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Game Update (0.9.95)
[ 2017-08-22 20:22:19 CET ] [ Original post ]
- Mega-Maps: The game engine now supports world maps of much larger sizes, removing the previous hard limit of 54x54 hexes. This change opens up a lot of possibilities for more granularity and detail in the generated worlds, with much more detailed kingdoms and continents that don't feel like islands.
- The default/medium world size has been increased from 30x30 to 44x44. The large and huge choices even more so. Huge now creates a world four times larger than before! Note that the larger worlds do take some time to generate on game startup - depending on size.
- City Pops now affect the resource/gold production. Farmers will produce food, artisans will produce trade goods, hunters will produce bone or fur etc. Cultural traits and tech level affect the composition and quantity of this production, as does pop traits such as Noble or Enslaved.
- Expanded the city growth and depopulation mechanics: Growth controls whether and how fast a city grows or depopulates, with smaller cities growing faster and being more resilient to depopulation, while the reverse holds for large cities.
- Expanded the mechanics for Pops gaining or losing traits (Noble, Rabble, Warrior, Hunter, Artisan, Farmer, Clergy, etc.) , to take into account additional cultural traits and city attributes.
- Updated to Unity 2017, which will improve performance, compatibility and stability.
- Units can no longer replenish any losses suffered during the preceding turn. Ie if a unit with a strength of 95 and a max size of 100 suffer 20 losses during battle (putting it at 75), it can replenish up 80 (10 - 20) during the following turn. Recent losses are cleared each turn. Units with Regeneration or Limited Regeneration are not subject to this. This makes it easier to whittle down a powerful army with attacks over multiple turns, makes it harder for a powerful army to blitz through weaker enemies, and makes garrisons slightly less powerful.
- Units with Regeneration will gain a bonus replenishment of 20% of the losses suffered during the turn. This is applied even if otherwise unable to reinforce due to logistics/distance.
- Implemented Reek (Battle Spell): Target unit gains the Noxious special ability for 10 seconds.
- Implemented Shard Storm (Battle Spell): Target unit suffers up to 20 hits for 5 physical damage. The number of hits cannot exceed the number of individuals in the unit. If the unit takes any damage a -2 penalty to Movement is applied for 10 seconds.
- Implemented Shadow Encumbrance (Battle Spell): Target unit suffers -3 to Movement and Melee Shock for 5 seconds. Cannot affect Semi-Corporeal, Spectral or Elemental targets.
- Implemented Chaos Bolt (Battle Spell): Inflicts 2 x (2 to 8) hits for 4 to 9 damage of two different types randomly chosen from: Arcane, Cold, Corrosive, Dark, Fire, Lightning, Radiant and Physical.
- Implemented Ice Bridge (World Spell): Creates a bridge across a river section (ie between two hexes divided by a river), allowing traversal as if there was no river.
- There is now a cap on how much Mana a wizard can spend on spells during a battle. The default value is 20, which can be increased through research, quests, events, etc. The current value is shown in the Ruler tab of the Quests and Victory Conditions window and during battles.
- The Wizard trait Channeling now gives +25% and Farsight trait gives +10% (these are additive and applied after any increases of the base value, e.g. due to research) to available Battle Magic.
- Wizards with Wild Magic have a randomized available mana pool during battle ranging from 50% to 150% of the normal value (including all modifiers). Note that the available mana is still constrained by the actual mana of the wizard.
- Increasing levels of Battle Magic (Minor/Lesser/Intermediate/Greater/Supreme) can now be researched as a spellcraft project. This will increase the battle magic cap introduced in this update.
- Battles fought at a Wizard Tower allow the Wizard to spend mana unconstrained by the battle mana cap.
- The Dark Sacrifice action (related to a Dark Pact quest) now allows choosing which specific Pop to sacrifice.
- Rebel factions are now much more picky about what diplomatic proposals they accept, and will reject any proposal from factions having active agreements (alliance, trade pact, non-aggression, etc.) with the faction the rebels are opposing.
- Technological progress and cultural traits are now considered when minor realms build resource sites. Savage and primitive civilizations are now much less likely to build Farms, and the 'Master Hunters' and 'Master Farmers' traits are now considered when choosing the resource site type.
- Optimized the AI strategic target selection algorithm (for raiding, conquest, war-planning, etc.) to make turn processing faster.
- Trade Good base quantities adjusted by a factor of 10 (and gold value adjusted accordingly). This allows for better granularity without resorting to (visible) fractional amounts.
- Fixed an issue where the population threshold for expansion for minor realm cities was tuned for the old population model (ie 25% of what it should be).
- Fixed an issue where some physical damage sources would cause a crash/hang during battles.
- Fixed garrisons and various defensive armies not replenishing losses correctly.
- Fixed an issue where Blood Sacrifice was never causing population loss. It has been changed to work like Dark Sacrifice, allowing the player to choose which pop to sacrifice.
[ 2017-08-22 20:22:19 CET ] [ Original post ]
Wizards and Warlords
Valravn Games
Developer
Valravn Games
Publisher
2020-09-25
Release
Game News Posts:
169
🎹🖱️Keyboard + Mouse
Very Positive
(239 reviews)
The Game includes VR Support
Public Linux Depots:
- Wizards and Warlords Linux SteamOS [172.73 M]
Available DLCs:
- Wizards and Warlords - Support the Developer & Refreshment Sigils
Please note that the game is currently in Early Access. Please familiarize yourself with the current state of development, and make sure it matches your expectations, before making a purchase. The description below relates to the design vision for the completed game, and game play described may not yet be implemented, may change in nature or even be completely reworked or removed, during the course of Early Access.
Wizards and Warlords is a turn-based strategy game, where you play as a wizard or a warlord in a fully-realized randomly generated fantasy world. Create a customized sovereign or choose from one of many predefined templates.
Blending grand strategy with aspects of the 4X genre, the game offers a plethora of customizable settings and victory conditions. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or perhaps, a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.
Manage your cities and fortresses, increase your power through research and industry, design your own regiments or arcane constructs, recruit armies and heroes, explore and exploit dungeons, ruins, and even alternate planes, experience random events and event chains - this game aims to deliver a depth of gameplay and mechanics beyond what is found in mainstream games.
This depth is combined with comprehensive modding support, which allows the creation of custom scenarios, with user-created maps, cultures, races, dungeons, pantheons, ancient evils, nations and organizations. The editor allows you to create everything from scratch or work from a randomly generated starting point.
Wizards and Warlords is a turn-based strategy game, where you play as a wizard or a warlord in a fully-realized randomly generated fantasy world. Create a customized sovereign or choose from one of many predefined templates.
Blending grand strategy with aspects of the 4X genre, the game offers a plethora of customizable settings and victory conditions. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or perhaps, a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.
Manage your cities and fortresses, increase your power through research and industry, design your own regiments or arcane constructs, recruit armies and heroes, explore and exploit dungeons, ruins, and even alternate planes, experience random events and event chains - this game aims to deliver a depth of gameplay and mechanics beyond what is found in mainstream games.
This depth is combined with comprehensive modding support, which allows the creation of custom scenarios, with user-created maps, cultures, races, dungeons, pantheons, ancient evils, nations and organizations. The editor allows you to create everything from scratch or work from a randomly generated starting point.
MINIMAL SETUP
- OS: Ubuntu 12.04+ or SteamOS+
- Processor: SSE2 instruction set supportMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
- Storage: 512 MB available space
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