Sorcerer King: Ruined World

Setup

This game takes place in a land that the Sorcerer King has dominated for some time.  The world is ruined. Very little life exists now.

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The rot of the Sorcerer King encroaches on my last city, Athica.  The Sorcerer King is powerful and is already in the process of casting the spell of making which will convert all life on this world to elemental magic.

My job is to build a force that can take him about before it’s too late. Of course, how I go about doing that is…the whole game.

Early Game

Right off the bat, I’m going to use one of my 4 logistics points to grab the shard that’s in my territory. Next, I’m going to train a scout. This is a tiny map so the pressure is on. In map terms, this is a Starcraft 2 1 on 1 style map. Except, on this map, there are 7 minor factions to contend with.

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Now in my beta, each answer will affect how the in-game dungeon master deals with me.  This will matter later when the doomsday counter starts getting close.

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Each sovereign at the start of the game gets their own tech tree..er..skill tree. Now, this is still the Beta 1A tech tree but it’s being updated right now for Beta 2 which will have every slot with the higher level stuff doing some pretty nasty stuff to your enemies.

The sovereign you choose determines what heroes and elite units you have access to.

Modding Stuff

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As I play, I see quests. Each time I play, I have the opportunity to improve the quests in interesting ways.  We plan to make this quest editor available to modders later.  Let me show you how it works.

The third answer seems one that requires a sense of honor. Which is great because we have an honor trait!

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This is data the Dungeon Master can use (or not use) later in the game. The more data the Dungeon master is fed, the more he starts rolling the dice.

End of the early game

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From the Sorcerer King’s point of view, he’s already conquered the world. The remaining minor races (of which you are one) are being wooed by the Sorcerer King to ensure that no one interferes with his quest for godhood.

As the first phase of the game ends (which for me is clearing out my home area and getting ready to expand) it’s time to start crafting.

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Now, in the public build, you start out with the same craftable items every time.  In the final game, you’ll have a base set of craftables PLUS the things the Dungeon Master throws in there that will change from game to game.

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In Sorcerer King, the inventory is global (it’s not like in Fallen Enchantress or other 4X games where the inventory is per unit).  This allows the player to craft items and equip their units regardless of location.  Powerful items become “soul bound” to to prevent cheesing.

Doom Doom Doom

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The doomsday counter represents the Sorcerer King’s progress towards casting the spell of making and destroying the world.  When I see shards being attacked, I make note of where they are and see if I can get an outpost near them.

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I just love sweep.

 

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Upon expanding the Sorcerer King has noted what I’m up to.  I’m going to suck up.

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A closer eye is better than “I will come over there and snuff you out!”

Conquered

Ultimately, I got the Dwarves and the Swamp Giants to ally with me but that came at the cost of Pariden and the Ice Lords who managed to take one of my major cities.

Ultimately, I lost.

Lessons learned:

  1. Gotta get outposts up early!
  2. If you don’t think you’ll be able to get a minor faction on your side, destroy them! Even if it means losing a lot of units against their Guardian.
  3. Fix the bug where Minor factions can capture your outposts. Winking smile That really screwed me.
  4. Don’t rely too heavily on fireball scrolls. The heavy duty end units ignore them.
  5. Build the high end recipe buildings (scribes, jewelers, etc.). I cheaped out on this and regretted it.
  6. Build scouts early, find the other champions and start leveling them up as soon as you can.
  7. Be careful about always picking the “easy” quest option.  In my game, my indifference resulted in an event where there was an uprising and 2 of my logistics were permanently consumed.  Mind you, I was testing to see if this would happen but just to be aware when Beta 2 arrives in November.
  8. Don’t cheap out on crafting for your units. I gave my champion amazing stuff but he’s still one guy. The Sorcerer King will target him in battle to immobilize him if he’s overwhelmingly powerful versus the other units.
  9. Use geography of the map in deciding which minors to ally with. IF they have shards near them and the Sorcerer King has to get through you to get to them, ally with them.  The minors closer to the Sorcerer King are really tough to get.

Hope this helps.

Ending Screenshot: Turn 247

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For those worried about “short” games. This was 247 turns on a TINY map.

74,782 views 24 replies
Reply #1 Top

From a gameplay perspective, I'm really excited about the direction SD is taking this project. From a UI perspective to be honest it already looks cleaner than the somewhat clunky fallen enchantress experience.

However from a visual perspective the whole thing seems "off". I know it's still an early build but the artwork seem cartoony. Also the terrain is bland and although it conveys the "ruined" aspect well, I don't like the bland mix of green and brown tiles.

I hope Stardock goes in the direct of Endless Legend with their different regions of terrain. I love the visually distinct ice regions in the north and south, along with varied deserts, plains, forest regions, etc. I can't think of another 4x game that has handled terrain in such a beautiful manner.

Anyway I will probably end up buying this game closer to release no matter what!

Reply #2 Top

I like this. I am particularly excited about an easy-to-use quest editor.

Reply #3 Top

Quoting AlLanMandragoran, reply 2

I like this. I am particularly excited about an easy-to-use quest editor.
End of AlLanMandragoran's quote

Me too! I usually shy away from modding for most games due to my non-tech background. But writing? That, I can do. I am looking forward to trying my hand at writing some quests for the community to enjoy.

Also, I like the art style a whole lot. But, that's just my opinion of course. :)

Edit: @Frogboy - what difficulty level were you playing on? Just curious...

Reply #4 Top

Quoting Shackalakala, reply 1

I hope Stardock goes in the direct of Endless Legend with their different regions of terrain. I love the visually distinct ice regions in the north and south, along with varied deserts, plains, forest regions, etc. I can't think of another 4x game that has handled terrain in such a beautiful manner.
End of Shackalakala's quote

Amen to that. 

Reply #5 Top

What's wrong with minors capturing outposts? Well I'm more curious on how its a bug XD

 

Did they just walk in with no resistance when outpost was supposed to fight back?

Reply #6 Top

I've been playing the EA. So far, so good! Quick thought about flavor:

Presumably the player is playing the role of the sovereign (who never leaves their lair), yet all of the quests are written in a first person manner which gives the impression that you are there. This seems like it breaks the continuity of the concept you guys are going for, almost as if they should be reworded as though you're observing by scrying or something. Thoughts?

Reply #7 Top

Any word on Steam Workshop support (or something equivalent) for sharing user made quests?

Reply #8 Top

Much appreciated, Frogboy!

I like the first screenshot, because for the game to believable, the world needs to look much more desolated. Second think I like are the hints that there are other advanced buildings coming, adding another layer to the city management. Still unsure about the lack of queue, though. Add to that lack of any "repeat build" and rally points - this could get ugly with the larger maps, with folks just clicking between their cities...

And finally, more flavor to crafting - YES! I hope you´ll take a look on the "What I want to craft?" perspective and hopefully put in some option (permanent goodie hut?), where player can buy some incredients. Of course, DM can take a look on player´s inventory every time and ask price in terms of other incredient, so player will have to make tough choices. Do I want to craft this, at the expense of loosing the incredient necessary to craft that? ;)

Reply #9 Top

Thanks for the walk through!

OK, my 200 turn comment was an underestimate, but I prefer medium to large maps. Will there be any available in later betas?

I'm using .701, and I can't do anything with the minors. I assume you're referring to your internal build, or am I missing something?

Base logistics may need a minor buff, or maybe include more logistic increasing facilities to build?

Each time I get a unit for a quest the counter goes up, at increasing intervals. Maybe debuff that a little?

Yes, I know. Early beta, lots of play testing and balancing still...

Reply #10 Top

First off, I love the new map look. If the SK has held dominion over the land, then the world SHOULD look beat up and desolate. You can still accomplish that with a variety of biomes, so please don't neglect the need for variety. Definitely better than the maps we have, though. I think it's still immersion-breaking that they're all so cheery right now. I like the idea of our borders expanding the cheeriness and making headway on repairing the devastation.

 

Second, I love the idea of the  dungeon master allowing four different recipes being  available. I know that art assets are expensive, but please provide a variety of weapon looks and being back the elemental effects to some of them. I love having a fire sword or other infused weapon in LH. 

 

Adding shield assets would be great, too. 

 

Also, if you want me to use scouts, can they please be less expensive than pioneers?:)

Reply #11 Top

Also, any plans to allow us to equip SOME weapons to our trained units? They're so pathetic towards the end game.

Reply #12 Top

Quoting XWerewolfX, reply 10

Also, if you want me to use scouts, can they please be less expensive than pioneers?
End of XWerewolfX's quote

Why? You only need but one or two scouts, whereas you need to train a bagillion pioneers.

Reply #13 Top

I'm excited to see this quest editor. Very glad I don't have to dig through and update the quest editor I slapped together for LH.

Reply #14 Top

Quoting parrottmath, reply 13

I'm excited to see this quest editor. Very glad I don't have to dig through and update the quest editor I slapped together for LH.
End of parrottmath's quote

I think we used your quest editor for the quests in Beta 1 of SK.  :)

Reply #15 Top

Quoting mqpiffle, reply 12


Quoting XWerewolfX,

Also, if you want me to use scouts, can they please be less expensive than pioneers?



Why? You only need but one or two scouts, whereas you need to train a bagillion pioneers.

End of mqpiffle's quote

But does it make sense that scouts are more expensive than a unit that starts a city or can upgrade an entire outpost?  

Reply #16 Top

Yes, all of the military units are more expensive than pioneers.

Reply #17 Top

The visuals look "off" to me too. There is something not as a nice as the Fallen Enchantress games in the art style.

 

Cheers,

Sword

 

Reply #18 Top

Quoting Frogboy, reply 14


Quoting parrottmath,

I'm excited to see this quest editor. Very glad I don't have to dig through and update the quest editor I slapped together for LH.



I think we used your quest editor for the quests in Beta 1 of SK.  :)

End of Frogboy's quote

That is cool. I hope that my editor helped with the production of SK (and the bugs didn't cause too many heart aches, first time programming anything really)

Will there be a small debug feature in this editor, similar to what I had with mine?

Reply #19 Top

My thoughts and opinions on the subject:

I disagree that the land should all look dreary and desolate. Certainly some of it should look destroyed. However, the SK stopped short of conquering everyone so the player and the minor factions (the kingdom factions, anyway) should have land that is vivid and alive. There should be ruined structures strewn about the land and nature reclaiming what was once civilized lands but not utter desolation.

Since the SK is going to be sucking out all the life from the land in order to fuel his bid for godhood, I would think that the land would be lush and alive and not desolate. The more life there is, the more power he can siphon out for his evil purposes.

In other words, the SK is fattening up the sheep (land) for slaughter.

 

 

Reply #21 Top

The problem comes from the fact that the world had just survived a cataclysm. FE and LH... then it was in a war for many many years until the SK finally won out. The land is COMPLETELY war torn, I would not expect to see much life in the land... and I would like to see as the doom counter increases what life is around is slowly sucked away.

Reply #22 Top

Quoting parrottmath, reply 21

The problem comes from the fact that the world had just survived a cataclysm. FE and LH... then it was in a war for many many years until the SK finally won out. The land is COMPLETELY war torn, I would not expect to see much life in the land... and I would like to see as the doom counter increases what life is around is slowly sucked away.
End of parrottmath's quote

 

Good points. However, the SK has been ruling for some time and I would think that it would be in his interest for the land to recover. At least nature should be very much alive although there shouldn't be much in the ways of civilization.

I'd think the SK wouldn't have a problem with nature taking its course as it won't pose much a challenge to his dominance. Let it flourish so that when he's ready he'll suck all the life out of it. The more life, the better.

Reply #23 Top

Sk is like 800 years after the cataclysm.

Reply #24 Top

Quoting Heavenfall, reply 4


I hope Stardock goes in the direct of Endless Legend with their different regions of terrain. I love the visually distinct ice regions in the north and south, along with varied deserts, plains, forest regions, etc. I can't think of another 4x game that has handled terrain in such a beautiful manner.
End of Heavenfall's quote

Amen to that. 

End of quote

I couldn't agree more. I really hope we can see some of the ideas from this old thread finally show up. One of the things that really bugs me in FE is the oh so repetitive coast line. It drives me nuts and up the walls. The exact same coastline every where.... Everywhere. Throw some #&@^*@! rocks in the water to break up the surf!   :(O