Months after Demigod’s release, 2 new demigod heroes will finally be introduced in the game (Initially released with 8 demigods). The Demigod 1.2 patch will be the first patch to introduce new demigods in the game. Each factions will get a new hero each; with one of them being melee hero and the other a projectile user. On top of that, a “Demigod Quickie SDK” (not sure if that’s the final name for the SDK) will also be provided which will equip the community with basic tools and scripts that they will need to make new maps, items and demigods. With what the patch 1.2 milestone can provide, one can argue if the game was released incomplete – But hey, better late than never right? The Demigod 1.2 patch will be released on August 2009.
Demigod version 1.2 tentative changes : (as posted by frogboy)
- 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)
- 1. Gold/ XP: High (= to what it is today)
- 2. Gold/ XP: Normal (= 50% what killing a human player would be worth) [default]
- 3. Gold/ XP: Low (=25% of what killing a human player would be worth)
- New AI option:
- 1. Hitpoints: Very High (2X what they are today)
- 2. Hitpoints: High (1.5 what they are today) [Default]
- 3. Hitpoints: Normal (1.0 what they are today)
- 4. Hitpoints: Low (0.75 what they are today)
- Modding Support:
- 1. Quickie SDK that explains how to make maps
- 2. Quickie SDK that explains how to make demigods
- 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)
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