Holy ****, it's Early Access time!

As a game developer Early Access is awesome and terrifying and weird. It's awesome because we get a ton of feedback from a huge audience of strategy fans. It's terrifying because we're lifting our kilts to show you a buggy, unfinished game. It's weird because we used to have to beg people to play betas.

But let's skip right ahead to the AWESOME part. We've got tons of additional content, massive balance updates, endless bug fixes, and some big new features coming your way as Early Access progresses. Feedback from the fans is so important to us and often guides what we focus on next. With that in mind, we'd love to get your thoughts on things like; What features are fun? Which ones aren't yet? What's confusing or frustrating? What difficulty do you play on?

We'll also have a handful of more specific questions as time goes on. One that comes to mind involves how we handle Quest interactions. Quest interactions vary between obvious (ex. offering a guy a job will probably get me a free unit) and unexpected results (ex. slapping a Warlock with a severed hand get's me what now?). Do you think the choices should be explicit, even including icons for likely results next to each text option? Or do you enjoy making choices based on intuition?

See this note for the best way to get your feedback in front of the dev team http://forums.sorcererking.com/458096. There’s always a lot of it to go through, so any organization helps.

Thanks to everyone who's getting into the Early Access and special thanks to those who take the time to give us your thoughts on the game!

Here's a sneak preview of some of the things the team is working on now...

  • Sorcerer King casting spells against you in the tactical battle (you're not the only sovereign that can use magic to turn the tide of a battle).

  • Crafting iteration: We're adding lots more recipes. UI flow for equiping/comparing is tedious. Need more consistent item drops tied to enemies/locations (where can I get some damn Cedar Oil????!?!?!!)

  • Lots of new animations & FX for tactical abilities and spells

  • Adding more variety in damage types; Ice, Fire, Lightning, Poison and setting them up more clearly as unit abilities

  • Tons of bug fixes

  • Adding some slick FX for when you decrease the Doomsday Counter

  • A boat!

Thanks again!


- Chris
Producer, Sorcerer King
@Braybot


38,341 views 5 replies
Reply #1 Top


Crafting iteration: We're adding lots more recipes. UI flow for equiping/comparing is tedious. Need more consistent item drops tied to enemies/locations (where can I get some damn Cedar Oil????!?!?!!)

Really hope you guys nail this, especially the equipping/comparing portion!

Reply #2 Top
  • [/quote]Adding more variety in damage types; Ice, Fire, Lightning, Poison and setting them up more clearly as unit abilities

 

And it would be great to have consistency with elemental effects i.e.

 an icy weapon slows, an ice elemental slows an enemy with each attack, an ice spell does cold damage and lowers initiative.  

I was always bummed by getting a lame ice spear that didn't slow enemies and did less damage than a regular spear in FE:LH.

Come up with tactical and global spells in each elemental realm to counter other elements.  Especially if you are going to have tactical/global spell duels with the SK.

 

 

 

Reply #3 Top


We'll also have a handful of more specific questions as time goes on. One that comes to mind involves how we handle Quest interactions. Quest interactions vary between obvious (ex. offering a guy a job will probably get me a free unit) and unexpected results (ex. slapping a Warlock with a severed hand get's me what now?). Do you think the choices should be explicit, even including icons for likely results next to each text option? Or do you enjoy making choices based on intuition?

I don't really want to see what the outcome will/could be when I'm initially presented with quest options.  However after I've made a choice and the next text-box appears be somewhat explicit (at least a hint, at most full disclosure) if and what future ramifications my choice is doing to the game.

Reply #4 Top

I vote for intuitive choices. Even when I am negatively surprised by the consequences of my choices, this annoyance is better than the annoyance of choices being spoon-fed and thus losing most of their meaning.

Reply #5 Top

Yeah, I like the occasional gamble but predictability has its own benefits as well. If I select a unit and I mostly get a bunch of stupid crap happening I'm going to stop thinking of it as a reward. Similarly, if the randomness is too great I would feel like it doesn't matter what I select anyway.