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Songs of Conquest - HOMM2-inspired turn-based strategy adventure game

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,802
Hecking "more advanced" than homm2 :lol: Shame it has much less content. And a stretch, too, there definitely are no freeware games that offer way more than this.

Why are you even defending this? Waiting for next gen flying units dlc?
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,802
That's true? Most games people usually call homm-like are not homm-like and this one actually is, mostly. Doesn't save it from being a very limp effort after quite a lot of initial promise, but this could be a case study of how the modern early access bonanza is not conductive to proper game development.
 

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,487
Hecking "more advanced" than homm2
Uh, yeah?:

- No doomstacks. This alone makes combat way more tactical. Granted, full stacks are still powerful, but not something that is be-all and end-all, even when it comes to particularly "few but strong" unit types.

- More complex magical system. While the system isn't that deep, it opens more tactical avenues for manipulating the situation on the battlefield. I had a battle with an AI with a hero who was focused on casting. He was able to wreck my mixed ranged-infantry army with his magic despite having no real ranged units himself. It was pretty impressive.

- Zones of control and terrain matter when it comes to positioning.

- You can't build everything in a single town.

- There are different ranges for ranged units and penalty for moving-and-shooting, which force you to choose between standing your ground for extra firepower or moving to a better position for the future.

- You can set up rally points to recruit units in a single town, thereby eliminating the need to hop between cities.

Shame it has much less content.
True. My main issue is the campaigns ought to be at least twice as long. This is the biggest weak point of Songs of Conquest.

But when it comes to everything else it is not so bad. Granted, Heroes of Might and Magic 2 has slightly more units per factions and two more factions, but then again, it was made possible by building upon Heroes of Might and Magic 1 (which also had 4 factions and similar number of units Songs of Conquest has). Hopefully we will get more factions in the future. Personally, I think this is a good first step, even if it is not ideal.

Why are you even defending this?
Because I don't think your criticism is accurate. I mean, I can get your dislike for no flying units or "only" 4 factions and the like, but calling it "mobile/shareware/browser-based" is idiotic when you look at Heroes of Might and Magic 1. You know, the game that allowed the series to give us Heroes of Might and Magic 3 (considered by many the best HoMM game)? Personally I was always more inclined towards Disciples, because it didn't have doomstacks and positioning mattered, but in a different way than in Heroes of Might and Magic. Songs of Conquest does some good things in refining the formula of Heroes of Might and Magic.

Waiting for next gen flying units dlc?
I don't care about flying units. In fact, I never liked flying units. The were too strong on account of being able to get anywhere. To make it even worse, the strongest units in the entire game were capable of flying. But I admit I am interested to see which way developers will go. I think Songs of Conquest holds promise. Whether that promise will be realized remains to be seen.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,504
I've downloaded v1.0 to try it after I last played one of the earliest EA versions way back. Went to skirmish map, by chance chose same map I've played back then. And game feels the same like before except AI seems a bit smarter now.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
19,071
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
I've downloaded v1.0 to try it after I last played one of the earliest EA versions way back. Went to skirmish map, by chance chose same map I've played back then. And game feels the same like before except AI seems a bit smarter now.
I haven't read much about the game but yeah, same here. It looked impressive at the start of EA, devs seemed enthusiastic. My guess is somewhere along the way they ran out of money, people and the will to take the game much further beyond what it was in the beginning.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,504
I noticed that the game starts running slower and slower longer it is on. I usually had to restart it every 2h or so.
 
Last edited:

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,487
Big news:

4a7f24f324ec7b53873b737bcd02015f6f756dbb.jpg

Of course, with over half a million players and a passionate community I’m very pleased to tell you the following: There’s an expansion coming with two new factions. There will also be four DLCs that will expand existing parts of the game.
Roadmap:
672e4b06d3f8e3763e91180bc6fd34dad6233553.jpg


Link to announcement that has more details: here.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,802
No, it's a double condom thing, almost exactly like in prestigious and inclined King's Bounty 2 - you need to increase a skill to unlock unit slots, but then there are arbitrary hard caps as well. Also, no stack ganging up so nothing like AoW.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
Big news:

4a7f24f324ec7b53873b737bcd02015f6f756dbb.jpg

Of course, with over half a million players and a passionate community I’m very pleased to tell you the following: There’s an expansion coming with two new factions. There will also be four DLCs that will expand existing parts of the game.
Roadmap:
672e4b06d3f8e3763e91180bc6fd34dad6233553.jpg


Link to announcement that has more details: here.
Alas, none of that sounds really stand out exciting. Just more of the same. Personally I don't care so much about having a bazillion different units or factions, the basic mechanics being good is what counts most. And in singleplayer, the AI and mission design.

Played the frog campaign during EA not too long ago, wasn't that impressive, most of all I remember the collecting of these +1 bonuses across the maps that carry over between missions, giving you a huge force multiplier by the end of it.
Not sure how things have changed since, maybe I'll try the Barya campaign sometime now, with the release version, before writing the game off. Or if there's an actual active mp scene online try that, the mechanics don't look great for functional mp but maybe I'm wrong (was there any simultaneous turns option?).
 

Tavar

Cipher
Patron
Joined
Jun 6, 2020
Messages
1,161
Location
Germany
RPG Wokedex Strap Yourselves In
Big news:

4a7f24f324ec7b53873b737bcd02015f6f756dbb.jpg

Of course, with over half a million players and a passionate community I’m very pleased to tell you the following: There’s an expansion coming with two new factions. There will also be four DLCs that will expand existing parts of the game.
Roadmap:
672e4b06d3f8e3763e91180bc6fd34dad6233553.jpg


Link to announcement that has more details: here.
Glad to see that this is doing well, but fuck this roadmap bullshit. This game was in development for more than five years and they are still not done. No way in hell will they deliver two new factions and two new campaigns by Q2 2025. Anyone who takes this seriously hasn't been paying attention.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,700
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
You guys are dense, I was speaking about the uneding roadmap things after the games got released but taking years to nu-devs complete their game while older devs are creating huge similar expansion packs and games in a much more smaller time window.
 

man-erg

Novice
Joined
Dec 18, 2015
Messages
42
but fuck this roadmap bullshit.

Yeah, nowadays games take forever to get finished while there were 3 years between HoMM2 and 3...

Yeah, that's the added burden of modern 3D photoreal graphics over the quick-and-easy-to-produce 2D pixel art of HOMM2 and HOMM3....

That's what I don't get about SoC. Goes back so retro, it's even more pixelated than HOMM1. Why use pixel art, which has exactly the advantage of being able to produce more graphic assets quicker, but not exploit that with many more races and biomes? End uo with a map that's harder to parse than HOMM1. But only 4 factions. It takes them longer to deliver less these days. No idea why. Is it developed by a couple of part timers fitting it around day jobs?
 

Blake00

Learned
Joined
Oct 1, 2020
Messages
292
Location
Australia
Yeah something tells me they won't need those timelines lol, but meh as long as they get there eventually. Nice to see it doing well post release!
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,110
Location
Tampere, Finland
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I've put about 30 hours in and just can't be assed to continue.
Not that I think it's a bad game, I'd say it is probably by far the best HoMM-like and I'd go even further and say I like it more than HoMM1-2.

But it falls into the same scenario/map design traps as all the originals (and most similar games) do.
The game knows no chill, no exploration, you always have to rush, rush, rush, rush the optimal path and if you fail to do that you can just repeat the scenario until you find the exact way you are meant to play the entire map. And the optimal path is always the same, an optimal build/walk order per map and race.
You didn't know that at turn 23 there will be an army attacking you from this or that direction and you didn't prepare for that? Too bad, get rekt son, the last 3 hours you played were wasted. Ugh.
And of course, the only real strategy is to beeline for the highest tier units and just spam those, if you keep lower tier units around, you'll just die as even a full stack of them will be wiped turn 1 by enemy magic. That bonus to low tier unit X your character has? It's a trap. Ignore it.

I'm just not a fan of that kind of game design as it combines two things I don't like:
- Lack of player choices (I mean, there ARE choices, but all except one are usually wrong)
- Requiring prior knowledge of a scenario in order to play well

I know they tried to limit the doomstack somewhat in this game by having max amount of units in a stack, but all that did is make magic even more insanely OP.
Have fun being forced to fight the main enemy army with one trash army before your main one, because the enemy army consists of the 6x highest enemy ranged stack + turn one/two doom spell, because the enemy somehow has more bonuses than exist on the entire map and WILL defeat any army you send at it so you'll just have to send multiple ones to wear it down. You basically need to drain the enemy's single-fight bonuses before fighting it :lol:

This puzzle-like approach is fun for some time (as I said, took me 30 hours to be fed up), but I have no idea how people get so hooked on doing the exact same thing every time, or repeat a map as often as needed until the optimal path is found, that they spend hundreds of hours in these games.
 

Anomander

Augur
Joined
Oct 22, 2015
Messages
131
You are talking about campaings, which are obviously overplanned with different triggers and so on. Also you cannot really max out your wielder. They are also too short.
Try playing some skirmish on XL map (disable some players, and you can have half of a map for yourself). That's what about this game is. You don't need to rush anything. You can max your hero before you even encounter another player.
Also for magic there is a magic resistance skill. So damage dealing magic can be reduced, but there are better spells (another turn for an unit, berserk, etc). Magic is probably better than might skills, but the same was always true for HoMM.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,225
Magic is probably better than might skills, but the same was always true for HoMM.
issue is that magic works different. Imagine that in HoMM you could wipe neutral stack without casualties by spamming magic. While fighting few units per turn.

It brakes whole premise of battle of attrition. But then its not that big of a change to fix, its matter of balancing.
 

Anomander

Augur
Joined
Oct 22, 2015
Messages
131
issue is that magic works different. Imagine that in HoMM you could wipe neutral stack without casualties by spamming magic. While fighting few units per turn.
in Homm5 Dungeon hero could take the whole army with his spells only. For maxed heroes mana was never a problem and spell power was overwhelming.
But it is true that here you can cast mulitple spells per turn (and if you have artefacts and/or some towers on map then getting max level spells in first turn is not a problem).
 

Sweeper

Arcane
Joined
Jul 28, 2018
Messages
3,964
They balanced all the fun out of the game. It's like, all HoMM 3 needed was a new coat of paint, and then you get dumbfuck devs who think they'll reinvent the wheel and make it better.
Hubris. Pure hubris.
 

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