For Sunday I spent the day doing lots of various little things. I’m not sure where to even start. One thing I can say is that we still have a long way to go. Not just in terms of bugs but just balance and feel.
The mid-game has a death-lull in it. That is, where you’re well into the game, you think you have a pretty good handle on things but there’s nothing exciting happening.
In a traditional 4X game, this is where diplomacy/world council type mechanics come into play. That is, you’re having to make sure your primary objective isn’t derailed by other forces (people ganging up on you, someone building a nuclear weapon, someone gaining control of the United Planets/United Nations, having your technology obsoleted, etc.).
Sorcerer King doesn’t address the death lull yet. As enjoyable as it is to research new spells, leveling up heroes, crafting items and such, it is a very linear progression. There is nothing forcing me (or encouraging me) to put resources and effort into a secondary direction.
In Sorcerer King, this is where the Dungeon Master comes in. However, as a player, I’d like to see more levers for the player to control how the Dungeon Master is going to affect the world (i.e. I don’t want it all quest based).
If you’re part of the Early Access, please feel free to comment on levers you’d like to see.
Screenshots from today:
The tactical maps are getting more and more interesting as the sovereign spells come in.
Random large maps are really cool.
Painful programmer art but the end game is very different based on your previous choices.
Huge end game battle.
+ Most city improvements are slightly cheaper
[7:32:41 PM] Brad Wardell: + Fixed bug with icelords first contact
[7:33:13 PM] Brad Wardell: + Fixed display issue with Grisly politics
[7:33:38 PM] Brad Wardell: + Added conversation quests with each minor that come at you if your'e allied with them.
[7:34:11 PM] Brad Wardell: + Various fixes to Do the dead even need respect quest and traits added
[7:34:25 PM] Brad Wardell: + hole in the ground quest ends successfully
[7:34:47 PM] Brad Wardell: + About a dozen quests updated to support giving traits, enhanced loot
[7:35:12 PM] Brad Wardell: + Fixed Procipinee's crown quest to put lairs around 4 tiles away
[7:35:38 PM] Brad Wardell: + Fixed bug where a player could use persuasive option even if they didn't have the trait
[7:35:50 PM] Brad Wardell: + Updated the shadowlands stamp
[7:36:14 PM] Brad Wardell: + Life ability added (only priest has it right now) which will tell the AI in tactical to focus on buffing
[7:36:48 PM] Brad Wardell: + Guardian now starts with Sleep, Mass SLow, Soothing Melody, Obstruct Tile, Harvest Shadow land, and awkard movement spells
[7:37:20 PM] Brad Wardell: + First attempt to have more varied encounters with monster lairs
[7:37:34 PM] Brad Wardell: + Fixed typo for persuasive
[7:38:09 PM] Brad Wardell: + New craftable items: Aspects. Give units +1 damage of a particular type.
[7:38:33 PM] Brad Wardell: + Added a bunch of new recipies including ones for bows (not testeD)
[7:39:02 PM] Brad Wardell: + Unhide a lot of spells from the hiergemanon. This will introduce spelsl that are buggy but we'll fix them. Just want to get them in.
[7:39:25 PM] Brad Wardell: + Cleric given a Cleric's staff making it a rangeed unit. Also given life ability
[7:39:50 PM] Brad Wardell: + Champion death penalty increased to 25
[7:40:13 PM] Brad Wardell: + Procpinee Crown quest monsters nerfed
[7:40:51 PM] Brad Wardell: + Raise and lower land sound effects reeadded to spell
[7:41:12 PM] Brad Wardell: + Changed colors of healing and mana potions
[7:41:34 PM] Brad Wardell: + Crafting nag quest added (will need balancing)
[7:41:52 PM] Brad Wardell: + Fixed karma dice bug (now rolls karma dice for every possible event rather than just 1)
[7:42:19 PM] Brad Wardell: + Minor races greatly enhance their military strength once they're at war with the SK (allied with the player)
[7:42:39 PM] Brad Wardell: + Minor races build up more interesting military forces
[7:43:00 PM] Brad Wardell: + Minor race interaction with allies added
[7:44:00 PM] Brad Wardell: + Sorcerer King now will cast spells into battle. However, we need the game to do a better job at indicating that the sovereign cast (some sort of...something to communicate to the player that the SK has interveneeD)
[7:45:00 PM] Brad Wardell: + First (crappy) attempt at making auto resolve mroe satisfying if you have an overwhelming advantage (i.e. less random)
[7:45:24 PM] Brad Wardell: + SK Spells given their own class (for use later when we list what spells teh SK has)
[7:46:21 PM] Brad Wardell: + Player can now begin conversations with minor factions by clicking on their capital building
[7:46:59 PM] Brad Wardell: + Tactical battle window now indicates how much mana and attention the SK is willing to dedicate to a battle with his forces
[7:47:18 PM] Brad Wardell: + random map controsl enables
[7:47:58 PM] Brad Wardell: + New stamps to support new spells
[7:48:04 PM] Brad Wardell: + Nymph egg, creature added
[7:48:28 PM] Brad Wardell: + Lots of debalancing little tile modifier spells added (will balance as we go forward, enjoy them while you can)