Wizards and Warlords

Wizards and Warlords

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Basic Questions
How do i mine a resource? only seem to have the choice to farm or build vineyards.
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Showing 1-15 of 37 comments
Valravn Games  [developer] Mar 16, 2017 @ 2:43pm 
You need Lesser Earth Magic or workers with the prospecting skill to freely build mines. Workers with the mining skill allows you to build mines if there is a special resource in the hex.
Trevelyan_Heart Mar 16, 2017 @ 2:45pm 
How do you cast spells? and should my mana be capped at 100?
Malacheye Mar 16, 2017 @ 2:53pm 
yes, how do you raise your mana cap. Mine is stuck at 100 also.
and how does planewalking work? I selected a wizard with this ability but Im not sure how to use it
Valravn Games  [developer] Mar 16, 2017 @ 2:53pm 
Spells are cast by clicking the icon with the purple hand. Summoning spells are implicitly used when recruiting the relevant units.

Note that some spells which target single (friendly) units are not accessible via the current UI, but this will be enabled in the very near future. Battle spells have been the victim of a design change which invalidated the way they were previously used, thus they are currently not usable. This will also come back as part of continuous iterations over the battle mechanics and functionality.

The mana cap is determined by the Wizard Tower level, traits and certain upgrades.100 seems oddly low, though, I'll log a bug on it and investigate if the values are off. The calculation of the mana cap also needs a tool tip showing exactly how it came about.

Planar expeditions and invasions are not implemented yet, so the Planewalker trait is rather underpowered for the time being (ie it is useless).
Last edited by Valravn Games; Mar 16, 2017 @ 2:56pm
Trevelyan_Heart Mar 16, 2017 @ 4:49pm 
Where do i find the icon with the purple hand?
Trevelyan_Heart Mar 16, 2017 @ 5:33pm 
i found it, i have a quarry that only produces 1 granite a turn, maybe something to look into?
Trevelyan_Heart Mar 16, 2017 @ 6:06pm 
also can u dismiss hero/followers?
Tchey Mar 17, 2017 @ 2:19am 
More basic questions !

After 100+ turns i've discovered i could recruit workers and folowers in the Economy tab, ha !

I didn't manage to buid anything outside my prime tower, and a couple of farms, but i didn't know about Earth magic and skills and stuff...

How many followers, workers, armies... are you supposed to have on average ?

I didn't see an option to destroy other's farms, is it possible ?

What is the spy network ? I select a tile, but then what ?

I sent my army (100 swordmen + 100 archers) away, sieged a village, but then what ? What's the point of sieges ?

I've built an outpost and upgraded it to level 4, but why ? What is my outpost for ?

What to do with special hex, like Ancian Pyramid ?

Even after 20+ research done, i only have one spell (enchant a ring, i think). So beside the summons to raise an army, what are research for ?
Valravn Games  [developer] Mar 17, 2017 @ 2:45am 
@Trevelyan_Heart
You cannot dismiss followers yet, I'll add it to the backlog, as it's a fairly small thing to add.

@Tchey
The recruitment of workers, followers and mercenaries could use a more accessible location. They were put in the Economy window when it had a lot less going on, now they seem out of place.

As for the numbers - followers are lower than intended in numbers at the moment. When the UI gets better filtering and search options, I'll crank up the number of active characters in the world. It's a balancing act to keep micromanagement down, characters memorable, while having enough characters to sustain emergent stories and make the world feel alive.

The same goes for workers really - they are too much of a limited resources at the moment, but just cranking up their availability without improving UI and mechanics at the same time, will make it feel like too much like Fantasy HR Simulator.

The "Master of Puppets" spy network mechanic is a rather buggy at the moment, and not properly integrated with the other espionage mechanics. When it was introduced during alpha it gave increased information on armies and cities, but that functionality is currently mostly broken. It will get some attention when I do the next iteration on espionage mechanics.

Sieges are necessary to assault cities and villages, so you can take them over. You should get a notification when the siege has progressed to a point where an assault is possible. It also affects the economy of the city, negatively impacting the internal economy of the city and depleting certain resource stockpiles. The defenders may attempt to break the siege if they think the odds are decent.

Outposts and fortresses increase your territorial reach, making it possible to build various sites further away from your tower. This mechanic is a very poorly communicated at the moment, and sorely in need of visualization.

Ancient Pyramids can house some really nasty things, but there is currently no way to interact with them. Dungeons you can send your followers to explore and clear out. Pyramids, Ruins and similar sites need some mechanical unification with dungeons.

More spells, enchantments, summon, unit modifications and general mechanics will be added to the research system.
Aquillion Mar 17, 2017 @ 6:40am 
I would suggest making it so mines and the like produce income without having to manually assign workers to them - it feels a bit micro-managey (also, what's the point of a gold mine that produces 5 gold a turn when I have to pay a worker 5 gold a turn to mine it?)

Of course, this could lead to players spamming them everywhere (and would encourage players to do so, which could lead to its own micromanagement issues.) But in general, having to hire and assign workers for every resource location just feels like a bother, and the only real cost is the hire fee + their upkeep. And it's unusual because the game otherwise mostly seems to move away from the micromanagement you find in similar games.
Tchey Mar 17, 2017 @ 6:46am 
I suppose later we will have more and better specialized workers, and it will make sense to select the ones you like more for the job. Also there is an option to auto-assign workers after the construction is done.

However i agree with """gold mine that produces 5 gold a turn when I have to pay a worker 5 gold a turn to mine it""".
Valravn Games  [developer] Mar 17, 2017 @ 6:54am 
I'll make a change so that resource sites give income without workers in them - but making so worker assignment increase the yield or similar. That will make the usage of workers more of an actively usable tool and less of a micromanagement chore.

The gold mine output is off by an order of magnitude. Adding it to the bug list.
my onley real problem is that workers have no sign if the are allready working a improvment or are not doing anything, it makes managing the econamy hell for me

that said amazing concept and good work on it so far i am having fun especaly since you incloded my favoret fantasy race, Gnolls

will there be a way to select what race you start out in command of in the future? right know i feel like i got lucky when i ended up with my Gnolls
Valravn Games  [developer] Mar 18, 2017 @ 3:30am 
I've thinking about ways to make it possible to control what kind of race a Wizard ends in proximity to. For Warlords you will be able to tailor the race and culture of your starting settlement, but those are still AI only, as I want to get the Wizard experience to a better place before doing more work on Warlords.

As for Wizards, the challenge is integration with the random world generator, but one option could be to give a general choice of race during game setup - so that you can choose dwarves, gnolls, etc. but you can't control exactly what the cultural traits end up being. I'll add an experimental version of this, and we can see how it turns out.
Aquillion Mar 18, 2017 @ 8:58am 
It could also be like Dwarf Fortress where you generate the world first, then give the player a list of existing cultures to choose from and place their tower based on that. Of course, that might not be workable with what you have now.
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Date Posted: Mar 16, 2017 @ 2:38pm
Posts: 37