[quote who="Borg999" reply="27" id="3499140"]Quoting Kantok, reply 24 The SK is the good guy because the SK won and history is written by the victors. Sure, everything is relative, but genocide on a planetary scale would be considered evil by most people...especially if they are included on the hit list. [/quote] Propagan
HenriHakl
I disagree. Primarily on point 1. Point 2 is negotiable, but I also don't like the idea of luck determining the result. There's not much point in hiding the numbers, the gist of the choices will become known quickly anyway and having them visible makes it much more obvious to the player that she/he is making relevant choices that have immediate (and long term) consequences. I'm a big fan of tangible (read visible) results for actions, even if it happens to
A couple of posts have pointed out the linearity of the city progression. I'm fairly sure that the design team have plans for this in place already, but I'd like to make a suggestion along this line as well: Have some buildings use a special resource to build, similar to how a city has a particular number of enchantments that can be build on it. The number of "locations" available to a city depend to a large extent to the location of the city (similar to city enchantments), bu
For the record: I'm in favor of showing the intangibles. Divinity Original Sin style.
Since crafting is a more significant element in SK, I was thinking it might be worth to expand on crafting in a way similar to weapon modification in Wasteland 2. Crafted items could have 1 to 3 "mod slots" depending on item type (a sword might have hilt and blade) and each slot could take one mod or enchantment of the appropriate type. A blade might be able to take the "fire blade" enchantment or have the "mithril wetstone" mod. This is not entirely dissimilar to existing extra trink
What about a non-static hero tree? In other words from game to game a particular hero's tree isn't exactly the same.
I feel it is important to have these intangibles not be implemented in a purely elementary school teacher manner. (In other words, being cruel only has bad effects, being famous only has good effects, etc.) Intangibles should be about trade-offs, not a moralistic lesson in min-maxing.
Will the physical Sorcerer King be the same from game to game? Or maybe can he get assigned various traits from a pool of abilities (not known to the player). I like the idea of engaging him in battle and suddenly finding that he has a massive cleave attack in one game; and in a different game he has the ability to globally project a shadow of himself (a weaker phantom of the Sorcerer King) in ordinary battles; and in yet another game he's got a lich-like phylactery so that upon d
I've had one tab open on Sorcerer King for the last few days, keeping an eye up for all the developer updates and extra info. I haven't gotten into early-access yet for Sorcerer King, but I am planning to some time in the next month (essentially it waits until after I finish Wasteland 2, my current gaming project). I understand that SK is of course a proper 4X-type strategy game, but something Frogboy mentioned triggered an interesting thought process: he said that Sorcerer Ki