Published on June 2, 2009 By Island Dog In Demigod Journals

Stardock has released an updated version of Gas Powered Games popular PC action/strategy game Demigod today.  In Demigod, players take on the role of a powerful demigod whose objective is to defeat similarly powerful opponents in a quest to ascend into the pantheon of the gods.

The game features single player tournaments and skirmish as well as a persistent on-line tournament where players can compete in ranked or unranked games in a variety of ways. 

The new version of Demigod has focused largely on significantly improving the on-line experience of Demigod based on player feedback.

Version 1.01 includes a host of new features and improvements to the game including:

  • Improved on-line connectivity
  • Significantly improved computer AI
  • Better in game detection between those who quit a game versus those who get disconnected
  • Reduced bandwidth requirements
  • More robust storing of online statistics (favor points, achievements, rankings, etc.)
  • Better queuing of player actions in game.
  • Lots of misc. improvements

Demigod users can download the new version via Impulse.  Demigod is available at most retail outlets worldwide or via Impulse (www.impulsedriven.com ) for $39.95. 

To learn more about Demigod, visit www.demigodthegame.com .


Comments (Page 2)
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on Jun 02, 2009

Yourtoast

Quoting goldmull, reply 8why did they remove the "exit to windows"-button?

Awwww lil mister ragey can't quit to windows from multiplayer, how sad

 

Why call that raging? He asked what the rationale was for removing a useful button.

on Jun 02, 2009

Yourtoast

Quoting goldmull, reply 8why did they remove the "exit to windows"-button?

Awwww lil mister ragey can't quit to windows from multiplayer, how sad

 

well i just wanted to know what's the sense of this change which you obviously are not competent enough to answer. your trollage against my rather neutral question, which in no way leads to the conclusion that i may be a ragequitter, makes me think that you just want to be funny and you might be very proud of your post now.

well...have it your way, but just let me make you know that i never quitted in rage and therefore might not know in which context the possibility to leave to desktop immediately is connected with ragequitting.

please enlighten me if you're able to!

 

 

-.-

on Jun 02, 2009

I got a few (3) access violation errors in about 20 minutes of trying to play, which is a lot more than I usually get (one every few days maybe)..  Wasn't alt tabbing or doing anything else that Demigod doesn't like.  I'll give it another go later, hopefully its a fluke.

on Jun 02, 2009

I got a new error I never saw before (A message box came up saying "Desync error.") I had to keep clicking "OK" on this box every 5 seconds to keep playing. This was after several people either lagged out or exitted the game.

The lag didn't seem reduced significantly.

Gameplay does seem more stable. And I think we're on the way to fixing gameplay issues! LOTS more to do guys!

The gameplay fixes make this a good update.

on Jun 02, 2009

Ai appears to be a little more intelligent, but still pretty weak.... still, appears to be an improvement to me.  Thanks for getting 1.01 out! 

Also, love the AI instead of 0 ping changeup.  Very nice. 

on Jun 02, 2009

Funny how my first game after patching had an AI (from a dropped player of course) go suicide on some towers.

on Jun 02, 2009

I got a new error I never saw before (A message box came up saying "Desync error.") I had to keep clicking "OK" on this box every 5 seconds to keep playing. This was after several people either lagged out or exitted the game.

 

Desync errors are supposed to pop back up; it means not everyone is playing the same game for some reason.  The game, as are all RTS these days, is P2P at the computational level.  Every single RTS released these days is, must be, and will continue to be P2P at the computational, if not network, level.  Networking is how the game talks to other computers, computation is the actual game code.  When a rook rolls a hammer, what he does is tell everyone "OK, rolling hammer in direction XYZ", and then everyone calculates the rolling of that hammer, who is hit by it, etc etc.  A desync represents the game detecting that someone didn't make the same decision at some point.  It could be small (a single minotaur who didn't die on your machine but did on someone elses) or huge (a demigod that got away with 20HP vs. actually dieing).  Once the game desyncs, that's it, game over -- you have to restart.  (There are arguments that it should be possible to resync, but that's outside the scope of this discussion.  Simply put, it'd be nice, but not very practical)

on Jun 02, 2009

will you reset the stats?

on Jun 02, 2009

Sjokoladesaus
will you reset the stats?

 

This would be nice, but ONLY if the stats actually track correctly now.  If not, why bother?

So the obvious question... Do stats track correctly now?  Sorry if this is what is meant by "more robust storing of [stats]" - as that sounds like ambiguous marketing jargon to me.

on Jun 02, 2009

Since the patch I'm getting numerous unhandled exceptions when trying to connect to players (once I reach the lobby). Also there are many times where I get a continous getting connection info dialogue. I never see the host, and ONLY one other player currently trying to join. Refreshing does nothing, rejoining does nothing. This patch has more or less made the game unplayable on multiplayer again.

on Jun 02, 2009

Ron Lugge

I got a new error I never saw before (A message box came up saying "Desync error.") I had to keep clicking "OK" on this box every 5 seconds to keep playing. This was after several people either lagged out or exitted the game.
 

Desync errors are supposed to pop back up; it means not everyone is playing the same game for some reason.  The game, as are all RTS these days, is P2P at the computational level.  Every single RTS released these days is, must be, and will continue to be P2P at the computational, if not network, level.  Networking is how the game talks to other computers, computation is the actual game code.  When a rook rolls a hammer, what he does is tell everyone "OK, rolling hammer in direction XYZ", and then everyone calculates the rolling of that hammer, who is hit by it, etc etc.  A desync represents the game detecting that someone didn't make the same decision at some point.  It could be small (a single minotaur who didn't die on your machine but did on someone elses) or huge (a demigod that got away with 20HP vs. actually dieing).  Once the game desyncs, that's it, game over -- you have to restart.  (There are arguments that it should be possible to resync, but that's outside the scope of this discussion.  Simply put, it'd be nice, but not very practical)

 

Then it should just end the game when that happens...

on Jun 02, 2009

sigh..i still cant 3v3..still getting about 10k ping..=\

on Jun 02, 2009

I dont see how online connectivty and bandwith has been fixed at all. I see no improvement. I am still getting ridiculous ping even with 4 people in lobby. 10k ping. I was hoping this improvement would fix connection issues for lower end dsl subscribers (as was stated) but its the same thing lol. My upload is horrid but the significant drop of bandwith and improvement of connection should at least be noticable. Even for me. 

on Jun 02, 2009

-double post  

 

on Jun 02, 2009

From the history log in impulse

 

Can someone explain these please?

- Added underlying code to attempt to rehost when players quit

- Connection refresh updates on player creation

 

 

This I like haven't tested it though.

- Disconnect dialog is no longer modal. It now allows player to access the menus and chat while it is showing.

 

Does this mean people with different version can play with each other?

- Modified exe version checking code so that both players need to use the /allowmismatch cmd line param in order to have mismatched exes play together.

 

Also the game seem to respond slower in the menus but have only tried once will restart comp and start try again.

 

Thank you for letting me hit ESC to skip all the intro movies.

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