Greetings!
We are almost done with Sorcerer King v1.2. It's a pretty major update to the game that should be out sometime this month.
We are starting to outline what will be in 1.3 and 1.4.
What we'd like to know is where do you want to see this game go?
There are a number of directions it could go. For instance, towards more of a 4X game play or towards more of an RPG. Which do you guys prefer?
More options are always welcome.Some units deserve more love,as do some sovereigns.More building options,and more winning conditions.
And finally in all these we need more hard choices.Do i build this unit for my stack of doom,or that one?Do i build this arcane tower(mana bonus), or do i go with this coliseum that benefits my warriors?Each city level has a hard choice between 2 buildings.
And i would choose the rpg side to expand.
The ability to convince rivals to work together in a bit of teeth clenched teamwork would be awesome. The end of the world does have a habit of bringing people together. Even if they absolutely hate each other.
I've noticed that ranged units are stupidly powerful compared to melee units. What is up with that?
to keep this game unique, i think we should stay with the RPG theme the game has.
what RPG stuff i'd like to see:
more dungeons:
have the dungeons contain multiple floors.
each dungeon will have a boss at the end.. maybe a sorcerer king General/Lieutenant.
have the dungeons be easy at the beginning but get progressively harder by the end.
allow the player to exit the dungeon anytime, but the quicker you do, the less the reward.
you only get one chance at the sorcerer king boss.
the doomsday counter goes up if you exit too early.. either by 10 if you exit just the first couple floors.. by 5 if past the halfway point.. doesnt go up if you make it to the final floor.. goes down by 10 if you beat the boss. if the boss defeats you, the doomsday counter goes up by 10 IN ADDITION to any other doomsday counter penalties (like when your hero dies).
the higher the doomsday counter, the tougher the dungeon.
apologies if something like this occurs already.. i havent seen anything where there are MULTIPLE floors for the dungeon.. just single floors.
more emphasis on dragons:
have the dragon be kind of like a dungeon boss, except it's outdoors. have a whole section of the map be a theme - or realm for the dragon (kinda like how each of the gated areas of the campaign have a theme). each dragon realm will contain uniquely themed mobs and environments.. so maybe a frost themed dragon, shadow themed, cold, lightning, etc.
to access the dragon realms, you must construct a relic which will open the gate.
each relic recipe can be found in random chests on the map, as a quest reward, or in a dungeon.
the crafting components for the relic can be found primarily in dungeons or as rare drops in chests.
sometimes if the sorcerer king is "generous" he might offer a relic recipe or relic crafting component as a "gift". if you accept the recipe, the doomsday counter will go up by 10. if you accept a crafting component for the relic, the counter goes up by 5.
if you kill the dragon, it will cause the doomsday counter to go down by 10.
if the dragon defeats you, the doomsday counter goes up by 10, IN ADDITION to any other doomsday counter penalties (like when your hero dies).
the dragons get tougher when a crystal is destroyed. the difficulty only goes up a small amount if the crystal is outside the dragon's realm.. however, the difficulty goes up considerably if the crystal destroyed resides in the same realm as the dragon.
each dragon has its own set of gear to collect. you get the recipes right away, but you can only find the crafting components in the realm where the dragon presides.
update: there is only one dragon realm per playthrough which is randomly generated. this is to create some variety and some replayability.
I agree the way to go is more roleplaying, that's what makes this game different and fun compared to all the other 4X out there.
More victory conditions are cool. I like the idea that there could be conditions which are only available to certain sovereigns, however I think it could work even better if it reflected how you'd been roleplaying. So in other words, there would be extra conditions which only become available if you've got a high Wisdom: follow a quest which allows you to work out a way to nullify the SK's spell. Honorable and Courageous and Famous and Persuasive tend to be their own reward, but perhaps if you got good at all of them you could get a quest to unite all the minor factions to help you defeat the SK. Maybe there could also be a Cowardly quest which allowed you to sneak in without killing one of the lieutenants, catching the SK by surprise so you just have to fight him rather than his entire army. I'm struggling to think of how it could work for Cruel and Intimidation, but maybe you could have a quest that enables you to recruit one of the SK's lieutenants, so you get their key to unlock the stronghold and their help to defeat the SK? At the moment I suspect 90% of people choose the Honorable quest option 90% of the time. If there were ways to win which depended on you choosing a different course that would immensely improve the replay value.
In terms of DLC, apart from more victory conditions, more quests are always nice, and the heroes seem a little underdeveloped at the moment, especially their weapons. A free upgrade which added spears, combined with a DLC which added several more heroes and extra spears and axes, would work for me.
talkin 'bout.
Something good for going the "evil"/Tyrant route would indeed be welcome. It's kind of disarming that the best way to play the Tyrant is to be a saintly good guy, since you're punished for cruelty points.
But yeah, more roleplaying options. I still like focusing on giving more stuff to do with rival interactions. And, since this is a game that the champion stack was made for, more champions and such would be awesome.
Currently, I think the game is a lot of fun, but to reach it's full potential, I think a lot more focus should be put on the RPG side. In it's current state, the building blocks are in place but based on the way the entire game is tied together, the RPG side takes a back seat to the kingdom building/unit spamming side of the game. Here are my top 3 suggestions.
1) Make every unit a single unit, not a squad (do away with groups of 3, 4, etc), to make them more of an individual. Let them equip any weapon, armor, shield, etc. you want. Give every unit a random bonus trait (or in rare occasions, more than 1) so there is a random aspect and some individuality to each unit. This way the game rewards you for carefully equipping and leveling up units rather than just spamming the most powerful units. I understand this is a big change and will require a lot of re-balancing, but currently, I just don't find any reason to do anything other than just spamming knights (or other powerful units) and giving them all the bonuses (because there are 3 of them, every attack bonus I give them is multiplied by 3). My heroes just don't matter next to groups of 10 or more knights.
2) Give us the ability to create our starting hero, and create a LOT more heroes. I would even prefer unlimited random heroes rather than a few carefully crafted unique heroes. It makes the world feel bigger, less scripted, and in my opinion, the fun is in taking lower level common nobodies and turning them into powerful heroes over time, creating their own strengths and weaknesses as they grow.
3) Randomized loot and much more loot drops. I think in addition to the equipment that's already in the game, there should also be randomized equipment to keep it fresh. The same equipment quickly gets old and boring after a few games.
I think these things above would change the focus of the game away from just city/unit spamming (typical 4x), and more towards taking groups of adventurers out to recover powerful artifacts needed to challenge the sorcerer king. Currently, you can do that now, but I just don't find a reason to as the path to victory lies with city/unit spamming.
May you just wasn't cruel enough?
For sure, there are couple of negative events, and people join the SK in the final. But is it a real punishment? Does it somehow stand in you way and make your conquest harder? Doubtly so.
But on the other hand, there are units joinng the cruel leader (nothing like Praiden enthusiasts, but still). And there is the game-winning spell, which is 100 times better then hypnosis, just wait and cruelty will show itself as a fruitful way of ruling your people
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