Sorcerer King: Rivals Wishlist

Published on Sunday, September 25, 2016 By Brad Wardell In Sorcerer King

This is compiled list of actionable player requests we've gotten from the community.  Feel free to add your own.

 

  1. More types of resources with units that can make use of them
  2. More sophisticated Diplomacy
  3. More Campaigns
  4. New City improvements that use resources (like ones for logistics)
  5. Have a button under the Orb of Power that lets players directly cast the Spell of Ascendancy
  6. Have a repeatable skill that each champion gets when they max out their levels
  7. Create an infirmary where units killed can go to that you can buy to get them back (fully equipped), their equipment goes with them
  8. Expensive building (requires resources) that adds enchantment slots
  9. Option to disable ascendancy victory. Instead, player (or SK) becomes incredibly powerful when this happens
  10. Make the Neutral factions directly compete where they are all trying to ascend.
  11. Improve the tactical UI so that the abilities and items are easier to deal with
  12. Make the shard repair spell available to others as a rare spell they can research
  13. A separate tech tree with buildings that provide knowledge to get access to more powerful things.

Add yours here.

Sorcerer King: Rivals release day!

Published on Thursday, September 22, 2016 By Brad Wardell In Sorcerer King Dev Journals

Greetings!

Many years ago I wrote Galactic Civilizations for OS/2 in my dorm room in college. Some of you reading this may have even played it a long long time ago.

Following its success, I always wanted to make a fantasy strategy game. Our first try at it was somewhat of a disaster. We made this amazing, custom, fantasy 4X engine but we couldn't quite get the game right.  That game, of course, was Elemental: War of Magic.  I was so disappointed in it that we gave its sequel and expansion out to our fans for free.

Today, we're releasing a new fantasy 4X.  While it takes place in the world of Elemental, it has a different premise.  In Sorcerer King: Rivals, you can, in addition to the usual explore, expand, exploit and exterminate mechanics, ascend to godhood bit by bit.

When you play the game, if it feels like a mixture of Master of Magic and Populous, that's not a coincidence.  Those are two of my favorite games and I really wanted to capture that spirit as much as I could here with the time we had.  We've also included a bunch of modding tools so that you could, literally, recreate some of your fantasy RPGs.  So while Rivals is a strategy game, the engine supports making RPGs.

I’ve made a gameplay video of me playing it (badly): https://youtu.be/KT7PBDaZrhw

The home page is www.sorcererking.com and you can also get it on Steam and GOG. 

Go to: http://store.steampowered.com/app/496730/ to download.

I will be doing a marathon stream of it today on https://www.twitch.tv/stardock. Come hang out. We can talk about anything from PC gaming to OS/2. It's all good.

I also started a Dev diarty on modding if you're interested: http://forums.sorcererking.com/479737/page/1/

You can always reach me directly on Twitter @draginol

And here are some screenshots of it in action:

SKRivals_KeyartFinal_nologoskrivals_logoSK-Rivals-CraftingSK-Rivals-setupSK_Rivals-4XForeverSK_Rivals-alwaysnewSK_Rivals-deadlySK_Rivals-demigodsSK-custombattleSK-ReviewBanner

 

 --

 

Modding Diary #1: Sorcerer King: Rivals Quests

Published on Wednesday, September 21, 2016 By Brad Wardell In Sorcerer King Dev Journals

 

Overview

Since there’s a lot of material to go over, I’ll try to be as succinct as possible.

For Diary #1 we will cover:

  • Directory Structure
  • Quick Links
  • How to cheat
  • Sample Quest: Editing existing
  • Sample Quest: Creating new one
  • Debugging your quest
  • Sharing your Quests

 

Directory Structure

For our purposes, I am going to refer to this directory:

C:\Program Files (x86)\Steam\steamapps\common\Sorcerer King – Rivals (or its equivalent on your PC) as the GAME directory.

and

C:\Users\Draginol\Documents\My Games\SorcererKingRivals as the USER directory.

 

  • The Quest editor is in GAME
  • All the graphics are kept in GAME\Gfx
  • All the maps are in GAME\data\Maps
  • All the really cool stuff to mess with are in GAME\data\English
  • Quests are stored in GAME\data\English\Core Quests
  • The stuff you create will be in the corresponding sub-directory of USER.

Quick Links

Master Quest Editor manual: https://docs.google.com/document/d/13rh_IQeVEk1o0LM46QW-2OH_71-MAJd9Hq10TUhZIJY/edit?usp=sharing

Technical Quest Editor Docs: https://docs.google.com/document/d/1vi_is5ArrtgTm-JGTBP37CcAdqNdsqFArMnxrFoKlgE/edit?usp=sharing

Minor Faction Quest Docs: https://docs.google.com/document/d/1Iz6crsohppUaRZJGjyw9wi_NMLDplnavCJ8aXT7wd2I/edit?usp=sharing

Dungeon Master stuff: https://docs.google.com/document/d/1EDVOytcyPkCqJohKMCxI6wifaAjgfd-6XYGbUiCo1lw/edit?usp=sharing

Dungeon Master Docs: https://docs.google.com/document/d/19DU-I6x_IT-mzQIYJgX7715Ygsapaq0QNOzryrEZK_0/edit?usp=sharing

Rivals Tech Docs: https://docs.google.com/document/d/1sp3T17GtTAxbNxvOrGgy_yDc_GIPO1fHmkMHiF8Ub1Q/edit?usp=sharing

 

How to cheat

From team. Go to Library > Sorcerer King:Rivals and right click. Choose Properties > General > Launch Options.

You'll see "These options are for Advanced Users only." (LIKE US!)

Enter "-cheat"

These are commands I find useful for finding and triggering quests:

CTL + U reveal entire map

CTL + T teleport selected unit to wherever cursor is.

CTL + M should give you 1000 mana

CTL + E should unlock all spells

CTL + C should copy any unit

Sample Quest: Looking at an existing one

Load up the Quest Editor:

image

Loaded

To see what a finished quest looks like do this:

File->Open Quest

go to the GAME\data\english\Core Quests directory and load up one of the quests in there.

 

image

A loaded quest

Click on the Edit Quest Options button and you will see this:

image

Here are the key things to understand:

  1. You don’t need to enter a description
  2. You should fill in the author info though if you plan to share it.
  3. Give it a unique name (like, put your name as part of the internal name)
  4. Trigger Type of QuestLocation means it’s an actual place on the map and not, say, a random event
  5. Trigger Origin of EventLocation means that whatever is going to happen, it’s going to happen there.
  6. Quest Class of of MInor means finishing this quest doesn’t end the game. Thus if you were making an RPG, you’d have one or more of your quests be a major quest to finish the game.
  7. Is Starting Point checked means that it can be placed near your starting location.
  8. Spawn Rating of 1 means it’s relatively easy.
  9. Pref Quest Location refers to the tile design being used. We recommend you use what’s there as it is some work to create new ones.
  10. Conversation Music refers to the MP3 or WAV file that is going to be played.

 

Now, go back to Objective #0.

Objectives are the state machine of a quest.  So in the example here, I can kidnap someone (which isn’t very nice) or help them.

IF I kidnap them THEN I get a Popup where we have our snarky text AND we provide some rewards (pressing the Reward button shows what those rewards are)

image

The rewards dialog

So in this case, I get 3 things:

  1. The guy I kidnapped
  2. A resource: DoomsdayCounter of 5 (which means we’re giving the SK 5 ascension points)
  3. A resource: _Intimidating of 1 which the Dungeon Master uses to reward/punish players later in the game.

If you want to know where we have resources you can go to: GAME\data\English\CoreResources.xml

If you want to add more, you don’t have to put them in this file.  As long as they are in a file with <ResourceTypes> at the start and end.  

Getting back to the quest at hand. If you choose Help them out then the game will Goto Objective 1 AND launch a battle AND pop up a dialog with snarky dialog.

Objective 1 looks at the victory conditions. If you win then you go to objective 2 which ends the quest.

If you click on the Battle button you get this:

image

You can name your battle whatever you want.  It’s basically a variable that more complex quests can refer to later on in the game (“Hey, you won battle AV14 back 35 turns ago!”)

image

If you click on a unit you can see the type of unit is it. 

To see all the units in the game you can open GAME\dat\English\CoreUnits.xml  We also have an Excel spreadsheet SK Editor in the GAME directory that has lots of tabs that present these.

Mind you, you can create your own units. They don’t have to be in this particular file.

Similarly, there is a CoreItems.xml and a CoreWeapons.xml and so on.  You can explore these files and get pretty creative on what happens during a quest.  But for today, we’ll keep it simple.

 

Sample Quest: A new quest

This time, I’m going to create a new quest.

 

Quest Options

  1. Name your file (give it a unique name so some other modder’s quest doesn’t overwrite it. I’m going to call mine DraginolSample
  2. Name your quest (in my example, a disgusting hut)
  3. Click on Edit Quest Options.
  4. Enter your name as the author
  5. Give it a unique internal name. (like Draginol_SampleQuest_09212016)
  6. Give it an image. It’ll look for any file in the gfx directory (either in GAME or USER). I’ll use QuestPainting_Inn.png for my sample.
  7. Trigger Type: Add QuestLocation for this exmaple
  8. Trigger Origin: EventLocation
  9. SpawnRating (1=easy 4=hard) I’ll do 1.
  10. What about your preferred quest location? You can open up the GAME\data\English\CoreQuestLocations.xml file to get a list of them. I’ll use QuestLoc_Hut

This is what I have so far:

image

 

First Objective

Click the Add Objective button. Then click on the objective.

image

  1. Write some text for the opening dialog.
  2. Click Add Choice Option. If you tell it to goto Objective –1 that means the quest is over.
  3. Click and add a second choice option.  Click on the goto Objective and you can go to a tab to specify the text for the new objective (and it’ll automatically create the objective target).

Second objective

  1. Enter in the text the player will see from choosing this choice.
  2. Click Reward.
  3. Click Add Treasure.
  4. Choose Give Item
  5. Choose an item to give him (I opened up CoreItems.xml in notepad and searched for scroll and found Scroll_BoostHP
  6. Choose amount 1 (1 scroll).
  7. Click update treasure
  8. Click Save.
  9. Then go to file->save

That’s it.

Now it’s time to test it.

Testing your Quest

This is a very important part before sharing your creation with others.  Once you get into making quests it gets much easier. But the first time does require a little effort:

  1. Load up Sorcerer King: Rivals
  2. Go to the Workshop icon in the bottom left
  3. Load up the map editor
  4. Hit the Create button
  5. Find where it placed your starting location (the S on the map)
  6. Click on the little arrow next to the red shard button on the left. Click on the quests button.  You should get a list.  When I test, I often will move the Core Quests directory out of the GAME directory entirely just to make it easier for me to find the one I did.
  7. Select your quest and then RIGHT click near your starting location.
  8. Save your map
  9. Close Sorcerer King: Rivals (so that it will reload all the data)
  10. Load the game, start a new game and choose the map you just made.

 

image

Finding your starting location

image

Placing my quest near my starting location.

image

My question in action

 

If for some reason the game doesn’t place you where you thought, use those cheat keys.  Ctrl-u unhides and Ctrl-t can teleport your unit to the location.

 

Uploading your Quest

Now you’re ready to share your quest.

  1. Go to the Workshop again (little icon in the bottom left).
  2. ChooCse upload quest
  3. Choose upload quest

And you’re done.

We do recommend you edit the description and such on Steam.

image

My Quest on Steam

Have fun!

The Political Machine 2016’s latest update brings in the VPs

Published on Tuesday, September 20, 2016 By Brad Wardell In PC Gaming

Stardock has updated its popular strategy game, The Political Machine 2016 with new issues and new candidates to run with including Jill Stein, Bill Weld and Tim Kaine.  In addition, new issues like the National Anthem protest have also been added into the game’s simulation.

In The Political Machine, you run for President of the United States. You can run using existing candidates such as Donald Trump or Hillary Clinton or create your candidate.  One recent update allows you to simulate an actual election with the AI running each candidate’s campaign to see how well they do. 

The simulation’s top issues for 2016, according to the Trump AI are Securing the Borders, Attacking Mrs. Clinton’s email handling and preventing domestic terrorism.  For Clinton AI, it’s Reducing the wealth gap, Attacking Trump’s Erratic positions, and reducing health care costs.  Of course, that’s only what the computer AI thinks they should do.

“Based on the simulation, it could go either way,” said lead designer, Brad Wardell. “I know that’s a cop out but the AI players tend to run the campaigns slightly more optimally than the real thing. They never go off message and they don’t make mistakes in simulation mode.”

Players can play against the computer AI at different levels of difficulty as well against their friends on the Internet or pick two candidates and have the AI control them to see who would win under various circumstances.

Its home page is http://www.politicalmachine.com and can be purchased on Steam for only $9.99. http://store.steampowered.com/app/404620/

Screenshots

image image

Elemental: Rivals of the Sorcerer King–a walkthrough

Published on Friday, September 16, 2016 By Brad Wardell In Elemental Dev Journals

Author’s note

Some years ago Stardock developed a game called Elemental: War of Magic.  We loved it.  Unfortunately, it was a bridge too far.  Too ambitious and it largely collapsed under its own tech.  The name Elemental was tarnished and we moved away from using it.

The original plan was to have:

Elemental: War of Magic (2010)

Elemental: Fallen Enchantress (2012)

Elemental: Legendary Heroes (2014)

Elemental: Sorcerer King (2016)

Ah the best laid plans.

So here we are in 2016 and are about to release Sorcerer King: Rivals.  Last year we did release Sorcerer King but, as many noticed, it was 75% RPG and 25% 4X.  Rivals, by contrast, is a more even split.  More 4X. 

If I had to explain it super simply I’d say it’s Master of Magic meets Populous.

www.sorcererking.com/rivals

And so it begins…

Once upon a time…

During the War of Magic, one of the major powers was known as Gilden. In this land dwelt the Ironeers. They were the descendants of the Dwarves who had migrated south from the Frozen Realm during the elder years before the Cataclysm.  In the aftermath of the War of Magic, Gilden was destroyed by Mirdoth the Sorcerer.

Now, in 464AC, the Frozen Realm has established a small Keep…

 

Part 1: New Lands

Of Giott and his expedition

Bazzal, the Lord Hammer of the Frozen Realm is a channeler. Having discovered the ruins of Ipel, found the Forge of the Overlord intact.  While not knowing how to use it, he bound himself to it with the hope of being able to master its great power.

To explore these strange new lands, he sent out Giott, his most trustworthy servant, to see what there is to see.

image

The goal was to find shards. Through the Forge of the Overlord, Bazzal could channel the magic of this land to ascend to godhood and rid the world of evil once and for all.  Giott quickly found a second shard near their fledgling keep.

However, the shard was already claimed by Krik, a wannabe Warlord in the south.  He would need to be removed first which would require more soldiers.

image

The Frozen Keep had access to a single essence in these early days. This would allow the casting of a single city enchantment

image

Enchanted Hammers was a natural for the dwarves and would increase the city’s productivity.

The Loremaster of the Frozen Realm urged Bazzal to learn the Tuelage spell.

image

The shards granted Bazzal magic power that he could split between Lore, Skill, and Mana. Lore went to learning new spells.

Discovery by the Sorcerer King

The Sorcerer King sensed Bazzal was a channeler.

image

The proud Bazzal had no intention of allowing the Sorcerer King to tap his power.  For now, the Sorcerer King, preoccupied, was willing to leave the Frozen Realm alone.  This would not remain the case for much longer.

Exploration

image

Giott found an abandoned village. Its fertile fields left unharvested. These lands were much warmer than what the Dwarves were accustomed to. Unlike the other creatures of these lands, the Dwarves could farm on tundra and ice itself if necessary as well.

Carefully, Giott approached the abandoned village.

image

Ice Walkers!

The swampy village has been attacked by Ice walkers! These dread beings must have followed the Frozen Realm south!

Giott was more concerned if that meant the dreaded Ice Lords had come south as well. Their ancient enemy was powerful and relentless.

With the Ice Walkers destroyed, Giott looked through the ruins of the city and found numerous abandoned items. Bazzal now had enough to craft via the Forge of the Overlord.

image

A Humble start: crafting gloves.

Reinforcements

Dril the Axeman joined the company shortly after the encounter with the Ice Walkers.

image

Dril would join the company and together, remove the ruffians guarding the southern shard.

image

Krik was backed up by a magic wielding Ogre!

image

Who immediately casts gigantify on himself.

Remember: NOBODY like a giant ogre.

Soon all were dead other than the giant ogre.

image

Calling for some help from Bazzal, an obstruction was placed in front of the ogre. Its giant size would work against him.

image

Protected from the giant, Giott could use his crossbow to inflict damage on the giant.

image

Giott’s spider’s belch made sure that the Ogre would have to wade through poison to get around the obstacles. Nevertheless, he was able to confront the mighty dwarf. Luckily, the poison was enough to overcome the giant. Unfortunately, the rest of Giott’s party was killed in the confrontation.

The defeat of the bandit lord would allow the Frozen Realm to claim a second shard.  In doing so, Bazzal’s skills increased and he was able to acquire a new skill.

image

Bazzal could now train Dwarven Magi.

image

Similarly, Giott himself gained a new trait.

Legend of Gorm

Gorm was trained as an explorer.  He was stealthy (for a dwarf) and could be sent off to get the lay of these strange lands.

image

Gorm would explore the new lands

image

He soon encountered Ceresa’s Legacy

From point of view of the Wraiths, Relias was the villain in Fallen Enchantress. And they tell a persuasive tale that indeed, Ceresa, the Fallen Enchantress, was the true hero of the story.

image

Ceresa’s lands spread chaos.

In time, Gorm would establish contact with others including the Keepers of the Flame and the Imperium.

 

image

The Dwarves are not above making dick jokes.

Tandis the Arnor

At first, we thought he was a man.  But he was no man.  He was something beyond that.  He simply took the form of a man.  He called himself Tandis and he offered to join our cause.

“I have approached the others and they are warring upon one another while the Sorcerer King smiles,” he said.

He looked at the Forge of the Overlord.

“Beware of the Forge, for it is the source of all grief on Elemental,” he warned. “Created by the trio of Hallas, Argynn and Breon through the Spell of Making, the Forge of the Overlord is what first caught the attention of the Titans.  Now, you must use it to become a Titan yourself.  Only through you can Mirdoth be thrown down and the lands freed.”

image

With Tandis came new recipes for the Forge

 

The Sorcerer King soon confronted the Frozen Realm about Tandis.  For he knew what he truly was and the threat he represented.  But the Dwarves would not give him up.  It was at this moment that the Sorcerer King first began to perceive the threat of the Frozen Realm. 

Tandis himself journeyed into the wilds for a time, alone, to seek out the location of other shards.

 

Part 2: Allies & Enemies

The Spring brought new hope to the Frozen Realm.  Ceresa’s Legacy had allied with them in their cause to bring down the Sorcerer King.  Their powerful forces would be a boon in the war to come. 

Meanwhile, the Sorcerer King was still unaware of the growing threat.  However, he had made a great deal of progress towards his own ascension.

 

image

The Ice Lords

The Spring also resulted with Gorm finding the Ice Lords. They had arrived. Fortunately, they were very far away. But now, they would be seeking the Frozen Realm out actively to destroy. 

Dwarves are not known for their charisma.  However, they were getting along better with the other races better than they were with each other.  Each day, battles between the various races were fought out in plain sight.  They were being manipulated by the Sorcerer King to battle against each other.

Ascension

image

Through the Forge of the Overlord, the Spell of Ascendancy is available.  With enough magic, it can be cast which begins to fill the Orb of Power (aka Curgen’s Bane) with Bazzal’s essence, wresting control of it from the Sorcerer kIng.

However, in doing so, the Dwarves would be noticed by the Sorcerer King immediately. Thus, Bazzal waited until he was well prepared for the consequences.

 

image

The Sorcerer King knows the threat

 

End Game

What would happen next I leave to you. Smile

Net worth in the age of intellectual property

Published on Friday, September 16, 2016 By Brad Wardell In Everything Else

I run a software company.  I have for over 20 years.  Once in awhile, someone will ask me what my “net worth” is.  I have to respond, “It depends on whether you value intellectual property”.

Intellectual property, IP, would be things my software company owns or has rights to such as Galactic Civilizations or Start8 or our websites and our patents and trademarks.  How much are they worth? It depends.

There are a number of ways of valuing intellectual property. If the IP generates revenue, then one rule of thumb is to take the revenue of the past two years and add a projection of the next year and use that as a fairly reasonable number. If the IP is a patent or a trademark, then things are a little trickier and you’ll likely only find out the real value of those when you go to sell or license it.

If you’re dealing with a bank, your IP is worth basically nothing.  It can be very frustrating.  This is why in the technology world, venture capitalist rule.  In other businesses, you can go to a bank and get a loan.  That is a lot harder in technology.

In my case, what I did was slowly, over time, take profits and acquire physical things that I could use as collateral.  For example:

image

That’s the Stardock building.  We own it.  25,000 square feet of glorious nerdom.  Owning your own building is generally not considered a good business move.  You’re better off leasing most of the time.  But I needed to have collateral during our earlier years.  I’ve done much the same in my personal life with slowly acquiring various houses just so I have physical assets to evaluate.

But like I said, most of my wealth is in IP.  That IP generates many millions of dollars each year but the bank counts that IP at $0 because (and you can’t blame them) what would they do with that IP?

When Atari went bankrupt, we went to the auction to acquire some of its IP.  That’s how we picked up Star Control. While there, Atari’s creditors earned millions of dollars selling off Atari IP including Battlezone, Master of Orion and countless other assets that a bank would have little idea what to do with.

One mistake entrepreneurs make is to value themselves based purely on their dreams of their IPs potential.  Nobody cares about its potential.  Your IP is worth basically nothing until you can prove it will generate income (or if you can get a patent on it).

If you have any questions on trying to evaluate your net worth on the basis of IP, comment below.

Sorcerer King: Rivals vs the original Sorcerer King

Published on Thursday, September 15, 2016 By Brad Wardell In Sorcerer King Dev Journals

Once upon a time…

In the Summer of 2015, Stardock released a 4X-RPG hybrid called Sorcerer King.  The premise of the game was that after the events of Fallen Enchantress (or choose any fantasy 4X really) the bad guy (in this case, the Sorcerer King) had conquered the world.  The good guys had lost.

Not content with ruling the world, the Sorcerer King had begun to use a mysterious artifact known as the Bane of Curgen (an orb) to destroy the shards of Elemental to ascend to godhood.

Your role in Sorcerer King was to stop him.  To do that, you would raise and army, gather allies and confront the Sorcerer King in his fortress.

And this was super fun…for the first few times.

However, there are only so many times it’s fun to go kill fizban in his castle and Sorcerer King thus had limited replaybility.

Rivals: Your Turn

Over the past year, we gave some thought as to what would increase replayability without losing what makes Sorcerer King unique amongst 4X strategy games.  We hit upon the idea that the player should have the ability to become a god too.  In this way, we not only got to eliminate the Doomsday counter but instead gave the game more strategic depth without sacrificing the things that made Sorcerer King so special.

Below are a few key things that make Sorcerer King: Rivals different from Sorcerer King.

 

A New UI:

image

The first thing players will notice is that there’s a new UI.  We tried hard to not have to change it but ultimately, we realized that to do what we wanted to do, we had to redo the user interface.  For example, we want to support an unlimited number of world resources rather than the fixed number we had in Sorcerer King.  Similarly, since the object of the game now is to charge up the orb of power (the bane) and compel it to obey you, we would need a different way of presenting that.

Also, as we made neutral civilizations into potential rivals, we would need to highlight that aspect of the game.

 

Two new races

image

I don’t want to rag on Sorcerer King. It is still a good game. We made some assumptions when we designed it that didn’t lead it to have the diversity we hoped it would have in gameplay. 

Sorcerer King had 6 sovereigns to choose from. Which is nice. Here’s the issue, all 6 of them were sovereigns of the Kingdom.  In other words, there was ONE race in Sorcerer King and you always ruled the village of Athica.

We made this choice with the best of intentions: It was good for the story.  But it wasn’t good for replayability.

In Rivals, there are two more sovereigns but each sovereign leads its own completely new race which means they have their own units, buildings and spread their own environment across the world.

In other words, Sorcerer King had one race, Rivals has 3.

Ascendancy

image

The most obvious difference is going to be the object of the game.  Now, you use up mana to ascend.  Doing so, however, makes everyone angry and go to war with you eventually so you have to be careful about when and how you do this.  Moreover, as the orb gets magically charged, new spells come into play.  By the end of the game, all hell will start to break loose. 

In play testing, we’ve seen new players think “Oh this is easy” and start to charge up the orb really early only to get crushed utterly because when you start staring into the abyss, it will begin to stare back at you.

Demigods

image

The Sorcerer King also has some demigods as lieutenants. They are insanely powerful. Players of Sorcerer King who go to Rivals will soon notice there are a lot more of them.

Sharing your creations forever

image

All the games in the Elemental series have had some modding tools.  With Sorcerer King, it’s all been put out there for players along with the ability to share them.  As I’ve said to a number of friends, I could rebuild Ultima IV with this this engine.

People who remember Neverwinter Nights and its modding power will be happy to know that they have been given that power once again and, thanks to Steamworks (and eventually via GOG) the ability to share their creations.

If there is interest, we will vastly add on to this (all depends on sales of course).

How you can help

image

Game sites cover things that are popular already.  Stardock is an independent developer. In fact, we are, possibly, the oldest independent game developer left in the industry.  We don’t have a vast marketing team to go out and build coverage.  What you can do is spread the word. Word of mouth is king.  We want to keep working on Sorcerer King for years to come and with Rivals, we have a game that you and us can do just that. 

People who liked Sorcereer King are definitley going to like Rivals. It’s vastly better in every way.  There’s more of everything and a lot of attention to detail.

People who like 4X games in general or even classic RPG games will almost certainly like Rivals. 

Let us know what you think in the comments below.

700 pages 1 2 3 4 5 6 7 8 9 10 Next