Sorcerer King Beta: 1 Month Status

Greetings!

image

We cannot wait for you to get Beta 2.  I always hate the first beta. They’re so painful. They’re basically a “does this work on your machine”. Very boring.  Beta 2 is where the actual game starts to matter a little.

So where do things stand with Beta 2?

Beta 2 is due out this month and it’s going to be big.  It’s where the Minor factions start to matter. A lot. It also starts to really show off what makes Sorcerer King unique as a strategy game.

image

Yea, I may have burned down the forest but it was for a good cause so it’s ok.

image

We will be trying to reinforce that Sorcerer King is a game where you start off as if you won the previous 4X game you played. You are mighty.

image

Again: this is a contest between very powerful beings. Your group is elite. You’re just vastly, vastly outnumbered.

Below in no particular order are some notes for beta 2:

  1. Important to remember, this isn’t a traditional 4X. The Sorcerer King has already conquered the world. He’s the guy who has strongholds as your neighbors.
  2. Part of your job is to sneak under his radar as long as you can.  He has an overwhelming power advantage over you.  You need to make sure you aren’t blatant until you’re ready to take him on.
  3. The minor factions are NOT neutrals. They are generally familiar with you.  They’re the ones you were previously competing with in Fallen Enchantress/Age of Wonders/League of Legends/Warlock/etc.  They don’t necessarily like you. It’s just that they, like you, were overwhelmed by the Sorcerer King.
  4. You do not want the remnant factions (minors) to go to war with you. Their units are horrific.
  5. You will have powerful, cheap, nuke spells that can be used on the enemy but they won’t work on ruined land (And once cast, the land in that area becomes ruined).
  6. Your job is to create the most powerful stack of doom in the history of gaming. To do that you will need to craft craft craft.
  7. Crafting ingredients aren’t random (they are in beta 1 but beta 1 sucks).
  8. You can harvest crafting ingredients from the land if you’re willing to ruin it.
  9. You might be surprised how hard it is to keep from ruining the land if it means easy wins. Winking smile
49,173 views 12 replies
Reply #1 Top

Bump!

Reply #2 Top

Sounds great!

Does "this month" mean 11/14, 11/22 or 11/30? :)

 

Reply #3 Top

Will there be a reward, via the custom resources, for NOT leaving the world a smoking crater? As in, if you can win while taking on the extra challenge of preserving some of the world, getting a variation to the ending would be cool.

Reply #4 Top

I think you meant Endless Legends, not League of Legends. This is a warning, not a ticket. I have met my quota for the month. Signed, Proofread Police.

Reply #5 Top

What is being done to boost city-trained units? In beta 1 they're worthless meatbags and in the dev snapshot I see no improvement. 

Reply #6 Top

[What is being done to boost city-trained units? In beta 1 they're worthless meatbags and in the dev snapshot I see no improvement. ]

I think they solve the problem by adding "thrall" aka unrest - if you count the cost of units, which requires resources, and keeping in mind that you need logistics for shards, the number of the units being produced is so insignificant that it does not matter if they suck :) 

Reply #7 Top

@Havenfall

This is one of the reasons why I suggested re-introducing the unit editor in some form. It was rejected.

 

But I do see the need for an upgrade and veteran system.


Also, some form of gear upgrading on trained units would be a good idea as well.

 

Yet another idea might be that trained units have their own perks tree like champions do.

Reply #8 Top

Perhaps, even better, would be to have quest rewards that grant army-wide perks.

You have defeated the Mighty Spider Queen? Congratulations, your units have 50% poison immunity henceforth.

You have explored every corner of the Dreaded Marshes? Congratulations, your units are not impeded by difficult terrain.

 

Reply #9 Top

I really like the sound of being able to get resources from the world. Since it destroys land that opens up a concept for a druid like channeler that gets some sort of bonus that scales based on the percentage of the land area that's been deatroyed .

Reply #10 Top

I just had a thoight. Having the ability (and the need) to destroy the world will make playing on tiny or small maps especially challenging. 

Reply #11 Top

Quoting UnleashedElf, reply 7

@Havenfall

This is one of the reasons why I suggested re-introducing the unit editor in some form. It was rejected.

 But I do see the need for an upgrade and veteran system.

Also, some form of gear upgrading on trained units would be a good idea as well.
 
Yet another idea might be that trained units have their own perks tree like champions do.
End of UnleashedElf's quote

I'm not in the beta yet, but I remember reading an idea of Frogboy's that certain city improvements would improve the units.  Is this the case?  I know it's still early.

Reply #12 Top

Quoting Borg999, reply 10

I just had a thoight. Having the ability (and the need) to destroy the world will make playing on tiny or small maps especially challenging. 
End of Borg999's quote

 

Offsetting this somewhat is the increased distances needed to travel though to defend the shards.

 

There's advantages and drawbacks depending on map size.