META THREAD: Warlock Wishlist - Post ALL your Suggestions here...

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Spell of mastery right now is useless

you casting spell which last 10 turns and cost 5K mana to cast, but AI interapt it with spell costing 80 mana to cast.
That make this victory condition imposible to achieve, because so long as one of AI or human oppponent alive, they can allwasy interapt it.

thsi spell should not been interaptable.
 
you casting spell which last 10 turns and cost 5K mana to cast, but AI interapt it with spell costing 80 mana to cast.
That make this victory condition imposible to achieve, because so long as one of AI or human oppponent alive, they can allwasy interapt it.

thsi spell should not been interaptable.

It is not impossible to achieve, but it also helps to not be at war with everyone.
 
Actually it is fairly easy to achieve , just make sure all AI that you are at war is also casting the spell, but first you need to have agile mind on yourself then cast the unity, if you time it carefully, you'll cast it before all other AIs. However it won't work in multiplayer, so this unity spell need a rework.

When you have a melee unit defending a city, sometimes you don't want to attack with it because wiping out the enemy unit would mean abandoning the city hex (making it easier to take over).

If there is not a game design reason, I suggest a "sortie" button/toggle. The melee unit can attack units in the surrounding tiles, but will not leave the city hex even if it wipes out an enemy unit.

That is why frenzy and hit and run perk is very valuable.
 
Well, just finished up my first game yesterday after about 300 turns, which was ended quite fast by my super-upgraded Flying Line Galleus that I got from a quest and which single-handedly destroyed two of my opponents and captured their cities in three turns. Now for the demands:

Basic tooltips that are actually useful. Like has been said, that actually gives you needed info and not just "costs 2 mana to upkeep".

A "keep playing" button... I wanted to see what the other planes were like!

Some sort of infopedia like Civ has; as for now, I found some "Ancient ruins" and built a city next to them, but the game ended before I could expand the city and thus have any idea what they actually did. As ffor now, I'm mostly stumbling around blindly and making building decisions off information I can infer from "potential buildings", tooltips and guesswork, which doesn't feel like a good way of doing things. For instance, I had no idea I coiuld build a casino on the Elven village until it gave me the option to do so, and I still didn't manage to build a Flying Line Galleus myself despite apparently having all the requirements for it. Tech trees PLEASE!!!

Less random spell research - I just picked whatever seemed appropriate without knowing where it would lead or how to get to the useful spells.

Also, on that topic, less useless spells that I never use. I played as a researcher, and by the end of the game I had like 30 spells and had used maybe five of them more than once. (Mostly Prosperity to expand cities and Reconstruction to heal my FLG.) As has been said, it feels like playing Civ with some magic thrown in, and you're not exactly a "Master of the Arcane" if it takes you a full turn to conjure up some wolves or even just throw a healing spell - I had the "halves casting time" enchantment running for most of the game and I STILL felt underpowered. Meh.

Ability to sort the spell window after casting cost, god, name, school or order researched - as of now I had to remember in what order I researched the spells to be able to find them again which is just a stupid design choice. What happened to sortable lists and actually useful research windows?

Ability to destroy buildings, or at least not turn them off! As of now I just kept my military buildings off almost all the time because there was no penalty for doing so, and since I still could use their abilities, why ever keep them on? In the same vein, I built a Silver Mine in my capital, and only much later did I realise I wanted a Silver Smithy there instead... and couldn't destroy it since you can't tear down your capital or even move it. Seriously annoying in a game with limited building space to not be able to make more of it...

Ability to use water tiles along the lines of Civ, and actually do something with them.

Some info on terrain types and movement costs, and what happens if you build on them. Since my first city was next to a lava field, I assumed I couldn't do anything with it... until I realised it was perfectly acceptable to build a farmstead with little fields and animals right on top of it. What's up with that? Same with building stuff in a snowy hillside - who manages to farm the land there as efficiently as in a plainside river valley? Weird and strange.

Better diplomacy as noticed above - as for now I just kept at war with the AI for almost the entire game except at the start, when me and my undead neighbour teamed up to defeat the Koatl queen - after which she immediately declared war on me and kept that for like ever. And even when she only had her capital left, she had the audacity to demand both a peace treaty AND money from me! Like I'd accept that - when the AI demands peace, it's more a sign of their weakness and that they don't want to fight anymore, which is a giveaway that you can easily defeat them. (Which I also did with the aid of a catapult, a bunch of super-trained Skeleton Warriors and my FLG with regeneration and fire/life/death-extra-damage-enchantments. That was also immune to death damage. Which they shot at me. Great success! ;))

Less random and strange quests. I hear this is a problem with the temples, but I conquered like 80% of the Medium world without finding a single temple site, so I didn't much care for it. But still, would be kind of cool to get something like that.

Ability to move your capital.

Ability to convert conquered cities to your own race a la Heroes VI. As of now I captured my undead neighbours and ended up using almost exclusively undead units for the rest of the game despite being human, and nobody seemed to care. Shouldn't this be kind of changed somehow?

Ability to tell what damage a spell could cause, and what if anything the unit is immune or resistant to. Would be quite convenient.

And finally, some way of telling how to increase the population of a city, what causes it to expand and how long until that happens. For one of my cities I slapped three food enhancement buffs along with lots of farms and boosters, which caused it to produce like 150 food per turn and thus the majority of my empire's foodstuffs, and for another I just slapped Prosperity on it and hoped to get lucky.

I like predictability in my games, and not random luck, guesswork or plain inability to know what's going on in your game. Most of the above reflects just that - no info meaning no way of knowing, and as they say; knowing is half the battle. This game has potential, but also a little too many flaws to be really great at the moment. Go get some of the mentioned issues, and it just might be something one wants to come back to and play again and again, instead of just occasionally like now. But still, it's good. Toodles!
 
Ability to tell what damage a spell could cause, and what if anything the unit is immune or resistant to. Would be quite convenient.
Right click a unit. If you hover over their attack it states damage type(s). Spells from the spellbook should have it in it's description (pretty much always elemental)
Finally, some way of telling how to increase the population of a city, what causes it to expand and how long until that happens.
Just prosperity, that's it. Also, look at the icon to the left of a city in the main map. If it fills green, it updates and allows a new structure. The number is the amount of structures it can build.
 
most of the stuff has been already mentioned, but i'd like to suggest a change to sisters of krypta,

regular skeletons aren't that great, and sisters of krypta are fairly weak compared to, for example, liches.

in majesty, one of the major advantages of priestesses of krypta was controlling undead, i think sisters of krypta should get this ability (maybe a %chance instead of 100% to make it balanced, and have the ability come up at level 5 or something)
 
Ability to set "Victory Conditions" please !!! - (eventually elaborate Settings)

To "Paradox Interactive"

I think that the "Warlock - Master of the Arcane" is a very good game. Also I am very satisfied that the game got the level of difficulty settings that it got so that one can choose from rather easy to hard....
The game is quite entertaining and seems to run fine (at least on my present PC) though it may have one or two minor interface flaws that I have noticed but never the less it generally seems to me as running fine (I uses a Steam version).

However I wish it were possible to set what "Victory Conditions" that one wants also.....
Especially since the "Seize all the Holy Grounds – your mage will become the only priest of the Conclave" "Victory Condition" seems very flawed somehow , because some of the "Holy Grounds" are in other worlds and it seems as rather random when the victory condition kicks in.... I mean I had very much fun "beating" the AI players and then leaving one sort of "hogtied" by my military superiority and while I then wanted to go explore and fight in "other worlds". And after conquering the most easy to conquer of the other worlds I started to build cities there and suddenly the game decides that when building a city on the last two "Holy Grounds" there that suddenly "my Mage" were "the only priest of the Conclave" and that the game were won and this when there were more "Holy Grounds" in another world that I think that I hadn't visited at that time.
Then I went back and didn't build the city (so I couldn't please the gods at leisure by building a temple if needed ;) ) and went on travelling to the rather difficult to conquer other world. In that world there were more "Holy Grounds" also.... Then after I spent I don't know how many hours beating the crap out of most of the monsters there then even though that there were more "Holy Grounds" that I hadn't taken then the game suddenly again decided that "my Mage" were "the only priest of the Conclave" and that the game were won when I built a city... And this while there were more visible other "Holy Grounds" on screen that I hadn't taken (???) - a bit annoying if you ask me as I were not done killing all the "other world" Monsters and playing around with the AI player that I had let be left....
In both cases the "Victory Condition" kicked in when building at city at a place that took/"grabbed" two "Holy Grounds" with one city.... (I got screenshots if "Paradox Interactive" have any use for them).


Also I do not understand why my "capitol" "natural poulation growth" absolutly have to be so negative late in the game (-35.x or -36.x) when there is room for it to expand southwards (it were placed rather close to the "top world border" to begin with and got cities to both sides)(I tried to read in the forum about population growth factors as the game manual doesn't explain that properly)....
(I have ofcourse boosted the city with the "Prosperity" spell so I think that total is +3 or +4)

Finally I think that the Game manual also ought to at least hint how to use the "perks" and upgrade" function of the units (shown by "Star" and "Up Arrow" at unit icon when it is selected)....

But apart from that I have really enjoyed the game and played it for very many hours (and I could play it more if the Victory" condition" game mechanism thing didn't just suddenly want to declare "Game Won" while I were enjoying playing the game ;) )(I wanted to conquer it all and beat the crap out of all the enemies - at leisure - before deciding that I wanted to be declared the winner of the game ;) ).....
So : Ability to set game "Victory Conditions" please !!! - (eventually elaborate Settings of "Victory Conditions")
 
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A "keep playing" button... I wanted to see what the other planes were like!

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Tech trees PLEASE!!!

Less random spell research - I just picked whatever seemed appropriate without knowing where it would lead or how to get to the useful spells.

Also, on that topic, less useless spells that I never use. I played as a researcher, and by the end of the game I had like 30 spells and had used maybe five of them more than once. (Mostly Prosperity to expand cities and Reconstruction to heal my FLG.) As has been said, it feels like playing Civ with some magic thrown in, and you're not exactly a "Master of the Arcane" if it takes you a full turn to conjure up some wolves or even just throw a healing spell - I had the "halves casting time" enchantment running for most of the game and I STILL felt underpowered. Meh.

Ability to sort the spell window after casting cost, god, name, school or order researched - as of now I had to remember in what order I researched the spells to be able to find them again which is just a stupid design choice. What happened to sortable lists and actually useful research windows?

Ability to destroy buildings, or at least not turn them off! As of now I just kept my military buildings off almost all the time because there was no penalty for doing so, and since I still could use their abilities, why ever keep them on? In the same vein, I built a Silver Mine in my capital, and only much later did I realise I wanted a Silver Smithy there instead... and couldn't destroy it since you can't tear down your capital or even move it. Seriously annoying in a game with limited building space to not be able to make more of it...

------- Snip

Less random and strange quests. I hear this is a problem with the temples, but I conquered like 80% of the Medium world without finding a single temple site, so I didn't much care for it. But still, would be kind of cool to get something like that.

------- Snip

And finally, some way of telling how to increase the population of a city, what causes it to expand and how long until that happens. For one of my cities I slapped three food enhancement buffs along with lots of farms and boosters, which caused it to produce like 150 food per turn and thus the majority of my empire's foodstuffs, and for another I just slapped Prosperity on it and hoped to get lucky.

Yeah , I wanted to see what the other planes were like too so I devoted an entire game into hogtieing one of the AI so I could go and take a look - but the darn game kept declaring my mage "the only priest of the Conclave" (=game won) ;)

Yes , I also think that it would be nice with less random spell research and better overview , but with respect to your lack of "Manna"/"Spell" power to cast spells then I think that that is "your problem" I have "beefed up" my Mage (using the spell "Agile Mind" - which might be accumulative at least a couple of times - the darn manual or in-game help doesn't say anything about that either as far as I know) so I can easily cast two "Great Healing" spells per turn :eek:hmy: ;)

I think that the lack to change buildings is part of the game design - but please notice that you apparantly can destrroy other cities than your capitol - at least they got a "destroy city" next to city name in the city interface I think (I haven't tried it)....

With respect to what you call "temple sites" then if you mean "Holy Grounds" then , well they are not plenty in the "normal world (higher density in other worlds I think) but I managed to find more in the "normal world" , but darn annoying, if you ask me, to be asked to build a temple to a god when you do not have any spare "Holy Ground" or that the one you have can not build to the God asking by the race (?) inhabiting the city.... And else one have the 30 turns to go bash some AI and try to find a place + time to build the temple...
But anyway I also think that it is by willed game design that you are unable to favor the gods all the time...

Well , my Capitol has/had very negative "Natural population" growth later in the game which I finds darn annoying and I don't know why because as you write then the subject ought clearly be clarified completely....

Anyway... Happy playing "Warlock - Master of the Arcane" - I spent many hours playing just the last of two games played.... ( my wishes in connection with that )
 
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you casting spell which last 10 turns and cost 5K mana to cast, but AI interapt it with spell costing 80 mana to cast.
That make this victory condition imposible to achieve, because so long as one of AI or human oppponent alive, they can allwasy interapt it.

thsi spell should not been interaptable.

There is a reason this spell is called 'unity' not 'war with every other great mage.'
 
Well , my Capitol has/had very negative "Natural population" growth later in the game which I finds darn annoying and I don't know why because as you write then the subject ought clearly be clarified completely....
The amount of Natural population growth a city has is determined by how large it is and that's it. The exact formula was posted once somewhere in the forums but I have no clue where it is. The only thing you really need to know is there is pretty much NOTHING you can do to affect how fast your cities grow. There is a spell called Prosperity which gives a flat bonus to population growth allowing your cities to grow larger. But due to natural growth equation at 14,301 population, if I remember correctly from testing, the growth rate becomes 0 and after that it turns negative. The result is the negative natural growth will slowly offset the flat bonus given by prosperity spell till you once again have 0 net growth. The problem is the spell is kind of a late game spell which in my case usually means I'm already winning and the minor boost it gives to cities it's worth the hassle of casting it on them, especially give that it takes 2 turns.
 
Firstly, having a great time with the game, thanks.

Hopefully I won't repeat too much of what's before:

1. Quests that aren't set to auto fail - mainly the God's quest that require you to build a temple - which is limited to a specific world resource. Maybe only receive that quest equal to the number of times that resource is available. Late game "build city" can become redundant too, simply due to the world size and cities already built.
2. Resources that give unit perks - can't see the perk until you build a unit that receives it (granted this is an encylopaedia issue probably).
3. Less reliance on an end game unit (Healers) to deal large spirit damage (new units/spells?).
4. Maybe spell schools as perks. Gain X number of unique spells to research per school.
6. Dungeons ala MoM for resource/unit rewards.
7. Hero system - it's sort of there with some rarer units. Maybe a high end spell for "Summon Hero/unit".
8. The Diplomacy system is all or nothing. Accept being bullied or go to war - it would be nice to have more depth.
9. Something to do with research points after researching spells is complete. Perhaps treat it as a resource to buff certain spells cast/ increase odds of something occurring - random hero/unit wants to be hired?
10. Random world events - again MoM style, popn boosts, famine, meteor hits the area etc.
11. Be bold. Give me cities on water. Perhaps late game only/water city specific buildings.
12. More debuff/curse spells. Maybe a if unit dies turns to X (zombie/ghoul/skeleton) spell.
13. Not sure if this would be balanced - but being able to use resource buildings that give unit perks outside of the city that builds that resource (too often it just goes to waste due to city size or redundancy). Maybe at that city and at the Capital?

Thanks again for a great game, and listening to the players.
 
As many others, I have had a great time with Warlock: Master of the Arcane.

I would like to mention, though, some features which will make the game even better, in my opinion:
1. I understand that the game cannot be made "mod-able", but a map editor will be nice.
2. I would love to see more options when starting a game - the ability to choose the victory conditions that are going to be allowed, the type of the parallel worlds, etc.
3. Also, I see the rationale behind capping the number of opponents and worlds based on the size of the map, but there should be a way to go above these limitations.
4. An option to customize the other worlds, maybe? Like, an option to make them larger, for example.
5. What gets mentioned a lot - the worlds could be made more unique.
6. An option some of the fractions to start from the other dimensions, maybe?

I wish the developers success with this game and I would love to see it further developed with new ideas, features, and mechanics!
 
Some Future Expansion Ideas

1) Lost Tomes of Knowledge – Expansion that overhauls magic system. New buildings that allow summoning units in city for mana cost instead of gold, new resources that have newly built units already enchanted, new ways to cast spells you’ve researched so you can cast more per turn, perhaps train casters/healers to use them much as Library did for Mages in Majesty 1.

2) Warlock Council - Expansion that adds new Diplomacy options for better interaction with AI, New victory condition for vote as leader of world. Ability to hire/bribe neutral units to attack other players, perhaps a bounty Flag system like previous Majesty games with higher bounty encouraging more NPC spawn near location.

3) Naga Uprising – Or whatever name they want to call new water race for the expansion. Basically new water race with their own units and buildings. Additional naval units for current races, along with water based buildings and water based resources.

4) War of the Gods – Expansion that fleshes out the Deity system a lot more. New buildings that don’t require Holy sites but still increase your standing with that Deity. Temple Units suffer penalties or rebel, going neutral, if you loss to much favor with their god. Buildings that give blessing of the god perk for units trained in that city, perk is not purchasable so only units built there can get it. Pray to god for quest so you have more choice of which path to head down.

5) Call to Adventure – Expansion would expand on the quest system. Add things like bounty on unit types or Warlock owner. Add more quest types such as build x number of units, get access to resource, scout unexplored area, and so on.
 
How about scenarios?

The game is similar to cool Fantasy Wars and Elven Legacy. If you add traditional wargame scenarios you'd solve problem with difficulty. Add editor and... You get it.
 
I'd like to see more topologies to choose from (like in freeciv). Currently we only have flat world (no wraparound) and cylinder world (wraparound one way). In particular I would like to see a torus world as an option (wraparound both ways).

Philipp
 
To "Paradox Interactive"

I think that the "Warlock - Master of the Arcane" is a very good game. Also I am very satisfied that the game got the level of difficulty settings that it got so that one can choose from rather easy to hard....
The game is quite entertaining and seems to run fine (at least on my present PC) though it may have one or two minor interface flaws that I have noticed but never the less it generally seems to me as running fine (I uses a Steam version).

However I wish it were possible to set what "Victory Conditions" that one wants also.....

I totally agree. The game is good and enjoyable, but I so would like to be able to disable some random victory condition (the great spell for one... In long games I have always an IA who cast this spell and either I never met him and cannot interrupt it, either I don't have discover the interrupt spell... and the other IAs never seem to care if one of them is casting it... pretty frustrating).
 
Hello, My suggestions (somme are already been said, but what the heck):
1) an aquatic race (underwater developpment with limited breathing time ?) DLC
2) an out of this world race (like draw elves or demonic race ) would oblige to visit the outer world to finish DLC
3) an avian race (city drifting in the cloud above the map, can bombard) DLC
4) rare random fun events - ala populous ( martian attack ; volcano ; flood ; earthquake ; meteor swarm ; plage ; fog ; etc ) DLC (frequency from never to frequent can be setup before game starts )
5) seasonability (winter / spring / summer / autumn ) after moves, production, etc
6) connection between the over worlds
7) a warlockpedia
8) an illustration of the branching choices of production (like your nice charts on that forum, but inside the game)
9) an illustration of the spell choices
10) more penalty from developping non initial race city (rebelion of cities if uncontroled and/or units if too far from initial race unit)
11) fisheries on the water for see front cities
12) vote for temporary rules (5 turns ?) at the council (like no fighting for x turns, more magic, more production, more monster pop, ) DLC
13) more topology (like up connected to down)
14) teleporting shrines (u need to discover both, then a door is open)
Great Game !
Etien
 
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