SK’s Sunday afternoon work (11-23-2014)

Published on Sunday, November 23, 2014 By Brad Wardell In Sorcerer King Dev Journals

Another Sunday with Sorcerer King.  A lot of progress was made this week. 

So below are the good, the bad, and the ugly things I have to say about Sorcerer King this week. It’ll all be schmushed together.

New Sovereign: Ashlira


This weekend I mainly played with Ashlira, the Priest.  Scott and I have been designing her for awhile and it’s amazing (but not surprising) how many ideas that look good on paper just don’t work out when implemented.  That’s always the case, particularly with “new IP”.



The high resolution UI is something we really want to get to you guys. It’s a real game changer in terms of user experience (if you’re running at 1920x1080 or higher).  There are still some glitches we have to work through but otherwise, it’s pretty much good to go.

The Spells

The spells have, generally, gotten bumped up in power while costing less. The idea is that when a unit calls the sovereign, they’re giving up their turn which is a sacrifice unto itself.

Random Maps

Other than some UI oddities, the random maps are done.  Generally speaking, there’s no such thing as a bad start. This was something in LH that was a bit of a struggle at times.  This time around, we did the starting points somewhat differently (and there’s a lot more good land in general). 

The main complaint on random maps will be distance from the SK.  We have purposely made a high degree of variability in your distance because there are pros and cons both ways.  I prefer to start close so I can try to gate him in early on but others might find overwhelmed.  It just depends on the map and any number of conditions.

Destiny’s Favor


The priest gets a set of wishes in the form of Destiny’s Favor.  These are incredibly powerful spells that consume a favor to use. Once they’re gone, they’re gone.

Rough version of Priest Tree


This is a rough version of the tree (no artist work yet).  Divine Insight is very interesting because…


You get a bunch of interesting new dungeon master events.

So in this case, I asked for a recipe:


BTW, I do fix bugs during the weekend, I just don’t highlight bugs. But for example, recipes didn’t typically show up in the treasure list (due to a bug). This is fixed.


Smarter AutoResolve:


Tactical battles where you are definitely going to win and should be able to do it without any losses now autoresolve that way (not units are hurt).

More Sorcerer King:


There’s a lot more interaction with the Sorcerer King now.  This will continue to grow.  Basically, we’re going to be testing pacing to see how much is too much.  Right now, we’re aiming for around 15 turns per interaction for *some* reason.


Smarter tactical battles:


Thanks to bpalczewski, the tactical battles are getting better.  Still working on this though.



We are still debating whether this will be a Priest only improvement or whether everyone should get it.  It reduces the thrall count by 2 in the city (costs 1 mana to maintain).

Destiny’s Judgment

The Priest doesn’t get very large armies compared to the others but she does get the aforementioned Destiny ‘s Favor.  And in the game I’m in, I have 11 of them. Thankfully.


Destiny’s judgment fries the world but doesn’t increase doomsday to do it.  It does cost 1 Destiny’s Favor.  The other is Holy Wrath which spreads a holy aura on a bunch of tiles and any enemies who walk through it take damage.


By late game, the map starts to really look like a warzone.

Test Game



Doomsday is almost here.


If you look at the above screenshot, you can see that the minimap has been redone.  Shards are displayed as diamonds, cities are bit blocks and SK units are little dots.


It’s a lot cleaner.  Now, this is on a small map that I’ve been playing for hours and as you can see, I’ve only cleared a small percentage. My doomsday counter was a lot higher than it really should be (I should have about 50 more points) due to a quest bug I ran into.



I got greedy and waited a turn before attacking the SK to build up more mana!

Loading up saved game!

BTW, this game on a small map is 3 hours and 10 minutes of me playing.


My main champion at the end of the game.


On loading the saved game I don’t waste that 1 turn.  Forgive the ghetto looking map. Lots of units though.


I ultimately lost.  I learned the hard way, if you’re facing a guy called The Sorcerer King, you should probably craft some magical resistance gear so that his spells don’t cream ya.


After Hours

So 3 hours or so to play on a small map.  We had targeted being able to play a small map in 2 hours if you were a regular player.  So I think there’s still some pacing.  I modified the roads so that they let you move a lot faster.  I think I’ll have to do more with that.  The pacing on the getting new spells and skills is definitely too slow.  Either the costs need to be brought down or we need more “stuff” we can craft or build in our cities.

Speaking of crafting, I am looking forward to the new crafting system being in.  I definitely felt a plateauing of the available gear to craft. 

Overall pretty happy how it went. 

More next week!