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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
So since some people in the griefing thread had an interest in it, I figured i'd make a topic here about it.

Steam Group: http://steamcommunity.com/groups/dawnofgoons

The Goon alliance is "Dawn of Goons". Contact Extra in game or post your name here for an invite.

http://dof.reverieworld.com/

http://store.steampowered.com/app/227180/

What is Dawn of Fantasy: Kingdom Wars, besides having a ridiculously generic name?

Dawn of Fantasy Kingdom Wars is an indie studio's attempt at making a MMO RTS. It has pretty much all of the bells and whistles of traditional MMO RTS's like the latest Stronghold game. Except unlike them it tends to be much more :black101:, has actual PVE content, has detailed fire physics in the vein of Farcry, lets you basically be a viking warlord, has a Mount and Blade style world map, and has fully 3D environments as opposed to the occasional fake "map" rendering the game world that most games like these have.

It's hard to describe, really, but in essence it's a city building MMO that seems inspired by Stronghold and the sort of brutality that helped you get ahead in games like Mount and Blade. Add in a dash of world exploration, PVE content, and a very long list of things they're constantly adding in, and you have a pretty interesting game.

It's a game where fire and burning mechanics are modeled so that they can literally burn down entire cities unchecked if they aren't dealt with. Where there's an actual command that has you forcing your peasants to scurry across the (probably burning) battlefield to scavenge gold and any valuable items from your own and enemies dead soldier's corpses. Where any unit that dies stays dead forever. Where you can force people to pay tribute to you in exchange for not leveling their lands and then salting their earth with roiling fire. Where being a murderous bastard is actually a good thing in terms of helping yourself, and is an actual viable gameplay strategy.

So basically it's a low fantasy evil overlord simulator that passes itself off at first glance as a generic fantasy city building and sieging MMO. Incidentally, this makes it great for harvesting tears from the people who don't get that.

It should also be mentioned that this is an indie MMO that is in perpetual development. Expect bugs, the occasional balance and performance issue, and the usual crap that comes with projects like these. Fair ye be warned.


Detailed feature list of what's currently in the game, courtesy of Steam.

quote:

Innovative MMORTS Approach

Wage war with neighboring regions or complete countless hours of quests as you unveil the dark secrets of Terria while managing a persistent kingdom and economy with thousands of other players. Socialize, trade, forge alliances and - best of all - battle against other players across the world, defeat their armies, and burn their towns!
Multiple Games Modes

Two additional singleplayer modes - including open-ended World Conquest mode - Kingdom Wars, and content-packed single-player Skirmish mode with both Lay Siege and Castle Defense maps - guaranteed to satisfy players of various tastes and gameplay styles.
Stunning Siege Combat

User-friendly Siege-oriented gameplay adds a whole new dimension to the battlefield as you ram the enemy gate, scale the walls, and place automated defensive systems, such as: stone tippers, boiling oil, and wall-mounted catapults.
Three Distinct Races & Styles of Gameplay

Dawn of Fantasy features three distinct civilizations: Elves, Orcs and Men, presenting a unique approach to these iconic races with three distinct styles of gameplay. Each race is complete with its own lore, language, world region and terrain, dozens of distinct units and buildings, hundreds of unique technologies, and each even has a different approach to economy and building style.
Fully 3D Dynamic World Map

Travel the MMORTS world using a beautifully-designed 3D World Map featuring scale replicas of all the NPC strongholds, quest areas, and the player's homeland.
Original Base Building Approach

Each player’s Stronghold features hundreds of buildings that look and behave like a City-Simulation game, but without any micro-management, giving the player more time to spend on the battlefield. In addition each race offers a different approach to building strongholds.

Complex Economic Model with Corpse Looting

Combines the complexity of nearly a dozen gathering possibilities, different for each race, with automated simplicity, allowing players the options to micromanage their economy, or leave it to run itself in times of war.
Realistic Weather and Season Change

The gaming world comes alive as you build and battle during winter or summer months, as you push your armies through heavy rain or snow storms. Your economy significantly changes from summer to winter, when different strategic options are available during different times of day and severe weather makes certain units useless.

Gameplay:

Gameplay is focused around building up your frontier city into a hub of activity, and then/or burning down everyone who isn't yourself or your friends. You can also venture out into the country side to explore the various regions, fight in PVE content, siege AI and PC players, participate in competitive and cooperative battles against players and NPCs, trade for things like livestock, resources, and mercenaries with the various hardcoded NPC towns in the game, conduct diplomacy with PC and NPC cities, burn said cities to the ground when they outlive their usefulness, raid player caravans, and way too many other things to list offhandedly.

The wider game world takes place on a Mount and Blade style 3D world map. Combat against players on the map is conducted through a sort of pseudo matchmaking system. When seeking someone to attack on the world map, you search the province you're in for targets. If none present themselves, you can opt to send out scouts to check the territories bordering the one you're in. At which point they can decide to kneel before you and pay tribute, or go into battle with you. Which can lead to a fairly high number of potentially hilarious catastrophes if either side fucks up. You can also attack, trade with, conduct diplomacy (Though I have yet to see a valid reason for doing so outside of trade rights.), and go to war with the various NPC nations and cities in the game.



Combat is reminiscent of games like the first Stronghold. When in the field, it's just two armies and whatever forces that are neutral on the map duking it out. However, when attacking a fixed location like a village, town, or fortress, the game starts to employ standbys from games like Stronghold. You'll see your usual siege units like trebuchets and siege towers make an appearance alongside more exotic things depending on the race. Elves for instance can grow a giant treant the size of a human fortress's stone walls to act as an impromptu siege tower. Or failing that seed the map with carnivorous burrowing man-eating plants. Likewise, other units like dragons, ogres, and odder creatures are common, with rare monsters and units being handed out on holidays and other special events.

Units are treated in the style of EVE Online. When they're dead, they're dead forever. You have to rebuild and retrain them. Which means that that guy trumpeting about how awesome and invincible he is because he sperged out and trained up a battalion of maxed out knights on global chat can just as easily be weeping about how unfair it is that he lost them all due to them being immolated alive through a clever burning tar trap someone set during a siege.

Likewise fire, being able to burn large swathes of territory, and generally being able to loot and pillage your way through the game world is a real thing. Fire exists, as do mechanics for looting corpses and stealing whatever items of wealth they had on them. This is important, because some factions get cash primarily off of that, and it's very much a viable way to play the game. Being a warlord with no at-home economy is just as doable as being someone who makes the best city ever.

Weather also has a presence in the game. When it's raining fires will be extinguished and new ones can't be set. When it snows you can't farm due to the crops being dead. Things like that. Weather seems to affect large swathes of the map at once, and can create opportunities for people who pay attention.

Questing in the vein of MMO's is also a thing here, with you going out to wipe out armies and fortresses and progressing the race specific storyline.









So how do I get started?

First you need to buy the game. It's on Steam for $19.99. Occasionally, it's gone on sale in the past. After that it's entirely free to play. There is a cash shop, but it is so utterly useless (and easy to bypass through earning the shop currency in game anyways) that you'd be stupid to actually spend anything more than the initial purchasing price on the game.

http://store.steampowered.com/app/227180/

Once it's installed, you obviously have to log in and make a character. From there you start out in a dinky little manor, a giant hollowed out tree, or a hut in some god forsaken hellhole and begin to build up your settlement from there. Where you start out at is as much dependent on who you decide to play as, which is the first thing you have to choose. You currently have several races to choose from:

Humans:
:circlefap:"Well done my lord, you have covered yourself in glory!":circlefap:

If you don't know what these are, punch yourself in the face right now. If you've seen just about any fantasy or medieval game ever you get how their aesthetics and units are. Their sort of units include lots of generic knights, archers, footmen, and unwashed peasant hordes to die at your every command.



Humans start out with nothing more than your player character (a noble dressed in some curiously blocky looking chainmail), a simple town hall to live in, two units of swordsmen, and an obnoxiously obsequious steward who likes to spout innuendo laden congratulations at you and who will be plaguing you for the immediate future. From there the tutorial progresses.

In terms of units, humans tend to be all around with some excellent shock troopers in the form of knights. Swordsmen, archers, and macemen will probably die in droves to feed your economy before you get set up in your lands. However later units like knights are incredibly powerful in the hands of someone who favors assaulting with infantry. Much like the real thing, knights are basically walking tanks for the period. Leveled knights can outright soak up to 80-90 percent of all damage directed at them, heal themselves, boost the healing of and resurrect entire armies, and generally kick massive amounts of rear end by themselves. Of course they also move like a snail, are extremely expensive to get to that point, and generally aren't as numerous as your other troops.

Human starting zones tend towards open plains, high mountain holds meant to withstand multiple army attacks, and thickly wooded forests. Where you start influences some pretty big decisions as well.

To give some perspective on it, Southmont, the high mountain region, has some of the best defensive traits and layouts in the game. Sporting multiple layered tiers of walls in your fortress city with trebuchets and outlying defensive outposts that can pretty much bombard and ignite the entire map outside of your fortress-city at any time means that you are an utter nightmare to attack. Enemies must first charge towards your city and through chokepoint bridges to reach it, they then must charge up hill into your first line of walls to reach your city while under fire from traps, flaming boulders launched from trebuchets, and sniper-like archers, then somehow bring down or take your first layer of walls all while continually under fire at all times.

Then they must fight in the courtyard/farming area beyond those walls against any melee defensive troops stationed there, all while being shot by snipers, archers, defensive emplacements, and anything else the defender has. Then they can take the even more highly defended inner walls if they're still alive. This is all while the defender has free reign to replace any casualties with fresh units up to level 5 in strength from barracks using their massive store of gold. Which they will almost certainly have, since Southmonthian cities have an advantage in making money and have plenty of gold mines. Not surprisingly it tends to be one of the worst areas to siege because of this, and people who start there tend to not have to worry as much about getting their town attacked by veteran players.

By contrast, the open plains area had might as well be called "Rohan". It favors cavalry and harassing enemies on the field before they reach your walls. It also has less gold generation than Southmont does. This means that battles tend to be more "open" than Southmont sieges, and arguably a bit more vicious. However they also have bonuses towards certain troop types as a result.

Their economy, like all the races, varies depending on where you pick, as the region you pick determines what your intake of various resources from your race's economy methods is. Regardless of where you start out at though, they have some incredible defenses. Humans favor thick high stone walls and lots of defensive emplacements when defending against attacks. Anyone looking to take them needs to slowly grind themselves against the walls of their fortresses if they want to even get inside to begin looting and pillaging their valuable structures and citizenry. Also, regardless of where you pick, you'll be favoring making money and resources through the traditional "harvest at static nodes on the map" method, similar to how games like Age of Empires and Starcraft work.

Also of note is that between the other two races currently in the game humans only have a specialized unit for resource gathering and looting. Elves and orcs have units that can multi-task into other tasks like combat or building defenses. Not so here. Peasants exist only to harvest resources and to die in droves looting rotting corpses on the battlefield, all so that they might fuel the burning furnace of hate and despair that is your economy. :black101:












Elves:
:agesilaus:You must listen, before you can learn.:agesilaus:

Elves are dicks. Literally almost every elf you encounter is a pompous rear end in a top hat, which isn't exactly breaking any fantasy tropes. Elves start out in very forest oriented lands, ranging from heavily seeded forests, to a swamp, to an alpine environment. Elf players start with nothing but a gigantic hollowed out tree to call home, the elven nobility that is your PC, two units of sentries, and a stunningly arrogant elven tutor who seems to spend most of his time talking down to you and who will be plaguing you for some time. From there the tutorial progresses.

In terms of units elves seem to favor heavy specialization. Sentries are basically man shaped walls when properly leveled, grandmaster swordsmen do massive single target melee damage when each soldier in a unit is fighting another unit, blademasters hit multiple targets at once like hero characters, etc, etc. Coincidentally, because they are so specialized they require a fair bit of micro to not get slaughtered. Sentries are slow and nowhere near knights in terms of offensive power, grandmaster swordsmen have terrible armor on account of wearing robes into battle, blademasters melt at a single touch of another enemy unit attacking them, etc, etc.

Thankfully, elves also get a large number of tricks to help with micro. They can hide, becoming invisible, are currently the only unit with magic (albeit summon magic) via nature spells that heal and create some fairly creative units, and have a plethora of traits and skills both at character generation and through in-game research that unlock more versatility than what they start out with.

Economy wise, their main method of making money seems to vary depending on where you start. I can't really give much advice here since it wildly varies due to their resource generation method. If you start in a swamp you'll be taking more of a "wood elf" sort of path, populating it with all sorts of wild-life that periodically gives you resources. Whereas if you choose an area like the Alpines you'll be going more of a "high elf" path, minimizing the impact of nature with buildings producing resources and lots of alchemy labs converting and generating resources.

Regardless of where you start, income is primarily from "tick" structures and units that give periodic resources. You'll be supplementing this with wardens who can mine and harvest in similar ways to humans, but a well built elven city will probably get more from the former than the latter until you build up your warden's harvesting capabilities a bit. This means that you absolutely need to be prepared to defend your city resources if you don't have a stockpile of resources, since not only do you lose access to the resources themselves if they're killed (by say, an orc army looking to butcher your deer for food), but also that you have to pay to replace them before you can gain many more resources.

Defensively they seem to vary as well. However elven buildings that aren't heavy fortifications are almost entirely made out of wood on many maps. This means that you are at high risk of being burned to the ground. The swamps may be the best for defenses because of their layout (Large pools of water and the entire map at least being submerged to character's knees means it's hard for players new to the environment to coordinate troops visually. It also looks awesome when it all freezes over in the winter.), but it feels like they're also the poorest.

Overall, don't feel bad about experimenting a bit with these guys since they're fairly complex and not very newbie friendly.













Orcs
:black101: the faction.

Somewhere between the uruks of LOTR and the tribalistic orcs of Warcraft, these guys are a pretty unique faction compared to the other two. Aesthetically their visuals are half tribal, half about basically being the most badass motherfucker on the planet. As an orc you start out with a hut in the middle of a god forsaken hellhole, an aspiring warrior that acts as your PC, two units of slayers, and a random orc chieftain you challenged to a duel in front of his lovely village and then punched in the face until he acknowledged you were a better leader than him. Coincidentally, their advisor is also the most tolerable of the three factions currently in the game.

Militarily speaking, Orcs seem to favor horde tactics. You can make your basic units for free and get a ton of troops in each unit. Furthermore, the more you have of certain troop producing buildings the faster they train up. This is interesting, because out of all of the races they have the most troop producing buildings. In fact, just about every building they have outside of fortifications is a barracks of some sort.

I haven't gotten too far into the gameplay with this race yet, however their troops seem to have less defensive stats than other races. Meaning you're encouraged to swarm an opponent and not worry as much about losing them. Likewise, certain buildings like the goblin huts mean you can literally produce swarms of zerging cannon fodder on command in both offensive and defensive actions.

Also unique to the faction is the ability to freely place structures anywhere. Where there are designated building spots for certain structures in the other two races, Orcs simply Do Not Give A gently caress. Want to put a hut on top of that gold mine to act as a storage point? Go ahead. Want to create an outpost outside of your main city to act as a way to ambush and hit attackers from behind? Go ahead. You're free to turn the map into as much of a god forsaken defensive quagmire for attackers as you want, or just turn it into an Isengard-esque fount of Orcish industry if that's your thing.

The economy for orcs is also unique, being centered around hunting and pillaging other players and locations. Marauders are your basic unit for this, and when tasked to find food will roam around your map killing wolves and whatever other nasty wildlife happens to be present at the time before skinning it and taking the meat back to the nearest storage point. Likewise, you also benefit from sieging in a different way here, since there's nothing stopping you from peeling off two units of orcs to go find food in better lands (Say, that poncy elf's forest containing all the deer he bred over a week or so.) to bring back to your homeland.

Orcs also get something like a 100% bonus to looting and pillaging resources if you pick a certain trait. They're basically designed to assault and harass other players. Though humans may be the most newbie friendly race for people coming into the game that are unfamiliar with the city building/MMORTS warfare genre.

Orcs also start near a fairly unique location. Like all regions, you can zoom into the local level to explore it. Near their lands is a region that you can travel too, which is populated by nothing but ogres. These ogres are unique in that aside from giving a ton of food, they also will randomly convert to your cause if you get their health low. This means you have an easy to obtain method of carrying supplies and getting large-scale monsters as shock troopers for your horde of pillaging barbarians.

In terms of starting territory you basically pick a hellhole and colonize it with sheer brute force. You choose a desert, forest, or swamp of some varying variety of awfulness, then tame it and turn it into an orc citadel from which you burn the rest of the world.




Dwarves:

This race isn't formally in the game yet. However their mercenary units and home regions are. Their units tend to have ridiculously powerful siege, cannons being able to level stone walls in two or three volleys. Their ranged is somewhat lacking however, and their melee troops function primarily as brick walls only. I'll add more to them once they're actually in in a formal capacity.

Their home regions seem to be universally underground. So if/when they're finally properly added in, they'll probably be building dwarf hold style underground fortresses of some sort. How that works remains to be seen, so i'll have to come back to these guys later on once more details have been released.








Dragons:

A race cut from release. The devs say they want to add them in eventually. As it is some of their units are purchasable in the form of green, red, and black dragons. All of which are expensive heroes, and all of which excel at burning player buildings to the ground and generally ruining someone's day. They also have a home region which is fairly suicidal to go too without a good army.

Dragons are one of the few units that can pretty much start massive city destroying wildfires at will. This is because they have two abilities centered around burning anything that gets near them, and can fly, meaning they can go anywhere on the map.

These are an integral part of harvesting pubbie tears, as valuable as any archer that can fire flaming arrows. Never leave your home town without one.






Undead:

A race mentioned in a few forum posts that may be done in the future. Apparently the most "PVP" of the factions. It sounds like they basically roam the map in an ever increasing horde, getting new unit types from killing other units. Not much concrete is known about them at the time.


F.A.Q.:

How come I keep losing resources on the world map?

Each army has a max carrying capacity dependent on the combined carrying capacity of the units within it. If they go over it they lose resources due to theft and spoiling. Combatant units tend to not be able to carry much due to being armed to the teeth. Either bring along some peasants, wardens, or marauders/labourers, or figure out what your faction uses primarily to haul goods and bring them along as part of the logistics/supply/trading aspect of your army. Treants, supply wagons, and ogres are all good choices for hauling goods in a large quantity. Or just bringing back spoils safely from your recent pillaging spree.


How do I trade with NPC cities?

You need to be allied with them and have them grant you trading rights. You do this by going into the city and selecting the option to conduct diplomacy with the lord there. Once you've done that a bunch of new options will open up, letting you sell resources and livestock you produce and grow in your town, hire mercenaries, train units up (Bypassing the need to risk them in combat.) for gold, and more.

When you first create a city the capital of your region should always be fully allied with you. If you declare war on any city in that region they will promptly unally you and declare war on you, so wage war outside your starting province if you want to keep availing yourself of city services without having to broker a peace treaty.

I'm getting jack poo poo from sieging ____ location.

Make sure you bring basic worker units along. They each have a way of looting corpses, which you'll have to tell them to do by either setting them to harvest corpses automatically, or right clicking on corpses generated by characters killing each other on the field and letting them start at that location themselves. If you don't do this you'll get pretty much no resources, and about 1/4th or 1/2 the gold you were supposed to get. If you do bring them along it's easy to get upwards of 10-20K gold per run on mid level NPC towns, and 6-10K on the easiest NPC towns in the game. Likewise for player sieges as well.

This game has a cash shop? Cash shops suck, screw this game!

The cash element of the cash shop is currently entirely unnecessary. In fact, if you're good at the game you'll never even need to buy anything at all. Here's why.

Each day you get a daily reward from the cash shop. This is an item that costs Crowns, the cash shop and research currency. This item is given freely to you and can be claimed each day with no catch applied. It can be anything from a special mercenary troop, to a unique hero, to a protection timer or a load of free resources. Furthermore, doing pretty much anything in the game generates crowns all by itself. Do a randomly generated quest? Get crowns and standard loot. Win the easiest NPC sieges in the game? Get at least 20 crowns and also whatever loot was gained from pillaging the town.

The most expensive hero unit in the game costs 120 or so crowns. And heroes and the purchasable units do not inherently give a buff since they can also permanently die and start out at level 1. As a result, if you actually play the game you pretty much never need to purchase crowns for cash for any practical reason. The cash option is there for someone who is ridiculously impatient or falsely thinks that their credit card will give them an edge.

Every day two items also go on sale too. This can be anything from the most expensive unit (Royal Dragon) in the game, to a the most basic protection timer. The catch is that the sales are often very good. I got a second royal dragon for about 36 crowns just by checking the sales tab on the market. Normally they cost 120ish crowns, so that's an amazing deal.

You can also buy crowns for gold. But this is stupid given that it's expensive and a few decent fights will have you rolling in them once you've gotten set up.

Some guy robbed my army I set up to sell livestock and resources to a nearby town. :(

Never send out trade resources like that without an escort. This is one of the ways new and old players can make massive amounts of money in a short amount of time. Since the game measures army strength to determine whether there are any targets nearby, a clever player can try and guess what the average player in an area is using to guard and transport resources. If that happens to be nothing but a bunch of peasants, supply carts loaded with resources, and livestock, they're either going to extort tribute out of you or kill all of them and take the resources for themselves.

Coincidentally you can do this too with a bit of finessing. Send a few basic units out with your lord, and you may be able to snag some poor bastard who thought he could quickly move a bunch of carts full of resources to a nearby town. This means he'll pretty much have to pay tribute or be demolished by your troops, which equates to free units and resources/gold. Typically the only people out with extremely low army strengths are either unguarded trade armies or other bandits, and if the latter are smart they won't take you on head on. That way they don't have to risk stopping to rebuild their troops if they get killed.

Why do I want to burn things and bring a dragon with me whenever I siege someone?

Like units, buildings incur penalties when destroyed. Normally this isn't a big issue, since most destruction comes from your forces duking it out rather than straight up salt-the-earth style attacks on cities. Damage to buildings requires you to spend resources and time to rebuild them, with a large number of buildings potentially taking a very long time to repair.

Dragons can spawn huge infernos that eat up large amounts of space very easily due to their flame wall and fireball skill. They also have insane mobility, being able to fly around to any area on the map that can fit them. Thus, for maximizing the damage to a settlement they are a great choice. You can easily force someone to drop hours of time into repairing their settlement if you demolish everything they own in larger towns. Especially if their army got massacred to a man on top of all the structural damage you did to their walls and town/s.

If you can catch someone with wooden fortifications they'll also be especially hosed. This is because the wooden walls will collapse, leaving them defenseless for the next guy to come along after their grace period for being attacked again ends.

The community tends to be fairly chill about this from what i've seen, but like any game you'll always get that special breed of rear end in a top hat who thinks that because he sperged out and maxed out a horde of 30 elite knights he's hot poo poo. So taking that and the means to reproduce them away can cause some fairly spectacular meltdowns if the person takes the game too seriously. Especially since it means that person is back on the bottom of the pile getting poo poo on by everyone else who acts the same way as him until he can repair all the damage.

And even if they don't get angry at you flame walling every house they own while your army slaughters their troops, you've still basically delivered the game equivalent of a kick in the nuts to them.

How do I go about getting a Royal Dragon or other variety of countryside immolating monstrosity?

Sieging a low level town is probably your best best. The east most human territory is good for this as it has a port town that's fairly interesting to attack and is lightly defended. There's nothing stopping you from just sieging a town and declaring war on it over and over again for crowns. Or you can just quest for awhile to get them that way, if that's your thing.

Alternatively you can refer a friend to the game. This not only gets you 120 crowns (Enough to easily buy a top tier dragon.), but also gets you an ice dragon. An ice dragon is a type of dragon that currently cannot be obtained at all outside of developer giveaways. I have absolutely no idea what ice dragons do, but cold is an elemental damage type that no other unit in the game appears to use or have damage resistance against currently. So it'd be fairly destructive.

As a side note, there's also a type of dragon called a haunter dragon, which is handed out on halloween. Presumably both types are overpowered or have equally destructive environmental effects? Being able to freeze over chunks of the map would probably be as funny as burning them down, if that's how it works. If anyone knows what they do feel free to let me know and i'll update this part with info on them.

Either way, try not to poo poo up the topic with referral requests if that becomes the preferred method of getting one quickly.

How to get infinite ogres.

There is a territory near the eastern edge of the elven lands and near the orc lands that is populated by nothing but ogres on the local map. Killing these ogres gives you lots of food if you harvest their corpses (Cannibalism for the win, I guess. :black101:), but they randomly join your army when you get their HP low too.

Ogres act not only as a high health AOEing crush type damage unit, but also can be a logistics unit for orc armies. This means you can convert your supply wagons over into a murderous storm of ogres to help crush high defense units like knights that tend to not have as much crushing defense.

My town is full up on population, and i'm not making enough money!

You can actually harvest resources in areas other than your town. Not only can you do it on every battle and local map (Which is good for getting more ammo for siege weaponry mid fight.), but you can also do it on the world map too.

If you select an army's options in the field on the world map, you'll see you have the option to build a camp. This acts as a sort of fortress. While a camp is set up you have increased defenses and the ability to harvest the surrounding terrain through the manage economy pain. Any worker units present in the army can be tasked to gather resources, which can then be shipped back to your main town periodically in convoys.

This also frees up your home town to have more defensive units in case of an attack too.

Just remember that your outpost can be attacked. Which means that you should station guards both at the outpost and in any supply convoys.[/i]

What about a guild for goons?

They literally just added guild support in as part of the content expansion they're currently releasing. I'm not sure how it works yet, outside of it costing 600 crowns to make an alliance. I'm slowly saving up the crowns for it, so if there's an interest in the game and the bugginess/unpolished nature of it doesn't chase people off, i'll make one eventually if no one else does.

Planned content updates that have been announced:

Siegeworks:

quote:

Announcing “Siegeworks” Expansion Pack for the new siege combat MMORTS Dawn of Fantasy

Toronto, Canada – 10/08/2012 Reverie World Studios has announced plans for the first expansion pack to their flagship MMORTS game - Dawn of Fantasy. This massive expansion pack, titled Siegeworks, is due for release later this fall, and promises to greatly enhance the gameplay experience in Dawn of Fantasy's Online Kingdom. And the best part - this expansion is absolutely free! Reverie World Studios has stated that they see this as a way to give back to the community that supported the development of Dawn of Fantasy over the years.

The new expansion will put a strong emphasis on Player vs Player siege combat with the introduction of territorial control and epic realm warfare. In addition, the expansion will also greatly expand the game world, adding new towns to attack, new units to recruit, more quests to complete and new gameplay options.
This massive expansion comes with an impressive feature list:
More Towns - Fifteen new NPC towns that players can visit, siege and defend! This more than doubles the number of attackable NPC towns in the game world
New Territorial Control gameplay - players will be able to take command of any of new and existing NPC towns across the realm either through the expanded diplomacy system or through
conquest
New PvP Mode - players will battle each other for control of NPC towns in the brand new NPC Town Siege and NPC Town Defense modes
New Units - Several new siege engines and units will be added to the game, giving even more strategic options within Dawn of Fantasy's already impressive siege combat gameplay
More Quests - the existing quest storyline will be expanded, plunging players into global warfare as various NPC realms and towns fight for domination providing a lot of siege combat opportunities
Get ready to experience Dawn of Fantasy like never before. With fantastic siege combat in a persistent online world environment, players will build, trade, ally and siege with hundreds of other players as they try to dominate the entire realm in the most elaborate persistent MMORTS game on the market!
In the weeks leading up the launch of Siegeworks, Reverie World Studios plans to release numerous showcases, a detailed feature walkthrough and a video overview.

Basically a huge PVP, PVE, and quality of life expansion. Not much to say here. They're still in the middle of releasing this one, with some of the towns having been added in, and the new units apparently coming later this week.

High Seas:

A content expansion focused around sea-faring and naval combat. Not much I know about this one, however you can already see some pretty huge boats in the game in the new human city, and there's a naval city already visible on the world map.

From a forum post about it:

quote:

There are boats, and while Siegeworks doesn`t add full on Naval stuff - this will be part of the High Seas expansion pack (with navy vs navy pvp, naval quest storyline, island npc towns, sea-shore based homelands e.t.c). However Siegeworks does include Amphibious Sieges. For example - you and your friend are sieging an NPC port town (or perhaps it controlled by another player). One of you would start with your army on land, and another would have his army positioned on boats, you`ll land and attack the enemy.

Magic Expansion

Ever wanted to pretend you were a wizard? This is the expansion for you. It'll add magic to the game, obviously. There already appears to be a special spell tab in the market to support this, and the wiki has some info on what appear to be units that were held back for this. Not much else I know about this one unfortunately.

List of Players:

Adding this until we get an alliance set up. You can use this to team up with people in sieges and fights until then. Using the alliance system should make this much more intuitive, but until then this will do.

Archonex
InfiniteMonkeys
TheParker
JuniorWarden
GameroftheGame
Linco
HuoShengdi
BuzzW
Dilbereth
Linco
Quotable
JerkJerk

Archonex fucked around with this message at 11:11 on Jul 2, 2013

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Tsurupettan
Mar 26, 2011

My many CoX, always poised, always ready, always willing to thrust.

Suddenly want to spend $20 to be a pillaging army of orcs with a dragon to harvest purestrain tears.

puberty worked me over
May 20, 2013

by Cyrano4747
In as Extra, any goons feel free to add me to your flist, I'm usually always up for a co-op siege/quest and I'll be happy to answer any questions you might have about DoF.

The #1 thing I can recommend to new players is Pick your mastery (trait) and region choices carefully because you will have to create another town to pick new ones. You are stuck with those choices for the town you picked them for, forever. That said it's not like progression in this game take all that long.

Extra posted:

Here's a handy dandy picture guide on how to do cooperative NPC town sieges.

The following requirements must be met before engaging in a cooperative siege:
1.) Both players have an army score within 10% of each other.
2.) Both players have their armies in the same game region on the world map.
3.) The player being invited has PvP protection off. The player sending out the invite can have PvP protection on.

If you are still getting the error "The player you invited doesn't have a suitable army available", then try logging out and back in. That should fix the issue.

What army should I bring to a siege?
These aren't hard and fast rules but general suggestions. Feel free to try different strategies until you find one you like the best. Take at least 350 points with you for the basic sieges (Dintalla, Westerdale, Doredale, etc.). The more long range siege units you have with you, the better. My staple for easier sieges is 10 trebuchets. Make sure to also bring about 1000 stone (or more for harder sieges) for siege weapon ammunition. Use siege weapons to break the walls archers are sitting on, create new openings in walls to gain access to inner areas, and snipe enemy defensive artillery. Also bring a reserve force to guard your siege weapons as enemy units spawn 20 minutes into that siege that will often target your siege weapons. I personally use a big ball of cheap level 5 archers with full damage upgrades since the enemy reinforcements are almost always squishy cavalry. Marauders or rangers with damage upgrades would probably achieve the same effect. For the bread and butter NPC and boss slaying units your best bet is heavily resistance upgraded melee units in their most resistant formation. Orcs have Berserkers, humans have Knights, elves have Sentries, but Grand Masters can heal. Getting these units to roughly level 10 and stacking Fortitude (Slash Resistance), Agility (Pierce Resistance), and Restoration (Health Over Time), will make them a gigantic wall of unstoppable siege units. These tanks also draw artillery fire so you can use your siege units without fear of having them counter attacked.

What to do with the spoils of war?
Once a city is successfully captured you can use the loot to heal and train your troops, or to purchase more stone ammunition or mercenaries for your next siege. I like to make a separate army of Horse Carts in the case of humans. Carts transport loot to my castle, bringing back reinforcements and stone ammunition when needed. Horse cart armies have a very low army score which makes PvP challenges a rare occurrence, and if it happens the payoff costs are minimal. If you lost some siege units you can also pitch a fortified camp, enter the camp, and construct a variety of siege units for wood and gold. In the case of humans trebuchets are 170 wood and 170 gold for an example. These camps will also heal your units considering not all towns have the unit healing option.

Steps to Siege:

1.) The player inviting to the siege should first move their army to the target city. In this example I'm using the very newbie friendly city of Dintalla (370 army score) which has few walls, obstructions and choke points. I earned 21 crowns on my last siege of it which took approximately 20 minutes (e: Did another and received 35 crowns). In addition you can spend your hard earned gold received from completing the siege to train your units in Dintalla, buy more stone, or transport the spoils back to your home city.

Select your army and click the "Enter City" icon.


2.) Once in the city, click the "Diplomacy" icon.


3.) Click "Declare War" from the dialogue options. When you end the conversation the game will automatically kick you back to the world map.


4.) Click the "Siege City" icon.


5.) Click the "Co-Op" button.


6.) Enter the person's name you would like to siege with in the form that reads "a random player" by default and click the "Fight" button.


That's it! When it succeeds you will get a "Found Target" dialogue box popup and it will load you both into the city siege instance.

Victory Conditions
In just about every city siege there is an inner wall area filled with normal units and one boss unit. Slaughter all enemies in and on this inner wall area to achieve victory. Siege ladders and treants can be useful for allowing tanky melee units to scale walls, or just blow them up with flaming balls of fire from your artillery :black101:.

Protips:

Artillery should aim at walls and towers, not units
It's far faster and more efficient to tell your siege units to shoot at walls instead of the units sitting on top of them. It also creates paths for your tanks to enter.

Siege Unit Woes
Your siege units are instantly killed by spike traps which look like groups of little brown splotches with black circles in the center of them. These spike traps will also instantly kill anything that isn't an extremely tanky melee unit. Siege units will also kill themselves if they fire into a tree directly next to them. It's advisable to position your siege units one by one away from spike traps and trees. Siege units may light projectiles on fire and attack ground to clear trees, just make sure to wait for the fire to finish burning before moving them in.

Stand Out of The Fire
Enemy artillery will generally fire balls of fire at anything in range and fire can spread on just about anything that isn't stone. Fire will annihilate anything but the most tanky of melee units and even then an especially bright or dense fire will burn them to a crisp. Move your units out of the fire at all costs! High restoration upgraded tanks may be able to stand in weak to medium fires, but make sure you have at least 20-30 health per second restoration.

Don't get anywhere near a gate until the boiling oil pots are destroyed
These are just like fire except far stronger and don't give you any time to run out of the area of effect before dying a horrible sticky death.


A general guide to human units from a military perspective (work in progress):

Archers - Archers are an asset to any army primarily because of their ability to arc shots, high rate of fire, long range, high damage resistances, and cheap production cost. Most players will put a lot of pierce resistance (archer resistance) on their melee units. Flaming arrows are recommended because they add a bonus 125 resistance ignoring fire damage per shot. If you're lucky the ground will light fire and burn their units to a crisp. Archer's ability to arc shots means you can shoot over cover, and not light yourself on fire when arrows collide with nearby objects. Focus upgrades on fletching and range. A choice between piercing resistance (if your enemy is archer heavy) or endurance (speed) (if your enemy is melee heavy) should be picked when you do a skill reset. Archers can pack a punch with damage upgrades due to their high rate of fire, but make sure you're only focusing on targets with low pierce resistance. I prefer archers to crossbowmen because of their versatility. If you're facing slow heavily armored targets, activate fire and throw on some non-damage upgrades like endurance and range. If you're facing fast lightly armored targets stack damage, spread out your units, and use arrows to blender your enemies into a fine red mist.

Recommended Upgrades - Fletching, range, endurance(for speed) or Damage if against targets without high pierce resistance
Strong Against - Any unit with low pierce resistance, other ranged units
Weak Against - Any unit with high pierce resistance

Crossbowmen - Crossbowmen provide heavy burst damage at the cost of a slower rate of fire and resistance to damage. The term "glass cannon" comes to mind. The main issue with crossbowmen is the fact that many melee units have high pierce resistance, so much of the punch crossbowmen pack can be negated if your opponent is smart. Another issue with crossbowmen is their propensity when using flaming bolts is they tend to light everything between themselves and their enemy on fire, which includes themselves. Flaming bolts, just like flaming arrows, only produce a 125 fire damage bonus per bolt, but crossbowmen have about a 2x slower rate of fire. Avoid using crossbowmen against heavily armored melee units at all costs. Crossbowmen show their true strength at accurately taking out lightly armored units so identify the units with low pierce resistance in your opponents army and shoot them to bits. Crossbowmen can be useful if your opponent is using dragons to hit and run your army as well. You could keep a few groups around with damage and range upgrades just to have them be your snipers of sorts to take out high value targets.

Recommended Upgrades - Damage, range, endurance (for speed), agility (only to counter enemy archers)
Strong Against - Any unit with low pierce resistance, heroes and other individual special units
Weak Against - Any unit with high pierce resistance, other ranged units

Foot Knights - Knights are the arch tank of humans, with extremely high damage resistances (especially in anvil formation) but have very very slow speed. Knights can also heal themselves and units around them, which makes them a fantastic addition to any offensive melee horde or defense force for your castle or siege engines. Endurance benefits knights twofold, both buffing their main weakness of slow movement speed, and giving them more stamina to execute heals. Note that knights in some formations move faster or equally as fast while marching, so make sure to not waste stamina by telling them to run. Beware of fire as it is harder to move knights out of it quickly.

Recommended Upgrades - Fortitude (vs melee), Agility (vs ranged), Restoration, Damage
Strong Against - Melee units and stationary or slow ranged units
Weak Against - Fast ranged units, fire

Cavaliers - The generic light cavalry unit. Cavaliers are blazing fast, squishy (low health), and can pack a punch when upgraded. With Military Mastery at level 1 they pack a whalloping 288 damage punch with 271 run speed in diamond formation. They're fantastic at ambushing lightly armored units and siege engines. Treat these units as "hit and run", because once they get bogged down they will die in droves. The cool thing about cavaliers is their versatility based on upgrades. Beware that ranged units will absolutely eat cavaliers for breakfast if you don't run them in loose formation with piercing resistance upgrades, and even then that only provides 70% resistance. Ideally speaking you can catch your opponent off guard, kill a few ranged units, then run away immediately.

Recommended Upgrades - Damage, health, restoration
Strong Against - Any unit it can hit without being hit back, siege engines, small groups of units
Weak Against - High damage units, high slash damage resistance units


Mounted Knights - The generic heavy cavalry unit. These are the real archer and light infantry counters with 80% pierce resistance in loose formation. With the ability to heal themselves they can get bogged down in a fight and survive to slay large groups of ranged units. A quick switch to wedge formation can provide up to 80% slash resistance for countering light infantry. The armor of mounted knights comes at the price of speed (though they're still quick at 180 run speed), and about 3/4ths the damage of cavaliers.

Recommended Upgrades - Fortitude (vs melee), Agility (vs ranged), Damage
Strong Against - Ranged units, lightly armored melee units
Weak Against - High health/armor units

Trebuchets - Bread and butter siege unit that beats up walls and sets things on fire. Super long range, cheap as hell, and low army score to boot so bring a bunch to your next siege. In my experience targeting the wall or tower the unit you want to kill is on is more effective than targeting the unit itself. Make sure to carry some stone with your army because these use a few stone per shot, if you don't have stone trebuchets are rendered completely useless. They're also extremely squishy and cannot be upgraded, another reason to bring quite a few of them. Enemy cavalry will rip apart trebuchets in about a second.

Recommended Upgrades - None
Strong Against - Walls and anything occupying them
Weak Against - Everything else

puberty worked me over fucked around with this message at 01:15 on Jul 15, 2013

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


You just cost me $20, Archonex. You and your fancy stories from the griefing thread. :negative:

I needed that money for hookers and blow.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
Sounds like a really cool game.

You might want to include some links, though. Like to the steam store or the game's website.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Drink Cheerwine posted:

Sounds like a really cool game.

You might want to include some links, though. Like to the steam store or the game's website.

Just added them, thanks.

There was so much stuff to cover it was kind of hard to try and squeeze it all into one post. Which lead to me forgetting some stuff like that while drafting up the OP. :v:

Archonex fucked around with this message at 06:10 on Jun 25, 2013

whenimmashoo
Jun 12, 2013



I'd like to support a concept like this but I'll have to hold off buying it until it's more than just a sketchy beta.

I hope they add a trial or something similar in the future.

SaltyJesus
Jun 2, 2011

Arf!
Fire related griefing sounds amazing. :woop: This game looks very promising, I hope it keeps getting better with every content expansion.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
It's interesting, if extremely janky.

I don't think I really get units and armies to well, though. Keeping them coordinated when they keep randomly stopping seems like a pain, though I might just be expecting Ye Total War quality...

Edit: Also, Archonex put your username in the OP for sweet sweet referrals.

Also, as aside, the whole town building thing is a bit of a half-lie. Humans and elves are forced to build in specific slots, kind of mitigating the whole "build a town!" thing. That said, I started out with Orcs who can build everywhere, so maybe that's not really the case.

Gamerofthegame fucked around with this message at 11:36 on Jun 25, 2013

Saintv77
Aug 5, 2008

If you buy though their site you get five dollars off, a free haunter dragon as well as a "dwarven army". The code activates on steam.

May as well give this a shot. Ingame name is McSaint if anyone wants to toss me a referral. Didn't see many names so I put Extra as my referrer and I hope that was you!

Saintv77 fucked around with this message at 12:35 on Jun 25, 2013

puberty worked me over
May 20, 2013

by Cyrano4747
e: Most of none of this post applies to the current iteration of the game so I've removed it.

puberty worked me over fucked around with this message at 22:04 on Mar 5, 2014

Blazing Zero
Sep 7, 2012

*sigh* sure. it's a weed joke
The idea behind this sounds neat. I'm going to hold off on this for now because it looks really rough. Since they just implemented guilds, are you guys roaming around in packs murdering settlements? Or have they added in guild attacks yet?

I like the idea of archer immune elves but man. Sweet cannon fodder hordes of goblins with ogres in front... so much bloodshed.

puberty worked me over
May 20, 2013

by Cyrano4747
If people are wondering why this game has performance slowdowns when you move big groups of units or change their formation it's because all of that stuff is individually calculated for each separate human/elf/orc. The devs claim to be changing this system to the must more sensible total war system of big blocks of animation and models that compute their paths and formations as one big entity, not individual units.

Blazing Zero posted:

The idea behind this sounds neat. I'm going to hold off on this for now because it looks really rough. Since they just implemented guilds, are you guys roaming around in packs murdering settlements? Or have they added in guild attacks yet?

I like the idea of archer immune elves but man. Sweet cannon fodder hordes of goblins with ogres in front... so much bloodshed.

There are no PvP encounters greater than 1v1 to my knowledge. Alliance battles are planned. When an enemy is attacked they have PvP immunity for an hour. So if you drew out the battle for 45 minutes they would be immune for 25 minutes after the battle ended. They can turn it off at their choice but if a bunch of goons kept attacking them I'm pretty sure they would stop removing their PvP immunity. The way the PvP works is it picks a random player settlement or army near your location within 10% of your army score and then shoots you into a 1v1 instance. Most people in the DoF global chat are up for a fight if you ask them so it seems PvP is expected and players are prepared for it.

puberty worked me over fucked around with this message at 13:35 on Jun 25, 2013

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.

Saintv77 posted:

If you buy though their site you get five dollars off, a free haunter dragon as well as a "dwarven army". The code activates on steam.

May as well give this a shot. Ingame name is McSaint if anyone wants to toss me a referral. Didn't see many names so I put Extra as my referrer and I hope that was you!
Welp just bought it through steam :suicide:. I put you as my referrer, my name is InfiniteMonkeys if anyone is nice enough to carry on the chain.

Zereth
Jul 9, 2003



Is this game acutally fun to play outside of burning down people's cities and drinking deep of their tears?

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.

Zereth posted:

Is this game acutally fun to play outside of burning down people's cities and drinking deep of their tears?
It seems alright so far, persistant RTS is a neat idea.

I was given some wargs and told to sell them at the nearby town, but there was no option to sell them when I got there. They are definitely in my army, what did I do wrong?

Infinite Monkeys fucked around with this message at 15:06 on Jun 25, 2013

puberty worked me over
May 20, 2013

by Cyrano4747
Was doing some Dxtory/LLL/H264 testing so here's a quick video me getting my rear end kicked by some elf player: https://www.youtube.com/watch?v=0Pss1GMehE8, 720p suggested.

Zereth posted:

Is this game acutally fun to play outside of burning down people's cities and drinking deep of their tears?

To me it serves the niche of being a kind of Warhammer game with siege mechanics. The primary focus high end play in DoF is expertly crafting an army within a set point value and then artfully commanding your units to bring out the full potential of that army. Learning the game mechanics and strategies involved in winning matches can be a lot of fun if you're into it. Thinking your army is the best thing since sliced bread and having another player beat the snot out of you with a smart strategy is pretty cool. You have to start from scratch, tweaking and adding bits and pieces here and there to refine your army. Building an army from the ground up and having to weigh resource costs allows me to be more attached the army I'm fielding. The feeling when your hard earned army stands triumphant on the burning ruins of your opponents castle is pretty cool. Dawn of Fantasy is Total War meets Mount and Blade in a Warhammer-esque universe online. That said, it's also a clunky indie game that needs polish and requires some patience to learn how to work around the clunky aspects. If you need a polished experience to really enjoy your games, then Dawn of Fantasy isn't for you. It has issues, I don't think anyone is denying that and I'd be fully comfortable in telling someone to not buy it if they're not super excited about the whole army building aspect.

The castle building seriously lacks customization for Elves and Humans, and thus Siege battles turn into another case of army building strategy and micro. The vast majority of the upgrades for humans are pretty vertical in terms of how build your base. There's no real choices involved in what you're picking to outfit your walls with. For example round towers are in every way better than square towers. Trebuchets go on every tower, boiling oil on the gates. It's more of "how much money do I need to farm to buy all this stuff" than "hmm, if I place this wall here and pick this defense here...". After your castle is attacked and stuff is damaged or destroyed you petty much just repair everything the exact same way it was before the siege. It's just a resource (wood/stone) sink. The real questions you ask after a siege are how could you have used your army better with the defenses the game pre-fabricates for you. I find it fun enough to try and design my armies around the existing castle designs, but definitely would prefer to have more design and defense choices with my castle. The largest extent of important choices in building are your production buildings because they determine how many, what level, and what type of units you can produce while under siege.

Infinite Monkeys posted:

I was given some wargs and told to sell them at the nearby town, but there was no option to sell them when I got there. They are definitely in my army, what did I do wrong?

Are wargs considered livestock for Orcs? If so click the Livestock Market icon and that should open and army screen ui which should then let you sell the units.

vvv Fixed, I'm sorry about that, lack of sleep. vvv

puberty worked me over fucked around with this message at 15:38 on Jun 25, 2013

THE PWNER
Sep 7, 2006

by merry exmarx

Extra posted:

Was doing some Dxtory/LLL/H264 testing so here's a quick video me getting my rear end kicked by some elf player: https://www.youtube.com/watch?v=0Pss1GMehE8

Video is private. I'd really like to see it, game sounds cool just need to watch a quick raw gameplay video.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
I added a new section to the OP for listing names of accounts. If you want it added just post your name here. It'll do until someone can come up with a decent name for the goon alliance. If you friend some of them in game (or just post a "hey, i'm online" post) it should act as a good stand-in for the alliance grouping system. Extra says he has the crowns to make an alliance, but we don't have a name yet. So once that's set up we should be good on that front.

I could also definitely be mistaken, but I could have sworn that part of the current content expansion, Siegeworks, involved more freely placeable defenses for the two races with static defenses. I'd need to check though. I do know that it's not fully out. There was a developer giveaway twitch stream (Keep your eye on global chat for these if you want free stuff.) a few days ago where one of the devs mentioned a bunch of new units coming out soon. And on top of that these guys seem to take the "Mount and Blade" approach to slow but steady releases in place of massive expansions every now and then so far.

On that note if you're online now, i'm ingame as Archonex. I can pull you through some very basic NPC sieges if you want crowns and loot for building up your city or burning stuff.

Archonex fucked around with this message at 15:52 on Jun 25, 2013

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.
My first siege went badly. It was against an elf player who somehow had a goddamn canyon surrounding his base with only two bridges across, and a shitton of archers. Somehow his archers had a longer range than my catapult so he destroyed that almost immediately, then they completely hosed up my marauders and my fire arrows didn't make anything burn :(

Archonex posted:

I added a new section to the OP for listing names of accounts. If you want it added just post your name here. It'll do until someone can come up with a decent name for the goon alliance.

I could be mistaken, but I could have sworn that part of the current content expansion, Siegeworks, involved more freely placeable defenses. I'd need to check though. I do know that it's not fully out. There was a developer giveaway twitch stream (Keep your eye on global chat for these if you want free stuff.) a few days ago where one of the devs mentioned a bunch of new units coming out soon.
I am InfiniteMonkeys.

Tulip
Jun 3, 2008

yeah thats pretty good


How fiddly is the army building aspect? I can handle Warhammer/40K/Epic/etc pretty decently, but Airland Battles absolutely killed me with choice paralysis from trying to figure out what to take of 15 billion types of mortars.

Also, when you say "you can't repick" do you mean like, for the entire key you took or can you reroll/have multiple towns in parallel? Once i pick this up i want to see how a swamp/looter/siege army works but it might be a complete goddamn disaster.

puberty worked me over
May 20, 2013

by Cyrano4747
Here are some screenshots of the new units from the DoF forums that according to the DoF devs should be in within this or the next few weeks.







Apparently the Orc tosser does, indeed, toss living, breathing Orcs at opponents.

Tulip posted:

How fiddly is the army building aspect? I can handle Warhammer/40K/Epic/etc pretty decently, but Airland Battles absolutely killed me with choice paralysis from trying to figure out what to take of 15 billion types of mortars.

Also, when you say "you can't repick" do you mean like, for the entire key you took or can you reroll/have multiple towns in parallel? Once i pick this up i want to see how a swamp/looter/siege army works but it might be a complete goddamn disaster.

I apologize, you can delete your old town and build a new one at any time if you wish, I've updated my post. You can also have 4 towns of any race you like at one time. The unit choices are fairly simple, less than Warhammer. Humans have Archers, Crossbowmen, Macemen, Halberdiers, Swordsmen, Foot Knights, Mounted Knights, Cavaliers, Trebuchets, Peasants, Battering Rams, Fire Carts, and Escalades (Siege Ladders) for mobile unit choices. Plus of course mercenary units and heroes like Dwarves, Dragons, and Dragon Slayers. Variation in units primarily comes from what upgrades you choose to use with them. You can swap upgrades on the fly during combat so there's no need to stress about misplacing a point or disliking how you upgraded a unit you took forever to level.

Infinite Monkeys posted:

My first siege went badly. It was against an elf player who somehow had a goddamn canyon surrounding his base with only two bridges across, and a shitton of archers. Somehow his archers had a longer range than my catapult so he destroyed that almost immediately, then they completely hosed up my marauders and my fire arrows didn't make anything burn :(

Even with my Trebuchet range of 2220 due to my masteries I still have to stay on the bleeding edge of being in archer range. Taking melee units with piercing resistance seems to be the best bet to counter archers. Also I bring 2x the catapults I think I need just because they're so squishy and I need a few to be expendable while I knock down archer towers. Some people use dragons to snuff out archers on towers but that can be heavily dangerous for your dragon. Elves just bring big rear end tree things with 70% pierce resistance and throw your archers the middle finger as I am very clearly acquainted with.

puberty worked me over fucked around with this message at 16:08 on Jun 25, 2013

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.

Tulip posted:

How fiddly is the army building aspect? I can handle Warhammer/40K/Epic/etc pretty decently, but Airland Battles absolutely killed me with choice paralysis from trying to figure out what to take of 15 billion types of mortars.

Also, when you say "you can't repick" do you mean like, for the entire key you took or can you reroll/have multiple towns in parallel? Once i pick this up i want to see how a swamp/looter/siege army works but it might be a complete goddamn disaster.
You can make 4 towns.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Extra posted:

Motherfucking Orc Tosser

Oh my god, it's something straight out of Warhammer Fantasy. :swoon:

I need to find out if you can buy them from orc cities. I must launch my murderball of knights into battle. :v:


Edit: That first horse drawn cart looks suspiciously like a jury-rigged flamethrower. Humans can lay down oil to burn stuff with, and their normal cart for that looks exactly like that.

Archonex fucked around with this message at 16:09 on Jun 25, 2013

Iymarra
Oct 4, 2010




Survived AGDQ 2018 Awful Games block!
Grimey Drawer
Going to get in on this - do you need to register an account outside of steam after purchasing? (I bought direct from the devs store linked above) Also, need to find where to put in a referrer. Going to pass on some referral bonuses.

Trying to decide on a faction to begin with. Elves appeal to me, but I wish to be the font of burning destruction to others, rather than be the burned. Elvish structures sound too flammable for that. Going to guess a lot of people play humans?

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.
You run the game and register inside it by clicking 'Online Play' or whatever it is. I'm playing as orcs and my main problem with them so far is that their archers are poo poo, so I can't really burn things. Humans are apparently better so if you want to burn stuff I'd go with that.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


I'm not sure if this was mentioned anywhere (I don't recall seeing it), but be sure to go into the Market tab (which is different than the market in towns) and click the Daily Reward button. It gets you something free from the Crown store just for clicking it every day. :toot:

What you get seems to be random. I got a thousand food, my friend got 8 free Crowns and some Dwarven Riflemen.

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.
My first siege win, hooray! The guy was cooped up in his hilltop keep so I burned down dozens of his houses to force him out, then massacred the half of his army which he sent out. The other half stayed in the keep, so I was about to set fire to the buildings inside the keep but he disconnected. Do I just loot the corpses now or what?
e: How do I stop my gold from being stolen? :(
e2: Which one is the territory with loads of ogres?

Infinite Monkeys fucked around with this message at 18:39 on Jun 25, 2013

Synthwave Crusader
Feb 13, 2011

Came here from the griefing thread, burning poo poo never gets old.

Suggestion: Until a decent alliance system is put in, maybe a Steam group would be in order to keep the thread from turning into a swamp of "Yo I'm online" posts?

Orv
May 4, 2011
Because I'm apparently all about making Steam groups and never moderating them: A Steam Group.


Thinking about going Elves, they have a lot of weird poo poo which I love in games like this. Humans aren't doing it for me.

Infinite Monkeys
Jul 18, 2010

If you think this has a happy ending, you haven't been paying attention.
Turns out you can only have 49 ogres in an army. Should be enough, though :black101:

e: What are some easy NPC cities to siege near the forest?

Infinite Monkeys fucked around with this message at 23:52 on Jun 25, 2013

puberty worked me over
May 20, 2013

by Cyrano4747
e: Most of none of this post applies to the current iteration of the game so I've removed it.



Infinite Monkeys posted:

e: How do I stop my gold from being stolen? :(

Make sure you have enough storage greater or equal to the amount of gold in your army's inventory. If you start losing gold quickly trek to your town and transfer it out of your army. Being over-encumbered with resources will stop your army from moving, but being over the gold limit will not.

puberty worked me over fucked around with this message at 22:05 on Mar 5, 2014

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Apologies for disconnecting earlier InfiniteMonkeys. Internet cut out.

On that note, I discovered some new features today. Going to add some new stuff to the tips section in a few. I remembered how to get infinite ogres no matter what faction you are. Also how to make money outside your town in outposts.

I forgot you could do it, but you can set up mini towns on the map as well. These currently aren't "enterable" like your main town, but you can create outposts using them that harvest resources from the surrounding terrain automatically by telling peasants in your army to gather nearby resources.

Infinite Monkeys posted:

Turns out you can only have 49 ogres in an army. Should be enough, though :black101:

e: What are some easy NPC cities to siege near the forest?

Westerdale, one of the new cities, is great for sieging. It's a seaside town that's basically a lightly defended port. Once you're past the first rather lightly defended set of stone walls it's just street to street fighting. And you can skip a fair bit of that by just burning the whole city down before moving in with assault troops.

Just be careful you avoid the bridge on the main street from the south gate. One of my co-op partners tried to rush it with ten units of swordsmen and the AI apparently blocked him from crossing the far end of the bridge before archers set it on fire. Cue panic and a bunch of slaughtered swordsmen as he tried to pull them back. :stonk:

That was actually the town I was trying to get us prepped to attack earlier before I suddenly disconnected.

Archonex fucked around with this message at 01:15 on Jun 26, 2013

White Noise Marine
Apr 14, 2010

Great op, your posts in the griefing thread caused me to pick up this game! Thus far I'm really enjoying roaming around the countryside with my band of merry men burning and pillaging all that I see! Add me if yall like TheParker, as for allience names I vote Band of Goons.

White Noise Marine fucked around with this message at 03:17 on Jun 26, 2013

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Changing my tune a little, but it's still pretty janky.

For any Orc players, I recommend starting with Impalers first. Apparently Ogres count as mounted units, so they get chewed up by spears. If you start in the swamp and desert you neighbor the region that is entirely made of ogre spawns, so make a spam army of impalers (Maybe even mounted ones) and marauders and go to town.

Just aimlessly scouting about with a crap army of slayers I hit three ogre camps out of maybe ten and got 2,500 in food, which can be easily traded for any other resource, so yeah.

Do that.

I would also recommend building your first huts around the resource nodes you want to tap first and and natural walls of the map until you get your palisade up. The palisade has all sorts of doors and such... But... You don't know where they are, so you're more likely to block off the gate with a barracks because you had no idea a gate would be there!

Always nice.

Also, get your hut's pop cap upgrade up as a priority. Turns them out for 2-3 per instead of just the one, which rather dramatically raises the cap as you get going. Your free-spawn units are improved whenever you're under half your maximum, too, so that's nice. It's relatively cheap; to memory it's 900~ food and gold, which you can get on a ogre outing.

As a aside, you also can't loot everything with your marauders. Goblin camps seem to curiously always be lootless, for example, so if you are confused when you tell your marauders to loot everything in the area and they sit around... Well, don't.

I'm Gamerofthegame in game if you wanna try to tussle, but I am mostly flailing about and being a good business orc.

Edit: Any pro-tips with orc units? I imagine the beserkers can become crazy good, everything else is usually billed as pretty expendable. Which is fitting.

puberty worked me over
May 20, 2013

by Cyrano4747

Theparker posted:

Band of Goons.

Not bad, if this game didn't have orcs n' elves we could have done an homage to the CRPG goons and went with Lots and Lots of Jolly Knights. Goons and Glory was one name I was throwing around.

Tulip
Jun 3, 2008

yeah thats pretty good


Goons & Glory isn't bad, but why not Mongoonian Horde?

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Gamerofthegame posted:


As a aside, you also can't loot everything with your marauders. Goblin camps seem to curiously always be lootless, for example, so if you are confused when you tell your marauders to loot everything in the area and they sit around... Well, don't.

Just a heads up on this, but they just retuned loot drops from open world (IE: Not sieges, but the local level map mobs.) mobs last patch. I noticed it when I went to pillage my home province as a human. Prior to the patch I was bringing in 5-6K gold just for burning down a village. Now it's more like 1.5K. Loot is apparently currently scaled off of level at the moment.

This does have an upside though. It creates a situation where you've got more people running around the map, open to getting attacked. Also, if you have the power, going dragon hunting in Sssslista (or whatever it's called) is a great way to get cash and insane levels. It's one of the reasons why I like humans so much. Aside from basically playing as a mobile wall of iron and steel, they get a hero that has skills that shut them down temporarily. It's literally a dragon hunter, and a few of them can tear that place apart if you somehow get your hands on multiple heroes.

Archonex fucked around with this message at 04:17 on Jun 26, 2013

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Archonex, you mentioned cooperatively attacking an NPC town along side someone elses army. How does that work?

I'm not really in a position to do so (I'm a bumbling newbie and I lost a shitload of guys fighting an orc camp for a quest), but a couple of my friends have a significantly better start and would probably be fine attacking a small NPC town if they could team up.

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AfroSquirrel
Sep 3, 2011

I don't think I saw it mentioned in the thread, but how many characters/towns can you have per account?

Extra posted:

Not bad, if this game didn't have orcs n' elves we could have done an homage to the CRPG goons and went with Lots and Lots of Jolly Knights. Goons and Glory was one name I was throwing around.

I'm partial to the Flaming DraGoons.

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