Greetings!
Sorcerer King has been released and it is good. So now what?
We have an extensive road-map in place for it for the next couple of years. Let’s take a look at 3 basic areas:
#1 Sorcerer King free updates
#2 Sorcerer King DLC
#3 Sorcerer King expansion pack
The free updates
There’s a lot of things we can do for the updates. We would like to hear from you. In the comments below, please feel free to list a few bullet items you’d like to see in free updates.
Sorcerer King 1.1 is due out next month with UI, AI, and more balance tweaks in it.
We would like to also implement an additional victory condition but we would like to hear from you guys what that victory condition should be.
The DLC
What would you like in DLC? We’re thinking $3.99 for DLC. So what would you like to see? Maps? Magic? Items? Quests?
The expansion
The expansion for Sorcerer King will deal with the rivals. You’ll be able to play as some of them (instead of just the Kingdom). Moreover, the rivals will play as full 4X civilizations each with their own plans, alliances, etc. There will be a LOT more types of resources (like 3X as many) which will feed into crafting, trading.
As for another victory condition, I'd like to see another quest series ending. Perhaps something akin to Lord of the Rings and doing some sort of quest line that effectively destroys the SK without having to fight him, but is hard in its own right.
Sorta like a combination of Legendary Heroes and Lord of the Rings.
Perhaps it woold change depending on the rivals you have on your map. They'd each know of secret series of items or spells or something that you'd have to seek out, each quest becoming more and more difficult until you eventually found the item - and perhaps a nasty enemy - at the end of it.
That would consist of a small person trying to move across a great expanse without detection, finally arriving at some form of lump protruding from the earth itself. Maybe a molehill, were your task is to hit the mole on the head with the SK,s slipper.
I similar approach was adopted in a game called 'Lords of midnight' were you could win, by force of arms or sneaky bastardness.
One thing I've noticed is that I can pretty much just wander around with my super-stack and leave my cities undefended, from the start to the end of the game. Every once in awhile there's a threat, but usually not a big one, and Cloudwalk takes care of that by bringing my hero back.
1) When the Sorcerer King places his garrisons nearby to keep an eye on you, they're typically pretty imposing, but they seem to just sit there and get killed by my outposts slowly, turn-by-turn. First, what idiot sits there and dies because they built their encampment next to your arrow-shooting tower? Second, they may be powerful, but they don't use that power for anything. If they sent out troop stacks to threaten my cities every once in awhile -- heck, I'd have to think about keeping some of my strong units close to home. If they were taking damage each turn and decided to just leave that spot and put a stop to the people who were hurting them -- well, that makes sense!
2) Bandits and such almost never attack cities. I can understand why small groups might not, but when there's almost no garrison? I think the bandit AI needs to be spruced up so that if it sees a weak city, it sends some groups to assault it. What bandit lord doesn't dream of having a city to pillage?
3) Some monsters are pretty strong. Maybe they attack cities sometimes for encroaching on their territory. Monsters get angry and want revenge.
Perhaps this comes as a toggle for more aggressive city-attacking AI for those who think it will add another dimension to the game play. I get that the game wants us to get out an explore -- but it just seems strange that I almost never have to worry about what's going on at home. It might also encourage me (and others) to actually use some logistics to make troops, especially early on.
I don't think I would pay for this change, but would certainly love to see it in an update.
this^
will be great.
also, i really think the game(s +lh) would benefit greatly from having re-visitable locations around the world... persistent places on the map - that grant boons (enchantments that last x amount of time), or teleporters, or shops, etc. so the life of a champion is actually an rpg adventure story in a 4x world with notable locations, that can be visited along the journey again, or by others. persistent locations like this also act as great strategic hot-spots, that could be battled over with the sk and rivals.
this is why heroes of might and magic is so good.
travel locations.
boons.
other ideas.
this would also be another great way of further integrating the 4x and rpg facets of the game(s) if some of these locations required being within your ZoC to activate. thus we would actually be able to direct the development of our kingdom towards building the notable locations that our champions journeys are comprised of.
for example a location that while outside your ZoC grants visiting units with one ability, and then after it has been encompassed and developed it bestows visitors with 2.
A lot of good ideas here. I think the most important thing to emphasise is that SK is an ok 4X game, what makes it fun is the roleplaying element and the quests and so on. The 4X side of it could be polished a bit perhaps, but I think most post-release effort should be put into making the roleplaying element richer, more quests, more effects of your choices, etc.
I agree more ways to win might be fun. Perhaps there could be quest endings which are only available under certain conditions? E.g. a very Wise monarch might be able to find a way to neutralise the spell the SK is casting; a very Courageous/Famous/Honourable monarch might be able to unite all the minor factions; a very Cowardly monarch might be able to find a way round the gate to make the final battle much easier, etc. etc. Controlling 90% of the original shards (i.e. impossible if more than 10% have been destroyed) allows you to cast some super spell to stop the SK. Perhaps the Sorcerer King would get a chance to react to some of these (e.g. you have to survive five turns with Threat level of 5 before you can complete your victory condition). Perhaps some of these are only available if Threat is low enough (e.g. you can't sneak into the stronghold if threat is greater than three), forcing you to choose between confronting the SK and raising the Threat level so high you have to fight him head-on, or adopting a more softly softly approach in order to choose one of the more subtle victory conditions.
I would personally pay for DLC which expanded the roleplaying element and provided different ways to win the game based on how you've been playing. That would improve replay value, apart from anything else. At the moment Honorable choices seem to be invariably "better". If there were some things you could only do if you'd been a bit bad, that would be fun.
Other than that, make the Sorcerer King a bit more aggressive strategically on higher threat levels and higher difficulty levels, and a bit better at casting spells in battles. Slightly more variety of enemies would be good. Some more Epic stacks; the hardest battle in the whole of Legendary Heroes was fighting multiple dragons. I don't want a battle that's harder than fighting the SK, but fighting several Drakes with my Stack of Doom could be interesting. More help when running cities; I generally haven't got a clue how helpful it will be to build Onyx Throne or similar which depends on how many shards are connected, because I don't know how many shards are connected. The option probably shouldn't even appear if you have zero shards connected.
More variety of heroes. Fix a few of the bugs and fill in some of the blank spaces. Except for swords, hero weapons seem somewhat underdeveloped at the moment, for example. A Heroes DLC which added a few new heroes, lots of fun new non-sword weapons (including spears), maybe some hero specific quests, would be good.
DLC which adds new quests is always nice. The quest variety in SK is impressive, but I'm on my third game and I'm starting to notice repetitions.
Are e2015 founders getting any of the dlc/expansions for free?
We were definitely NOT promised that.
Great to hear. Would love to get the following
1) Items fixed so they can be equipped by units meant to be able to equip them (e.g swords for soldiers etc without the slow workaround of having to exit and restart the game)
2) New crafting recipes to make iron and crystal mines and horse stables more useful - specifically the following
- 2 Iron can create 1 Flawless Iron
- 2 horses can create 1 wolf pelt (representing horse/cattle hides used to make leather armour)
- 2 (or maybe 5) crystal can make 1 Flawless Crystal
Currently mines become pretty redundant later in the game as you can't possibly recruit enough troops to use up all the resources from them. And also it's very hard to get enough resources to equip all your armies late in the game.
3) Stop making it require magical gems just to make chainmail armour pieces - flawless iron should be enough for that
4) New types of "mines" - specifically lumber camps in forest and Platinum mines in mountains
Lumber camps would produce cedar oil and other materials for crafting wooden shields, bows and polearms , along with a bit of production for the city they're linked to
Platinum mines would produce platinum for crafting armour and weapons
5) Significantly higher initiative for archers , snipers and other bow armed units. Currently the Guardian's sniper units are useless unless you have a huge amount of crafting and recipes to increase their initiative - they almost never get a shot in that you get to target and use their ability with due to low initiative.
Bows weren't slow to fire either, so no real reason they should have low initiative. The mounted knights didn't win at Agincourt or Crecy or most other Hundred Years War battles - the longbowmen defended by some dismounted knights and men-at-arms did.
6) Give basic appropriate equipment to all units on recruitment.
E.g heroes start with the current basic weapons they already get plus a leather jerkin.Soldiers start with a leather jerkin, wooden shield and similar one basic weapon
Knights and sentinels start with sword, wooden shield, chain coif, chain shirt
(upgrade sorcerer kings' units and other factions' units starting equipment similarly)
7) Spear, pike and Halberd polearms equippable by pikemen etc
8) More and bigger flying units (giant eagles, griffins, hippogriffs, pegasi, wyverns, manticores ,dragons - including evil dragons on the Sorcerer King's side)
9) allow some heroes to use horses, giant wolves, or flyers as mounts
10) Elf archer units for the Guardian ruler, as well as druids and maybe unicorns and dryads. The Guardian could even get all elven units instead of human.
11) Crusader and pilgrim units or hero for the Priestess
12) Let the tinkerer recruit dwarves - or replace all his human units with dwarves
13) Let the tyrant recruit trogs and trog archers and warg riders
14) New lieutenants for the Sorcerer king including Trog captains and Trog Sorcerers - and wraiths on flying beasts
15) Make spearmen, pikemen and other pole-armed units immune to cavalry charges and other special mounted and beast attacks to the front - and give them a Defence bonus when fighting cavalry or beasts
16) Fix the annoying bug that makes it impossible to attack enemy armies while they're standing on top of one of your shards
17) make dragons - larger drakes - as neutrals too, that can fly and sometimes leave their dens to attack cities or armies
18) change difficulty settings for the campaign and other games so there are 5 difficulty settings each of which can be set separately from each other, along with the existing ones (how common shards are , how fast doom counter advances etc)
- Hit points of enemy units
- How often the enemy use Sovereign cast spells in battles (when lieutenant or hero present and in capital only, or in any battle)
- How aggressively other factions settle new areas and expand
- How likely other factions are to ally with the sorcerer king
- How fast the doomsday counter advances
19) Multiplayer where you can ally against the sorcerer king or fight against one another
Would be more than happy to pay for DLCs to get these
<deleted after editing my previous post>
I don't think basic units need basic equipment, it's sort of implied that they have that. Whatever equipment you give them is assumed to be an improvement upon that basic equipment. Also, then you need to start doing that for heroes, bandits, etc... It get's overly complicated then which is why the assumption is that units have basic equipment.
I like a lot of the other ideas though.
Another couple of things to add to my earlier list
20) Make the Ranger's ability that lets him and other archers in the same army as him fire at the start of the battle actually useful by letting you choose the targets and use abilities. Currently it's a liability as you can't choose targets or use special abilities and it sets them way down the initiative chain after it's used - so actually worse having it than not having it in some ways at the moment.
21) When a unit dies in battle but you win the battle, their equipment should go into your inventory, not be lost. It should only be lost if you lost the battle.
22)When a unit dies, you should get its logistics value back
23) Make it so that if there's a statue of the hero on the map, you don't get one of those heroes yourself (i had two Vardas in one game)
24) Stop your own armies, neutral armies and allied factions armies meaning your armies have to mvoe off a road to pass round them - they shouldn't affect road movement
25)Fix Drogon the dwarf's dual wield axes ability - it says he can, but he can't - he can only equip one axe
26) Fix The Tinkerer's Loot Mining skill - it only seems to work with iron mines at the moment, and only sometimes with them (unless it works by some unexplained mechanic)
27) Fix Arctic Wolf Cloaks so they go in the cloak slot - currently they take up the cuirass slot and mean you have to wear no cuirass to wear one
Oh and 28) Make initiative differences less extreme. It makes sense that mounted troops should be able to move further, but it doesn't make any sense for them to have much higher initiative than infantry, archers or casters - and it makes battles too predictable because you pretty much know who will act when. It'd be better if archers, infantry and mounted troops all had similar initiative. Higher initiative should be for sharp witted or very fast moving creatures like wolves. It doesn't take more initiative to fire a bow or march forward than to ride a horse, you just can't move as fast on foot. Elite troops could still get higher initiative and militia or levy type troops lower to represent higher and lower morale and preparedness. Units that use magical attacks or cast spells should mostly have low initiative as they do now though, to avoid overpowering them (especially e.g harbingers ranged attack, which is devastating) Slow witted creatures like trolls and juggernauts would still get low initiative.
I know you are not able to say anything about dates or whatever, but can you please just state if you are still going to do something (patches, dlcs, expansion, anything) with sorcerer king or if it's been abandoned?
I'd be really sad if it was because I still see it as having a huge untapped potential.
I know this is a old post, and I am a relative new comer to Sorcerer King, but I have a suggestion, assuming it has not already been talked about.
I come from a board game background and there is a series of co-op board games that are very popular which was defined by a Fantasy Flight Game called Arkham Horror. It wasn't exactly the start of this sub-class of co-op board games but it is defiantly the break out.
Anyway, Arkham Horror and many subsequence boardgames use a very simular idea to the "Sorcerer King" by having a universal "bad guy" that the player plays against, all comeing with special game rule modifications that are only in play, if you have that particular bad guy in your game. Arkham Horror is a lovecraftian style game so in its case there are like 20 or so different "Old Ones" and each has their own powers, monsters, unique mechanisms, even in some cases additional boards you addto the base game board.. all to give the game very different feels depending on what bad guy you choose.
I think a great DLC idea for Sorcerer King would be a DLC that changes the actual Sorcerer and with it changes various global rules and game goals for any map that he is being played on. He'd have his own personality, GFX, maybe even minions, might not even be interested in destroyign crystals, maybe he is trying to open a portal to another realm and needs to control them.. w/e.. that kind of "modification" to the game that players can either select or random select the big bad at the start of a game.
I'm really enjoying the game but read a few reviews last night to see what other people are saying and a common mentioned thing is "replayability". This could be a not only a good fix for that for if done right, like in Arkham Horror and all the board games that copied it a well crafted "alternative" bad guy could make it feel like a completely new game. Also as a bonus it is a endless design space, you could make as many "bad guy" dlc releases as people will pay for as they are not additive so you need to worry about growing complexity.
I think this ability is fantastic and possibly a bit overpowered. Getting to choose my targets (or use special archer abilities) would be overpowered.
I agree that would be over-powered. It's just that currently I'd argue that the perk is actually a liability. I'd rather skip right over it, having all of my ranged first turns wasted is not helpful at all.
edit: "wasted" is probably too strong a word, however the gist of it does apply.
However, would they be firing at all on the first turn? Archers aren't generally known for high initiative.
That's the thing. Whenever their first turn would come up, it is gone. You have to wait until what would be their second turn to have any control.
I'd like the ability to be more along the lines of:
They get one free attack at beginning of battle.
This would not negate any other turns of those units.
To balance this, for one thing, it would be random opponents. To help further balance, make that attack either at lowered accuracy or damage, or both.
Any way you look at it, losing control of possibly your very strong units at any point due to you own abilities is not fun.*
*I am fine with losing control due to AI attacks/abilites which render them un-controllable, just not what is supposedly a perk you have selected.
We'll have to agree to disagree. This ability allowed me to roll through my enemies in my last game.
Certainly!
It just could not happen. Without this ability you would be able to target shots by yourself, or even use archers ability to shoot multiple enemies. Looks like you've rolled despite the shoot-at-the-start-of-battle ability, it is very possible.
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