Warhammer Quest 2: The End Times

Discussion in 'Upcoming iOS Games' started by RodeoBenjamin, Mar 22, 2017.

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  1. Maelwolf

    Maelwolf Well-Known Member

    Mar 18, 2016
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    I didn't have an issue with the concept of randomized advancement. It can add a lot to keeping replays interesting. In my opinion two issues marred it in WQ1. One was as you say, the spread with stats was too large. The second though was much more noticeable and that was the fact that not only were some skills far more useful than others, but some were also redundant. Aside from balancing out available skills, giving players a choice between say 2-3 random skills when levelled would go a long way to preventing characters that are either under powered or one trick ponies.

    Levelling seemed fine, and in line with most RPGs. I will say though that what really annoyed me was needing to get final blows to count for XP, and yet spells, skills, and items did not count.
     
  2. Sloany

    Sloany Well-Known Member

    Hi rodeobenjamin (I'm guessing it should be PerchangBenjamin now lol)

    Is there a Facebook page we can follow for updates? Cheers
     
  3. Nullzone

    Nullzone 👮 Spam Police 🚓

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  4. Sloany

    Sloany Well-Known Member

    @Nullzone hi, I've subscribed to the news letter on their website the other day when it was first announced lol. I was only asking about Fb because I use it to check on other games daily that are coming out and I'd like to add this to my "list".

    But, thanks for the advice anyway #
     
  5. Sloany

    Sloany Well-Known Member

    @Pitta, from what I can remember from the first WQ thread you were in love and constantly giving away bits of info/advice before the game even came out. Do you still play it much now? I've had it loaded on my iPad(s) ever since it launched and tried to get into it again from where I last left of on my hardcore game but I'm struggling to reconnect with it. I'm thinking of starting again from scratch, what do you normally do when you want to play again?
     
  6. Sloany

    Sloany Well-Known Member

    @benjamin

    Just been looking at the screen shots again and I noticed you've got a hunter like system going in regards to action points. Does this mean each character gets X amount of actions each turn like walking / attacking rather than move x squares have X attacks with melee and X attacks ranged? If so how does magic work? Is it still with the winds of magic?

    Cheers
     
  7. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    Yes I still play Warhammer Quest.
    Every now and then I do a hardcore playthrough and I always delete the previous one and do a new one from scratch till I complete the full main quest (and then some, sometimes I get lost with white quests for a bit looking for specific items).
    My last one is dated 27 Feb 2017 and lasted 45 hours (probably my faster one, generally it's double that many hours).
    Let me know if you have any further questions!!!
     
  8. RodeoBenjamin

    RodeoBenjamin Well-Known Member

    Feb 11, 2011
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    Creative Director at Perchang Games
    Guildford
    Good morning all, lots of questions to get through, so let's dive in!

    @Sloany, yes it's an action point driven system. We'll be going into the details later on, but basically this system works a lot better for what we're trying to achieve with the gameplay. You'll be swapping weapons and even armour depending on situations, spells and skills will cost action points. Combat is much more tactile and freeform. There are a whole host of gameplay "tools" we give you, and then it's up to you how you'll use them to attack the room.

    We have a facebook page... Perchang Facebook Page

    You can also sign up to the newsletter for all the latest info, on www.perchang.com


    @Nullzone, Inventory works very differently this time round. What you can store is unlimited right now. However, you must make a tactical choice about what you take into a dungeon with you.

    Levelling really needs it's own thread, as it's so different. It's mostly about giving you new choices than making your characters much more powerful. Levelling is much less random as well. You'll always be able to choose which skills your want your characters to have. We'll do a video on it at some point.

    Oh, and injuries are in there too ;)

    We've ditched the idea of levelling for enemies too. A Beastman will always have the same core stats all the way through the game. The best way of thinking about this is by looking at a dungeon full of enemies as a whole, rather than a one vs one situation. A horde of Beastmen covered in slashing resistant armour and armed with spears will play out very differently to Beastmen who are resistant to freezing and piercing, and armed with maces. It's that idea of opening a door, looking at the room, planning your tactics, then executing your plan.....then probably having to re-plan because a Beastman just smashed your Captain with a mace!

    If any of you have played it, the combat philosophy is similar to Divinity: Original Sin.

    @Deadpan I'm sure we could fit a flail in there! ;)

    Any other weapon requests?

    Sorry if I missed any questions. Bug me if I did, and I'll endeavour to answer.
     
  9. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    This sounds GLORIOUS.

    I must digest all these infos and I'm sure I'll come back with a million new questions.
    Loved Divinity mechanics too.
     
  10. Sloany

    Sloany Well-Known Member


    Hi Benjamin, any chance of dwarf irondrakes or trollhammer torpedoes?

    I'm not up to speed with warhammer or warhammer quest lore, my only experiance with either are total war warhammer and the original iOS warhammer quest so I'll leave weapon requests to others that are better informed.

    Again, never played divinity original sin but it is on my wish list to play and has been since it released #

    I'm liking the sound of all these improvements over the old one, as so far it sounds exactly what I imagined the sequel should be, more of everything mostly but with slight changes to things like the inventory and levelling up randomisation.

    Reading your post about levelling being less random, does this mean all characters of the same type/class will level the same with the same skills etc. Or can you 'specialise' the builds and have two of the same characters that play differently to each other in terms of skills?

    That's all for now but no doubt I'll think of something else soon lol. (Or pitta/nullzone will)

    Cheers.

    Edit:
    P.S I found your Facebook page last night and subscribed, wasn't sure if you were going to create a seperate one for this game as some developers do.
     
  11. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    So....here we go.
    I'll obviously ask a tons of things and I understand you can't spill the beans on everything just yet, not to mention (good to remind this to ourself always) we are talking about a game in progress so everything is prone to changes and such, as always....but anyway...if you can answer....here we go :p

    LOVE the AP based mechanics. I think WHQ is your previous best overall game and a masterpiece but I always preferred Hunters and Deathwatch AP based mechanics, so YEAH but....
    I think games must be, above all, FUN....but I always liked a bit of realism and suspension of disbelief in my games....so about swapping weapons and armors....
    I can see a hero swapping a weapon mid combat....an armor not so much (unless the AP required are huge, but I see just 4-5 AP so I dunno).
    So...can you always swap armor or are you limited to empty rooms (meaning....when enemies are not nearby)?

    Divinity Original Sin has imho one of the best overall mechanics in turn based games, while I didn't liked the game and his humor that much (I love my fantasy dark, grim and serious), so it's fantastic that you are inspired by its philosophy
    I guess the role of elements like fire/ice/liquids....could be important here too.
    And I wonder if some terrain is destructible as well (unlikely, but I had to ask).

    If I understood well....you'll have an infinite stash, but a finite inventory in dungeons...so you have to decide beforehand what to bring in a specific dungeon.
    If so, I think it's AWESOME and the best of both worlds.
    I always liked that WHQ had a finite (cramped) inventory and you had to juggle a lot and decide what to trash and what to take...it added a nice strategic layer.
    Also...it would be cool if before entering a dungeon you could have hints (or earn them via other quests) about what you are about to face, and so you can plan accordingly.

    Injuries sounds super cool...wondering how many types there will be, and if they will require specific intervenes/medicines and eventual whole quests to get rid of those.

    No enemy levels? HURRAH!!!!!!
    I always hated them....and never found immersive the fact that an Ork has 10 HP and a 5 damage output when I'm level 1...then if I meet him at level 10 he magically has 150 HP and can do 70 HP.
    So I'm super hyped for this....different items equipped giving different perks to enemies is awesome too.
    So I can think a Orc is an easy opponent but an Orc with a magical armor and some cool weapon because he is the commander or something....not so easy now.
    Awesome.

    Your description about a typical room approach had me wondering....is saving free, room based or the game saves progress each turn like in the previous WHQ (not that easy to change your mind once your party is dead in hardcore, assuming it's an option).

    And now the last but imho more important question, gameplay wise.
    You described some situations where you have to 'understand' your opponents to save the day with your heroes...like understanding how they are equipped, how they are organized, who is the most dangerous one, etc....so I wonder....which kind of feedback will we (the players) have?
    How do our heroes 'understand' the situation?
    Is there an UI that gives clue to some party members? Like a dialogue?
    Just to the more intelligent party members?
    So a group of barbarians won't ever understand they are failing that fight because the enemies are immune to their weapons....but maybe the Elf (via a check/dialogue) yell to everyone: watch out, they have magical immunity to slashing or whatever.
    That is just an example...what I meant is this is super cool but, especially for a wider audience, must not be frustrating so somehow there must be hints that something is not working and assuming you refrain to show number on screen there must be some graphical/UI clue that something is wrong.

    What do you think/can say about?

    Anyway, if even just 10 percent of all this makes way to the game and it's added to your previous games efforts....well....I know what I'll play in next 5 years :p

    (Sorry for the verbosity and rumblings....in case you missed it, I'm SUPER EXCITED and not even a bit shy about it).
     
  12. Pitta

    Pitta Well-Known Member

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    Bonus added question.

    Will weapons/armors/shields/equipement based on class like previous WHQ or will it be more free?
    I get that an Ogre armor couldn't fit a dwarf, but I was always pissed when I saw a super cool Elf cape that my Waywatcher couldn't use. Or that cool shield that my warrior couldn't equip.
     
  13. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #53 Nullzone, Mar 28, 2017
    Last edited: Mar 28, 2017
    Oh boy, injuries. We'll be in for some superhappy fun time ... just look at this:
    http://wfrp1e.wikia.com/wiki/Critical_Hits

    Random quote: "Your blow cuts deeply into your opponent's skull. Your opponent dies almost instantly. " Emphasis on *almost*, I dare say :D
     
  14. Bullwinkle

    Bullwinkle Well-Known Member

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    #54 Bullwinkle, Mar 28, 2017
    Last edited: Mar 28, 2017
    Pitta seems to have all the questions (and I mean all the questions) covered, so I'll just say: Thank you for making this game! I've easily sunk 200-300+ hours into WHQ, and to this day it remains one of my favourite games, on any system. My biggest hopes for any sequel were a premium price + DLC, and random missions like the first, so all this sounds incredibly promising. I'm glad to see the old spirit of Rodeo lives on.
     
  15. Maelwolf

    Maelwolf Well-Known Member

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    The hype has me playing a new WQ1 save now! Others seem to have a handle on the gameplay mechanics discussion, as a long time GW gamer/reader I'm more curious about the lore.

    As the screenshots suggest we are going to be starting with Beastmen, it seems a fair bet we will be seeing various forms of Gors as standard enemies:

    https://www.games-workshop.com/en-CA/Bestigors

    Bray-shamans for casters:

    https://www.games-workshop.com/en-CA/Malagor-The-Dark-Omen

    And Bullgors in the Place of trolls:

    https://www.games-workshop.com/en-CA/Bullgors

    Higher end encounters will probably use Doombulls for bosses:

    https://www.games-workshop.com/en-CA/Beastman-Doombull

    This leads to possibilities for larger units as Deathwatch introduced 4 tile beats. Beastmen have a few of these:

    https://www.games-workshop.com/en-CA/Beastmen-Ghorgon
    https://www.games-workshop.com/en-CA/Beastmen-Cygor

    My favourite being:

    https://www.games-workshop.com/en-CA/Jabberslythe

    Following WQ1 races, we may also see beasts that are thematically linked to the Beastmen race such as:

    https://www.games-workshop.com/en-CA/Beastmen-Razorgor
    https://www.games-workshop.com/en-CA/Chaos-Warhounds

    Not as directly linked, but still often seen together, we have a few other possibilities for more end game range encounters:

    https://www.games-workshop.com/en-CA/Beastmen-Centigor-Herd
    https://www.games-workshop.com/en-CA/Dragon-Ogors
    https://www.games-workshop.com/en-CA/Dragon-Ogor-Shaggoth
    https://www.forgeworld.co.uk/en-CA/Skin-Wolves
     
  16. Pitta

    Pitta Well-Known Member

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  17. Sloany

    Sloany Well-Known Member

  18. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    Yeah sounds epic.
    So I guess all sort of combinations are at work here (Divine Divinity style)....maces and blunt weapons shatter ice, water put out fire, oil helps fire to be spread.....
    The game seems much more complex than the previous one, but they have been always very good in making complex things work and be just fun, instead of just overly complex and tedious in the end.

    I really cannot wait for what they have in store.

    I assume enemies can do the same to you....so beware the Ice Mages followed by maces armed Minotaurs....

    I can already see myself dying in thousands of different ways.

    EPIC.

    Also...in the interview they mention initial advantage positions....and I really wonder what it means gameplay wise.
    I think the original Warhammer Quest is one of the best positional strategy games, being so cramped with all those ambushes, so you had to be very careful where to step and end your movements.

    Drooling.
     
  19. Deadpan

    Deadpan Well-Known Member

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    #59 Deadpan, Mar 28, 2017
    Last edited: Mar 28, 2017
    The game just keeps sounding better and better. That interview! Oh mein Gott!

    I think it's great that you're keeping the limited inventory for dungeons, making tough decisions is part of all the great strategy games. As already said Pitta seems to have almost every angle covered on the questions front but I've got a few left field ones of my own.

    Just to clarify on injuries, will they be like Nullzone described or more along the lines of "Your warrior was stung by a bee, after suffering severe anaphylactic shock their toughness is reduced by -1 permanently"

    I saw on the FB page you intend to include multiplayer after launch, would that be local or over internet? I hope you don't mind me saying but I think including some kind of multiplayer at launch could be a huge selling point.

    I'm not ever sure if Apple even allows something like a season pass for future IAP content but I was wondering whether if they did are you considering making something like it available for us die hard fans at launch?

    Do you have any plans for additional content post release other than multiplayer/additional characters/equipment so far?

    If I'm understanding the interview correctly our warriors won't necessarily become tougher as they level but more deadly/useful? So a level 10 barbarian could massacre an entire room if used correctly but be slaughtered themselves just as quickly as a lower level character if you make some bone headed decisions?
     
  20. Maelwolf

    Maelwolf Well-Known Member

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    For those that didn't follow the End Times saga, Nurgle became the dominate force of chaos and basically pushed the world into oblivion. As this title includes the moniker, I'm curious if we will be seeing some force of Chaos, and in particular Nurgle.

    I see the obvious base troops being general Chaos units such as:

    https://www.games-workshop.com/en-CA/Chaos-Warriors-Regiment-2016
    https://www.games-workshop.com/en-CA/Chaos-Marauders-2016
    https://www.games-workshop.com/en-CA/Chaos-Sorcerer-Lord-2016
    https://www.games-workshop.com/en-CA/Chaos-Lord

    But then things could get really interesting with Nurgle daemons:

    https://www.games-workshop.com/en-CA/Plaguebearers-of-Nurgle
    https://www.games-workshop.com/en-CA/Daemons-of-Chaos-Herald-of-Nurgle
    https://www.games-workshop.com/en-CA/Nurglings
    https://www.forgeworld.co.uk/en-CA/Great-Unclean-One-Greater-Daemon-of-Nurgle

    What I'd love to see, however, would be a variety of Nurgle-infected monsters:

    https://www.forgeworld.co.uk/en-CA/Bile-Trolls
    https://www.forgeworld.co.uk/en-CA/Plague-Ogres
    https://www.forgeworld.co.uk/en-CA/Daemon-Plague-Toads-of-Nurgle
    https://www.games-workshop.com/en-CA/Chaos-Spawn-2016

    I definitely see forces of Nurgle as prime sources of negative status effects. One thing I felt WQ1 lacked was a solid end game. Chaos seems fitting for a true late game threat.
     

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