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Das123

First Lieutenant
14 Badges
Dec 15, 2003
208
1
  • Crusader Kings II
  • Darkest Hour
  • Diplomacy
  • Europa Universalis IV
  • Hearts of Iron III
  • March of the Eagles
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
Warlock has been one of my favourite games but I'll no longer be playing it until a number of mechanics have been addressed.

As a bit of background, I'm Das24680 on YouTube and have covered this game a lot in the past. I've misspent the last few days trying to record a series of this game for my channel. I've just made my fourth attempt and rather than throw away what I've done I will be uploading this series - broken though it is (only 4 episodes before my final dummy-spit). I've decided to put this up rather than attempt a fifth time to get a meaningful series recorded because I think the issues I'm facing are not going to change by trying a further time.

While I am feeling great frustration with the game, I hope this feedback is constructive and I really hope it is addressed. Up until now I have gotten much enjoyment from Warlock 2.

The main issues are:

1. At around turn 50 a supreme fighter unit will suddenly spawn in the worse possible location and kill off the unit you least want to lose. These are units that your entire army may not be able to deal with at that relatively early stage of the game. This for me is the absolute game-breaker. It stops the game from being a strategy game and instead it becomes an exercise in frustration where the two or three hours you've invested to that point are a complete and utter waste!

Solution: Allow the players to turn off this damned random spawning game mechanic.

2. Similarly other units will periodically spawn in your rear areas forcing you to keep troops spread across the shards to counter this rather than allowing players to focus on their front lines.

Solution: Allow players to turn off random spawning - PLEASE!!!!!.

3. The random events are always the same and at times come so regularly that you are dealing with these stupid decisions every turn - especially in the more campaign-driven modes.

Solution: Allow players to either turn them off or change how often they appear. Also, make more of them and with different and/or random outcomes.

4. When you choose an outcome from a random event or when you are dealing with portal events the game invariably presents a second pop-up confirming that you have made a selection where you then need to press 'OK' to get rid of it. Why? The decision has been made, there is no useful information being presented, and you can't choose 'cancel' - only 'OK'.

Solution: Get rid of the second pop-up.

5. This one is a bug, not a game design issue. If you trigger two events during the start of your turn the game will freeze. For example queuing up a move order during your turn that activates a portal event when another random event also triggers you can't do anything other than kill the game.

Solution: Game bug so needs fixing.
 
1. I'm curious what kind of unit spawned, as I can't imagine what could have spawned that early. The only things possible that comes to mind are the world bosses "Sahmet, Snow Queen, Duke of Hell, etc." which can usually be avoided through a little scouting and/or terraforming. Or you were advancing too quickly through the worlds, which can get you killed.

2. Just keep one or two units on each world to deal with random spawns and you'll be fine, don't even have to be really good units. Unless the spawns you're referring to happened after reaching Ainadra, then just kill the citadel and they will stop. They also have an option to turn down random spawns, if you really hate them that much. Though I think the game is a little boring without them.

3. I agree here, they do get a little repetitive. What's worse is I actually know there are some I've never seen, yet they never show up. Instead I'm just teleporting rats to a different land and throwing journalists out. So yes, more variety would be good.

4. Never noticed. personally, it doesn't bother me.

5. Hmm, never experienced this. Though I don't ever queue movement. I might try to reproduce it at some point.
 
1. I'm curious what kind of unit spawned, as I can't imagine what could have spawned that early. The only things possible that comes to mind are the world bosses "Sahmet, Snow Queen, Duke of Hell, etc." which can usually be avoided through a little scouting and/or terraforming. Or you were advancing too quickly through the worlds, which can get you killed.
Each time these spawned on the second-tier shard. In one instance I had just entered the third tier, the other instance I was still clearing out the low-level units. One time it was Wolves of Winter I think that spawned next to a hero and killed it immediately. The second time it was Mad Peasants that spawned next to a settler unit that had taken a hell of a lot of time to move into position, surrounded by protective troops, one turn away from establishing a very important forward base.

2. Just keep one or two units on each world to deal with random spawns and you'll be fine, don't even have to be really good units. Unless the spawns you're referring to happened after reaching Ainadra, then just kill the citadel and they will stop. They also have an option to turn down random spawns, if you really hate them that much. Though I think the game is a little boring without them.
Leaving protective forces behind is micromanagement. As I understand it the setting to turn down spawn rates is from lairs rather than from random events. I love that the unrest mechanic can do this anyway so think that is enough rather than pure randomness.

3. I agree here, they do get a little repetitive. What's worse is I actually know there are some I've never seen, yet they never show up. Instead I'm just teleporting rats to a different land and throwing journalists out. So yes, more variety would be good.
It is more the rate these spawn at that concerns me. Variety would be good but they shouldn't be showing up as regularly as they do.
 
Each time these spawned on the second-tier shard. In one instance I had just entered the third tier, the other instance I was still clearing out the low-level units. One time it was Wolves of Winter I think that spawned next to a hero and killed it immediately. The second time it was Mad Peasants that spawned next to a settler unit that had taken a hell of a lot of time to move into position, surrounded by protective troops, one turn away from establishing a very important forward base.
Yeah, that sound like incredibly bad luck. As there are at least three randomized things that would have to coincide for that to happen. The quest that spawned them, what monster it spawned, and the location it spawns them in. If any one of them had been different it wouldn't have been an issue.

Leaving protective forces behind is micromanagement. As I understand it the setting to turn down spawn rates is from lairs rather than from random events. I love that the unrest mechanic can do this anyway so think that is enough rather than pure randomness.
You only have to command them when there is something there, just put them in sleep mode. I assume it works on the lairs that spawn from the random events, though I've never actually tested it.
 
Not "broken" as I understand it, this is a feature of the game mode you are playing. I believe what you are referring to are the "Lieutenants" quests/gate spawns where the great mage sends his minions after you in a scripted event. These issues only effect you if you play the Battle for the Outer planes or Battle for Ardenia campaign mode. The opponents are meant to be over the top because the regular AI was never good at the planes modes so the scripted events are suppose to be the challenge/compensation.

Sandbox mode remains the best way to play the game as there are very few scripted events and the AI does much better with one large flat map. Your other option to just create your own scenario using the game/map/event editor.
 
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Quick correction Fenryder, Battle for the Outplanes doesn't have the lieutenants.

As for the AI handling the separate worlds. I think the AI handles them ok as long as you don't have the monster spawn rate increased. I played with them increased for a long time, and was alway upset that the AI was never expanding much on Exiled and Battle for the Outplanes. Then one time I turned them down to normal, and the AI expanded like crazy, even conquered two tier four worlds.

But yes, the AI does handle itself better on sandbox.
 
right I guess the events are the gate quest events then. we willll have to watch Daz' video once it comes out. I have seen other folks complain about the summons being over the top on the Outerplane mode and paradox and Alexi usually answer by saying those modes are specific scenarios and if you dont like the scripts play sandbox or make your own scenario.
 
Based on your comments I thought I'd try and test it again if it was working as designed to try and see the pattern. I started another two games but not as Nagas and both times I got well past turn 50 around the second-tier portals with nothing random spawning there - and also with a lot less of the random events. I'm about to try a third time as Nagas to see if the problem stems from playing as that race.

Thanks for the 'ESC --> Enter' tip. :)
 
As a follow-up, I played as the Nagas in the third game and this time there was no uber-spawn at turn 50-ish and the random spawns and random events were appropriate. Wish I'd recorded that game instead of the game I did record.

Another issue I have with the Nagas is that they have no holy troops which seems a bit 'lazy' - especially when you are paying top dollar for the DLC. You do get a happiness bonus from developing holy sites which can be useful.

I also haven't seen any big improvement in the AI so played the last few games on the impossible setting. The AI will still attack units that have immunity against the attack. Despite that the game is enjoyable and does have the 'just one more turn' aspect.
 
As a follow-up, I played as the Nagas in the third game and this time there was no uber-spawn at turn 50-ish and the random spawns and random events were appropriate. Wish I'd recorded that game instead of the game I did record.

Hmm... try recording 4th game then? :cool:

On the other hand, I guess your hands are full with so many 4x games releasing these years. And Civ:BtE is out also.
 
I also haven't seen any bigimprovement in the AI so played the last few games on the impossible setting. The AI will still attack units that have immunity against the attack. Despite that the game is enjoyable and does have the 'just one more turn' aspect.

Yup I see this stil happening..you'd think an simple if/then statement would solve it but shurg. The AI also remains unwise with its heroes. There was a harpy hero escorting an army to attack its neighbor and the army got caught up fighting but the harpy kept going and ended up attacking the capital. This harpy was flying(immune to melee and was also immune to ranged so the only thing that could possibly hurt it was the capital tower canon. Very sad to see it dash itself against the building pointlessly until it died when it could have attacked any other city and captured it. You think dont attack cities alone and retreat when at 40% health would be easy behaviors to add.

And Civ:BtE is out also.
No thanks..civBte is a snorefest that every Lpr and their aunt is running a series on now. Good for Daz for not bending to the pressure. Pandora with its expac is pretty much the same thing with an randomized tech tree and its not put out by the evil empire 2K, a company that treats its artists like disposable wipes.
 
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No thanks..civBte is a snorefest that every Lpr and their aunt is running a series on now. Good for Daz for not bending to the pressure. Pandora with its expac is pretty much the same thing with an randomized tech tree and its not put out by the evil empire 2K, a company that treats its artists like disposable wipes.

Hey, do not be like that. Let him decide if it is snorefest or not. :cool:

Das has reputation to uphold as 4x specialist. I do not remember any 4x game that he did not cover (are there any?)
 
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Looked at the end of 4th video, it was Mad Peasants spawn.

Anyway, since I skimmed at the video, did you by any chance got some quest where you imprisoned some noble man?
That quest can as an outcome spawn Mad Peasants, if not handled correctly.
 
I saw he had economic crisis quest but he choose to solve it with money..not sure if that would trigger the peasants. The devs gave us the powerful and fairly easy to use game editor to help with these kinds of things..so at least in my games the mad peasants now only have 100 hp. I'm not sure if Daz noticed but on killing the peasants, they apparently have a talent that insta resurrects them...so you would have had to kill them twice. At that point I'm sure Daz would have fed his computer to the dingos.

300 hp peasants that ista-rez..perhaps the devs are sending a message to Putin?
 
Yeah, looks to me like they probably spawned for Krel. Didn't see anything on your end that could have spawned them, so the only thing left is the AI did that quest that can spawn them. You just got really unlucky in that they spawned closer to you instead.