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Author Topic: Warlock: Master of the Arcane [Paradox]  (Read 34580 times)

LoSboccacc

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #15 on: April 27, 2012, 04:57:57 pm »

getting the demo
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IronyOwl

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #16 on: April 27, 2012, 05:19:56 pm »

Considering the fact that it looks almost identical to Civ5, only with magic, I don't see how this can go wrong apart from horrible bugginess.
I can, but this was still basically my first reaction.

I tried it, didn't like it.  I mentioned this before that I don't understand why they're releasing all these games set in Ardania.  Was Ardania a compelling world and I just wasn't paying attention? 
My guess would be that they're trying to build a franchise, but out of a (probably very vague, by this point) setting rather than a series. If every game they make has its own world unless it's a direct sequel, there's not as much of a brand as if everything they do that's fantasy takes place in the same world.
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lordcooper

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #17 on: April 27, 2012, 09:34:49 pm »

Bullet points because too tired for normal communication.

  • 50 turn limit is teh suck
  • So is not explaining the mechanics for pretty much everything
    • Sean Connery impersonator can die in a fire
    • With a little polish this could win Mod of the Year
      • Other worlds are actually really fucking hard and will eat all your people
      • Diplomacy seems pretty functional, if basic
        • Ditto magic
        • Decent unit variety
          • Sean Connery impersonator can die in a particularly slow burning fire
          • Rat king person turns out to be a bastard.  Who would have guessed?
            • Red Dragon is OP, but in a good way
            • Building is cool, but there don't seem to be any roads
              • Massive variety of buildings
              • Unit production is very fast.  I like this.
                • Needs overlay options, graphics quite muddy on lower settings
                • Must kill Sean Connery impersonators
                • Probably gonna buy this
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thvaz

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #18 on: April 28, 2012, 04:32:06 am »

I quite liked it, though I hate the parody feeling of this ardania setting.
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Sonlirain

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #19 on: April 28, 2012, 04:48:22 am »

I quite liked it, though I hate the parody feeling of this ardania setting.

I on the other hand like it. It's nice to have a setting that (somewhat) openly mocks traditional stuck up fantasy settings by turning the stuck up levels up to eleven.

"My majesty! The palace renovations are finished!"
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IronyOwl

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #20 on: April 28, 2012, 06:02:18 am »

I quite liked it, though I hate the parody feeling of this ardania setting.

I on the other hand like it. It's nice to have a setting that (somewhat) openly mocks traditional stuck up fantasy settings by turning the stuck up levels up to eleven.

"My majesty! The palace renovations are finished!"
I... haven't really noticed any of either of that. Other than the sort of rambling info logs some things have.


As for Warlock itself, a single 50-turn demo run has given me a mixed impression. It's obviously unpolished and I'm uncertain about certain features, but other stuff is nice. I'll need more time to form a proper opinion about it, I think.

I'll also say that advertising the first DLC for free if you preorder the game sends off warning bells in my head.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Dariush

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #21 on: April 28, 2012, 06:20:03 am »

I'll also say that advertising the first DLC for free if you preorder the game sends off warning bells in my head.
It would suck only if the first DLC would be availible on the day of the release. Otherwise that's not as much of a problem.

BTW, how do you determine when a city's boundaries will grow? And does food affect the speed of population growth?

And is there ANY FUCKING WAY to do anything in the other worlds beyond dying horrible in the first two turns?

Also, the goblinified horse on their settler icon will fuel my nightmares for a long time.

micelus

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #22 on: April 28, 2012, 07:00:53 am »

This game is interesting...I'll probably buy it...eventually.

Anyone noticed that mana traps are satellites?
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IronyOwl

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #23 on: April 28, 2012, 07:12:49 am »

I'll also say that advertising the first DLC for free if you preorder the game sends off warning bells in my head.
It would suck only if the first DLC would be availible on the day of the release. Otherwise that's not as much of a problem.
Well, the fact that they seem to know so much about it strikes me as off. Maybe I'm just underestimating the length of the development cycle or something, but I wouldn't think you should know exactly what your DLC is going to do and be called before your actual game is out. Especially not when said game is lacking in so many areas.

BTW, how do you determine when a city's boundaries will grow? And does food affect the speed of population growth?

And is there ANY FUCKING WAY to do anything in the other worlds beyond dying horrible in the first two turns?
I believe cities grow at certain population thresholds. From one to two tiles out occurs at 5 pop, I think. If not, then six. I've gotten up to 9 without it reaching 3, but it'd make sense it if were ten.

I have absolutely no idea what food does or doesn't do. When I had excess food, it claimed it was being sold into money. When I had negative food, it claimed my population was shrinking, which I certainly didn't notice. I would assume it indeed affects growth rate, but they really don't tell you enough to figure it out without having played a while.

Theoretically, the other worlds should be at least survivable by stuffing your entire massive army down the same hole; I've yet to accomplish anything even remotely close, but then, I've only tried with six units (or more specifically, seeing the first three get their faces eaten and deciding not to shovel the archers in after them), all of whom I wanted to keep. An army with a lot more units and a higher percentage of cannon fodder might do better.

Of course, more units means more space which means aggroing even more locals, so watch out for that.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

LoSboccacc

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #24 on: April 28, 2012, 07:17:26 am »

for the sound of it the interface is even worse than MoM in conveying information  :P

(still haven't tried)
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Nirur Torir

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #25 on: April 28, 2012, 07:26:25 am »

To survive past the portals, just send over a warrior unit or two after buying them Silver Weapons, Fine Armor, and Masterwork Armor (I don't think I'd upgraded them to veterans yet, but they did have a few levels. This was in the lower left portal). If they can kill the guard easily in a duel, they should be fine.

Overall I like it, but magic just feels too limited compared with high-end units (Note that I haven't gotten around to trying a mana-oriented strategy yet, but one spell per turn doesn't seem like it will be as useful as more troops).

I like how it's possible to kill both enemies in the demo if you try hard enough, or at least it seems to be.
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Bremen

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #26 on: April 28, 2012, 10:39:27 am »

I sent three fully upgraded veterans through a portal and they were doing quite well on the other side, but the other worlds are certainly dangerous. It's probably going to be best to wait on expanding into them until you've developed the original world quite well.

I noticed my veterans found some "holy ground" resources, and in TB's WTF video he mentioned one of the victory conditions is controlling all of the holy ground locations; so it might be that one of the victory conditions is effectively "conquer and settle all the other worlds".
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Dariush

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #27 on: April 28, 2012, 11:06:04 am »

Well, the fact that they seem to know so much about it strikes me as off. Maybe I'm just underestimating the length of the development cycle or something, but I wouldn't think you should know exactly what your DLC is going to do and be called before your actual game is out. Especially not when said game is lacking in so many areas.
With the release day so near, and announcement so recent they may simply have ran out of time to do everything they wanted and said 'fuck it, we'll release the rest as DLC a bit later'.

forsaken1111

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #28 on: April 28, 2012, 11:52:59 am »

This is my first thought as well.

Watching Total Biscuit's review... <paraphrased> "They have a very novel solution to the problem with transports. When you move your unit over an ocean tile, they turn into transports!" That comment caused me literal pain for so many reasons. It also guaranteed that I wouldn't buy this when combined with how poorly I felt the studio handled Majesty 2. Disregard for the most important obstacle terrain in the name of convenience is the #1 reason I despise Civ 5, next to ridiculous AI/Diplomacy.
I don't really understand the thinking here. When a land unit embarks as a transport it:

1. Loses any ability to defend itself.
2. Loses all remaining movement for that turn.
3. Goes incredibly slow.

All three of those would be true if I had to manually make a transport and move the unit about, it just saves a bit of time. What's the problem? Your units-as-transports are still easy pickings for any naval unit and must spend a full turn just sitting there since they lose all movement.
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Jonathan S. Fox

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Re: Warlock: Master of the Arcane [Paradox]
« Reply #29 on: April 28, 2012, 12:50:49 pm »

I'm very impressed by the building system of the game. Where Elemental: War of Magic made multi-tile cities boring and strange, Warlock: Master of the Arcane makes them extremely cool and stuffed with interesting choices. The very limited building count makes each building a meaningful decision, and they included several buildings that greatly capitalize on this. Forts and mage towers as economically null choices that add extra defenses are great, as they trade off the inability to build any other building with that population point for some meaty defenses. The use of map-based resources as locations for special buildings -- not automatic buffs, or remotely-developed tiles -- is brilliant. The choice between a silver mine and a silver weaponsmith, for example, is a fantastic way to capitalize on their unusual take on special resources.

The traits and perks are fun and really add a lot to the individual units, more even than I remember that doing in Civ 5, though it had a similar effect there. It's not quite as compelling as crafting custom weapons and armor for your unique heroes, though.

The research system seems to be directly modeled after Master of Magic, yet feels a lot worse overall. They padded the spell list with multiple versions of the same spell, so you'll have stronger and weaker healing spells, stronger and weaker death bolts, and so on. While all the versions are useful, since the weaker one is cheaper to cast and sometimes sufficient, it feels awful to research a lower level version of a spell after learning a higher level one.

I have absolutely no idea what food does or doesn't do. When I had excess food, it claimed it was being sold into money. When I had negative food, it claimed my population was shrinking, which I certainly didn't notice. I would assume it indeed affects growth rate, but they really don't tell you enough to figure it out without having played a while.

Food is consumed as upkeep for both units and human population. Undead population consumes mana as upkeep. I never checked what the goblin/monster population uses, but I assume it's also food, or at least partially food. Surplus food is converted into gold at a 2:1 ratio. I don't believe extra food has any impact on growth rates, but you can use magic to accelerate a city's growth.

You can generate gobs of food if you devote a city to it, at least a human city, since there are a lot of food production multiplier buildings. They're very expensive though, and while that's mitigated by sales of surplus food, the city needs to have a very large base food to so much as break even on the maintenance cost. So even though food can be produced in massive quantities, and excess food is converted into gold, a pure food-based economy is almost always going to be inferior to a regular food-and-gold hybrid economy.

If you run out of gold and are losing money each turn, your kingdom won't automatically disband units right away. Instead, mana and even research will also start being converted into gold. This is bad times. For awhile my research was crippled and my mana draining quickly as the game started bleeding all my resources to pay for my armies and building upkeep. I never got to the point of running out of mana to see what happens then; I was able to acquire more gold reserves, then stabilize my income.
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