Sorcerer King Dev Stream Today (October 29th) at 3pm EST, Noon Pacific

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Coming up at 3pm EST today is our next dev livestream for Sorcerer King!  We’ll be talking about the upcoming beta update and taking your questions.  Your questions and feedback are important, so be sure to leave any questions in the comments below and we’ll try to get to them.

Join us and follow our Stardock Twitch channel - http://www.twitch.tv/stardock

After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.

Update: Replay is on YouTube

39,767 views 19 replies
Reply #1 Top

I assume that the intelligent Vorpal Blade will only be found after completing a series of arduous quests and will not be craftable? ^_^

 

Also, will the minor races have "morality alignments?" For example, will the Dwarves be good and the Swamp Giants evil?

 

Reply #2 Top

Im very interested in this game and would love to buy it, but I play on a low end laptop with an i5 and a GT525m graphics card. I was wondering how optimised is the game engine in comparison to legendary of heroes, will I see better FPS especially towards the end game?

By the way I totally love the art style...

Reply #3 Top

A cap at level 10 for heroes? I am not sure I like that. It doesn't sound very epic, to be honest.

Reply #4 Top

In the sovereign ability tree screen, I noticed that the image of the sovereign is the same for both Galor and the Guardian.

Reply #5 Top

I believe they mentioned that it was a placeholder last week until they got the art assets done, IIRC.

Reply #6 Top

Ok, thanks. I get impatient watching the videos. I wish they would get to the point faster.

Reply #7 Top

I agree. :P

Reply #8 Top

We are encouraged to make a stack of doom and yet our heroes can only level up 9 times?  That doesn't sound very good.  Why not just make a bigger skill tree and allow HP to accumulate for extra levels?

Reply #9 Top

Yeah, level 10 cap sounds unfun.

 

Most hero trees are pretty limited as well.

Reply #10 Top

Yes, there are only about 10 or 15 (approx.) skills in each individual hero's tree, and even though there aren't many of them, some of them still manage to be underwhelming.

I think for the game to be a success, we need much expanded and worthwhile skill trees for heroes, and a level cap of no less than 20, although even if skills run out I still think it would be best if you can level up beyond that and get some extra HP etc. each level.

In a game with heroes, you can't have a level 10 cap and a tiny skill tree and still say you have "stacks of doom".  And boosting magic only to nerf heroes, that to me doesn't make a lot of sense.  If anything, heroes should eventually be able to become MORE powerful than a decked-out LH hero, especially since we no longer have an active sov and we supposedly have a mega-powerful opponent.

Reply #11 Top

I'm sure there are lots of ways of encouraging tough choices with skills. Limiting heroes to level 10 feels like a painfully low cap. (I dislike hard-caps anyway, even if you have certain sovereign skills to increase it by a few levels.)

I think if it's a case of wanting you to pick 10 skills from 20 an easy change would be to add another 20 'stat boost' linking skills. Everywhere there's a linking line currently add a stat symbol that adds +5 HP/dodge/accuracy/magic resist. Or increase the xp required to advance. Or balance the xp gained based on the difficulty of the opponent so trivial fights can't be farmed for xp. Or remove the effects which add large % bonuses to xp gain and mess with balance when stacked together.

It's an experience economy, you need to address both income and expenses. You have too much xp coming in, a skill cap solves this by reducing what you can spend it on... only that doesn't actually solve it but makes it worse because you reach the cap more than twice as fast.

 

You could always have an xp wheel like the mana wheel, split thusly:

-Skills
-Stats
-Training troops

Where each hero gets 1/3 of the normal experience for skills, but gets little incremental boosts to stats and buffs troops. It'd also make a hero that's maxed his skill tree useful as a general leading troops. Or allow you to focus on using just 1 or 2 skills and pumping xp into the hero's stats. Or keeping him in the back to act as a general, armed with a tiny bow and using scrolls instead of fighting.

Also it'd give you an additional choice for each hero. And make the wheel mechanic more integral to the game.

Reply #12 Top

[edit - gremlins]

Reply #13 Top

[triple post due to gremlins]

Reply #14 Top

[sorry... I'm still blaming gremlins]

Reply #15 Top

Replay is posted. :)

 

Reply #16 Top

Maybe space out the abilities every two levelups?

And to spice things up for the intermediate levels, have heroes generate a quest on levels 3, 7, 11 and 15, and ability score on the rest.

So you'd have

Level

2 skill

3 quest

4 skill

5 ability score

6 skill

7 quest

etc

 

I think giving heroes their own unique quests would also go a long way to giving them some personality and sense of interaction.

Reply #17 Top

If there are only going to be 10 hero levels, then all of the skill choices on level up need to be "stack of doom" poweful.

Reply #18 Top

And they should be diverse. Right now there will be just rush for maul and than fill in whatever skills occur close to that in tree. 

Reply #19 Top

Level caps are unfun and archaic.  I for one won't bother with this game if the devs are going to implement something that lazy and unimaginative.