Demigod: Short-term preview

What's coming up next

It looks like tonight there will be an update from GPG that addresses some of the in-game issues introduced in v1.01 (mainly chasing down opponents and such).

Next week, we should have an update that improves connectivity further for people with multiple IPs, intelligent proxy server handling, and better interaction with the pantheon.

In the meantime, Gas Powered Games is working on version 1.1 of Demigod which is scheduled to have:

  1. Concede option
  2. Random Demigod setup option
  3. Improved pathfinding
The demo version of Demigod will be based on v1.1.
Beyond that we plan to look at having observers and replay handling better as well as a place for people to upload their replays.
My own presence on the Demigod forums and journals will be decreasing after v1.1 pretty dramatically as I begin to focus on Elemental.  But Stardock will continue to have forum support people around to help and Gas Powered Games will be continuing to work on updates which include additional Demigods (no ETA yet) for a long time to come.
I will say that I've instructed the moderators to take a somewhat harder line on the forums regarding rage posting.  Especially since most often users have no idea what they're talking about and since I'm not likely to write a tell all book any time soon, they will continue to not know what they're talking about. :) 
Before v1.1, we will be posting a new series of pinned topics based on everything we know.  
Below is a summary of legitimate issues Demigod has that we are aware of.  
  • When players leave the lobby, the kick message sometimes gets called twice which can crash the lobby. (high priority).
  • When joining pantheon or skirmish games if a player aborts after the connection is made it can mess up the game (high priority).
  • Path finding around edges can be flakey with certain demigod/map combos.  Being looked at but considered a high priority.
  • Finding ways to deal with "Rage quitters" that is equittable to all (v1.1 is the main thing there).
  • People who have two NICs have problems connecting (high priority, ETA is next week).
  • People who can't connect normally end up using a Proxy server but Europeans and Australias get high pings (high priority, ETA late next week).
  • Favor points aren't tracked if you play onlin against only AI players (known, working as designed).
  • Cases where the game crashes in game (being looked at, rare for most people but common for the people who get it, high priority).
  • People can connect to everyone but one other player in a lobby (high priority, cause is unknown).
Features for Demigod that are high on our list:
  • Much better friends handling (ETA June)
  • Multiple in-game channels (ETA June)
  • Ability to get messages from friends in game outside the game via Impulse (ETA June)
  • Display of a player's experience rating in connection dialog (ETA June)
  • Display of a player's disconnect % in connection dialog (ETA June)
  • Support for Group Skirmishes/Pantheon (ETA July)
  • More Demigods (ETA not known, working with GPG on this)
  • More maps (ETA not known, working with GPG on this)
So that's where we're at.  
In the meantime, see you online.

22,806 views 32 replies
Reply #1 Top

Woo! Can't wait! :)

About the concede though...if everyone leaves and it's your team vs. all AIs, does it automatically concede?

Reply #2 Top

If no humans are left, you win.

Reply #3 Top

Quoting Frogboy, reply 2
If no humans are left, you win.

Just like in real life! :rofl:

+2 Loading…
Reply #4 Top

I hate to sound like a jerk, but there's no mention of Replays anywhere here.  Is replay functionality going to be included in Demigod at any point soon?  This seems kind of essential.

 

EDIT:  I see that he mentioned replays now (sorry for missing it)  But post v1.1?  No timeframe?  It REALLY is essential.

 

 

Reply #5 Top

thanks for the update Frogboy. 

 

all these updates sound like really good additions that we've been eagerly awaiting. 

 

I'f I might make a business-oriented suggestion regarding Demigod after the updates...

 

are you familiar with CD-Projekt and their handling of The Witcher Enhanced Edition? They made a number of very nice improvements to the original (already very good but slightly buggy) release and put it out with a brand new packaging and marketting campaign. The Enhanced Edition was VERY well received and a large number of reviewers that had previously given middling scores to The Witcher revised their marks upward by a large amount. Enhanced Edition sold very well if I'm not mistaken.

 

so would you consider doing something like a Demigod: Enhanced Edition sometime in July when these updates are finished? Might be a great way to regain some lost ground related to the messy launch. I'd love to see a more fully featured re-release, with a couple of new Demigods and new maps and all the social updates and bug fixes you're planning.

Reply #6 Top

That's cool.  If the features work as advertised and the bugs are fixed, the game will be greatly improved.

Reply #7 Top

Beyond that we plan to look at having observers and replay handling better as well as a place for people to upload their replays.

:D :D :D

Reply #8 Top


My own presence on the Demigod forums and journals will be decreasing after v1.1 pretty dramatically as I begin to focus on Elemental.  But Stardock will continue to have forum support people around to help and Gas Powered Games will be continuing to work on updates which include additional Demigods (no ETA yet) for a long time to come.

And who will read all the posts in the Ideas section? All the gameplay suggestions? Who will pass them to GPG? Will they take in consideration all the community gameplay ideas (including DG ideas)? Anyway, it doesn't matter so much, until they fix all the bugs and connectivity problems. I just pray they will be any players left when (if) the game will be fully fixed.

And IF the game will be fixed, my advice is to release 2 or 4 demigods, one or two maps, and then start making a BIG expansion pack with lots of advertising. Maybe that will revive the game. But imo, i don't think GPG is interested in DG anymore. I wouldn't be surprised if they start making Demigod 2...

Reply #9 Top

I hate to sound like a jerk, but there's no mention of Replays anywhere here.
? he mentions the replays.

 

Nice post, i was hoping for a list of the upcoming improvements.

Reply #10 Top

Frogboy,

 

I've the best ever useless suggestion that maybe you can tell to GPG to consider: Make the "adustable speed +1" the default gamespeed.

The normal speed is really boring to play. Now, i'm only doing custom games because of that.

I, and i'm not alone (maybe it will be useful to do a survey) are thinking that demigod lacks a little bit of reactivity and nervousness.

I think it's really easy to implement that in the game and it will add a more "spectacular" side to game, as you should be faster in reacting, moving and controlling your demigod. Moreover, it doesn't f*uck balance or gameplay mechanics.

Finally, if you add that, the game will win in actractiveness in regards to the hardcore & competitive gamers scene. ^_^

As, in a near future you were speaking about competition, maybe it's the time to consider my suggestion.

I will definitevly love to see that in 1.1.

Sincerly,


eeka

Reply #11 Top

Quoting Fred_Bonaparte, reply 9

I hate to sound like a jerk, but there's no mention of Replays anywhere here.? he mentions the replays.


I think the Froggy one edited his post; I don't remember seeing it on my first read.

Reply #12 Top

When will all of the skill firing/demigod chasing bugs be ironed out? Last night I noticed that, among other things, gaining a level while chasing an enemy caused me to stop running. Little things like this make it so Demigod cannot be played competitively.

Reply #14 Top

I'm not likely to write a tell all book any time soon, they will continue to not know what they're talking about. 
As if they would read it.

 

Also... Replays dude. Seriously. Replays. Please.

Reply #15 Top

Best news we have heard in awhile. Replays before the end of June though or this game will die even quicker tbh.

Reply #16 Top

Frogboy said--------------The demo version of Demigod will be based on v1.1.

Beyond that we plan to look at having observers and replay handling better as well as a place for people to upload their replays.
Cmon guys read ^_^  
Reply #17 Top

What you guys really need to focus on, after all the connectivity and most egregious bugs are fixed, is replay support.  This alone will inject some much needed life into the game and help the community grow.

Reply #18 Top

The new minor patch is up. Let's see if they fixed the ability bug...

Reply #19 Top

As others have mentioned, Brad's post explicitly mentions Replay and did from the start.

Reply #20 Top

Thanks for the update.

What about the clan features?

Reply #21 Top

As others have mentioned, Brad's post explicitly mentions Replay and did from the start.

Indeed. I dont know why people started complaining there was no mention of replays...

So we can expect to have replays AFTER v1.1 if I read correctly. Its just a matter of how long after and if the competitive scene would have completely died off by then.

Reply #22 Top

Still no changes planned for the UI. No matter, I won't be around for the next 3 months anyway. By that time DG will be either fixed or dead.

Reply #23 Top

People can connect to everyone but one other player in a lobby (high priority, cause is unknown).

 

So is this a confirmed issue then?  I see this in countless games and it is particularly brutal in Pantheon/Skirmish as there is no way to attempt to RJ.

 

Typically it goes one of these two people will be able to connect to each other at one time.  The 2nd person's connection log will say "Attempting to connect", while the 1st person's log will say connected to xxx.  After a while it will switch over and the 2nd player will be connected while the first player is attempting to connect.

 

At first I would have figured that this was individuals not turning on Demigod mode on their network map, but I noticed some of these players are connected by proxy as well, and very often are connected to everyone in the game except one individual. 

 

If there is any way we could assist you you guys in gathering data regarding this issue it would be fantastic to know.  Is there some kind of log we can save if we are the person who can't connect to that one other player?

 

Reply #24 Top

Quoting eek4, reply 10
Frogboy,

 

I've the best ever useless suggestion that maybe you can tell to GPG to consider: Make the "adustable speed +1" the default gamespeed.

The normal speed is really boring to play. Now, i'm only doing custom games because of that.

I, and i'm not alone (maybe it will be useful to do a survey) are thinking that demigod lacks a little bit of reactivity and nervousness.

I think it's really easy to implement that in the game and it will add a more "spectacular" side to game, as you should be faster in reacting, moving and controlling your demigod. Moreover, it doesn't f*uck balance or gameplay mechanics.

Finally, if you add that, the game will win in actractiveness in regards to the hardcore & competitive gamers scene.

As, in a near future you were speaking about competition, maybe it's the time to consider my suggestion.

I will definitevly love to see that in 1.1.

Sincerly,


eeka

Already enough issues with sim speed, this is not a good idea/

Reply #25 Top

Quoting Sly_Squash, reply 3



Quoting Frogboy,
reply 2
If no humans are left, you win.



Just like in real life!

Oh man, did that make me laugh.