New and Noteworthy in Canadian App Store! First challenge, for $5!! Post a screenshot of the pre-battle story intro featuring the dragon! First poster with the screenshot wins 5$ through PayPal! World to Conquer Easy 8 Software World to Conquer is a turn-based game of swords and sorcery. Command brave soldiers, fierce samurai, archers, and sneak… $2.99 Buy Now Watch Media DetailsWorld to Conquer is a turn-based game of swords and sorcery. Command brave soldiers, fierce samurai, archers, and sneaky ninja in tactical battles. Smite foes with fiery blasts of magic and lightning. Breath life into trees and rocks. World to Conquer, Shadow of the Kraul is a follow-up to the award winning 2002 udev games contest entry, lovingly redesigned from the ground up for tactical on-the-go gaming. Features: - campaign mode with cinematic story - slay mighty dragons and evil overlords - recruit and use over a dozen unique units - hotseat battles with a local friend - earn OpenFeint and GameCenter achievements - access convenient customer support & online strategy guide right from the main menu 4/21/2011 - made Apple's New & Noteworthy lists for board and strategy games in Canada! "World to Conquer is a very solid and well balanced turn-based strategy game. 4/5" -PauseUnpause.com "World to Conquer doesn’t need such folly to keep you glued to its turn-based screen. Instead, it relies on a combination of good old-fashioned tactics and sweat-inducing fear. 7/10 Bronze Award" -PocketGamer.co.uk Information Seller:Easy 8 Software Genre:Board, Strategy Release:Apr 19, 2011 Updated:Jul 31, 2022 Version:4.1 Size:27.9 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal RagManX Well-Known Member Jan 23, 2010 702 0 16 #2 RagManX, Apr 20, 2011 Have to say, I really like the look of this. I've got no time for a new game, but will watch this one and pick it up over the summer if the reviews are good. Hope this one is a good one. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,709 1,235 113 Male Chief Strategy Officer Salem, Massachusetts, USA #3 squarezero, Apr 20, 2011 Got it. Will try to post impressions later tonight. undeadcow Well-Known Member Dec 4, 2010 9,486 2 36 Houston, TX #4 undeadcow, Apr 20, 2011 This looks worthy, I might have to take a plunge on this after I get through with Knighturn. Looking forward to impressions. djflippy Well-Known Member Mar 9, 2009 4,441 0 36 #5 djflippy, Apr 20, 2011 Just missed the codes for this one, but it looks killer. I'll pick it up if squarezero ends up liking it. Epox Well-Known Member Jul 30, 2010 1,913 0 0 #6 Epox, Apr 20, 2011 looks really good, hurry up squarezero Marcus70 Well-Known Member Dec 7, 2010 950 0 0 #7 Marcus70, Apr 20, 2011 I've played about 10 battles so far. It's overall its a fun game. I really like the graphics, animation and controls. Its easy to zoom in and out to see the battlefield. So far I don't see my characters developing though. Every battle (or set of battles, sometimes 2-3 in a row) you get a set of characters to use. I don't see the characters improving other than maybe more units in the next battle. Thus, I don't see any secondary attacks yet. I noticed a big problem with the archers line of sight. For some reason my archer don't get the same line of sight the AI archers get. For example, I would move to get my archer in range of the AI archer, then the AI's archer would hit me. The next turn I still can't see the AI archer (for line of sight) so I would move closer to the enemy archer. The next turn the AI archer would hit me again. This would happen over 4 turns, and then my archer would die because the AI archer could shoot around objects in the level. Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #8 Stroffolino, Apr 20, 2011 Yeah, controls work surprisingly well for the small screen. There's no experience points or leveling up. You get new, more powerful units to work with every few battles. It's not an RPG - it's more like chess with D&D characters. Summoner is my favorite - he can transform trees and rocks into monsters. The player and cpu controlled archers have the same abilities. Archers can shoot from behind trees, rocks or other units - something the computer will use to its advantage. You can hide behind a tree, using it for cover and shoot at other archers without having to worry about being hit. Or you can stack two archers next to each other for double fire power, hide an archer behind a beefy soldier, etc. The support page has a pretty good FAQ with description of units and tactics. One thing that helps a lot is getting a sense when to press the attack. You can usually retreat to get computer opponents to follow you out into the open, then swarm them. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,709 1,235 113 Male Chief Strategy Officer Salem, Massachusetts, USA #9 squarezero, Apr 20, 2011 Alright, I feel like I've barely scratched the surface here, but I've played it long enough to get a feel for the game. Before anything else, I should say that the game is not retina- or fast-app-switching- ready, though it does look okay on an iPhone 4 screen and it does save after every turn. The basic mechanics work very well -- selecting units, moving them around the map, attacking, etc. I love the way the zoom works, taking you close to the selected unit, giving you a full view of the map with a couple of taps. The whole thing moves fast, too, which help to keep the flow going. I also like the way that missions are comprised of several battles in a row; losing units early on can really make the latter part of the mission much more difficult. I can't speak yet to how complex the tactic will get, since so far I've seen only two different kinds of troops (melee and archers). The biggest problem, though, is that there's little sense of progression in the game. There's a campaign, but the story is barely sketched out and the characters non-existent. The action starts in the middle of a sneak attack (basically a tutorial), which could have worked okay if the game had paused immediately after to give us some background. Your units don't have name (just "soldier" and "archer") and they're not upgradable (something that you find even in something as shallow as Rebirth of Fortune). After four missions I haven't seen much variety in the environments (beyond the location of rocks, trees, and other obstacles). I should also note that as the poster above noted, there is something odd about the archer's line of sight; often you end up no being able to target an enemy that is clearly within your range. I assume that it's a bug, though -- hopefully the developer will clear that up. As I said earlier, I'm just scratching the surface, and the game is fun enough to keep going with it -- I'm actually curious to see how the other kinds of units work. Perhaps the story will get more interesting. But it's easy to see how these assets and this tactical interface could have been used to make a real SRPG. Marcus70 Well-Known Member Dec 7, 2010 950 0 0 #10 Marcus70, Apr 20, 2011 Last edited: Apr 20, 2011 Thanks for mentioning the FAQ in the support page. I really think it would be helpful to have that posted in the game as well. Also, are you planning to add more skirmish maps? I noticed there is space available to list more. Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #11 Stroffolino, Apr 20, 2011 Hi Marcus, It's easy to miss, since it's not available in-battle, but the bottommost button of the main menu links to the support page. As it happens, we've got a couple dozen standalone skirmish battles that are ready to roll into future updates, to supplement any other requests folk may kick our way (i.e. the already-mentioned multitasking & retina support). Right now, we're just exhausted and happy to see WTC finally published. Like most games, WTC has had its share of ups and downs, but it's been a labor of love through and through! Phil Louard Well-Known Member Patreon Silver May 4, 2009 251 8 18 #12 Louard, Apr 20, 2011 @ SquareZero: I agree we aren't communicating the line of sight of ranged units as well as we could. The heuristics used to determine the line of sight also produces somewhat unexpected results sometimes. Both these issues could easily be addressed in future updates, of course. @Marcus70: More skirmish maps could definitely be a possibility for future updates. We had a few more that we simply didn't feel as strongly about. We wanted to present you with our best ones. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,709 1,235 113 Male Chief Strategy Officer Salem, Massachusetts, USA #13 squarezero, Apr 20, 2011 I think it's the "unexpected results" that are the issue. Too often you end up in a situation where you can't figure out why your archer doesn't have a valid target. As to the story component, let me suggest two things, one fairly easy, the other perhaps not: 1) add an introduction or title card. Tell is us about the world. Who is "you"? What is the conflict about? 2) add hero units to the mix. These units can be introduced in the Intro (as described above) and cut scenes and would go from battle to battle (if they die, you lose the battle). You wouldn't need to make them upgradable, but they would gain abilities as you make your way through the game. The goal here is to further engage the player -- right now the experience feels very superficial. Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #14 Stroffolino, Apr 20, 2011 If possible, can you send me a screenshot of an archer situation where you found yourself wondering why you didn't have a target? It is 100% predictable for me and I want to make sure we understand the root cause of any possible confusion. Everything is hex based. An archer's max range is 5 hexes. The hex adjacent to the archer is skipped. All other hexes in the path obstruct. There are a some identifiable recurring characters and bosses you'll run into as you get deeper into the game, including leader units with crowns. Doing a "heroes of wtc" expansion pack with heroes you can level up would be a natural, cool extension of the game. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,709 1,235 113 Male Chief Strategy Officer Salem, Massachusetts, USA #15 squarezero, Apr 20, 2011 I'll send a screenshot tonight -- at work ATM. Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #16 Stroffolino, Apr 21, 2011 Last edited: Apr 21, 2011 contest! As a way to say thank you to Touch Arcade early adopters, we've decided to host a little contest. Here's how it works: 1. Louard or I will announce a challenge 2. The first player to post proof of completing that challenge will win $5 cold hard cash courtesy of PayPal 3. limit of one prize per user (so that one person doesn't take 'em all!) Ye first challenge: A dragon has been feasting on the king's cattle. The first person to post a screenshot of the beast's portrait from the WTC pre-battle story cut scene earns a bounty. Post the screenshot here and PM me with a valid paypal email address to collect. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,709 1,235 113 Male Chief Strategy Officer Salem, Massachusetts, USA #17 squarezero, Apr 21, 2011 Here's an example. Why can't my archer (A) target soldier (B)? Attached Files: WorldToConquer_Archer.jpg File size: 153.6 KB Views: 22 Marcus70 Well-Known Member Dec 7, 2010 950 0 0 #18 Marcus70, Apr 21, 2011 Last edited: Apr 21, 2011 I can't tell you how many times I've had my archer even two or three squares away from the enemy (like squarezero's picture shown above) and they can't target an enemy in front of them and yet the enemy archer can target my players every turn. It seems units next to my archer or next to the target somehow block the line of sight in someway (even though they are not the line of sight). And that wouldn't be a problem, but the enemies archers don't seem to have any line of sight penalties. Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #19 Stroffolino, Apr 21, 2011 This should make a good addition to the FAQ. Hopefully this illustration, derived from SquareZero's screenshot (thanks!) will help make the current line-of-sight rules more clear. The purple shading indicates unobstructed hexes. The hexes marked with "X" indicate potential targets (in this case, all allied units, which is why they aren't selectable). To cut to the chase and answer the question "why can't A hit B" it is because the game considers every projectile path to have some thickness, and errs on the side of letting obstacles behave as cover - the engine considers the rightmost allied unit to be blocking a clear shot from A to B. Just barely. The game board is hexagon based, like classic D&D. The isometric rendering of the playfield applies a distortion - things are squeezed vertically, with a sheer tilting everything slightly to the right. For the common case of attack or movement range, the rendering perspective gives the illusion that makes it look like you can walk or aim further horizontally than vertically. Archers cannot attack any hex immediately adjacent to them. This means that if you manage to crowd an enemy archer, they won't be able to hit you unless they first run away to get some distance. It also means that an archer can shoot past an obstacle if it is standing next to it. Finally, the game is also generous about letting units use obstacles for cover. All obstacles, whether trees, rocks, or units are treated as if they completely fill their hex. You can use this to your advantage, especially in duels with archers vs. wizards. If there's a seeming advantage to computer units, it's because they fully understand the game mechanics and cannot be confused by the rendering perspective. All things being equal they will line up to attack from safe places. Skirmish mode is probably the best way to explore the edge cases. Louard Well-Known Member Patreon Silver May 4, 2009 251 8 18 #20 Louard, Apr 21, 2011 New and Noteworthy Board game! We're being featured in the Canadian app store as a New and Noteworthy board game! You know what, I think I agree with that! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 5 1 2 3 4 5 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Have to say, I really like the look of this. I've got no time for a new game, but will watch this one and pick it up over the summer if the reviews are good. Hope this one is a good one.
This looks worthy, I might have to take a plunge on this after I get through with Knighturn. Looking forward to impressions.
Just missed the codes for this one, but it looks killer. I'll pick it up if squarezero ends up liking it.
I've played about 10 battles so far. It's overall its a fun game. I really like the graphics, animation and controls. Its easy to zoom in and out to see the battlefield. So far I don't see my characters developing though. Every battle (or set of battles, sometimes 2-3 in a row) you get a set of characters to use. I don't see the characters improving other than maybe more units in the next battle. Thus, I don't see any secondary attacks yet. I noticed a big problem with the archers line of sight. For some reason my archer don't get the same line of sight the AI archers get. For example, I would move to get my archer in range of the AI archer, then the AI's archer would hit me. The next turn I still can't see the AI archer (for line of sight) so I would move closer to the enemy archer. The next turn the AI archer would hit me again. This would happen over 4 turns, and then my archer would die because the AI archer could shoot around objects in the level.
Yeah, controls work surprisingly well for the small screen. There's no experience points or leveling up. You get new, more powerful units to work with every few battles. It's not an RPG - it's more like chess with D&D characters. Summoner is my favorite - he can transform trees and rocks into monsters. The player and cpu controlled archers have the same abilities. Archers can shoot from behind trees, rocks or other units - something the computer will use to its advantage. You can hide behind a tree, using it for cover and shoot at other archers without having to worry about being hit. Or you can stack two archers next to each other for double fire power, hide an archer behind a beefy soldier, etc. The support page has a pretty good FAQ with description of units and tactics. One thing that helps a lot is getting a sense when to press the attack. You can usually retreat to get computer opponents to follow you out into the open, then swarm them.
Alright, I feel like I've barely scratched the surface here, but I've played it long enough to get a feel for the game. Before anything else, I should say that the game is not retina- or fast-app-switching- ready, though it does look okay on an iPhone 4 screen and it does save after every turn. The basic mechanics work very well -- selecting units, moving them around the map, attacking, etc. I love the way the zoom works, taking you close to the selected unit, giving you a full view of the map with a couple of taps. The whole thing moves fast, too, which help to keep the flow going. I also like the way that missions are comprised of several battles in a row; losing units early on can really make the latter part of the mission much more difficult. I can't speak yet to how complex the tactic will get, since so far I've seen only two different kinds of troops (melee and archers). The biggest problem, though, is that there's little sense of progression in the game. There's a campaign, but the story is barely sketched out and the characters non-existent. The action starts in the middle of a sneak attack (basically a tutorial), which could have worked okay if the game had paused immediately after to give us some background. Your units don't have name (just "soldier" and "archer") and they're not upgradable (something that you find even in something as shallow as Rebirth of Fortune). After four missions I haven't seen much variety in the environments (beyond the location of rocks, trees, and other obstacles). I should also note that as the poster above noted, there is something odd about the archer's line of sight; often you end up no being able to target an enemy that is clearly within your range. I assume that it's a bug, though -- hopefully the developer will clear that up. As I said earlier, I'm just scratching the surface, and the game is fun enough to keep going with it -- I'm actually curious to see how the other kinds of units work. Perhaps the story will get more interesting. But it's easy to see how these assets and this tactical interface could have been used to make a real SRPG.
Thanks for mentioning the FAQ in the support page. I really think it would be helpful to have that posted in the game as well. Also, are you planning to add more skirmish maps? I noticed there is space available to list more.
Hi Marcus, It's easy to miss, since it's not available in-battle, but the bottommost button of the main menu links to the support page. As it happens, we've got a couple dozen standalone skirmish battles that are ready to roll into future updates, to supplement any other requests folk may kick our way (i.e. the already-mentioned multitasking & retina support). Right now, we're just exhausted and happy to see WTC finally published. Like most games, WTC has had its share of ups and downs, but it's been a labor of love through and through! Phil
@ SquareZero: I agree we aren't communicating the line of sight of ranged units as well as we could. The heuristics used to determine the line of sight also produces somewhat unexpected results sometimes. Both these issues could easily be addressed in future updates, of course. @Marcus70: More skirmish maps could definitely be a possibility for future updates. We had a few more that we simply didn't feel as strongly about. We wanted to present you with our best ones.
I think it's the "unexpected results" that are the issue. Too often you end up in a situation where you can't figure out why your archer doesn't have a valid target. As to the story component, let me suggest two things, one fairly easy, the other perhaps not: 1) add an introduction or title card. Tell is us about the world. Who is "you"? What is the conflict about? 2) add hero units to the mix. These units can be introduced in the Intro (as described above) and cut scenes and would go from battle to battle (if they die, you lose the battle). You wouldn't need to make them upgradable, but they would gain abilities as you make your way through the game. The goal here is to further engage the player -- right now the experience feels very superficial.
If possible, can you send me a screenshot of an archer situation where you found yourself wondering why you didn't have a target? It is 100% predictable for me and I want to make sure we understand the root cause of any possible confusion. Everything is hex based. An archer's max range is 5 hexes. The hex adjacent to the archer is skipped. All other hexes in the path obstruct. There are a some identifiable recurring characters and bosses you'll run into as you get deeper into the game, including leader units with crowns. Doing a "heroes of wtc" expansion pack with heroes you can level up would be a natural, cool extension of the game.
contest! As a way to say thank you to Touch Arcade early adopters, we've decided to host a little contest. Here's how it works: 1. Louard or I will announce a challenge 2. The first player to post proof of completing that challenge will win $5 cold hard cash courtesy of PayPal 3. limit of one prize per user (so that one person doesn't take 'em all!) Ye first challenge: A dragon has been feasting on the king's cattle. The first person to post a screenshot of the beast's portrait from the WTC pre-battle story cut scene earns a bounty. Post the screenshot here and PM me with a valid paypal email address to collect.
I can't tell you how many times I've had my archer even two or three squares away from the enemy (like squarezero's picture shown above) and they can't target an enemy in front of them and yet the enemy archer can target my players every turn. It seems units next to my archer or next to the target somehow block the line of sight in someway (even though they are not the line of sight). And that wouldn't be a problem, but the enemies archers don't seem to have any line of sight penalties.
This should make a good addition to the FAQ. Hopefully this illustration, derived from SquareZero's screenshot (thanks!) will help make the current line-of-sight rules more clear. The purple shading indicates unobstructed hexes. The hexes marked with "X" indicate potential targets (in this case, all allied units, which is why they aren't selectable). To cut to the chase and answer the question "why can't A hit B" it is because the game considers every projectile path to have some thickness, and errs on the side of letting obstacles behave as cover - the engine considers the rightmost allied unit to be blocking a clear shot from A to B. Just barely. The game board is hexagon based, like classic D&D. The isometric rendering of the playfield applies a distortion - things are squeezed vertically, with a sheer tilting everything slightly to the right. For the common case of attack or movement range, the rendering perspective gives the illusion that makes it look like you can walk or aim further horizontally than vertically. Archers cannot attack any hex immediately adjacent to them. This means that if you manage to crowd an enemy archer, they won't be able to hit you unless they first run away to get some distance. It also means that an archer can shoot past an obstacle if it is standing next to it. Finally, the game is also generous about letting units use obstacles for cover. All obstacles, whether trees, rocks, or units are treated as if they completely fill their hex. You can use this to your advantage, especially in duels with archers vs. wizards. If there's a seeming advantage to computer units, it's because they fully understand the game mechanics and cannot be confused by the rendering perspective. All things being equal they will line up to attack from safe places. Skirmish mode is probably the best way to explore the edge cases.
New and Noteworthy Board game! We're being featured in the Canadian app store as a New and Noteworthy board game! You know what, I think I agree with that!