Warhammer Quest

Warhammer Quest

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CptBlood Jan 19, 2015 @ 9:39am
Lair of the Orc Lord, not cool (spoilers)
So Im wandering around with my hardcore lvl 8 guys trying to figure out where to finish the game and this place appears. Part way through this huge maze you start taking damage in REAL TIME. I could not click my guys around fast enough to find the exit...its like...a really big maze.
I finally ran my elf ahead to check some other directions and he finds some boss room. Now my guys are seperated and dying in real time.
I was spending enough time to cast Heartbeat twice a turn, healing over 20 on two guys whenever I could but that wasnt enough.

That was 8ull sheet. This is not a realtime game. The boardgame was not a realtime game.
My carefully 80+ hour earned hardcore guys are now dead and I will not be playing ever again or buying any new content. Wtf.

Does anyone know if that was at least the final mission? Looks like a whole other country is in the middle south.
Last edited by CptBlood; Jan 19, 2015 @ 9:45am
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Showing 1-15 of 47 comments
Red Shift Jan 19, 2015 @ 11:27am 
If I told you how close you were, I think you'd be even more upset :_(
This event completely caught me off guard as well, but I guess with each of my characters having a regen ring, and my wizard having the aoe healing spell I managed to get through.

While I get what youre saying about the strange choice to do this bit in real time, it was a surprisingly tense 5 minutes, though I guess you can only appreciate that once you get to the other side.
Last edited by Red Shift; Jan 19, 2015 @ 11:28am
Kirenx Jan 19, 2015 @ 4:54pm 
This is the last mission in the game. The area to the south was originally where the undead were going to be located, but it was scrapped and the undead released as they currently were when Rodeo Games scrapped working on WQ to start their new title.
CptBlood Jan 19, 2015 @ 8:22pm 
Im glad it was the last mission. That means I didnt miss much.

I realize I probably could have just 'left dungeon' and come back better prepared. Get a Regen Ring on all my guys and just hustle.
I almost wonder if you could end turns faster than the damage ticked thereby regen'ing faster than the heat hit you.
jacs74 Jan 19, 2015 @ 9:00pm 
What's this about real time damage in my turn base game?
Lou Jan 22, 2015 @ 2:34pm 
real time damage ? wat ?
DeathRoller Feb 2, 2015 @ 6:31am 
Just went through that complete and total bs of real-time damage. If I'd like to get some that crep, I'd play SC II, not turn-based boardgame. The best part of it is if one of your guys finds the exit from fire maze while others lag behind - they will be getting that real-time damage through whole enemy turn, and considering there are a lot of orcs and their animation isn't very fast even with "Fast Forward" mode on, all your guys will likely die before the start of your next turn. One of the cheapest and cheesiest way to add tension to the final level I can think of.
Kundaks Aug 21, 2015 @ 6:58pm 
All this was written by ppl back in January-February. Is this still fact or has it been fixed?
Still a long way to go till the end yet, but...:whqrat:
Kundaks Aug 24, 2015 @ 3:26pm 
Ok, guess no one knows or that it has not been fixed and still applies.
But then again. Why make it so when this is and always have been a turn based game?
Last edited by Kundaks; Aug 24, 2015 @ 3:49pm
FatalFrosty Jan 3, 2016 @ 9:18pm 
Okay either you guys are utterly confused, or some changes been made but there is absolutly nothing anywhere close to real time inflicted damage.

You do take damage every few turns in the first part of the dungeon, at a very reasonable rate. It's not radicaly high damage, it's still not in real time, and it stops once you enter the maze part of the dungeon. If you can't heal a handful of wounds every 2 or 3 turns by then, you're the one doing something wrong.

The maze part of the dungeon has a timer, no monster encounters on 0 power rounds, and no damage inflicted anyhow at anytime. You can thus leave the dungeon at anytime, and the timer disappears once one of your heroes enters the room following the maze, which means that even if you decide to not stay grouped, you'll be fine once one of them makes it there. At that point it's easy to regroup and go on.

Only a few sections of the maze are 'random'. It's easy to map out. It might take you a handful of tries, but it's definitly doable. As for not exiting when you should have with your hardcore heroes, well you could and should have, and there's only you to blame for that.
CptBlood Jan 4, 2016 @ 6:15am 
Then they changed it. Or hardcore is different.
Last edited by CptBlood; Jan 4, 2016 @ 6:17am
FatalFrosty Jan 4, 2016 @ 11:07am 
The only differences in hardcore are that you die when you die, and you permanently lose that STR point if you're knocked while poisoned.

Changing things from the way you're saying they were to what they are now would be a very significant game modification. Bring proof to the table.
Red Shift Jan 15, 2016 @ 2:26pm 
Dont need to prove anything, I really dont care if our game experience from a year ago was different to yours now.

But just for the sake of it, heres a gameplay video I managed to find.
If you watch it from around 16-18 min, you can see his characters regularly losing health as he explores the caves.

http://steamcommunity.com/app/326670/videos/#scrollTop=12216
FatalFrosty Jan 15, 2016 @ 5:26pm 
Okay yeah, still that's the best hint you should get out and try again later, because this happens only after he's through the five minute timer. So actually it's like a second chance they grant you to esscape cause the original memo tells you it's gonna be over if you don't make it out in time, instead they give you a chance to escape with a last punishing warning for not having made it out the maze part in time and defying the original warning about the clock. You're supposed to either escape or make it through the maze part under five minutes, there is none of that health damage if you reach the end of that section before that, it's easy to do with a few mapping tries and that's why I didn't even get to know about that miserable health drain part cause I never defyed the five minute timer, always escaped first or made it out the maze. And being so close to the end, there's still only yous who quit and/or let yourselves die on hardcore by foolishly going on instead of leaving dungeon and trying again when it was obviously still time, to blame.
Red Shift Jan 15, 2016 @ 5:57pm 
If you managed to complete the maze in under 5 min, then well done you. The RNG gods favoured you, thats all. Each tile is random, each playthrough will be a different maze, Theres no set path.
As you saw on the walkthrough, it took that guy ~8min, I think it was the same for me. Instead, my strategy was to sprint ahead mith a M6 elf, found the objective room then retreated and regrouped.

Personally I never quit a dungeon throughout either of my playthroughs, even on hardcore, so the thought of doing that on the last dungeon never even crossed my mind.
FatalFrosty Jan 15, 2016 @ 7:05pm 
Each tile is not random. It took me several tries but there's an easy pattern that repeats itself and only a small section has random tiles. There's a path that's always the same and then that section of like 2 tiles that is random then the next part of the dungeon. Once you've figured the unrandom part it's very easy to make it there with more than a minute left to the timer, and then navigate the 2 tileset that are random towards the next dungeon part. The impression that it is random comes from the fact that the part before the maze IS random, which makes that the direction you enter it may be different each time, but it's unrandom part layout is always the same.

And a last thing about the health drain thing, it's the game doing exactly what it said it would. It's killing you from the heat cause it's been too long. It's gracing you with still a last timed chance to escape and try again, hardcore people should be thankful and clever and escape then and not be fools and dive through it and die lol

Edit; Indeed weither you know the path or not it's easy to just send someone ahead and make it to next section and thus stop the timer and regroup. The risk it however creates is creating a long walk distance between the rest of the party which means many rounds with the '0 power monster encounter eventuality' reactivated, since it is off inside the maze section.
Last edited by FatalFrosty; Jan 15, 2016 @ 7:08pm
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