Sorcerer King Dev Stream (February 18th) at 3pm EST, Noon Pacific

At 3pm EST today we'll be having our Sorcerer King dev livestream! Be sure to join us live for any questions you might want to ask, or post questions in the comments below.

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

39,047 views 16 replies
Reply #1 Top

Updated with replay. :)

Reply #2 Top

Those new front end screens look AMAZING! Hot damn!

Reply #3 Top

I'm going to watch this now. Looking forward to  more info on talking vorpal blades. Don't let me down! :grin:

 

Reply #4 Top

Very nice front end screen! :)

 

The game is looking better and better visuals wise.

 

In regards to putting equipment on animals, I'd like to see it be an option.

 

I hate having wimpy animal companions.

 

At worst, have it be an ability for the Guardian. (Whom I will be playing 90% of the time. :grin: )

Reply #5 Top

Hmm...equip-able beasts as a Guardian Ability.  Very interesting :)

Reply #6 Top

Eh, just leave animals how they are. It's fun.

Reply #7 Top

I agree.  The equippable animals suits the comedic turn of the quests.  I would prefer that it just stays as it is, all units can equip all items (except possibly weapon and shield being hero only as now, depending on what you think).

Btw: when you capture Trog Archers from the SK, you can't equip any items.  It tries to, but when you close and open the equipment screen for the Trog Archer the item hasn't been equipped.

Also, some Trog Archers have the ability which is something like "Hero ability: can equip bow" but they can't.  I'm not sure if that's intentional or not.

Reply #8 Top

Suggestion for the Crafting screen UI.

I think you should remove the category "Fully enchanted items" and just leave the items under their wielders. The enchanted items could be represented with small dots/icons coloured depending on the enchantment. Red dot for attack, blue for defense, green for misc. etc. For example an item with thre enchantment would have the name under the wielder and next to the name would be 3 blue dots, representing 3 +defense enchantment. Further the slots background color could also be coloured according to the enchantment type. 

Reply #9 Top

Regarding animals and equipment. 

 

I think you should let animals equip miscallenous items e.g. rings, amulets etc. Items like weapons and armour should not be equipable by animals. 

Further I still think you should move the shields from the miscallenous to the armour group.

Reply #10 Top

If the decision is made not to equip beasts, at least make them tougher overall.

Reply #11 Top

Or let me cast Death Ward on them... sorry to sound like a one-trick pony... see what I did there :D

Reply #12 Top

Wolf equipped with helmet and teeth armour.

Reply #13 Top

Watching the stream, it appears you forgot to build the shard and crystal mine north of your city.  Shouldn't those items be auto-built when your territory expands, is there a strategic reason not to build these items right away?  Clicking the build icon just seems so much busy work.

 

 

 

 
Reply #14 Top

Quoting NaytchSG, reply 13

Watching the stream, it appears you forgot to build the shard and crystal mine north of your city.  Shouldn't those items be auto-built when your territory expands, is there a strategic reason not to build these items right away?  Clicking the build icon just seems so much busy work.
End of NaytchSG's quote

It takes up logisitics to build resource improvements, so I don't think they should be auto-constructed.

Reply #15 Top

Quoting mqpiffle, reply 14


Quoting NaytchSG,

Watching the stream, it appears you forgot to build the shard and crystal mine north of your city.  Shouldn't those items be auto-built when your territory expands, is there a strategic reason not to build these items right away?  Clicking the build icon just seems so much busy work.



It takes up logisitics to build resource improvements, so I don't think they should be auto-constructed.

End of mqpiffle's quote

 

You are right, I forgot about logistics!  It would always seem to be an advantage to build a shard... but I guess that could be debated in certain situations.  

Reply #16 Top

Quoting NaytchSG, reply 15


Quoting mqpiffle,






Quoting NaytchSG,



Watching the stream, it appears you forgot to build the shard and crystal mine north of your city.  Shouldn't those items be auto-built when your territory expands, is there a strategic reason not to build these items right away?  Clicking the build icon just seems so much busy work.



It takes up logisitics to build resource improvements, so I don't think they should be auto-constructed.



 

You are right, I forgot about logistics!  It would always seem to be an advantage to build a shard... but I guess that could be debated in certain situations.  

End of NaytchSG's quote

 

Add to that you may want to hold off on building on shards to not piss off the SK. At least until you want to piss him off :)

 

It may be as simple as saving up and building a bunch all on one turn as you get them in your controlled territory. Don't know if that will fire off multiple increases in SK rage, or if building all on one turn will be the same as building just one shard and getting his standard warning. Something to toy with I'd imagine.