This assert hits when another application messes with the floating point precision of the cpu. Try closing other applications before running demigod, and if you find out which one, let us know. I just saw this on another thread with Winamp. Hope this helps!
gpg-Sanctuary
In regards to these two items working together, the both should. The Lightning strike has 25% chance to proc on hit, and the stun gloves have a 15% chance (and a minimum damage cap of 100). Sometimes these random chances don't trigger for a long time to my dismay as well! Item balance and design is definitely changing. The items as you know it will never the be the same.
Demigod primarily runs using Shader Model 2, and scales down to Shader Model 1 on low fidelity settings.
Demigod shaders run on Shader Model 2, and scales down to Shader Model 1 on lower fidelity settings. Your general system specs look fine, and if you can run Supreme Commander, you should be able to run Demigod. Problems like what you are describing, in my experience haven't been the easy ones to track down, and more often than not system specific. If you have the time, narrow down the scope of what may it is running on your system. <a id="ctl00__Content__RepeaterReplies_ctl0
Thanks guys for the nice feedback. Where-ever I can find a place to an abstract game mechanic and make some visual representation of it, I will. Future hero's already have some of this too, so hopefully your in for a nice treat. [e digicons]:hugme:[/e]
Camera perspective and field of view change depending on zoom level. When in a corner like you are here, you will see it behave like you do, normally this helps make the far and near zooms easier to read.
Current intended behavior is that these mines only trigger from demigods. However, when the detonation occurs all enemy units will be stunned in a radius. Final behavior of this may change. Mines not triggering properly is another bug that will be fixed in the next update.
Thanks for reporting this DalzK, this bug will be fixed in the next beta update.
The visual part of this will be fixed in the next beta update. The mesh effect that is applied when a unit gets stunned or frozen, isn't resetting the unit to the correct original state afterwards. This occurs for some unit that have multiple mesh techniques, e.g. Grunts, Torchbearer, Tower's of Light.
Thanks Gnats3, known bug and fixed internally, I'll be getting this into the next beta update.
If you are talking about the cracking that is left normally on the terrain, that's definitely a bug! I wanted to fix this for awhile now, but it required a hefty solution to fix. We should see this fixed in a future beta update.
This should be fixed in the next Beta update. Thanks guys for reporting this.
Towers raised by the Rook, decay after a period of time.
Known, will be fixed soon.
Great bug. THis will be fixed in the next beta update.
I was thinking about a special visual effect, for when you kill another demigod. This takes it to another level I didn't think about. Great idea! I'll take a look at seeing what we can add for this. No promises on how grand it will be, but I'll at least get something cool for this event.