than 2 people we always beat wave 20 if you extend it to 40 like in my last suggestion and add the team vs. team it could be whoevers cit last longer (easy enough considering when your cit falls you lose) anyway its been a really fun mod so far thanks.

This is exactly how its going to work !

Cheers Exx

 

NB: next version will be in autoinstaller for all those having .rar file problems.

 

 

 

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June 16, 2010 12:59:04 AM from Demigod Forums Demigod Forums

don't have time to read all that atm, but thanks again for your hard work on dg.  Your mods are fun and a good value add to the community.  Thanks!

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June 16, 2010 1:14:09 AM from Demigod Forums Demigod Forums

That sounds great exx! It's 1:12 A.M. here and I'm watching bleach atm but tommorow I think split, max, pacov, and I can come up with some of the balancing suggestions (though if they don't have time to help me thats fine).

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June 16, 2010 1:16:31 AM from Demigod Forums Demigod Forums

Just came up with an alternative for oaks spirits:

 

Clone - Copies an enemy unit summoning it as a minion:

Level 1: Meta infantry only

Minotaurs: 4

Archers: 6

Level 2: Meta infantry, priest types and baby golems - including crystal monks

Minotaurs: 6

Archers: 8

priests: 2

crystal monks: 2

baby golems: 2

Level 3: Copies all ground units except giants and babylon titan and boss mobs

Minotaurs: 8

Archers: 10

priests: 4

crystal monks: 4

baby golems: 4

cats: 6

babylon golem: 2

Level 4: Copies all ground units

Minotaurs: 12

Archers: 12

priests: 6

crystal monks: 6

baby golems: 5

cats: 7

babylon golem: 3

Boss mobs: 1

Babylon Titan: 2

 

 

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June 16, 2010 1:18:12 AM from Demigod Forums Demigod Forums

ty both!

Any advice you can give makes the process alot faster and is greatly appreciated!

 

Exx

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June 16, 2010 2:01:40 AM from Demigod Forums Demigod Forums

I am able to run the entire game (up to Wave 20) and have a Sim Speed of 3, on full/ultra graphics with max Anti Aliasing. 

Specs: 

8 GB PC-16000 RAM

Quad Core @ 3.4 GHz (AMD Phenom II 965 Black Edition) 

2x Radeon 5850 in CrossFire 

Intel's X-25M SSD (though I doubt that matters). 

 

So I think for top-quality new computers, it should run okay. Scaling back the number of creeps would help. 

 

Critiques: 

 

- Make Spawn point by the item shop. It's current location forces you to not shop with your first 1k gold because you have to rush for the gold flag. 

- Speaking of which... the 2x Gold flags at the end may need to be removed... I really needed the money for Single-Player but in Team Games I think it makes it EZ-Mode. You also still gain gold and xp from capping flags. 

- Currency would need to be vast improved to be made worth it. The game only lasts 5-10 minutes anyway and you get well over 25k gold if you last to the end, making any contribution Cur gives you insignificant

- I would recommend the Tower Firepower citadel upgrade to create forts or tower or archer towers. The biggest difficulty while Solo'ing is that you cannot shop after wave 13 or so. You have to solo the last 7 waves without going back to base. This also would kill the Albatrosses, which tend to get caught in the citadel and each time I lost it was because of those damn birds. If the archer towers went behind the citadel they would be able to kill Angels or whatever

- If at all possible, I would make it "infinite" and make the creeps scale infinitely as well (it would be cool if you could as well :3). Eventually you wouldn't be able to keep up with walls of 10k hp Giants, no matter what level you are. 

 

All-in-all great work, this really kept me entertained today. I'm not sure if it is possible to solo as anyone but UB... but still. It was fun to try!

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June 16, 2010 3:34:04 AM from Demigod Forums Demigod Forums

Ok changelog for next version:EDIT MOVED UP TO SECOND POST!

@hedgie

 

- Speaking of which... the 2x Gold flags at the end may need to be removed... I really needed the money for Single-Player but in Team Games I think it makes it EZ-Mode. You also still gain gold and xp from capping flags. 

Ok, will look into it

- Currency would need to be vast improved to be made worth it. The game only lasts 5-10 minutes anyway and you get well over 25k gold if you last to the end, making any contribution Cur gives you insignificant

- I would recommend the Tower Firepower citadel upgrade to create forts or tower or archer towers. The biggest difficulty while Solo'ing is that you cannot shop after wave 13 or so. You have to solo the last 7 waves without going back to base. This also would kill the Albatrosses, which tend to get caught in the citadel and each time I lost it was because of those damn birds. If the archer towers went behind the citadel they would be able to kill Angels or whatever

Citadel upgrades will be rewritten sometime soon as the purchasing of giants etc is not a required function anymore and a number of the buffs could be improved to better suit the new situation.

 

Thanks for the suggestions and feedback.

Exx

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June 16, 2010 3:02:46 PM from Demigod Forums Demigod Forums

With Erebus, Tb, Occ, and Oak (me) we were able to sit at the portal the whole 20 waves just attacking the creeps :/ . With occ keeping my mana topped as oak and being able to port right to the crystal I never had to run back...just keep spamming my aoe to keep our hp topped off. You can also buy artifacts from the portal.

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June 16, 2010 5:31:22 PM from Demigod Forums Demigod Forums

I am able to run the entire game (up to Wave 20) and have a Sim Speed of 3, on full/ultra graphics with max Anti Aliasing.

Specs:

8 GB PC-16000 RAM

Quad Core @ 3.4 GHz (AMD Phenom II 965 Black Edition)

2x Radeon 5850 in CrossFire

Intel's X-25M SSD (though I doubt that matters).

simspeed of 5 here with max everything... and it seems like you might have better specs than me... and yet...

specs:

i7 920

6GB PC-16000 Ram

1 Radeon 5850

2 WD velociraptors 300 gig in raid 0

 

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June 16, 2010 5:42:33 PM from Demigod Forums Demigod Forums

I was at 5 at Wave 18-19. I may have had an unusual spike or there was a rather absurd excess of shields when I was at 3 that one time. 

I could also be at a higher resolution or graphics mode (2 monitors). 

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