As many players has suggested this game suffers from relatively slow spell casting, typically 1 spell per turn. For a game called Warlock: Master of the Arcane this is a bit of a pity. We get 1 spell to cast and 50 units to move in the late game and as some have facetiously suggested the game could be renamed Warlock: Master of the Armies hmy:
In MoM, which is my toughstone for this sort of game, a player could often cast 3 or 4 small spells in the late game once their spell casting ability had been built up to 200 mana per turn (and that was always a high priority in MoM for me). I would like to have that sort of balance between units and spells in this game as well. Magic needs to play a much bigger part in the game. We have far too many spells and too little chance to cast them with 1 per turn, Agile mind just doesn't give a big enough boost and it's too late and too difficult to cast if you're at war (getting counterspelled repeatedly)
Here is an idea I posted in another thread, and I would like people to comment on the suggestion. It would be nice if Alexey could post if this is even possible or if something like this is part of their plans.
With the amount of mana they stockpile I think the AI would put the player under much more pressure, militarily and economically, if it could cast more of its spells per turn. Rather than simply increasing their ability to cast spells faster (and getting a load of the same spells) I suggest they can cast (or be in the middle of casting) one of each 4 spell categories.
So each turn they can cast or be casting all of these if they have the mana :
1 a Bane / attack spell (fireball, weakness, firestorm ...)
2 a Heal / Blessing (heal, frost weapon, elemental resistance ... )
3 a summon spell (ghost wolves, earth elemental...)
4 a spell in the Others category (counterspell, teleportation, greater dispel ...)
Of course the player would also have this multiple spell casting as well and this would make magic a much bigger part of the game, and it would be worth increasing mana production in the middle game. By spreading out the AI's spell casting into all 4 categories we should get much more interesting variety of spells every turn. The diplomacy screen would need to be changed to display the 4 spells each of the the AIs might be in the process of casting.
This sort of multiple spell casting might enable the AIs (with their plentiful mana supplies) to deal with the player's super perked up (over powered ) units that feature in the late game and make it too easy.
Would this change make the game more of a magical battle between spell casting Great Mages rather then warlords that cast a spell or two per turn?
In MoM, which is my toughstone for this sort of game, a player could often cast 3 or 4 small spells in the late game once their spell casting ability had been built up to 200 mana per turn (and that was always a high priority in MoM for me). I would like to have that sort of balance between units and spells in this game as well. Magic needs to play a much bigger part in the game. We have far too many spells and too little chance to cast them with 1 per turn, Agile mind just doesn't give a big enough boost and it's too late and too difficult to cast if you're at war (getting counterspelled repeatedly)
Here is an idea I posted in another thread, and I would like people to comment on the suggestion. It would be nice if Alexey could post if this is even possible or if something like this is part of their plans.
With the amount of mana they stockpile I think the AI would put the player under much more pressure, militarily and economically, if it could cast more of its spells per turn. Rather than simply increasing their ability to cast spells faster (and getting a load of the same spells) I suggest they can cast (or be in the middle of casting) one of each 4 spell categories.
So each turn they can cast or be casting all of these if they have the mana :
1 a Bane / attack spell (fireball, weakness, firestorm ...)
2 a Heal / Blessing (heal, frost weapon, elemental resistance ... )
3 a summon spell (ghost wolves, earth elemental...)
4 a spell in the Others category (counterspell, teleportation, greater dispel ...)
Of course the player would also have this multiple spell casting as well and this would make magic a much bigger part of the game, and it would be worth increasing mana production in the middle game. By spreading out the AI's spell casting into all 4 categories we should get much more interesting variety of spells every turn. The diplomacy screen would need to be changed to display the 4 spells each of the the AIs might be in the process of casting.
This sort of multiple spell casting might enable the AIs (with their plentiful mana supplies) to deal with the player's super perked up (over powered ) units that feature in the late game and make it too easy.
Would this change make the game more of a magical battle between spell casting Great Mages rather then warlords that cast a spell or two per turn?
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