Swords and Sorcery – Sovereign expands on the formula by adding basic (gring-free, farming-free) crafting, factions, new skills and spells, and, of course, a very large open world that the world map hints at without quite revealing that it is only the known world. It does not display everything.
A few months have passed already since the release of Swords and Sorcery – Underworld’s Definitive Edition. The game was well received by players, as Steam comments suggest, which can only mean one thing. The sequel, Swords and Sorcery – Sovereign has moved to the #1 priority.
A greenlight campaign has been in the works, and the following teaser will be found on top of the page and followed by more details on mechanics. Character stats and magic have evolved. Interaction with NPCs will be somewhat deeper and factions are forming nicely. I am still on the fence about the crafting and combat is, as of now, still pretty much what it was in Underworld.
I “commited” to a release date, November 3rd, and the game isn’t ready yet. I would like to apologize for this, as well as taking so long to offer an explanation and a new date.
I took part in Paris Games Week which took place from Oct 28th to Nov 1st. My plan was to have the game all set before it starts, but the localization was a tougher nut to crack than I had hoped and it caused some bugs that made even an English only release… Well not impossible but not good either.
I hoped to be able to finish during evenings after the convention but those things are more exhausting than I remembered… Or I’m getting old? Nah, that’s not it.
On top of that player feedback from the event uncovered some features that really need to be added before release. A solid tutorial is one, and there are a few others. Quite simply, if I (or the volunteers, Jason and Dimitri, that were helping me out) weren’t there to explain the game to newcomers I would find the game screen changed and no one there playing. Ragequit.
Because it’s deep and complicated 😀
On the other hand with a quick introduction many people really got into it, and that even includes quite a few youngsters I wouldn’t have suspected could find an interest in this type of game. That’s all good news, but it requires some extra work. A few more weeks.
I hope to finish before November ends, but I’d rather not “commit” to it. I hate not meeting deadlines and they’re so hard to evaluate.
Paris Games Week
I captured some footage of SSUDE players at Paris Games Week. It took a bit of time to edit and blur the kids’ faces, as promised to the parents who gave me permission to film.
My apologies for the delay and thanks everyone for your support! Back to work 🙂
Previous versions of Swords and Sorcery – Underworld had very basic character creation and levelling systems. They were in fact very close to Might and Magic – the Secret of the Inner Sanctum (Book I). Not entirely the same, but close. You had to roll for attributes. New levels earned you fixed and randomized extra points for each attribute (MMI attributes did not evolve with new levels).
Underworld Definitive Edition changes a bit in that respect. Each character starts with a fixed number of points for each attribute (how many depends on class). You have a pool of six points to distribute and with each new level you will have 3 more.
Skills are learned automatically at the corresponding level. In the following video you can see a party being created from scratch and in the second part all characters earning level 9 (4:50). Several characters earn skills at that level.
Sovereign will be very similar, but the number of points will differ and you can choose to invest in skill points as well. Those skill points can be used to learn from teachers accross the world.
In my previous entry I mentionned that weapons no longer added damage points to an existing score, but multiplied it. This works because base attributes are capped at 20. So multiplying that by 5, 10 or even 20 gives adequate results. Of course a x10 or x20 weapon will be rare and its requirements will make it unuseable by a low-level character. Weapons also have a minimum strength requirement.
The attributes work as follows:
Strength determines damage dealt in melee. It will be multiplied by the weapon’s coefficient to determine the melee score. If the character has two weapons (ambidextria) the first weapon’s coefficient is applied to base strength, then the same with the second weapon. The three values (base strength + weapon 1 bonus + weapon 2 bonus) determines the melee score.
Endurance determines how many hit points the character will earn at each level. During character creation HP=endurance. When levelling however Luck will also come into play (+random(luck)-4). Luck can turn out a negative score that will reduce HP earned but in case of a negative result it is changed to 1.
Accuracy determines the chance to hit with both melee and ranged attacks. With luck it is checked against the monster’s accuracy and luck. It also determines damage dealt with ranged attacks. Strength still plays a part in that in the sense that the ranged weapon has a minimum strength requirement that is correlated with the weapon’s efficiency (most of the time). Luck intervenes here as well, adding damage exactly the same way it adds HPs earned when levelling.
Speed determines combat order.
Spirit determines proficiency in Priest spells. It determines how many HP a healing spell recovers and how much damage an offensive spell inflicts. The same luck check is applied here as well.
Intelligence is to Sorcerers what Spirit is to Priests. Luck intervenes in the same way. A monster’s intelligence (and luck) will also determine whether they spot a Rogue after a stealth attack.
Luck is very important for beginning characters because random(luck)-4 can give negative results and starting attributes like strength have but a few points. It is also important because it plays a part in just about all checks. Accross the board, the number of times Luck will give an extra edge or penalty like extra damage, HP and SP during levelling, or causes a miss or hit really adds up. As the character progresses however the ratio luck to primary statistic lessens.
My next update will be about items, inventory and shops. Thanks for reading!