Universal Warhammer Quest - (by Rodeo Games)

Discussion in 'iPhone and iPad Games' started by Sanuku, May 29, 2013.

  1. oooooomonkey

    oooooomonkey Well-Known Member

    Jan 15, 2011
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    Forge World
    That's pretty cool, as its going to make replaying a little different (or losing a character on hardcore)
    Either way I'm glad that the skills are not always the same.
     
  2. RinoaHeartily

    RinoaHeartily Well-Known Member

    Dec 12, 2010
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    The game gets repetitive after awhile and when your wizard gets void master u can basically cruise thru anything.. Even troll can't stop u
     
  3. Appletini

    Appletini Well-Known Member

    Jan 8, 2011
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    Ankh-Morpork
    It is, actually; you were just giving the RP explanation for the mechanics Cow outlined. A hidden die is thrown at the beginning of each turn, and if the result is a 1, WoM is set to zero for that turn, and either a monster ambush occurs or a random encounter card is played.
     
  4. AppWhore

    AppWhore Well-Known Member

    Dec 24, 2008
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    My wizard has a range of 0 and can only do his spells when next to a mob :s
     
  5. Appletini

    Appletini Well-Known Member

    Jan 8, 2011
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    Ankh-Morpork
    Yes, there is indeed another expansion in the works for this game right now. >_>

    In the game thus far we have:

    Giant Bat
    Vicious Giant Bat
    Giant Rat
    Vicious Giant Rat
    Giant Spider
    Vicious Giant Spider
    Gigantic Spider
    Vicious Gigantic Spider

    Snotlings
    River Troll
    Vicious River Troll
    Night Goblin
    Night Goblin with Bow
    Night Goblin Boss
    Night Goblin Big Boss
    Night Goblin Warboss
    Night Goblin Shaman
    Orc Boyz
    Orc Arrer Boyz
    Orc Boss
    Orc Big Boss
    Orc Warboss
    Orc Shaman
    Black Orc

    And with the Skaven expansion:

    Clanrat
    Claw Leader
    Warlord
    Stormvermin
    Fang Leader
    Grey Seer
    Gutter Runner
    Death Runner
    Globadier
    Bombadier
    Assassin
    Master Assassin
    Rat Ogre
    Master Bred Rat Ogre
    Giant Pox Rat

    Elements like pits, cave-ins, traps, doors (secret or otherwise), etc. are part of the scripted red dungeons; they don't appear in the random white encounters. Most of the town features are present, but they've either been merged with other elements, or have been streamlined to make more sense in the new format.
     
  6. actionrpg8000

    actionrpg8000 Well-Known Member

    Sep 17, 2012
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    Things looked bleak for our intrepid adventurers....

    The problems started when the party awarded the new found boots of agility to the marauder. Jacob the Pentinent, devout priest of Sigmar, patiently explained to Shieldbreaker that it was to free him up in battle, so that he could assist those in need of his skills. Unfortunately, Shieldbreaker did not listen, or more likely did not understand. Jacob would forget to use small and simple words with him. The result was the marauder was gleefully running ahead and kicking in doors.

    The problem erupted when he kicked in a door filled with orc boyz and archers. The rest of the party was strung out far behind in the long corridor. It became dire when they were immediately ambushed by more greenskins. Karl Steinburg, Grey Wizard master, was cut off from the party. Normally Karl was equally adept with sword as with spell. Normally. Now, however, Karl was drunk. Spurning the healing spell in favor of Bogmans XXX, he had been reeling around the dungeon drunkenly through the last few encounters, his fine longsword more often hitting the dungeon walls than any foe.

    At this moment, Sigmar chose not to listen to Jacob's prayers. The dwarf looked at Jacob with scorn as the priest looked desperately up at the dungeons ceiling, beseeching his god. "Nevermind him Human! There are greenskins to kill!"



    I love this game.
     
  7. somedumbgamer

    somedumbgamer Well-Known Member

    May 4, 2013
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    I have a question for those that purchased the character IAPs. I bought all the IAPs (except the gold pack crap) and was curious what chars people are using? I'd like to know the best character combo to use. Thanks!
     
  8. mr_joe

    mr_joe Well-Known Member

    Nov 17, 2012
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    If I purchase the other 4 warriors iap with I be able to fight with all in 1 team or is the game capped to just 4 warriors at a time
     
  9. Konch

    Konch Active Member

    Apr 23, 2010
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    Wow I'm loving this game. Great work Rodeo. Now I'm probably far from the first to say this, but could we have a method to increase the text size please?
     
  10. TinyKitty

    TinyKitty Well-Known Member

    Apr 24, 2013
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    House Elf
    I'm playing the original 4. I've left dungeons after repeated crashes but other dungeons crash too. Not sure what's wrong.
     
  11. tarasis

    tarasis Well-Known Member

    Jun 20, 2011
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    Excellent news. I've ventured into the Skaven one just now (one red quest, two white) with a level 3 party. One of the white quests I was just on for a hood for the Grey Wizard was super viscous. If the attachment worked you can see. I got 15k experience in it.

    Not met all those variants in the main area yet about 12 of them, and 7 of those Skaven types. Cheers for the listing!

    Makes sense I guess though it would be nice to see pits, cave-ins, traps and doors in the random white quests.

    Mildly bemused that my Wizard now has three healing spells: Mist, Finger Of Life and now another whose name I've forgotten already.
     

    Attached Files:

  12. TinyKitty

    TinyKitty Well-Known Member

    Apr 24, 2013
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    House Elf
    Thanks! Since my characters are only level 3-4, I'll take the chance and delete the game and reinstall at the next update. I'm at capacity for space already.
     
  13. RinoaHeartily

    RinoaHeartily Well-Known Member

    Dec 12, 2010
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    The white quests are random? They are quite repetitive though.. Done the vesment robe or something for the archmage and it keeps reappearing every town I go
     
  14. C.Hannum

    C.Hannum Well-Known Member

    Feb 13, 2011
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    New York State
    From the waiting period before this game was live over most of the world:
    The longer I spend with this, the more I know I was right. Anyone claiming this is a totally different game than Hunters either isn't paying much attention or never really played much Hunters (E1/2) to see the similarities. There are tweaks to the underlying rules mechanics since they, after all, are taken from the board game, but the general presentation and gameplay are nigh indistinguishable. No, it's not merely a reskin, but it is, for better or worse, nothing more than a very in-depth mod of Hunters 2.

    While it's possible you could hate one and love the other due the setting, if you didn't like the gameplay in the Hunters series, WHQ is not going to change your mind.

    If you've played H2, liked it, and wonder if WHQ is for you, just ask yourself this: If you were encouraged to go play a random daily mission or 3 in between the campaign missions, and missions had more varied if equally irrelevant flavor text, if there was far less variety in mission design, if there were more random elements, and if the game was focused more toward close range melee combat instead of ranged combat, would you dig it?

    Even the fixed classes aren't so different from the way you specialized units in Hunters, nor are spell effects all that different from the various special weapons and level up abilities that were in Hunters. While there was already a certain synergy between the mechanical designs of H2 & WHQ, you can see where they re-used so much of the H2 design in their adaptation.

    Still my game of the week, still happy to have "invested" $19 on encouraging GW to bring more true-ish to the inspiration to iOS (picture a hex map based version of WH/WH40K/WH40K:Epic, skweeeeee!), but am less impressed after a dozen-plus hours than I hoped. Raw variety in gameplay is limited by the source material, presentation variety is limited by the core engine and developers - the game is very good, it's just hard to unsee where it could have been better.
     
  15. mttbstrd666

    mttbstrd666 Active Member

    Mar 14, 2013
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    I am playing the original 4. I really want to buy all IAP but won't do so until the game is working better. Is anyone having crash problems on the iPad?
     
  16. Appletini

    Appletini Well-Known Member

    Jan 8, 2011
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    Ankh-Morpork
    Yep, the white quests are randomly generated so that you always have something to do; the red quests are the story quests. More than once I've been distracted from pursuing a red quest by the sight of a particular piece of loot in a white dungeon info window.

    Having played both campaigns to completion, I can say that the true strength of this game will lie in dungeons with heavier scripted "dungeon master" elements, as appear later in the Skaven expansion. The white random quests are okay as filler, but as the game progresses the developers really are going to need to focus on creating more of the interactive dungeons that the second campaign exhibits.

    Getting to make multiple-choice decisions, having to remember details of previous quests, choosing whether or not to work with an NPC you've run into (and not just as an instantly-resolved random event card), recurring environmental events, collecting bounties, dungeons with five or six junctions instead of just one, escaping from dungeons as a timer counts down – all of these are demonstrated later in the game, but really too much later.

    My suggestion to Rodeo would be to take another pass at all of the red quests in the game (and to be fair, there aren't really that many of them), and spend some time turning them into more story-based interactive dungeoneering experiences, rather than leave them feeling like generic random hallways with the occasional scripted element.

    I'd even be okay with old tabletop-RPG style chestnuts, such as an empty chamber described as being heavily draped in cobwebs, with an idol-topped pedestal situated in the centre. Moving a character to the middle of the room would offer you the choice of taking or leaving the valuable idol: taking the idol would then trigger a horde of giant spiders to descend from the ceiling and fill the room, while leaving the idol alone would let you pass through unhindered.
     
  17. tarasis

    tarasis Well-Known Member

    Jun 20, 2011
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    Only two in 8 some hours of playing on an iPad 4 (iOS 6.1.3)
     
  18. mttbstrd666

    mttbstrd666 Active Member

    Mar 14, 2013
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    Perhaps it's time to search for a used iPad.
     
  19. C.Hannum

    C.Hannum Well-Known Member

    Feb 13, 2011
    2,512
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    New York State
    My hope is that the game will be enough of a success that Rodeo and GW will continue to hammer at it for the forseeable future. They've already pulled more of the larger Warhammer lore into the game than existed in the original material, so there's certainly no shortage of potential to make this into the most amazing dungeon crawler on iOS.

    Even what you say about improvements in the variety in the later Skaven stuff shows they were figuring out new tricks they could pull off as they worked on the game, it's just a shame they left the core game, the game 100% of their customer base sees, so limited in scope. I've not touched the Skaven stuff yet, more or less playing it in order so far, but look forward to seeing something other than random room/corridor -> random room/corridor -> end room -> "You are Victorious" -> back to town...
     
  20. Laenor

    Laenor Well-Known Member

    Apr 11, 2013
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    Paris, France
    The current UI sucks a bit on an iPhone : It's often a pain to pick the right spell with the wizard or to read the descriptions / text.
    I really wish they ll try to improve that part, because otherwise, the game is great.
     

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