Wizards and Warlords is a turn-based strategy game in Early Access, where you play as a wizard in a randomly generated fantasy world, filled with rival wizards, warlords and hidden ancient evils. Create a customized sovereign or choose from one of many predefined templates.
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Release Date: Mar 16, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is a great opportunity to get players involved in shaping the game and giving key feedback. Waiting until the game is almost complete makes it very difficult to integrate player feedback beyond bug reports and balance tweaks. Wizards and Warlords is meant to offer a deep and engaging experience, more than just a game of conquest and warfare, but an engine to explore fantasy worlds and watch their stories unfold. Joining the Early Access is for those players who want to get involved in the iterative development and support this, admittedly, ambitious endeavor. It is not (yet) for players who expect a classic beta experience.”

Approximately how long will this game be in Early Access?

“The goal is to release in the first months of 2018, but as with all software development, there is a (significant) risk of delays. When doing iterative development it can be difficult to draw a line in the sand as to when the required level of polish is there, but a release will not happen until there is the requisite quality and polish.”

How is the full version planned to differ from the Early Access version?

“Graphics will be improved. There will be additional content, features and game mechanics in order to deliver a Grand Strategy experience where the game world feels truly dynamic and interesting. This is an iterative process. The game is playable and every patch adds something new. There will be an effort to keep compatibility with old save games and scenarios.

As development progresses some features may end up being greatly reworked, or even completely replaced or removed. Focus is on delivering a great game, not on completing a check list and leaving early access as soon as possible. This does not mean the game will be abandoned after "release". On the contrary, there will be additional content updates, and long-term support of the game.”

What is the current state of the Early Access version?

“The game is playable from start to finish as a Wizard, with Warlords being AI-only at the moment. Many aspects of the game are raw - graphics, user interface and mechanics are continually being improved. As mentioned above, do not purchase Early Access expecting a classic beta experience.

If you are in doubt if this is of interest to you, I recommend taking a look at the game play videos on YouTube, the game forums or the community on Steam. The upside from being involved at this stage is that feedback and ideas can very quickly result in functional game code, and there are already examples of this in the game.”

Will the game be priced differently during and after Early Access?

“The price is expected to remain the same during Early Access. It is very likely that the game will have a higher price tag at the actual release.”

How are you planning on involving the Community in your development process?

“By engaging with the players and actively integrating the feedback, ideas and criticism. This game is to be a vehicle for creating a great diversity of stories, worlds, and mods. In order to have the required breadth and depth to support this, the thoughts of players of various play styles is important. While there is a guiding design behind the game design - it is essential that the ideas and feedback of players are integrated into this vision, and that it is subjected to the reality of actual play. Rapid iteration and pushing out regular updates is a guiding principle.”
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Recent updates View all (18)

June 27

Game Update (0.9.90)

This update is mostly bug fixes and some tweaks to the battle/unit ability mechanics. It is a little smaller than the updates usually are, but there a lots of interesting things in the pipeline, and the next couple of updates should have a lot more 'meat'.

As mentioned, the graphical overhaul is being worked on in parallel. Here's a teaser of the new map graphics that the talented Max Heyder is currently working on:



The next update will focus on improving everything about the new combat resolution: graphics, army control, usability, and probably the first battle spells. There will also be the first steps towards localization (ie non-english languages), as there have been a lot of requests for this.

Battle Mechanics:

  • Units with the tag Demon or Demonic Taint now have a 5% higher chance of being affected by Radiant-type attacks and a 10% lower chance of being affected by Dark-type attacks.
  • Units with the tag Angel or Celestial now have a 5% higher chance of being affected by Dark-type attacks and a 10% lower chance of being affected by Radiant-type attacks.
  • Units with the Semi-Corporeal ability now have a 5% increased chance of being affected by Arcane-type attacks.
  • New Attack Modifier: Aura. These attacks always hit (but can be still be resisted). The skill attribute of the attacker does not affect the resolution and the attack cannot be a critical or glancing hit.
  • The formula for resolving the chance for shields blocking ranged attacks has been changed from (25 + 5*Discipline)% to (2X + X*Discipline)%. X is based on the block value of the shield (normally in the range of 1 to 5). The Shield Wall ability will add an additional 10% of blocking. Retreating units have the chance reduced to (½x*Discipline)%. If the attack is physical and (base damage+break defense) is greater than block value + 4 (8 with shieldwall), the shield block is skipped.
  • Undead/Construct/Demonic removed as special abilities. Tags and other special abilities are now used to handle all effects previously linked to these.
  • New Unit Ability: Mindless. Such units are unaffected by (positive and negative) morale effects and all spells/effects relating to thought and/or emotion (charm, mind-control, hypnotism, frenzy, etc.). It also confers a 2% reduced chance of being affected by Radiant and Dark-type attacks.
  • New Unit Ability: Limited Mind. Similar to mindless but reduces rather than eliminates the mentioned effects.
  • New Unit Ability: Unfeeling. Confers immunity to (positive and negative) morale effects and emotion-related spells/effects (charm, frenzy, berserk, etc.) but not thought-related effects (mind-control, hypnotism, etc.).

Misc.:
  • Unit special abilities and attack special effects now have tool tips.
  • Added a few more variations to the unit name generator.
  • Currency name is now listed under culture details.
  • Unit Ability: Amphibious now allows movement in coastal water hexes at no movement penalty.
  • Unit Ability: Aquatic now allows movement in all water hexes at no movement penalty.
  • New Unit Type: Liches. Can be researched with Necromancy 6, Arcane 3, and either Frost 3, Darkness 3 or Arcane 6. Can also be used as a template for dungeon bosses. Default unit size is very low, they are slow, and very difficult to damage with physical/mundane attacks. They have powerful frost-based attacks at medium range, a drain-type attack at short range, and a decent, but low skill, melee attack. They also cause terror and are fearless.
  • New Unit Type: Mummies. Can be researched with Necromancy 4, Death 2, and Darkness 2. Can also be used as a template for dungeon bosses. They are slow, strong, extremely tough, but very vulnerable to fire.
  • Death Knights: Now have an Aura attack with Dark damage 4.
  • Tower Shield renamed to Pavise.

Bug Fixes:
  • Fixed the cursor being an X during battles taking place outside of the player's turn.
  • Fixed wizard tower expansions under construction not being listed when clicking the "Demolish" button in the Wizard Tower window.
  • Fixed issue with army general modifiers being applied multiple times.
  • Fixed issue with shrines and temples causing the game to hang or end up in a corrupted state.
  • Fixed issue with the "buy missing" toggle in the construction project window not working properly if the value was auto-filled and not set by the player.
  • Fixed 'shore-only' units being able to venture anywhere. An army containing one or more of these units can no longer traverse fully land-locked terrain.
  • Fixed issue with secondary damage not being applied properly during battle resolution.
  • Fixed issue with armor penetration/resistance reduction not being applied properly in some cases during battle resolution.
  • Fixed issue with line breaks in the text panels on the military window.

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June 12

Game Update (0.9.89)

Apologies for the long update cycle this time around. Tasks related to the new battle resolution taking longer than estimated is the primary reason for the delay. This also means it is in a quite basic state of progress, has a lot of bugs and missing features, and placeholder graphics. Make sure to save before trying it out.

There are also a good number of other improvements with a more immediate effect on game play. See the patch notes below for the details.

The next update will probably be focused on bug fixing and stability, with a smattering of misc. improvements. After that the plan is another iteration of progress on battle resolution, with world content and mechanics being worked on in parallel.

The map graphics overhaul has left the concept stage, with several terrain types finished, and the artist delivering more at an impressive pace. Integrating these graphics and polishing the map shaders will also take some time in the coming updates.

Patch Notes

User Interface:

  • The Army Window now shows tool tips for unit equipment.
  • The Army Window now shows Culture (with tool tip) for relevant units.
  • The Army Window now has a drop down for section (main/scout/vanguard/reserves) assignment from the Unit Details. From the management view, double-clicking a unit in one of the non-main section will remove from the section (ie assign it to the main force).
  • Changed the display of unit attributes to more clearly indicate the breakdown of current, base and bonus/penalty values.
  • Shift+right-click will now copy the text from most text areas, panels, etc. to the clipboard. Ctrl+right-click will copy the clicked word and not the entire text. This can be used for bug reports, pasting into a translation tool, etc.
  • Cleared dungeons are now marked as such on the map and in the Dungeon window.

Battles:
  • A new optional battle resolution mode has been added, where the armies move and fight in real-time. This is a quite basic first version, and a lot of features are yet to be added. The pace is very slow, the AI not very bright, and the graphics are placeholders.
  • Reworked the "Melee Damage" attribute of Units. It was previously a combination of default attack damage and physical strength, and didn't interact very well with the attacks granted by weapons. The attribute is now "Strength" and if lower than 5 gives a penalty to damage with weapon attacks; if higher a bonus is applied. In the future it will also be used (in combination with size) to determine the allowable weight of weapons for a unit and whether two hands are needed. In most parts of the UI it will still be displayed as Melee Damage but based upon (Strength - 5). Damage bonuses for values above 10 are doubled.

Misc.:
  • Nomad Camp Sites can now be assaulted. If the attacker is victorious, the camp is removed from the map and an army representing the migrating remnants will appear. They will try to find a new place to settle.
  • Tweaked the stats of Lesser Vampires.
  • Added Unit Type: Vampires. Requires Necromancy 5, Blood 4 to research raising them and Necromancy 6, Darkness 5 to research summoning them.
  • Added Unit Type: Elder Vampires. Requires Necromancy 7,Darkness 6 to research summoning them.

Cities:
  • New Building: Gardens. Requires Semi-Cultured or higher. --Squalor, -Unrest, +Decadence. Cheap, but takes a very long time to construct.
  • New Building: Granary. Requires Primitive or higher. +Population Growth.
  • New Building: Shipyards. Requires Barbarian or higher and coastal location. ++Prosperity, +Industry.
  • New Building: Aqueduct. Requires Cultured or Highly Cultured. --Squalor, +Population Growth, +Industry. Has a maintenance cost as the first building type (reduces city gold output by 50). This will be expanded to other relevant buildings later.
  • New Building: Festering Lake. Requires Pestilence Mastery 3+ and temperate or warmer climate. +30 Squalor, +learning, +decadence, +industry, ---population growth, --prosperity, +research, +unrest.
  • Tweaked the Unrest contributions of a few city buildings.
  • Reduced the Squalor contributions of a few city buildings.

Magic:
  • Order Mastery progress is increased by a value derived from the controlled city with the lowest combined Squalor and Unrest, and a value derived from the number of controlled cities with low combined Squalor and Unrest (contributions scaling with how low the combined score is). This bonus is capped at 4 + (Order Mastery Level).
  • Chaos Mastery progress is increased by a value derived from the controlled city with the highest Unrest, and a value derived from the total Unrest values of controlled cities with Unrest of at least 25. This bonus is capped at 4 + (Chaos Mastery Level).
  • Shadow Mastery progress is now increased by ½ for each follower on a covert mission (Espionage, Counter Espionage, Sabotage, Theft, etc.), doubled for followers who have the Arcane type. This bonus is capped at ½+ (Shadow Mastery Level / 2).
  • War Mastery progress is now increased by a value derived from the highest Martial attribute of any controlled cities and by a value derived from the combined Martial levels of owned cities with Martial levels higher than 3.
  • City Squalor now contributes to Pestilence Mastery progress. A value from ½ to (Pestilence Level+1) is contributed by the city with the highest Squalor, and a value from ½ to 4 is contributed by the sum of Squalor in all cities with > 25 Squalor.
  • Active Research Projects now show the contribution of various factors to progress during the previous turn as a tool tip.
    lower.
  • Spellcraft: Drain Mana Nodes added. When researched it enables draining Mana Nodes for a large instant mana gain (approx. 750% of the per turn production when bound). However, this makes the node inactive for 8-12 turns, during which it cannot be drained and provides no mana to the controller.

Wizard Towers:
  • When choosing which Wizard Tower Expansion to build, the fluffy vague description of most expansion types has been replaced with a summary of the relevant mechanics.
  • Shrine (Wizard Tower Expansion) now only applies a passive +1 xp bonus to non-recovering Religious followers of level 5 or lower. (previously only required Religious).
  • Arena (Wizard Tower Expansion) now only applies a passive +1 xp bonus to non-recovering Martial followers of level 5 or lower. (previously only required Martial).
  • Guest Chambers (Wizard Tower Expansion) now has a passive +1 xp bonus to non-recovering Civic followers of level 5 or lower.
  • Bazaar (Wizard Tower Expansion) now has a 5% chance per non-recovering Mercantile follower at the tower to generate (follower level + D10)*25 gold, and an additional +1 xp for the follower. The existing passive +1 xp bonus now only applies to non-recovering Mercantile followers of level 5 or lower.
  • Mystic Furnace (Wizard Tower Expansion) now gives a progress bonus to Enchant Item and Devise Construct projects of 5 research points + 1 per non-recovering Artisan follower (up to 5) at the tower. The passive +1 xp bonus now only applies to non-recovering Artisan followers of level 5 or lower.
  • Academy (Wizard Tower Expansion) now gives a progress bonus to Research Lore projects of 5 research points + 1 per non-recovering Scholar follower (up to 5) at the tower. If any Scholars are present, there is a chance for non-Scholar followers (of level 5 or lower) to gain 1 xp. This chance is 5% + 5% per Scholar (up to 5) + 25% if one or more Scholars with the Mentor trait are present. The passive +1 xp bonus now only applies to non-recovering Scholar followers of level 5 or lower, and no longer applies to Civic followers (unless one of the other conditions apply).
  • Arcane Laboratory (Wizard Tower Expansion) now gives a 5% each turn to add 25% progress to research projects of types: Greater Alchemy, Unlock Mastery, Research Spellcraft and Research Spell. It also modifies the progress by 1 research point for each non-recovering Arcane follower at the tower (with a maximum of 5 gained this way). The passive +1 xp bonus now only applies to non-recovering Arcane followers of level 5 or
  • Wizard Tower expansions can now be demolished, recouping 25% of the construction cost (and freeing the slot for construction). This can be accessed from the "Demolish Expansion" button or by clicking the expansion icon (will give a yes/no prompt and list resource gain).
  • Wizard Tower expansion construction can now be cancelled, recouping 50% of the construction cost. This can be done by clicking the expansion icon (will give a yes/no prompt and list resource gain).
  • Wizard Tower expansion construction now colors resources which are fully or partially missing. It also lists the cost to buy missing resources if applicable, and auto-buys them if the player chooses the expansion type for construction.

Bug Fixes:
  • Fixed an issue with calculating the possibility of purchasing missing resources which made the AI take incorrect decisions and sometimes
  • Fixed the outliner and info/resource panel not updating after taking actions in the Wizard Tower window.
  • Fixed the dialog with Wizard Tower expansions having OK enabled for invalid options, resulting in a confusing lack of feedback when it was clicked.
  • Army icons were being minimized on the map even if selected when progressing the turn and in many other cases. They now stay in front
    until a new selection is made.
  • Fixed duration not ticking on some City stats (e.g. Squalor).
  • Fixed city building construction progress being incorrect in the Outliner.
  • Fixed shrine sites not saving patron deity. For old save games, the fix will try to find the deity based on the description text of the shrine,
    which should work in the vast majority of cases.
  • The Dark Tome event was not interacting properly with the new research system.
  • Fixed an issue with unit types being created without correct tags and attacks if copied internally from a template or another unit type.
  • During world generation Dungeons are no longer populated with bosses that have unimplemented character or monster types.
  • Fixed issue with melee damage modifiers due to spells and effects not being applied to unit attacks not based on equipment/items.
  • Fixed issue with army destruction/disbanding sometimes not being processed correctly, leading to weird character assignment, "dangling" effects, etc.
  • Unit commanders are no longer lost when a merging a non-commanded unit with a commanded unit.
  • Fixed a crash bug which sometimes happened when opening the Hire Follower window.

0.9.89.1 Addendum:
  • Fixed issue with "Save" button being disabled incorrectly on the File Dialog.
  • Added "Retreat" option for the new battle mode. It will force your units to retreat. Units with low discipline or frenzied units (in melee) may ignore this. Any refusal will be explained in the in-battle log.
  • During battles, the Inspire ability now grants friendly units a courage boost as long as the inspiring unit is on the battlefield and not retreating.
  • During battles, the Unsettling and Terror abilities now affect the morale of enemy units. Fearless, Terror and Construct grants immunity to these effects.

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About This Game

Please note that the game is currently in Early Access. Please familiarize yourself with the current state of development, and make sure it matches your expectations, before making a purchase.

Wizards and Warlords is a turn-based strategy game, where you play as a wizard in a randomly generated fantasy world, filled with rival wizards and warlords. Create a customized sovereign or choose from one of many predefined templates.

Blending grand strategy with aspects of the 4X genre, the game offers a plethora of settings and randomly generated cultures and races. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.

Manage your cities and fortresses, increase your power through research and industry, design arcane constructs, recruit armies and heroes, explore and exploit dungeons and ruins, and experience random events and event chains. You can mod several aspects of the game and create your own world maps.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP SP2, Windows 7, Windows 8.1, Windows 10
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • DirectX: Version 9.0
    • Storage: 512 MB available space
    Recommended:
    • OS: Windows 7, Windows 8.1, Windows 10
    • Processor: SSE2 instruction set support
    • Memory: 2048 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • DirectX: Version 9.0
    • Storage: 512 MB available space
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 512 MB available space
    Minimum:
    • OS: Ubuntu 12.04+ or SteamOS+
    • Processor: SSE2 instruction set support
    • Memory: 1024 MB RAM
    • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Storage: 512 MB available space
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