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Author Topic: Warlock: Master of the Arcane [Paradox]  (Read 34577 times)

Jonathan S. Fox

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #45 on: April 30, 2012, 05:54:54 pm »

One thing I love after a second play of the demo is that you can build a high-magic or low-magic kingdom, as you will, due to the build system, and have both be a viable strategy. A player focusing on magic will have less ability to maintain regular troops, while a player focusing on troops will have less magic.
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Re: Warlock: Master of the Arcane [Paradox]
« Reply #46 on: May 08, 2012, 01:08:15 am »

I just finished the demo and bought the game. I am really looking forward to it.

I am surprised there isn't more hype around it. A TBS where the races are this different is extremely rare.

I want to build a kingdom of rats and trolls.

Bluerobin

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #47 on: May 08, 2012, 01:23:10 am »

I think it ends up being "Oh look this thing that looks like it's trying to be Master of Magic, cool! Oh wait it only has three races, that blows." in a lot of places. I'm definitely looking forward to it, though. At this point it's more important to me that the game is solid and fairly polished (as in, doesn't feel like it's held together with duct tape and baling wire, not necessarily shiny graphics, although this has those too). Admittedly, it does feel like it's built on the Civ 5 engine, but that's not a bad thing in my books and from the demo it seems they use it well. I'm pretty excited for the multiple worlds thing, even if they're only different in name and wandering monster difficulty. It's a concept that isn't really done this way in any other game I've played. MoM/Age of Wonders/others I'm sure have portals to other worlds/map layers, but I think the fact that the other worlds in Warlock AREN'T especially weird and different actually makes its application of the idea a bit unique, which is kind of funny.

Oh also I'm a fan of the Majesty games, too, so Warlock caters to that.
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Dariush

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #48 on: May 09, 2012, 06:05:09 am »

Played the full game yesterday. Even better than the demo (well, duh), though it's highly unpolished. Minimap doesn't show from time to time, the game doesn't properly exit (I had to do a warm reset), the town building interface is crap, debug stuff crops up from time to time (for example, when a new unit becomes availible, there's a text overlay over his icon), settlers can gleefully run past enemies who OHK them without as much as a warning, the game autocenters on 'sentried' units instead of moving ones and so forth. Though the game is still awesome.

Drakale

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #49 on: May 09, 2012, 09:20:00 am »

Yeah tried out the full game as well, and you are right that it feels a bit rough around the edge. The general art of the game is a huge turn off, I mean there is such great artists out there, how do you manage to make your assets so generic and uninteresting. The 3D map model are fine, but the 2d portrait art is generally very bad. For some reason the web site art get a much better treatment than the in game one.

The game play is pretty fun though, it feels like a fast paced Civ 5 with a mix of master of magic, which is good. The spells I have seen so far are a bit generic for my taste, I'd have loved some expensive global effects that take several turns to cast. Note that I have not seen them all yet.

So, a bit simple but fun game imo.
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forsaken1111

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #50 on: May 09, 2012, 09:21:12 am »

From what I've seen here and my stint with the demo I think I'm gonna give this game a pass. It feels like a cheap mod for Civ 5 really.
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etgfrog

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #51 on: May 09, 2012, 09:23:08 am »

i will say...the game...does feel a little lackluster...maybe because i'm trying to compare it with master of magic and ALL of the stuff it had, like i bought the game and decided to be neutral about it because it might be able to do well with the not as many races...but my buggest complaint...the magic system...it doesn't improve that much...maybe i'm used to master of magic's way of doing thing that later in the game you can cast quite a few spells at the enemy in a single turn if you was to focus on using magic...there was only 1 thing in game that improved how many spells can be cast per turn...and thats a spell itself...also that i set it on regular...the enemy doesn't seem to know how to play mid/late game...the initial struggle with the first ai opponent was pretty intense...but then it went downhill since i noticed i got advantage of being able to use the gates that lead to the planes...the enemies didn't even bother with them, didn't change religion or get any quests...in fact quest creatures killed by the enemy counted as credit to you(this bug i could let slide...but not the others), enemies didn't know how to fight against mobs since no mater where i went, the creatures were in fact overflowing and sitting around going derp...now i was thinking of saying 6/10 for this game...but i do have to admit, the near unlimited level up of troops does make me consider it a 7/10...i might be wrong and i might have had a bad game since i took everything over too quickly...

wow...did all 3 of us wake up and think we should post about how playing the game last night was...
« Last Edit: May 09, 2012, 10:10:35 am by etgfrog »
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Dariush

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #52 on: May 09, 2012, 11:45:10 am »

Okay, I was a bit too quick with my previous judgement. After spending another two hours or so, things became pretty boring. Especially sieges, since AIs rebuild towers infinitely and they cannot be even attacked until they're completed. As the result, progress becomes torturously slow. I hoped for some cool new spells, at the very least converting enemies (specifically unattainable neutrals, like ogres), but all I got were summons, 'deal X damage of Y type' and some basic buffs and debuffs. City expansion is rather insanely simplified, but for all it's simplification I still couldn't determine what affects city growth speed. The interface is clunky and unwieldable. All units have to be moved manually since if you send them across half the map, some enemy can sneak up and kill them and they won't even blink. Unit progression is extremely slow, and health can't be improved in any way whatsoever. Diplomacy is castrated. Bugs are aplenty. But really, sieges are the most unforgivable part.

Yeah, I know I pretty much inverted my opinion over the last several hours. Getting pink glasses forcibly taken off is a painful process.

Endymion

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #53 on: May 09, 2012, 12:39:40 pm »

You had problems with sieges? Maybe it was because I made the mistake of only playing on normal, but thus far the enemy has been completely unable to put forth any defense against my flying airships of doom that do ~50 damage a turn to cities. (You need a population 3 undead city to make them if you do the buildings right.) Also, my ancient liches or whatever it was I got from the temple I built in my third town (for a nice 700 gold cost...) are doing a number as well, with their 3-range attacks doing something around 80 damage now.

One of the main problems I've run into is that there doesn't seem to be a 'disband' option for units.... and when some of the super-powerful units cost 15 or so resources a turn to maintain (Not counting the extra 8 or so mana for the buffs I have on them), I run into issues. A bug I found in that region is that if you put them on a transport ship they stop using their own upkeep cost. Also, in the resource section, the penalty for insufficient food production is lower pop gain in your food-eating cities. Not negative gain though, even at the -20 food/turn I've been maintaining recently. (darn blade-masters eating 9 food a turn)

As for 'cool new spells', I've not researched many, but I've found more (In ruins and the like, or from doing god-quests). Water walking was pretty much necessary for crossing the kracken-infested oceans. An powerful elemental resistance buff god-spell (something like +60) made me regret doing another gods mission and losing the favor required to cast it. A few summons I've found are neat enough to use (something comparable to flying imps. Teleport sounds like the most useful spell in the game, but it doesn't appear to actually work. And finally I have a 2-spell kill combo... some 15 elemental damage + frozen debuff spell, and a god-spell that does some 18 or so physical but also shatters frozen units.

My biggest complaint about the game as is is the lack of casting-power progression. In MOM you could spend your incoming power on your casting ability, which allowed you to cast more MP worth of spells a turn. I've thus-far not seen any progression at all to my casting speed, and I'm now bringing in >100 mana a turn. It always becomes a struggle to decide if I should spend the turn buffing this super-unit of mine or that, or if I need it for combat against something big, or to heal one of my super-units, or to start the 6 turn process of creating a new super-unit. (Since it takes around 6 turns and 800 gold to get all the useful available buffs on a unit now. )
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Drakale

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #54 on: May 09, 2012, 12:42:47 pm »

There is a disband icon hidden above the unit portrait, you need to press some arrow for it to appear. The interface in general need work.
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SeaBee

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #55 on: May 09, 2012, 01:54:15 pm »

I'm not sure what's wrong, but I'm not having too much fun with the game after a couple hours of playing it.
  • Not enough races/variety
  • Immersion broken by enemy AI not needing to consume resources (they spend deep into negatives without penalty)
  • Spell selection is dismal, only really need heal, a fodder summon, fireball, nothing fun or exciting even available
  • Endgame is a massive grind of endless enemy fodder cleanup
Maybe some of that can be corrected with future patches (and obligatory DLC). I'd hate for it to end being another Elemental.

The spell selection and lack of races is disappointing (though we knew about the lack of races). I was hoping for something more MoM-like in terms of variety and atmosphere, but got something rather less than that. I've played games that are a lot worse, but this one probably won't be on my HD for much longer. Shadow Magic, Dominions 3, Master of Magic ... those are still the greatest in this subgenre.

If you're on the fence about this one after playing the demo, wait for some content patches or a sale before buying (IMO).
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etgfrog

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #56 on: May 09, 2012, 02:44:49 pm »

bleh...i'm wanting to write up how they could have changed the game to make it good...or at least how i think it would be both good and unique...but i know it will just be ignored just like every other suggestion i've given about a game that is already released...be looked at wierd and implied why dont you make your own game...
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Re: Warlock: Master of the Arcane [Paradox]
« Reply #57 on: May 09, 2012, 03:01:55 pm »

So what exactly is the point of picking a race in the beginning?  I captured neutral towns nearby and got the other two races within 15 turns.
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lordcooper

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #58 on: May 09, 2012, 03:03:20 pm »

bleh...i'm wanting to write up how they could have changed the game to make it good...or at least how i think it would be both good and unique...but i know it will just be ignored just like every other suggestion i've given about a game that is already released...be looked at wierd and implied why dont you make your own game...

Why don't you?  I'll play it if you make it.
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IronyOwl

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #59 on: May 09, 2012, 03:20:23 pm »

bleh...i'm wanting to write up how they could have changed the game to make it good...or at least how i think it would be both good and unique...but i know it will just be ignored just like every other suggestion i've given about a game that is already released...be looked at wierd and implied why dont you make your own game...
Well, that is just, like, your opinion, man, but if you feel like it go for it anyway; if nothing else, it should be a useful thought exercise for you personally to organize it all on paper. Plus, "If you don't like it make your own" isn't a real argument, though if it was we do totally have a Forum Games and Roleplaying Section. :P


So what exactly is the point of picking a race in the beginning?  I captured neutral towns nearby and got the other two races within 15 turns.
What race you start with, obviously. This can be relevant because your capital is usually the first place you can build settlers in, and thus in theory ought to determine the bulk of your forces.


Haven't played enough to pass judgement on my own, but it's alright so far. I do like how it's theoretically possible to keep piling on all these unit upgrades from all these different special structures, without it being easy or cheap in most cases, and not even possible unless you manage to find the right resource and in some cases use the right race.

For instance, I thought pumpkins were just useful for pumpkin farms. Turns out monsters have a Shrine to Hill'o'Win that gives regeneration +3. Yessssss.
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