Citadel Upgrades

image

This screenshot is of a test on low-end hardware (playing on my laptop) to see how well the game scales between relatively low-end hardware. As incredible the graphics are in Demigod, the hardware requirements are the same as Forged Alliance (Geforce 66x series / ATI Xanything or better).

But here's the first look at the Citadel upgrades coming in Beta 2.  The GPG team is working hard to get Beta 2 ready to go, there's just so much stuff coming together and we are pleased to mention that Demigod will be the first Stardock game with a worldwide release in multiple languages which is another reason Beta 2 is running a bit late - we're having to get all the translation stuff put together.

Stay tuned.

51,007 views 80 replies
Reply #1 Top

Hell yeah, thanks for more news.

 

Look like the upgrades are:

health/first aid icon=healing upgrade for priests or total health upgrade

shield icon=total creep unit health upgrade

gold bars icon=mine gold income rate upgrade

hammer icon=total creep unit weapon damage upgrade

breastplate icon=total creep unit armor/defense upgrade

portal icon=creep unit recruiting rate upgrade

some skull thing icon=???

unit icons=escalation classe, levels are likely:

Level 0=5 minotaurs-->

Level 1=5 minotaurs+4 archers-->

Level 2=5 minotaurs+4 archers+2 preists-->

Level 3=5 minotaurs+4 archers+2 preists+2 catapultasauruses-->

Level 4=5 minotaurs+4 archers+2 preists+2 catapultasauruses+4 angels-->

Level 5=5 minotaurs+4 archers+2 preists+2 catapultasauruses+4 angels+2 giants

Reply #2 Top

Looks neat :D

Reply #3 Top

And I apologize for taking a screenshot at such low resolution. It looks a lot nicer on real hardware. ;)

Reply #4 Top

Quoting Frogboy, reply 3
And I apologize for taking a screenshot at such low resolution. It looks a lot nicer on real hardware.

No prob frogboy.  Just happy to see more info.

 

Wow, just noticed a minimap in the upper left.  I didn't think it need it, but for those who have it, they are at the very least giving it a try.

Reply #5 Top

If you can click directions on it, it might be useful -- it's a PITA to target your "GET ME OUT OF HERE NOW!!!!" warp scrolls in time, sometimes.

Reply #6 Top

Very cool, thanks Frogboy.  This makes a much deeper game :troll:

Edit: Do I see a giant tower of light at the top of the citadel? 

Reply #7 Top

Wow if you look close, there are a ton of changes to the map.

Reply #8 Top

A lot of the focus and internal debate has been on how to further increase strategic depth of the game but without making the game too complex.

Demigod's real strength, IMO, is that normal people can sit down and understand it very quickly.  I think a lot of you know what I mean by that -- you get some friends together to play X and you spend the first hour trying to show them how the game is played.  We want Demigod to be a game that people can figure out without a tutorial or needing to read the manual.

In fact, the game will NOT have a tutorial (it'll have a user manual of course that I'll be writing) we explicitly want to force ourselves to make sure the game is so intuitive that users don't have to mess with an in-game tutorial.  

The biggest thing I've been noticing in recent builds is how good the AI is.  As an AI developer, I have to say that the GPG team has really done something special here.  I'm going to come out and be blatant here: Demigod doesn't just have the best AI of any RTS style game ever.  It has the best AI of any RTS ever by a significant margin.  When you see Beta 2, I think you'll agree. (Beta 1's AI was largely  non-functional so there's not much there to look at).

Reply #9 Top

Me kinda likes, but I was hoping for a more intricate "tech tree", instead of just linear progressions. Kinda like what we have in GalCiv2 and Sins..

Reply #10 Top

Quoting Frogboy, reply 8
A lot of the focus and internal debate has been on how to further increase strategic depth of the game but without making the game too complex.

Demigod's real strength, IMO, is that normal people can sit down and understand it very quickly.  I think a lot of you know what I mean by that -- you get some friends together to play X and you spend the first hour trying to show them how the game is played.  We want Demigod to be a game that people can figure out without a tutorial or needing to read the manual.

In fact, the game will NOT have a tutorial (it'll have a user manual of course that I'll be writing) we explicitly want to force ourselves to make sure the game is so intuitive that users don't have to mess with an in-game tutorial.  

The biggest thing I've been noticing in recent builds is how good the AI is.  As an AI developer, I have to say that the GPG team has really done something special here.  I'm going to come out and be blatant here: Demigod doesn't just have the best AI of any RTS style game ever.  It has the best AI of any RTS ever by a significant margin.  When you see Beta 2, I think you'll agree. (Beta 1's AI was largely  non-functional so there's not much there to look at).

Wow, more info, can't wait to see beta 2.  When is that by the way?

(was that smooth or what?)

Reply #11 Top

Quoting Trigeminal, reply 7
Wow if you look close, there are a ton of changes to the map.

Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...

Demigod doesn't just have the best AI of any RTS style game ever. It has the best AI of any RTS ever by a significant margin.

I'm assuming you are talking about AI-controlled demigods here, since the creeps are pretty script-dependent?  Good news either way :)

Reply #12 Top

Soooo smooth Trige. Like butter.

Reply #13 Top

Quoting Ke5trel, reply 11

Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...

Yeah, extra flags are confusing.  Wonder what the purpose for those is?  Also the portals and mines have been moved.

Reply #14 Top

Quoting Trigeminal, reply 13

Quoting Ke5trel, reply 11
Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...

Yeah, extra flags are confusing.  Wonder what the purpose for those is?  Also the portals and mines have been moved.

Not true. I can still see the portals. They are just placed differently.

Reply #15 Top

Quoting Wagnard, reply 14

[quote who="Trigeminal" reply="13" id="1964554"]
[quote who="Ke5trel" reply="11" id="1964534"]
Yah there are the usual flags within the base and new flags right outside each set of side-towers.  I wonder if those change allegiance of the towers or if they have some other buff and towers simply guard them...


Yeah, extra flags are confusing.  Wonder what the purpose for those is?  Also the portals and mines have been moved. [/quote]

Not true. I can still see the portals. They are just placed differently.[/quote]

AKA they've been moved? Like Trige said?

EDIT: That's odd, It said it quoted Ke5trel all those times. It's supposed to be Wagnard, Trigeminal, and Ke5tral

Reply #16 Top

Quoting Wagnard, reply 14

Not true. I can still see the portals. They are just placed differently.

I said moved, not removed.

Reply #17 Top

I got Demigod preordered age ago but still havent tried beta... :s

Sins are keeping me away from it!!!

:p

Saying that I might give it a go when new beta comes out...

Also, has anyone yet tried it on Mac via Bootcamp !?

Reply #18 Top

Fun news!

Reply #19 Top

Quoting Trigeminal, reply 16

Quoting Wagnard, reply 14
Not true. I can still see the portals. They are just placed differently.
I said moved, not removed.

Ops sorry ... It seem I cant trust my eyes anymore 8C

Reply #20 Top

First I am glad to see the upgrades in the cathedral this will be a great asset to general. However I see that the assassin has this ability as well. I understand that the code to upgrade affects the cathedral but what this does is make the assassin overpowered and unbeatable 1 on 1 against a general. What I see here is the assassin framing the general creeps both portal and spawned level up and killing the general over and over again. This is why the general should build a barracks that the assassin does not get because to balance the creeps of the general should always be more powerful than the assassin.

Reply #21 Top

How does the ability of each player to upgrade creep and defense mechanics make Assassins over-powered compared to Generals?  How do you get from this conclusion to barracks?  Why do Generals need barracks to make their troops? 

 

Reply #22 Top

Yeah, making assumptions like that about balance is just stupid.  Unbeatable?  Overpowered?  Have you considered that maybe Generals' unique units are awesomely unbalanced and will crush the portal creeps, or might just be balanced?  Obviously not.  Consider both sides of the argument next time plzkthx.

Reply #23 Top

I think the faster spawn rate is not that wise though, since it gives the enemy more gold and expierience. The old war idol was changed to prevent this afaik.

Reply #24 Top

Thanks for the info keep it up frogboy.

Reply #25 Top

Everything seems to be coming along great, but seeing that minimap makes my day. No more need to mod in another world-cam as an ugly makeshift minimap!