Wizards and Warlords

Wizards and Warlords

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SpiralRazor Oct 20, 2020 @ 9:13am
Golem Weapons
Kinda Confused with golem weapon options:

Ranged weapons have damage 5, 100 range, no cd. 100 less range then a shortbow, 50 less then a primitive bow.

Artillery weapons, which are a tier up, are damage 4 and.....100 range... I was expecting something maybe double or even triple the range of the "ranged weapon" since it has a 2 turn cooldown.. I dont even think they are AOE, are they?


Side note: Does the Snake form allow you to deal ranged hinder? Its hard to tell where the effect is coming from on the battle log.
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Showing 1-15 of 22 comments
Valravn Games  [developer] Oct 20, 2020 @ 9:34am 
I've given Artillery a little buff. It wasn't intended to be this weak.
Vieux Chat Oct 20, 2020 @ 9:41am 
The fact the weapons are a bit underpowered than the non-construct weapons is a good thing. Because I don't need recruitment pool to get them. So usual units still get a role to play with the constructs. (And I love my Jade fire breathing vampiric massive weapon centoroid construct with .. 20 claws ! A true killing machine ! But very pricey)
Valravn Games  [developer] Oct 20, 2020 @ 9:56am 
Originally posted by Vieux Chat:
The fact the weapons are a bit underpowered than the non-construct weapons is a good thing. Because I don't need recruitment pool to get them. So usual units still get a role to play with the constructs. (And I love my Jade fire breathing vampiric massive weapon centoroid construct with .. 20 claws ! A true killing machine ! But very pricey)

True, but Artillery requires very high master. And those 20 claws won't be an option forever ;) There's some work to be done to handle non-weapon golems (bite, stomp, etc), but for now the cheap claws will remain limited like other weapons, once the patch is out :)
Last edited by Valravn Games; Oct 20, 2020 @ 10:01am
SpiralRazor Oct 20, 2020 @ 10:01am 
I can see claws = number of actual limbs...so things like arachnoids might be able to field a lot of claws, but you will take the downside to the form in addition to paying a hefty chunk of materials.

Btw, if you dont give a golem melee weapons but take breath weapon, it will still take a charge action to get it into breath weapon range so Shock can be a factor here....My next set of Auto Turrets wont have breath weapons lol.
Vieux Chat Oct 20, 2020 @ 10:05am 
Originally posted by Valravn Games:
Originally posted by Vieux Chat:
The fact the weapons are a bit underpowered than the non-construct weapons is a good thing. Because I don't need recruitment pool to get them. So usual units still get a role to play with the constructs. (And I love my Jade fire breathing vampiric massive weapon centoroid construct with .. 20 claws ! A true killing machine ! But very pricey)

True, but Artillery requires very high master. And those 20 claws won't be an option forever ;) There's some work to be done to handle non-weapon golems (bite, stomp, etc), but for now the cheap claws will remain limited like other weapons, once the patch is out :)
Why, oh why do you want to make me cry ?
I tried to create a Sangoku construct... T_T
Vieux Chat Oct 20, 2020 @ 11:33pm 
In fact I'd prefer a soft cap. The cost of those killing beasts is really really really high (almost 8000 Gold 33 Jade, 3 eternal fire and something else), the upkeep could take into account the number of weapons, (the more you have, the more maintenance you need to do) and you could even add a movement penalty up to half your MP for having too many weapons and a toughness penalty (more weapons = more targets on the overall shape to make critical hits)
SpiralRazor Oct 21, 2020 @ 12:37am 
Traditionally speaking, golems are immune to crits. I think its just more sensible to limit expanded attack types to the shape of the golem. Introducing a "size" category to golem making tool would also make sense. This would allow you to make a horde of small golems or a unit of say 8(arbitrary) very large ones. Really just have to wait and see what Valravn implements as far as golem attack modes.
Althaea Oct 21, 2020 @ 2:09am 
I think the more obvious issue with having multiple weapons is that having lots of weapons doesn't mean you can use them all. A wolf may have four claws, but it can only use two of them at once, so it's represented as having two claw attacks. Some chassis may have more weapon slots than the default, and some weapons may take up a "free" slot (like breaths), but I think it should be a hard cap.

Let's not overcomplicate this any more than we have to, tbh. (Though I do like the idea of having a size system which lets you scale up various stats - hit points, toughness - without reducing movement and with reduced figure count as a tradeoff.)
Last edited by Althaea; Oct 21, 2020 @ 2:12am
SpiralRazor Oct 21, 2020 @ 3:06am 
Dogs dont really use there "claws" when fighting...cats yeah, dogs not so much. But i get your point.

However, golems and magical constructs in general break the rules when it comes to biological lifeforms and their constraints. In general when we are talking biological life, form follows function, to varying degrees of efficiency dictated by evolution and physics. When it comes to created life, especially if we are talking "magic"....form and function are disconnect entirely. Fantastic forms, materials and power sources, not to mention magic runes, marks etc etc. I mean, we each have an idea of how the creations we make are looking in game, but one persons envisaging could be much, much different then someone elses. One could see a golem as just a magical real life robot, the other could see something that looks like a bunch of disconnected elements with weird and eldritch energies flowing around and between the whole thing. Looking at such a device would leave you wondering what each element even is, let alone what it may do, and when. Hell, some elements may not even *exist* in our plane until it needs them.
Last edited by SpiralRazor; Oct 21, 2020 @ 3:08am
Valravn Games  [developer] Oct 21, 2020 @ 4:18am 
I think the lack of Bite and Tail options are much worse than the restrictions on number of hands, which can be increased with a trait relatively painlessly, as it the creation logic does use a "hand count" internally.

But for now they're constructs and not actual creatures, as SpiralRazor points out, so any weirdness can be easily be explained by this. An Arachnid with 1 Claw and 1 Shield? It's a mandible and a reinforced carapace. A snake with a polearm? It's a stinger. I still have my Golem update as a thing I look forward to doing, but first I have city, warlord and battle stuff to get through.

I'd really like to go wild with Construct Customization options when I hopefully get to that dedicated Update. Then I will definitely allow you all to make Flying Clay Octopus Golems with more Claws than you can shake a stick at.
Vieux Chat Oct 21, 2020 @ 4:55am 
You don't love that sight you mean :P ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2263780156

For information the price was 7700 gold, 93 Jade, more than 100 mana and some other things I don't remember for an upkeep not that big.
Look at how many kills they made XD
Let us be crazy, and make us pay the price !

PS: why does silver do nothing special for the construct ?
Last edited by Vieux Chat; Oct 21, 2020 @ 4:59am
SpiralRazor Oct 21, 2020 @ 10:36am 
I think he forgot to put silver bonuses in:)
Valravn Games  [developer] Oct 21, 2020 @ 10:42am 
Originally posted by SpiralRazor:
I think he forgot to put silver bonuses in:)

I did. (forget it that is)
Last edited by Valravn Games; Oct 21, 2020 @ 10:42am
Vieux Chat Oct 21, 2020 @ 11:17am 
Sure.. But am I the only one to rejoice when seeing such a beast ? Look at how many claws, and how many kills it did ^__^
Valravn Games  [developer] Oct 21, 2020 @ 11:27am 
Originally posted by Vieux Chat:
Sure.. But am I the only one to rejoice when seeing such a beast ? Look at how many claws, and how many kills it did ^__^

I rejoiced :D For myself I am happy if there's wings and a laser.
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Date Posted: Oct 20, 2020 @ 9:13am
Posts: 22