Brad Wardell's site for talking about the customization of Windows.

Another Sunday with Sorcerer King.  A lot of progress was made this week. 

So below are the good, the bad, and the ugly things I have to say about Sorcerer King this week. It’ll all be schmushed together.

New Sovereign: Ashlira

image

This weekend I mainly played with Ashlira, the Priest.  Scott and I have been designing her for awhile and it’s amazing (but not surprising) how many ideas that look good on paper just don’t work out when implemented.  That’s always the case, particularly with “new IP”.

HighDPI UI

image

The high resolution UI is something we really want to get to you guys. It’s a real game changer in terms of user experience (if you’re running at 1920x1080 or higher).  There are still some glitches we have to work through but otherwise, it’s pretty much good to go.

The Spells

The spells have, generally, gotten bumped up in power while costing less. The idea is that when a unit calls the sovereign, they’re giving up their turn which is a sacrifice unto itself.

Random Maps

Other than some UI oddities, the random maps are done.  Generally speaking, there’s no such thing as a bad start. This was something in LH that was a bit of a struggle at times.  This time around, we did the starting points somewhat differently (and there’s a lot more good land in general). 

The main complaint on random maps will be distance from the SK.  We have purposely made a high degree of variability in your distance because there are pros and cons both ways.  I prefer to start close so I can try to gate him in early on but others might find overwhelmed.  It just depends on the map and any number of conditions.

Destiny’s Favor

image

The priest gets a set of wishes in the form of Destiny’s Favor.  These are incredibly powerful spells that consume a favor to use. Once they’re gone, they’re gone.

Rough version of Priest Tree

image

This is a rough version of the tree (no artist work yet).  Divine Insight is very interesting because…

image

You get a bunch of interesting new dungeon master events.

So in this case, I asked for a recipe:

image

BTW, I do fix bugs during the weekend, I just don’t highlight bugs. But for example, recipes didn’t typically show up in the treasure list (due to a bug). This is fixed.

 

Smarter AutoResolve:

image

Tactical battles where you are definitely going to win and should be able to do it without any losses now autoresolve that way (not units are hurt).

More Sorcerer King:

image

There’s a lot more interaction with the Sorcerer King now.  This will continue to grow.  Basically, we’re going to be testing pacing to see how much is too much.  Right now, we’re aiming for around 15 turns per interaction for *some* reason.

image

Smarter tactical battles:

image

Thanks to bpalczewski, the tactical battles are getting better.  Still working on this though.

Thralls

image

We are still debating whether this will be a Priest only improvement or whether everyone should get it.  It reduces the thrall count by 2 in the city (costs 1 mana to maintain).

Destiny’s Judgment

The Priest doesn’t get very large armies compared to the others but she does get the aforementioned Destiny ‘s Favor.  And in the game I’m in, I have 11 of them. Thankfully.

image

Destiny’s judgment fries the world but doesn’t increase doomsday to do it.  It does cost 1 Destiny’s Favor.  The other is Holy Wrath which spreads a holy aura on a bunch of tiles and any enemies who walk through it take damage.

image

By late game, the map starts to really look like a warzone.

Test Game

image

image

Doomsday is almost here.

Minimap

If you look at the above screenshot, you can see that the minimap has been redone.  Shards are displayed as diamonds, cities are bit blocks and SK units are little dots.

image

It’s a lot cleaner.  Now, this is on a small map that I’ve been playing for hours and as you can see, I’ve only cleared a small percentage. My doomsday counter was a lot higher than it really should be (I should have about 50 more points) due to a quest bug I ran into.

Arrgh!

image

I got greedy and waited a turn before attacking the SK to build up more mana!

Loading up saved game!

BTW, this game on a small map is 3 hours and 10 minutes of me playing.

image

My main champion at the end of the game.

image

On loading the saved game I don’t waste that 1 turn.  Forgive the ghetto looking map. Lots of units though.

image

I ultimately lost.  I learned the hard way, if you’re facing a guy called The Sorcerer King, you should probably craft some magical resistance gear so that his spells don’t cream ya.

 

After Hours

So 3 hours or so to play on a small map.  We had targeted being able to play a small map in 2 hours if you were a regular player.  So I think there’s still some pacing.  I modified the roads so that they let you move a lot faster.  I think I’ll have to do more with that.  The pacing on the getting new spells and skills is definitely too slow.  Either the costs need to be brought down or we need more “stuff” we can craft or build in our cities.

Speaking of crafting, I am looking forward to the new crafting system being in.  I definitely felt a plateauing of the available gear to craft. 

Overall pretty happy how it went. 

More next week!


Comments
on Nov 23, 2014

+ Crafting DM event uses the triggerchance value
[6:37:42 PM] Brad Wardell: + Cowardice DM event consumes only 25 mana
[6:38:25 PM] Brad Wardell: + New Priest Power: Divine Insight - occasionally an event shows up based on the priest's insight and gives her the option to pick from a series of goodies
[6:38:53 PM] Brad Wardell: + Indifference DM event consumes only 25 mana
[6:39:11 PM] Brad Wardell: + Yeti quest has a tougher Yeti
[6:39:34 PM] Brad Wardell: + New random Sorcerer King greeting event
[6:40:33 PM] Brad Wardell: + Fixed, I hope, the thirsty quest from ending prematurely
[6:41:00 PM] Brad Wardell: + Another new SK greeting
[6:41:12 PM] Brad Wardell: + SK interactin when threat level is 1 (2 of them)
[6:41:19 PM] Brad Wardell: + SK interactions when threat level is 2
[6:41:26 PM] Brad Wardell: + SK interactions when threat level is 3
[6:41:31 PM] Brad Wardell: + SK interactions when threat level is 4
[6:41:35 PM] Brad Wardell: + SK intearctions when threat level is 5
[6:42:00 PM] Brad Wardell: + SK interactions updated to support placing garassons and spawning monsters near the player's capital as punishment
[6:42:16 PM] Brad Wardell: + New stamp, devastation. Probably needs tweaking as I use 2 of the tactical textures.
[6:42:22 PM] Brad Wardell: + 3 new map stamps
[6:42:29 PM] Brad Wardell: + New tile: Healing flame
[6:42:35 PM] Brad Wardell: + New tile: Holy Wrath
[6:42:51 PM] Brad Wardell: + Attempt to fix the oldmanability_logistics (not sure it works yet)
[6:43:14 PM] Brad Wardell: + Priest SKill Tree MOSTLY in (we shoudl discuss what's left to do)
[6:45:18 PM] Brad Wardell: + The harvest spawned goodie huts give out more stuff
[6:45:39 PM] Brad Wardell: + _DivineInsight special resource added
[6:46:01 PM] Brad Wardell: + Amulet of Haste nerfed (from 6 to 3 initiative)
[6:46:21 PM] Brad Wardell: + Faction based Lore Per turn sovereign skill added
[6:46:36 PM] Brad Wardell: + The above works but the tooltip needs work in the orb screen
[6:46:54 PM] Brad Wardell: + Player ability for unitstat_)attack_arcane added
[6:47:42 PM] Brad Wardell: + Modified the resource display to use the "worth" tag in coreresources.xml to determine the ORDER in which resources are displayed (since we can only dsipaly 5 resources and we can now potentially have 6)
[6:47:47 PM] Brad Wardell: + Sorry horses, you have the lowest worth
[6:48:00 PM] Brad Wardell: + New resource: Destiny's Favor
[6:48:26 PM] Brad Wardell: + Aura of Grace does +2 to initative instead of 1 per essence
[6:48:43 PM] Brad Wardell: + Eternal Supply nerfed from 5 logistics to 1
[6:49:10 PM] Brad Wardell: + Aura of Might does 2 intead of 1 per seence
[6:49:42 PM] Brad Wardell: + Fear ability causes enemy to be stunned for 4 turns instead of 3 (I am NOT sure that the stun stuff is working)
[6:50:13 PM] Brad Wardell: + New Priest Sovereign Ability: Heroic Precision: Target unit cannot miss for the rest of the battle
[6:50:26 PM] Brad Wardell: + Nature's bounty is +2 per level instead of 1
[6:50:40 PM] Brad Wardell: + Raise Skeleton HOrde reduced to 10 mana
[6:51:11 PM] Brad Wardell: + Silence: Target unit cannot use their abilities for the rest of the battle
[6:51:28 PM] Brad Wardell: + Silance is in the chaos2 book instead of chaos1
[6:51:57 PM] Brad Wardell: + Slow reduces initiative by 10 instead of 6
[6:52:13 PM] Brad Wardell: + Fixed Divine Wisdom to be a strategic spell
[6:52:33 PM] Brad Wardell: + Tremor moved to chaos2 book, unit is immobilized for 6 turns
[6:52:50 PM] Brad Wardell: + Tremor also does 5 damage to units
[6:53:20 PM] Brad Wardell: + Dwarven Calvalry balanced and resized in tactical to not be ginormous
[6:53:40 PM] Brad Wardell: + TONS of mini map color changes
[6:53:59 PM] Brad Wardell: + LOre per spell learned changed to 2.5% (from 10%)
[6:54:20 PM] Brad Wardell: + New strategic spell for Priest: Healing Aura
[6:55:06 PM] Brad Wardell: + New strategic priest spell: Destiny's Judgment: Uses a favor to do 50 damage to a until in a target strategic tile, burns land.
[6:55:55 PM] Brad Wardell: + New strategic preist spell: Holy Wrath: Floods 3x3 tiles with holy magic that does 5 damage to every unit in army per turn
[6:56:14 PM] Brad Wardell: + New tactical priest spell: Restore. Target unit healed for 5 + 2 per shard. Costs no mana.
[6:56:32 PM] Brad Wardell: + Drain fertility no longer auto unlocks
[6:56:57 PM] Brad Wardell: + Resource icon for destiny's favor added
[6:57:07 PM] Brad Wardell: + updated the mini map parchment texture
[6:57:19 PM] Brad Wardell: + Implemented a temporary Priest skill tree lines
[6:57:45 PM] Brad Wardell: + Fixed AI code to differentiate between an event location and a capital city location
[6:58:05 PM] Brad Wardell: + SK units more aggressive at detouring to kill player units
[6:58:28 PM] Brad Wardell: + Divine Insight Priest ability added
[6:58:50 PM] Brad Wardell: + Updated various DM events to support the external mod team's work
[6:59:14 PM] Brad Wardell: + Minor races now have a defending mode where they'll hang around their bases rather than wandering off
[6:59:31 PM] Brad Wardell: + Early minor races will explore the map
[6:59:51 PM] Brad Wardell: + Minor races will go after enemy units mroe aggressively
[7:00:01 PM] Brad Wardell: + The above was painfully verified to be true
[7:00:42 PM] Brad Wardell: + BIG UPDATE on tactical battles. Thanks to player saved games sent over the weekend, the tactical AI is significatnly smarter. Will no longer just whack at teh unit right in front but will in fact bypass that unit to go after nearby more vulnerable units
[7:00:52 PM] Brad Wardell: + Big boss monsters will tend to go after the player's hero first
[7:01:36 PM] Brad Wardell: + Various quest surgery done to make it easier for modders to add quests
[7:01:56 PM] Brad Wardell: + Better handling of duplicate quest types
[7:02:42 PM] Brad Wardell: + Fixed old old bug that caused RandomScroll and other randomly chosen treasures to not display in the treasure screen
[7:03:12 PM] Brad Wardell: + Road cost reduced from 2.7 to 1 to make the game move faster
[7:03:31 PM] Brad Wardell: + Fixed divide by zero crash in getmaxarmysize()
[7:04:06 PM] Brad Wardell: + Updated the main game window where the resources are displayed to support the resource ordering system
[7:04:22 PM] Brad Wardell: + Added support for Destiny's Favor tooltip
[7:04:33 PM] Brad Wardell: + The big Mini map update:
[7:04:53 PM] Brad Wardell: - Cites are displayed as +'s on the mini map
[7:04:58 PM] Brad Wardell: - shards are displayed as diamonds
[7:05:06 PM] Brad Wardell: - Mosnters are just gray dots instead of red dots
[7:05:13 PM] Brad Wardell: - SK units are yellow dots
[7:05:17 PM] Brad Wardell: - player units are white dots
[7:05:24 PM] Brad Wardell: - general look of new mini map is much cleaner
[7:06:38 PM] Brad Wardell: + Added support for a new type of AOE peristent spell: You can now tell a tile related damage spell to not do friendly fire. This is used by the Holy Wrath spell so that your units can walk through it and not be harmed (before everything was basically like fire)

on Nov 23, 2014

This is really great stuff, Brad. I'm actually getting pretty interested in the Priest at this point.

 

Any thoughts on how you can go back and make the mage just as interesting?

on Nov 24, 2014

Reading through this, something struck me. Losing to SK because a counter fills up just seems like it would be very frustrating and disappointing. Something more tangible could be a lot more fun, even if it has the same effect.

 

For example, if the doomsday counter fills up, you get a message that SK's ritual has been completed. He basically becomes Sauron with Ring, leaves his fortress and wreaks havoc on you. Your magic income gradually drops, while all of his units become more numerous and powerful. However, its still not game over - perhaps you were 1 turn away from his home with a huge army. Now you still have a chance to kill him (albeit a much smaller one than 1 turn before).

on Nov 24, 2014

Would it be possible to restore a destroyed shard using a Favor. Or maybe it cost two favors and the shard is restored and the doomsday counter is also reduced to reflect the reduced power of the SK.

I was thinking that the Priest could have a avatar-hero (reflecting the god/ books chosen) or a paladin-hero. 

- The avatar hero's skills could be reflected by the books chosen during soverign creation. If for example there was an overweight of chaos books, the skills of the avatar could be more damage-based/create undead/raise slain units or evil, while more life-books would show as more healing/buffs/cleanse undead/resurrect.

- Paladin is the standard paladin hero with smite evil, blessed hammer/weapon/aura of protection against shadow/undead damage etc.

on Nov 24, 2014

Another question, will there be an opt-in of the beta-beta you have made so far. In other words will it be possible to play as the priest sooner than later?

on Nov 24, 2014

What's bpalczewski's contribution?

on Nov 24, 2014

Regarding the temple issue, I believe that it should be only a priest-building. The other soverign would have their own ways of dealing with thralls. 

Warrior: A battle cry on the sovereign skill tree which should be cast periodically in order to rally the people behind his banner and not be bored and influenced by SK. The battlecry has a waning effect e.g. lasting only a limited number of turns before being needed to be cast again.

Tinkere/artificer: A recipe on the sovereign skill tree that would allow for the construction of a building or an item wearable by a stationed unit emitting an EM-field re-/de-flecting the SK influences....

Warlord: An obey-me spell, where the mana cost would depend on the doomsday  counter to reflect that the Warlord and SK are figthing for control of the thralls. Of course  if the warlord wins some the thralls they are no longer ineffective, but becomes "ordinary" brainwashed production slaves... 

Guardian: Outpost upgrade where the SK influence on the protected lands would be reduced. If the outposts area covers a city that city receives an additional boost to thrall reduction. Or the outpost upgrade could also be part of the battlement-line.

Wizard: A world spell to protect his lands from the influence of the SK. Eg. one casting costing 1 mana per turn reduces the doomsday counter regarding thralls calculation by 50. Multiple casting would allow for zero doomsday counter regarding thralls. 

Priest: The temple and the Greater Temple/Sacrifical Altar/Cathedral/Mosque would reduce the thrall in that city. The protection of the Gods descend onto thy city to repel the vile influence of the SK. BTW which gods are present e.g. grants the favors? As far as I remember there are no gods as such, only titans and mithrals.

Priest could also get a chosen hero a la Torin from Master of Magic, one of the last skills in the skill tree. An overpowered hero on par with the most levelled-up hero + 5 levels and you can then choose the specific skills at the summoning of the hero. 

on Nov 24, 2014

Suggestion regarding SK conversations: 

Will dungeon master have an influence on the available choices during the SK conversations. For example if you are very brave you could have a choice of saying "F... off to the SK", while a high cowardice would (only) give the option of please let me lick your feet and spare my life. I will never do it again oh thy master....

on Nov 24, 2014

What about a favor ability (maybe one favor for every two levels of the converted stronghold) for the priest to convert an SK stronghold (obviously excluding the main SK fortress) to equivalent kingdom units, as well as the ability to keep the level of the captured stronghold, converting the land around the stronghold to grasslands (area around that gets converted depends on the level of the stronghold being taken over) and choose all the upgraded tiles for strongholds above level 1.

on Nov 25, 2014


Smarter tactical battles:

Thanks to bpalczewski, the tactical battles are getting better.  Still working on this though.

I will have to give him some Karma. 

Would love to her more on exactly what you are improving. Also I hope this can be back ported to LH.

on Nov 25, 2014

DsRaider



Smarter tactical battles:

Thanks to bpalczewski, the tactical battles are getting better.  Still working on this though.



I will have to give him some Karma. 

Would love to her more on exactly what you are improving. Also I hope this can be back ported to LH.

I mentioned him not to give credit but to direct blame.  I didn't consciously realize that I was exploiting the tactical AI because I always assumed that the very expensive algorithm to determine the proper target was working as designed.

The algorithm was about 2,500 lines and as soon as it left that function, it would throw out its result and use the closest guy.  My head exploded.

on Nov 25, 2014

Frogboy

The algorithm was about 2,500 lines and as soon as it left that function, it would throw out its result and use the closest guy. My head exploded.

Oh I once spent the better part of a day with good music and good coffee on creating the perfect macro script with image recognition and whatnot - which only purpose was to move the mouse cursor like five centimeters across the screen and click an icon in a specific program (that was not using modern referencing on its objects). That did not halt me from finding the approach that gave the quickest result with the least cpu/ram usage.

 

Of course I could have just clicked that icon, but it felt just as great to see it work fully automated as I was feeling stupid for doing that 

 

 

 

 

 

on Dec 08, 2014

I notice that army size has increased up from nine to fifteen.

 

And how much of destiny's favor does a priest get?

 

And I think temple should be available to everyone because people on all continents worshipped gods and denied gods existence. Unique building likely should be something else because temple feels very generic and belongs to everyone to me due to how commonplace religion is.

Meta
Views
» 8476
Comments
» 13
Sponsored Links