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Spire of Sorcery - strategy survival from Eador: Genesis dev - now in Limited Early Access

Discussion in 'Strategy and Simulation' started by LESS T_T, Sep 15, 2017.

  1. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    https://spireofsorcery.com





    Show Spoiler
    As an old runaway mage who acquired forbidden knowledge, build your own magic spire, teach disciples, let them explore the world and gather resource and power.

    [​IMG]

    [​IMG]

    [​IMG]

     
    Last edited by a moderator: Nov 16, 2019 at 1:18 PM
    • Brofist x 25
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  2. Haba Harbinger of Decline Patron

    Haba
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    Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    This sounds damn good.
     
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  3. rvm1975 Educated

    rvm1975
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    At the moment it is very like to Thea. Instead of small village/people tribe you will have tower/acolytes. And poor Thea2 kickstarter shows real interest to this kind of gameplay.

    But we don't know what kind of battles will be here.

    Anyway Alexey is very good designer with unique ideas. I am big fan of Eador.
     
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  4. Raghar Arcane

    Raghar
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    Is it FINALLY something else than Eador?
     
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  5. rvm1975 Educated

    rvm1975
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    do you missed gremlins?
     
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  6. Dr Skeleton Cipher

    Dr Skeleton
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    Good to see he's still making games. The artstyle is a lot better than in the 3d Eador, the menus look a lot like in Gremlins. I think I've read about this before (the rough concept at least) as something he wanted to make so this might be a real gem like the original Eador.

    Also I've noticed they put Gremlins and Eador Genesis in the pitch, not the 3d remake(s), did he not work on them or do they want us to forget these exist?
     
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  7. rvm1975 Educated

    rvm1975
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    Snowball something which created Eador Genesis no longer exists.

    That's from russian discord. They are confirming about 2 games in active development - Spire of Sorcery + Gremlins, Inc.
     
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  8. udm Arcane Patron

    udm
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    FURIOUSLY fapping :bounce:
     
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  9. InspectorRumpole Cipher

    InspectorRumpole
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    You had me at "from the creator of Eador:Genesis" :bounce:
     
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  10. Werdna's Revenge Erudite Patron

    Werdna's Revenge
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    This has tonnes of potential to be something special :d1p:
     
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  11. Arrowgrab Learned

    Arrowgrab
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    Very intriguing concept, but when I briefly tried to play Eador (Genesis or some older one, don't recall), my three impressions were:

    - Poor to mediocre UI
    - Goddamn cheating AI
    and
    - A bunch of really good ideas that are completely buried under the poor to mediocre UI, the goddamn cheating AI, and just generally bad design. "Oh, hey, you can have your heroes explore your territories for cool things to discover! AND AUTOLOSE THE GAME BECAUSE ANY STRATEGY OTHER THAN RUSHING IS A LOSING STRATEGY."

    So, how much should I hope this will be better in the actual gameplay deparment?
     
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  12. Dr Skeleton Cipher

    Dr Skeleton
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    http://steamcommunity.com/games/637050/announcements/detail/1460712968113932748

    That makes sense. MotBW felt like they struggled to remake the original in a playable condition, forget improvements or new content.


    Interesting that they don't want tactical combat. It's true that Eador gets bogged down by repetitive fights with neutrals and province defenses but on the other hand "send expedition, they died of fatal RNG, XX hours of developing characters gone, out of time, game over" is a possibility and if the game is as tough as Eador it could hinge on these difficult late game red zones expeditions that you have little control over. I guess we'll see how much you can do before expeditions to improve your odds.
     
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  13. LibertyRansom Savant

    LibertyRansom
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    No tactical combat? That was one of the best parts of Eador...
     
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  14. Space Satan Arcane

    Space Satan
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    I like art, I like concept, I like genre. Subscribed.
    But I also remember this
     
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  15. Galdred Studio Draconis Patron Developer

    Galdred
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    Alexey Bokulev has shipped 2 praiseworthy games already. It is not relevant at all.
     
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  16. Dr Skeleton Cipher

    Dr Skeleton
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    http://steamcommunity.com/games/637050/announcements/detail/1484357500667145829

    Character creation gives me King of Dragon Pass vibes.
     
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  17. Space Satan Arcane

    Space Satan
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    weekly dev diaries is awesome. Also whole thing is a huge incline.
    What I don't like - that Intellect governs how much exp or skill you will have - from my experience, it leads to everyone maxing it out by any means possible. Fallout 1, 2 and 3 is a great example.
    Skill limit of 300 - again, from my experience there is no reason to have 1-300 when you can have 1-100. Even 1-10 will do but that depends on game mechanics involved.
    Anyway it's just a rant and the overall game look awesome. Will get it once it hits EA.
    P.S. I also noticed that entire game is a perfect frame for japanese datesim porn rpg.
     
    Last edited: Oct 2, 2017
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  18. Space Satan Arcane

    Space Satan
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    They released new DD and a damn massive one
    Show Spoiler

    Welcome to this week's dev blog of Spire of Sorcery! We've discussed [​IMG] the concept of the game and how it's connected to our previous releases, as well as [​IMG] the main character of the game and how you can shape him (or her). Today, we'll talk about the world around the Spire, and the different kinds of quests that you can set up for your disciples.

    A BRAND NEW WORLD – EACH TIME!

    When you start a new campaign in Spire of Sorcery, the map is each time generated from scratch. During the game, you will see a specific name that's given to this world (in the in-game settings menu), and if you enter that name when you start another new campaign, then you will be able to access the same world again (this option is not available in Ironman or Artefact Huntermodes, of course).

    What exactly changes from one campaign's map to another?
    • [​IMG] the whole geography (for example, how many major rivers there are, and where they flow into the sea);

    • [​IMG] the spread of dwellings, and dweller types, across the map (in one campaign you may start next to a war-hungry lord; in another, you may start next to the peaceful village of mushroom-eaters);

    • [​IMG] the location of the artefacts and other points of interests (certain old books may be stashed away or in possession of different tribes);

    • [​IMG] the exact location of your Spire in relevance to the Empire and the Distorted Lands.

    Some things will remain constant, though:
    • [​IMG] all the way to the West, there is the big sea, and the capital of Empire, the largest seaport on the coast;

    • [​IMG] all the way to the East, there are the Distorted Lands – the unmapped region that is a highly dangerous place to explore;

    • [​IMG] all the way to the North, there are huge mountains that are not really mapped either, as the passes are snowed in and hard to come through;

    • [​IMG] all the way to the South, there's the same big sea, as it's going around the continent from north-west to south-east.

    • [​IMG] your Spire is roughly mid-way between where the Distorted Lands begin in the East, and where the border of the Empire lays in the West.

    [​IMG]


    THE SPIRE AND ITS SURROUNDINGS

    While your Spire is always located between the Empire and the Distorted Lands, the actual placement may vary depending on the text quest that you will complete during the character generation phase early on.

    [​IMG] How long will it take for a party sent off from the Spire to reach the borders of the Empire?

    About a week or two, one way. As to the capital of the Empire... it is going to take much, much longer. You ran away from the Guild of Mages in one of the satellite cities. If you were practicing in the capital itself, it's highly doubtful that (a) you would be able to arrange such escape; and (b) you would remain uncaught by the Inquisition on your trek to the Distorted Lands.

    Generally, you are likely to start the campaign with a sequence of simple exploration and resource-gathering quests around your Spire. Such quests will mostly be safe and quick, and will not require any preparation beforehand.

    [​IMG] Should you expect to uncover the complete map of the world late in the campaign?

    That would be quite unlikely, because certain regions are just too hard to explore (for example, old swamps that take weeks to cross) while other regions are simply too dangerous to venture into (for example, the territory of the Empire has decent roads that allow fast travel, but it is also extremely dangerous for your disciples as they might run into the Inquisition and fail to mask their true identities).

    Whenever you're about to set a new quest for a party of your disciples, there are two indicators that will help you to gauge its possible results even before you dispatch that party on the quest:

    [​IMG] How likely the party is to complete the intended goal?
    [​IMG] How dangerous is this quest expected to be?

    For example, if you're sending a couple of blind disciples to gather mushrooms in the nearby forest, then they are very unlikely to succeed in its goal (gathering mushrooms) – even though they have a 99% chance of getting back without any risk to their lives.

    On the other hand, if you're sending another couple of disciples into one of Empire's border towns to sell rare minerals, they might be expected to have one hundred percent chance of success – since the minerals are rare, and in demand everywhere – while their lives will be in grave danger, because of their exposure (they are still young and cannot hide their magic talents well enough).

    [​IMG]


    THE GLOBAL MAP AND ITS LAYERS

    In terms of exploration, the map carries several informational layers:
    • [​IMG] geographical layer: rivers, roads, lakes, mountains, forests... once any of your parties walk through these regions, the geographical data is added to the global map that always remains at your fingertips.

    • [​IMG] points of interest layer: known dwellings, possible quest markers, special places like altars of death, catacombs, ruins of the ancients, and such. This layer has some depth to it, for example you may already know the location of certain caves – but you will need a party to get there and explore them, in order to utilise the full exploration potential of the spot.

    • [​IMG] observation layer, i.e. the area that you can observe in real-time: firstly, around your own Spire – this is the zone where you see other parties coming and going as they move over the map (for example, adventurers or regular armies); this zone can be expanded with certain spells and/or upgrades to the Spire; and then, once you learn the corresponding far-seeing spells, you are also able to open such 'observation zones' in other places on the map by performing certain rituals (see below).

    We currently intend to allow players to toggle these layers on and off as they see fit, and the general idea is to create such a default view of the global map that will provide all the important information for the decision-making without overly cluttering its space with tons and tons of symbols.

    [​IMG]


    THE QUESTS

    And now, about the quests. Think of Spire of Sorcery as a "reverse RPG": rather than following the preset quests, you are the person that sets the quests for your disciples, and you succeed – or fail – through the balance of their skills and traits, and the sort of goals that you set for them.

    [​IMG] What kind of quests are possible?

    There's a lot of different options, some of which start with a specific Quest Marker (as a part of the game, you learned from someone or somewhere that in this specific place, there's something to do/explore/gain); and some of which start just with your own decision and pre-existing knowledge(for example, you already know of a certain dwelling, and you send a party to this specific dwelling to enslave its population).

    Some of the quest types that are already a part of the game:

    CORE

    [​IMG] EXPLORE – a core quest where your party travels to a certain place on the map, to confirm if there are any points of interest along the route / in the destination area.

    [​IMG] GATHER RESOURCES – collect minerals; or berries; or mushrooms; hunt for specific animals – or capture and bring back live animals.


    MILITARY

    [​IMG] ATTACK – travel to a certain destination and fight with a specific opponent.

    [​IMG] DEFEND – provide military assistance to an ally or a neutral dwelling/being against specified or unspecified opponents.

    [​IMG] RESCUE – free (and possibly bring back) a captive character / being.

    [​IMG] EXTRACT – extract (by force) a certain item currently in possession of an opponent / neutral party.


    MAGIC

    [​IMG] PERFORM RITUAL – carry out an active magic action, for example – perform a possession ritual on a Source of Power so that the Spire owns it, and grows its mana; or perform a raise dead ritual on a cemetery of an aggressive town, so that its citizens get busy solving that new problem instead of creating problems for the Spire.


    DIPLOMATIC

    [​IMG] TRADE | NEGOTIATE A DEAL | ESTABLISH RELATIONS – there's a wide variety of diplomatic actions available, for different strategies.

    [​IMG]


    QUESTS SPECIFIC TO DWELLINGS / BEINGS

    [​IMG] RECON – observe everyday life of the dwelling, to gain further insight into its dwellers (same can be applied to animals or monsters).

    [​IMG] ENSLAVE – attempt to forcefully place the dwelling under the control of the Spire; sometimes this results in fighting. Once enslaved, the dwelling starts paying the Spire a tribute in resources.

    [​IMG] CREATE A NEW CULT – establish a following of the mage / the Spire, as a religious cult of the dwelling.

    [​IMG] PERFORM RELIGIOUS AGITATION – if a Cult of the Spire already exists in this dwelling, then this action comes possible and may motivate the majority of the dwellers to join the Cult, which results in the dwelling starting to take your orders and sending you voluntary gifts.

    [​IMG] GIVE ORDERS – if the dwelling is already enslaved or is a follower of the Cult of Spire, you can order its dwellers to attack or defend certain points, or to mine specific resources, or to send troops as bodyguards to the Spire.


    SPIRE-BASED QUESTS

    [​IMG] GROW – grow crops or herbs, or even crystals.

    [​IMG] ANIMAL / MONSTER CARE – take care of captive animals or monsters, for breeding or harvesting purposes.

    [​IMG] CRAFT – create new items using skills, spells and resources of the Spire and specific disciples who perform this task.

    [​IMG] PERFORM ALCHEMY – attempt one of the transmutations that are known to the specific group of disciples.

    [​IMG] STUDY – study books, or attend classes of more senior mages (you or other disciples), to advance disciple's theoretical knowledge.


    EVENT-CAUSED QUESTS

    Finally, a whole other type of quests are born out of events, where you have a choice to react with this or that action. These happen based on how the world revolves, and vary from laughable (a fight in the class) to life-threatening (an invasion of undead brought to the Spire by careless disciple from a trip to the burial grounds).

    –––

    AND ONE MORE THING...

    As far as game features are concerned, that's pretty much it for today! But there's one more thing that we'd like to share: we recently produced a limited number of patches that carry the Spire's sign (you can see these on the photos below), as well as a bunch of stickers.

    In the coming week, we'll be running a giveaway on the game's official Discord server[discord.gg], with the bot drawing a number of random winners among everyone who is registered in the community. These will then have the patches, and stickers, mailed to them from our studio in Vilnius. The game may not be available yet, but the Spire is already here, reaching out to the mages hiding out there in the world...
     
    Last edited: Oct 5, 2017
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  19. Haba Harbinger of Decline Patron

    Haba
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    Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
    The design sure seems interesting. The removal of tactical combat makes sense, but I hope there is a decent feedback on what actually happened and not just "Bob encountered a dragon and died". Maybe still simulate the fight in the background and then generate the text based on the results of the simulation.

    Not being able to fully explore everything also opens up new prospects, as unexpected things can happen outside of your domain.
     
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  20. Space Satan Arcane

    Space Satan
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    DD about stats:
    Show Spoiler

    STATS, TRAITS – SKILLS, STATES

    Earlier in this blog, we discussed the stats and the traits, mentioned the skills – and went over the current states of human characters (the mage and his/her disciples). Today, we'd like to take a closer look at the traits they affect almost every aspect of the game, and are an extremely important part of its mechanics.

    Let’s start with the summary of what we already know:

    Your mage character (and every disciple in the game) is generated with certain [​IMG] STATS. These do not change through the course of the game, and define the character at the structural level:
    • HEALTH
    • INTELLECT
    • MEMORY
    • WILLPOWER
    • CHARISMA
    • INTUITION
    Is your mage smart? Does he have an exceptionally good memory? Is she healthy, with an immune system that will withstand most of the viruses? The same applies to every disciple in the game: they arrive to the Spire with the stats in place, and this is something that will significantly influence your decisions as to whom to accept and whom to reject.

    Your mage character is also generated with certain [​IMG] SKILLS. These will develop over the course of the game, increasing as character gains theoretical and practical experience.

    There are multiple skills, ranging from Healing to Monstrology, and we will talk about them in detail in one of the future blogs. Meanwhile let's just note that screening your disciples for skills and teaching them selected topics to increase the skills that you consider essential to the survival and growth of the Spire, is a key part of the game.

    When a wounded party returns from a quest, it’s whether or not you have the required medical skills in the Spire, that determines if you keep those valuable characters as a part of your Spire team – or add new tombstones to the Spire's graveyard.

    The next group that affects your human characters is the [​IMG] STATES: things like mood (happy or depressed), current health (sick or full of energy) and loyalty (abandoning the Spire at the first sign of trouble or sticking with you through their last breaths). Character states change all the time.

    Current character states are influenced by character traits (what the character likes or hates), game events (a discovery of a horrible undead creature, for example) and your own actions (which to the character actually seem like events, for example arresting someone, or giving them a wonderful gift to keep).

    And now, the [​IMG] TRAITS: these fall with the same group as the stats. They do not change through the game and represent a part of what makes each character special. If you know the Stats and the Traits of a person, you know how to use them most efficiently. Skills and States are the layer that is based on such foundation, and something that you can influence to a great degree over the course of the whole campaign.

    [​IMG]


    TRAITS – HIDDEN AND REVEALED

    There's a pretty large number of possible character traits. On average, in Spire of Sorcery a human has from 3 to 5 traits (but of course, "average" is just that, some will have fewer and some will have substantially more).

    Below are some of the possible traits, grouped in pairs:
    • Lucky – Unlucky
    • Cruel – Kind
    • Inventive – Conservative
    • Greedy – Generous
    • Lively – Gloomy
    • Attractive – Repulsive
    A character can also be Talkative, Attentive, and so on.

    It is important to note that character traits can be Hidden and Revealed, depending on your mage's knowledge of that person.

    Some traits, like Handsome or Ugly, are revealed from day one – whenever a disciple with such traits knocks on your door, you will immediately notice them. Some traits will take some time, and effort, to become revealed.

    In modern life, banks have a rule that's abbreviated as KYC – "know your customer". In Spire of Sorcery, a similar rule – "know your disciple" – is essential to success: if you send a greedy disciple to extract treasure from ruins, you may lose both the disciple and the treasure, with which he will run away; whereas if you send a lucky disciple to attempt diplomacy with one of the (rare and powerful) supreme magic creatures, your chances of success will be rather high.

    There are three ways to reveal character traits of your disciples:
    • through events

      For example, someone might steal a valuable item in the Spire, and when caught, this will reveal his/her trait that lead to the theft.

    • through horoscope

      By building the complete horoscope of a character, you are able to access full knowledge of his/her traits.

    • through a special ritual called Mind Reading

      This ritual is the fastest way to reveal character's traits, however it requires advanced skills and consumes valuable resources. So it's more of a late-game tool.
    Generally, it is the stats of your mage that determine how fast you can reveal hidden traits (it depends on your Intellect and Intuition values).

    [​IMG]


    RECRUITING DISCIPLES

    At the start of the campaign, your mage already has a few disciples. The exact number of followers depends on the way that you complete the character generation quest. You are very likely to know all of the traits of these initial disciples, since they would have a story of personal relationship with you that goes a long way back.

    There are three ways in which new disciples may join the Spire:
    • by joining your existing party when out on a quest

      This is a rare occasion, and happens only when everything aligns in the right way.

    • through the Seek Recruits type of quest

      This is more common: you will be sending your disciples predisposed to such quests (e.g. charismatic, beautiful, convincing, lucky negotiators) to settlements (villages, towns) in order to specifically seek out potential recruits and convince them to come back to the Spire with the party.

    • through the Call of the Spire ritual

      This is another common tool to gain more recruits: you will be performing a magic ritual, that consumes energy on a daily basis, spread across the world the call that only the magically talented will hear. Think of it as sending "radio waves" through the world, that only the potential disciples can hear.

    Once the potential recruit reaches the Spire, you have the option to Accept or Reject the character. If you don't have enough living or teaching space, you can Accept via Exchange, expelling one of the existing disciples and taking in the new person. Or you can just immediately add living space (and extra food supplies, if necessary) and accept the additional person (though adding food by magic is a pretty costly endeavour, and it makes more sense to find a disciple who would become a good gardener, and will supply the Spire's food in a regular way).

    Before you decide to accept or reject the recruit, you will want to know as much as possible about that character – from stats to traits, and to skills. There are four solutions for this:
    • through observation

      Certain things will be obvious from the start, for example if the potential disciple is a great-looking tall woman with a strong build, you will already see all of that in revealed stats and traits. Or take a cripple – there, certain things will be immediately clear after initial observation.

    • by looking at the character portrait

      The generator that we use to create disciple portraits, associates certain facial features with certain traits. It is not a 100% reliable way to understand the character, however it would be enough to give you a certain "hunch" as to what traits the recruit may possess – and knowing ahead could be really advantageous.

    • by reading character's auto-biography

      Sometimes, this is a helpful tool. But bear in mind that characters can, and will, lie about themselves, and so someone who describes his/her great adventures and achievements may have in fact spent all of their life sitting at home.

    • by interviewing the recruit

      Conducting an interview takes time, but it's a good way to reveal more about the recruit. Especially if your mage's intellect and intuition are high enough so that you get a lot out of such interview.

    [​IMG]


    MANAGING YOUR DISCIPLES

    If at the start of the campaign you're likely to have 3-4 disciples, in the late game this number will be closer to 30-40 (depending on your strategy, of course).

    One of the features that we plan to actively test during the Early Access phase is how much of a hierarchy there will be in the Spire.

    While initially, your primary focus is in teaching disciples and advancing their skills, later on there will be major events that require your full focus. For the late game, we currently expect to create a hierarchy of disciples, where you are able to appoint several advanced characters to the Council of the Spire, and to delegate to them day-to-day management of activities like teaching and supplies.

    In terms of user interface, the settings for such delegated operations will require actual live tests to find the level of automation that allows full control over the major events – while taking off your hands the minutae. In just a few months, we'll see how it goes! We'll start with the closed beta, and then progress to Early Access as we confirm more and more of the UI solutions.

    –––

    With this, we wrap this week's blog – and welcome you to join the game's official Discord server[discord.gg], which already has a population of 300+!
     
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  21. Dr Skeleton Cipher

    Dr Skeleton
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    No surprise fatties, dwarfs and clubfoot like in Battle Brothers, then? :incline:
     
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  22. HeroicBloodshed Learned

    HeroicBloodshed
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    So heroes of might and magic with only one base and tactical combat removed. :decline:

    Some other aspects look interesting but I hope the game isn't a gutted heroes of might and magic with extra CYOA.
     
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  23. Dr Skeleton Cipher

    Dr Skeleton
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    619
    How is this anything like HoMM?
     
    • it is a mystery it is a mystery x 1
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  24. Space Satan Arcane

    Space Satan
    Joined:
    May 13, 2013
    Messages:
    4,625
    Location:
    Space Hell
    They should make "transgender" trait for desciples and make it a penalty. Just for butthurt it will produce
     
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  25. Space Satan Arcane

    Space Satan
    Joined:
    May 13, 2013
    Messages:
    4,625
    Location:
    Space Hell
    DD - Skills
    Show Spoiler



    Welcome back to the dev blog of Spire of Sorcery! It's been an intense week and a half for us here at Charlie Oscar (moving forward on a lot of different fronts at the same time, from global map to the way the Spire will look like). Today we will talk about something that is very likely to make you win – or lose – the campaign: the skills of your mage, as well as the skills of your disciples.

    MAJOR & MINOR SKILLS

    All the skills in the game are split into two groups: [​IMG] Major and [​IMG] Minor. An example of a Major Skill would be Alchemy. It is a big area and once a character reaches advanced stages, it will make many things possible. An example of a Minor Skill would be Lockpicking. It's a fairly specialised activity that doesn't branch out much even when it's at a very high level.

    There are three ways to increase character's skills in Spire of Sorcery:
    • THROUGH TEACHING
    • THROUGH THE ACTUAL USE OF SKILL
    • THROUGH READING BOOKS
    Important note: Major Skills can be increased in all of these three ways; Minor Skills can only be increased through the use of skill and through reading books – but they cannot be taught. Generally speaking, Minor Skills are the skills that your disciples already possess by the time when they arrive to the Spire, they are a sort of a bonus (which, nevertheless, can become crucial at certain times in the campaign).

    Like in other areas of the game, a character may have a specific [​IMG] TRAIT that would make her more or less interested in working on a specific skill, which would boost or decrease their motivation and speed of their progress. Someone who loves animals will progress fast with the farming, while pushing an honest, justice-seeking disciple to practice thievery is only going to get him or her depressed.

    From early on in the campaign, you'll face a tough choice: your mage's teaching impact on the disciples is limited by his or her own skills; so it's essential to invest time and efforts into increasing them.

    On the other hand, any time that your mage spends learning... is the time that the mage does not spend teaching the disciples! [​IMG]

    Another key point: in the game, there are no "levels" that characters may attain. Each Major Skill has its own specific experience axis that consists of Theory and Practice, while each Minor Skill has a single Experience value that will increase throughout the game.

    [​IMG]

    THEORY & PRACTICE

    Characters gain theoretical experience by:
    • ATTENDING CLASSES
    • READING BOOKS
    • CONDUCTING RESEARCH
    Characters gain practical experience by:
    • USING THE ACTUAL SKILL
    • STAGING EXPERIMENTS
    It is possible to have more theoretical experience than practical experience – the exact gap that is possible, is limited by the character's [​IMG] MEMORY stat.

    It is not possible to have more practical experience than theoretical experience, and if your Theory and Practice values are equal, then by accumulating more practical experience, you will be pushing both values up, but doing it very, very slowly.

    Each quest that you assign to a disciple (or undertake through your own mage) has different skill requirements. You cannot assign someone a quest that requires a higher theoretical skill level than they currently have, simply because the character wouldn't event know what to do and where to start (for example, what if someone asked you to prepare some fresh うに ("uni"), but you had no clue where to get it and how to cook it? You'll gain nothing by sitting and staring at the wall [​IMG]).

    Following the quest, the character's experience grows regardless of whether the action was successful or not. The lower the required skill compared to the character's practical experience, the more certain is the success of the undertaking – but there is less experience to be gained, right down to the situation where a simple candle-holder made by a master blacksmith would yield no experience at all.

    The higher the required skill level compared to the character's actual practical experience, the more likely the action is to result in a failure – especially when the required skill level matches the character's theoretical experience, but falls behind the practical experience.

    Does this mean that attempting actions at the edge of character's current skill level is the best way to progress? Sure, but please be aware of the drawbacks: firstly, you are likely not to receive what you wanted, e.g. making a long sword above your blacksmith's practical experience may result in waste of good metal and nothing to arm your disciples with; secondly, most failures carry a chance of accident, and in the case of blacksmith shooting above her skill, you may end up with the Spire's whole wing burning down to ashes in the process.

    [​IMG]

    MAJOR SKILLS

    Below are some of the Major Skills. In the brackets are the stats (major, minor influence) that affect the pace of improving the skill.

    [​IMG] LITERACY (MEMORY, INTELLECT) – how fast and how effectively a character studies books; how well a character writes books and manuscripts; how good are character's foreign language skills.

    [​IMG] CONCENTRATION (WILLPOWER, INTELLECT) – minimizes loss of progress when a character is distracted in the middle of current action; increases the efficiency of sleep and meditation. Decreases magic energy costs for all Rituals. Makes learning from other characters more effective. Opens access to advanced meditation techniques, increases speed of recovery for magic energy, allows to store more magic energy.

    [​IMG] HERBOLOGY (INTELLECT, MEMORY) – defines the effectiveness of gathering herbs and mushrooms in the wild, of growing herbs and mushrooms in the Spire (in the garden and in the mushroom cave). Defines knowledge of recipes of potions made from herbs and mushrooms. Allows to be better at seeking paths in the forests.

    [​IMG] MONSTROLOGY (CHARISMA, WILLPOWER) – training animals and monsters, taking care of captive animals and monsters. Knowledge of behaviour and anatomy of animals and monsters. Hunting for game and effectively processing and preparing killed game, capturing live animals.

    [​IMG] GEOLOGY (INTELLECT, INTUITION) – knowledge of Stones and minerals, ability to find rare stones. Knowledge of precious stones and gems, and their effects. Knowledge of special liquids (mercury, acids, etc.). Allows to be better at seeking paths in the caves.

    [​IMG] ALCHEMY (INTELLECT, MEMORY) – preparing potions and elixirs, effectiveness of using potions and elixirs. Cooking.

    [​IMG] ASTROLOGY (INTUITION, MEMORY) – forecasting future events based on the star alignment in the sky, being able to reveal the coordinates of special locations on the global map. Preparing horoscopes for disciples that reveal their character traits. Being able to find one's way based on the stars in the sky.

    [​IMG] HEALING (INTELLECT, INTUITION) – healing wounds and taking care of wounded.

    [​IMG] ARTIFICING (INTELLECT, MEMORY) – ability to recognise and create magic items.

    [​IMG] ASTRAL CARPENTRY (WILLPOWER, INTELLECT) – being able to create furniture in the Spire, building new rooms and floors.

    [​IMG] COMMON MAGIC (MEMORY, INTELLECT) – spells used in everyday life.

    [​IMG] SOCIAL MAGIC (CHARISMA, INTELLECT) – spells that affect minds and feelings of humans and non-humans.

    [​IMG] BATTLE MAGIC (WILLPOWER, INTELLECT) – spells used in battles.

    [​IMG] ADVENTURE MAGIC (INTUITION, MEMORY) – spells used for adventures and travel.

    [​IMG] RITUALS (MEMORY, INTELLECT) – the rituals that allow for control of energies and living creatures.

    [​IMG] RESEARCH (INTUITION, INTELLECT) – determines the speed and efficiency of discovering new spells and alchemic formulas. Also determines the ability to discover characteristics of unknown items by study and experiments.

    [​IMG]

    MINOR SKILLS

    Minor skills cannot be taught, but are obtainable and upgradeable through experience and through books. Unlike Major Skills, they don't have separate Theory and Practice experience values, but have just one general Experience value.

    The most important Minor Skill is Teaching –

    [​IMG] TEACHING (CHARISMA, INTELLECT) – this skill defines how effective is the teaching when undertaken by this character; a high skill not only allows for more effectiveness, but may also kindle in the student an interest to the subject being taught.

    Some of the other Minor Skills are:
    • Culinary Arts
    • Farming
    • Woodcutting
    • Reading footprints (of any creatures)
    • Streetwise
    • Thievery
    • Lockpicking
    • Survival
    • Archery
    • Melee
    • Carpentry
    • Blacksmith
    [​IMG]

    SPECIAL KNOWLEDGE

    Finally, there's one last piece of information about skills that we would like to share with you in this edition of the blog: every Major Skill includes a set of "special knowledge", which character gains once they accumulate a certain experience.

    For example, for all magic-related skills, these are specific spells; for Herbology, these are specific types of plants; and so on.

    At the start of the campaign, most special knowledge items are unavailable and need to be researched by reading books or performing research. All of the disciples in the Spire have access to the special knowledge accumulated in the Spire once their skills pass the required experience level.
     
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