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.
All Reviews:
Positive (22) - 95% of the 22 user reviews for this game are positive.
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 (53)

December 10

Game Update (0.9.123)

Raw first version of patch notes below. Will be expanded with more detailed information over the coming day or two.

  • Tower Upgrade: Chirurgium. Grants additional Mastery progress. Chance to heal wounded followers.
  • Tower Upgrade: Vivisectorium. Grants additional Mastery progress during turns when battles against living foes have been won.

  • Spellcraft: Biomancy. Unlocks Symbiotes.
  • Spellcraft: Symbiote Grafting. Reduces casualties from implanting symbiotes.

  • Healing Symbiotes. Requires Biomancy.
  • Demonic Symbiotes. Requires Biomancy.
  • Arcane Symbiotes. Requires Biomancy.
  • Eldritch Symbiotes. Requires Biomancy. Has a chance every turn to cause mutation into an Eldritch or Mutant unit type.
  • Vile Symbiotes. Requires Biomancy.
  • Mercurial Symbiotes. Requires Biomancy.
  • Toxic Symbiotes. Requires Biomancy.
  • Aquatic Symbiotes. Requires Biomancy.
  • Ravenous Symbiotes. Requires Biomancy.

  • Swarm of Claws. Necromancy. Battle spell.
  • Ethereal Rack. Necromancy. Battle spell.
  • Ray of Vitrification. Necromancy. Battle spell.
  • Vile Mending. Necromancy. Battle spell.
  • Conflagration of Souls. Necromancy. Battle spell.

  • Greater Blight. Pestilence world spell.
  • Spreading Blight. Pestilence world spell.
  • Phytomyxean Infestation. Pestilence world spell. When it expires a Vile Slime unit is created.

  • Brave the Darkness. Can now be used during battles.

  • Several Wizard tower upgrades now have additional effects.

  • Effectiveness mechanics during battle resolution reworked. This includes a regain check based on squared value of the unit's Discipline attribute and a regain chance based on whether the unit is currently on the winning side of the battle.

  • Post-battle necromancy may now cause desertion - casualties from own units being raised into undeath may cause survivors to desert.
  • Tweaked the contribution to Mastery progress from units
  • Mana Node Bind/Drain actions are now shown both when the army and the mana node are selected, to make it easier to find.
  • Province events are now less spammy as the game progresses.
  • Fixed spell mastery progress impact persisting beyond the initial turn of casting, causing progress to be way too fast after casting several spells.
  • Fixed mana income from some sources not being applied correctly.
  • Fixed multi-character province searches causing strange assignment changes when completed.
  • Fixed province search results not being saved correctly for minor sites.
  • Fixed followers being able to leave parties during dungeon expeditions, without aborting the expedition, which caused strange results.
  • Fixed not yet implemented battle spells not being usable in a very non-intuitive way.
  • Fixed battle mana pools being incorrect when in proximity to the wizard tower.
  • Fixed manual battle resolution getting the victory result reversed after exiting the battle window.
  • Fixed some bugs in the post-battle necromancy UI.
  • Fixed a crash bug related to cities, squalor and Pestilence research
  • Fixed a crash bug related to AI army prioritization during threatening situations
  • Fixed a bug where modifiers to unit upkeep costs not always being applied as intended
  • Fixed a bug where merging units was not working as expected when unit sizes were non-default
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November 11

Game Update (0.9.122)

Here is the latest update. As is usually the case, there is a mix of bug fixes, improvements and new content (still focused on Death/Necromancy). The biggest change in this update is that necromancers can now raise undead units directly from the fallen after a battle, through a dedicated UI appearing after battles. Full notes below.

Thanks to everyone who made bug reports, sent in logs/save games, gave feedback, shared ideas, etc. Quite a few crash bugs were fixed in this cycle, and bug reports often save me a lot of time investigating and reproducing issues.

Misc and Bug Fixes
  • The Outpost upgrade action now has a tooltip explaining the benefit of upgrading it.
  • Re-enabled the ability to upgrade an Outpost to a Fortress. It requires the Outpost to be Level 5 (was 3+) and is not available to Tribal Chiefs (at this time).
  • An "unassigned" filter has been added to the various Worker selection dialogs.
  • A "Go To" button has been added to the Battle notification. This pans the map to the location of the battle without closing the window.
  • Selecting a site in the Military Window during the recruitment process will now center the map on the selected site. This makes it possible to distinguish between Mana Nodes with the same name, and thus to select the intended location for the new unit. It's not perfect, as it may require dragging the Military Window to see enough of the map. A better UI mechanism will be introduced later, but this fix is a useful work around until that time.
  • Fixed a bug where extraordinary research progress (from events, etc.) completing a project would cause it to not correctly complete, but still be removed, making it impossible to ever complete the project.
  • Fixed a bug where "Related Projects" was showing 0 for all masteries in the information tooltip.
  • Fixed a crash bug related to dungeon expeditions.
  • Fixed a crash bug related to saving/autosaving when a prebattle option is active and/or pending resolution.
  • Fixed a bug where some mechanics based on post-battle loss tracking for manually resolved battles ended up using negated values.
  • Fixed a crash bug related to characters with no religion or patron deity being assigned to gather recruits.
  • Fixed a bug causing Trogolodytes to sometimes not have weapon attacks.
  • Fixed an issue with the Diplomacy window where the Faction elements would not respond to clicks made in the mid-upper region.
  • Fixed a crash bug caused by inspecting some special unit types in the Tribal Military window.
  • Fixed a crash bug caused by certain conditions during dungeon exploration resolution..
  • New weapon type: Scythe. An agricultural implement which is not particularly suited to warfare, and only used in the most desperate of circumstances. It is more commonly used by various supernatural creatures.
  • New weapon type: War Scythe. Either a modified agricultural implement or crafted as a dedicated weapon. It is similar to the bladed spear, but has slightly lower base damage (4 vs 5), better armor penetration (2 vs 1), better reach (6 vs 5), and anti-cavalry instead of versatile.

Spells and Magic
  • Raising Undead units from Ancient Battle Sites now grant units based on the ones available to the Wizard. High Necromancy mastery thus increases the chance of better units being gained.
  • Wizards with Necromancy mastery can now raise undead from the fallen after winning a battle. Each fallen unit may have one or more options - most units can become zombies, only archers can become skeletal archers, only cavalry can become skeletal cavalry, etc. Only living units are valid targets for this. To access this, view the battle report (either quick or full details).
  • Purge Infection. Level 4 Death spell. Secondary mastery is Light. Unlocked by research which requires (Death 3 + Light 2) OR (Death 3 + Arcane 3 + Enchantment 3). Purges Blight and dispellable effects based on Pestilence magic. The total power of effects which can be dispelled is based on mastery levels: Death*3+Enchantment+Arcane+Light. Any Blight is prioritized and counts as (Blight level*3)/2 power. Effects are randomly chosen from valid ones on armies, units, sites, the hex itself or the province. The power for these is counted as (Level * 2)+1 power - with Province-based effects counting as triple this. Can also be used during battle to dispel all Pestilence-based effects from a Unit. During battle if the target has the Pestilence tag it suffers 10 hits at 5 Radiant Damage each. Cost is 8 Mana (as world or battle spell).
  • Power Word: Doom. Level 8 Death spell. Battle spell only. Inflicts Greater Doom on the target unit, which lasts 7 rounds and cannot be dispelled. -2 Toughness, - 2 Courage, -1 Melee Skill, Vulnerability increased by 2 vs Physical/Arcane/Dark/Radiant, counters Hardy ability. Any active Doom effect is dispelled. Cost is 19 Mana.
  • Doom cannot be cast on a target afflicted with Greater Doom.

Units
  • Shadow Mastery 3 now unlocks Lesser Shades.
  • New Unit: Hopefire Rune Wolves. Research project to unlock is available if the Wizard has (Good Alignment + Rune 1 + Beasts 1) OR (Rune 2 + Beasts 3 + Light 1). They deal +50% damage to Demons and Undead.
  • New Unit: Wolves. Not yet available to any player factions, but can be utilized by various events and non-player factions.
  • New Unit: Nether Shades. Unlocked by Death Mastery 3.
  • New Unit: Lesser Nyxian Valkyries. Unlocked by Death Mastery 4. Similar to Lesser Valkyries, with worse base stats + equipment, lacking Inspiring, but having Relentless Pursuit, bonus Dark damage+resistance, +25% damage vs Undead and lower cost.
  • New Unit: Nyxian Valkyries. Unlocked by Death Mastery 6. Similar to Valkyries, with worse base stats + equipment, lacking Inspiring, but having Relentless Pursuit, Unsettling, bonus Dark damage+resistance, +25% damage vs Undead and lower cost.
  • New Unit: Greater Nyxian Valkyries. Unlocked by Death Mastery 8. Similar to Greater Valkyries, with worse base stats + equipment, lacking Inspiring, but having Terror, Unsettling, bonus Dark damage+resistance and +25% damage vs Undead.
  • New Unit: War Dogs. Available to Tribal Chiefs from camps with the Beast Pens upgrade - or baseline if they have a culture with Animal Affinity: Dogs.
  • New Unit: Armored War Dogs. Not yet available to any player factions, but can be utilized by various events and non-player factions.
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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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