Kingdom Conquest tips

December 10, 2010

A lot of people have the same questions about Kingdom Conquest, so rather than typing them out on my iPhone, I’ll just put some info up here.

First and most importantly, always work towards a quest goal, as they will give you a very nice boost in resources as you complete them. The highest quests I got up to on world 7 were the 1000 resource ones, which gave (I believe) 3500 of each resource. I also got up to conquering a level 4 territory (which was very tough), so they seem to go on for quite a while.

Related to the above, try to focus on increasing your resource gains before really working on monsters and units. The building needed to increase unit size beyond 4.0 (the starting size) is very expensive, and you will also need another building before that to open up the middle (rear) slot. Before you go after that, try to get AT LEAST 1000+ of each resource coming in, preferably 1500+.

One final note about resources: level up your warehouse until it can hold 7900 resources (level 5 I believe), or higher if you don’t play daily. This will prevent resources from being ‘wasted’ when you cap out. This is especially important when completing quests, because if a reward puts you over your current limit, the excess will be wasted.

For monsters, you want to keep the count as low as possible at all times to free up food income. This means that when you gain a new monster from a pack, you should use it to attack a level 2 territory. It likely won’t win, but it will drop its count to 1, and also earn it some XP. The other option  you have is to synthesize the monster, which can be useful to skill up your ‘main’ monsters primary skill or to give it new ones (there are quests explaining this)

As the goal of the game is to capture towers, look around your starting area and start grabbing land in the direction of the tower. Wait to build your base (also explained in a quest) until you are one square away from a tower, as this will cut down on travel time/fatigue when attacking. If you have an aggressive neighbor, position your base accordingly.

The ‘best’ starter unit I’ve found is a goblin archery as the leader, and a goblin warrior at the front. The warrior is a 2.5 count monster, while the archery has range 3 and is 1.5 count, giving you a maxed out 4.0 unit. Both can usually be found on the auction house for cheap, and are also fairly common in packs. The 2.5 lizard unit is also very strong, and likewise can be paired with an archer. Try to use this unit as often as possible, as you will have quests asking you to conquer higher and higher level territories.

Items from packs: You can’t sell or trade the weapons/shields/rings you get, so as soon as you no longer need something, it’s best to trash it (warehouse, little trash icon on the card itself) to reduce clutter.

When doing the dungeons, it’s always best to wait for 4 people, as this will ensure you finish and get the two pack bonus, plus cut down the amount of time it takes to clear one out. 3 is usually fine if things are slow.


Kingdon Conquest Alliance formed

December 10, 2010

World 9 is the latest world in KC, and Inquisition has an alliance up (Inquisition). We are situated in the north-east. If you want to play with us, you can go into the options menu at the launch screen and switch worlds.

On world 7 I got up to level 12 with my guy, and up to that point the game was a ton of fun, so still highly recommended.

I wrote about KC here, if you are looking for into about this great iPhone game.


Blood Bowl: Norse on Norse crime

December 9, 2010

Last night I played a particularly brutal game of Blood Bowl, as my Norse team went up against another Norse team. When two teams that love to hit, but can’t take it meet, you know its going to get ugly. When one side (my opponent) was terrible dice, well, things get REAL ugly.

The first sign of things to come came on the very first turn, when his Yeti threw a block on mine, and the result was a double knock-down, with neither of us having the block skill. My Yeti was dazed, his was dead. His apothecary rushed on to the field, but he must have hired the same guy I had in my league game, as the result was dead/dead.

The next few turns were about even, with a few players on both sides getting KO’ed or knocked off the pitch. He received the kickoff, and just four turns later scored a touchdown.

On the following kickoff he only had 10 players thanks to the dead Yeti, while I had a full 11 thanks to have 12 on my roster. The following four turns produced the most brutal sequence of events I’ve ever seen. On my very first turn, two of the players he placed on the line got injured, one thanks to my Yeti, another thanks to a wolf. On his turn he rolled a skull for a block, and that player ended up injured as well. On my next turn, I blocked his +1str runner, and not only did he get injured, but he got a rather fatal -1AV injury. Finally, on the final turn of the half, right before my guy ran the ball in, I threw a sideline block, knocked his player off the pitch, and got an injury roll for that as well. My opponent called it quits at the half, and honestly, I don’t blame him.

The dominating win gave me two MVPs, with one of them going to a wolf, finally earning him a promotion and the critical Block skill. The Yeti also hit level three, and in addition to his Mighty Blow skill, he picked up Juggernaut to help compensate for his lack of Block. Overall the team is a lot of fun to play, although having almost everyone at 7AV means that someday soon, I’ll be on the receiving end of a slaughter.


Darkfall: Battle for Skogul

December 8, 2010

Mmmm, good MMO PvP, how I’ve missed you so.

Not even Comcast’s wrath could keep me away last night, as Flying V (my alliance) laid siege to the hamlet of Skogul, owned by the ReVenge alliance. We brought around 40, all from our alliance, while the enemy forces varied during the fighting but were always close to our numbers, and we also had third parties to contend with. The hamlet of Skogul is located on the northern coast of Agon, in the snowy dwarf lands.

As my internet was still spiking and d/c’ing me at random, I was at first hesitant to pull out my top gear bag, but after seeing everyone around me pull out Dragon and Infernal armor, I said the hell with it and went all out, even buying a few pieces of Infernal to really bulk up. I’m running Destroyer / Mage Killer right now, making magic encumbrance somewhat of a non-issue, so I had all crafted full plate with four pieces of Infernal, a keened r60 greatsword, a keened r70 bow, and enchanted arcane jeweler. Total value of the bag was probably north of 100k, which for me is a good chunk considering I have just under 300k gold in my bank (though the total value of my bank is likely in the 600k range, if not higher).

With everyone gear-up and looking good, we made our way north to the hamlet. On the way I got d/c’ed a good 3-4 times, and during one disconnect someone (random passerby no doubt) swiped my battlehorn. Now on foot with 100k of gear on me, the siege force far ahead, I ran as fast as I could to catch up, praying an enemy force would not find me. As I approached an NPC city near our meeting point, I spotted a dozen or so enemies, and in true hero fashion, hid behind a rock.

Over vent I heard that our force had pushed into the enemies, and so I charged out from behind my rock and into the enemies flank, getting some solid swings in before they knew what was happening. Like a madman I chased down one unfortunate soul, my Justicebringer sending him to his grave. This early skirmish was a total route, as we not only outnumbered but also heavy out-geared the enemies (most seemed to be in bone/scale/banded with r40s), and soon the snowy cliffs were littered with bodies and gravestones. Round one went to Flying V.

Our siege leaders had placed our siege stone on a plateau overlooking the hamlet, only accessible from one direction. This is where our force gathered, and it not only gave us the high ground, but also a great view of the entire area, making spotting enemy movement much easier. The fastest way up to our plateau was through a tunnel system, and its here that round two would go down.

Our scouts had spotted a solid number of enemies gathering at a nearby chaos bank just below our plateau, and the call was made to hit them now rather than allow them to fully gather and prepare. In one coordinated action, we jumped down to surround the little holding that contained the bank, and soon the enemies were either dead or fleeing in all directions. The strike was decisive and deadly. Once the fighting was over, we were told to return to our former position, and so we set out towards the tunnels.

Inside we found a solid number of enemies, and a deadly battle broke out, with both sides throwing Wall of Force bubbles and AoE magic inside the tightly packed space. The normally serine white tunnels were soon a kaleidoscope of colors, and for a few tense moments neither side made much progress. To make matters worse, a second enemy force had rallied from behind us, and attacked us at the mouth of the tunnel system. Pinned from both sides, we had no choice but to make an all-out rush, and with our melee group leading the way, we smashed into the upper tunnel force. In such a confined space, friendly fire was rampant, and even identifying an enemy to swing at consistently proved to be a challenge.

Our charge however broke the enemy’s spirit, and many of them were cut down as they attempted to flee. With one force dealt with, we turned our attention to the group at the base of the tunnels, and in one well-coordinated strike, wiped that group as well.

After looting the dead, most of our force went back to quickly bank, while others returned to the siege stone. At this point I somehow got myself separated long enough to be alone in the tunnels, and as I was running up I noticed five or six players running down. My first thought was that they were friendly, but this was not the case. A quick 180 turn and I went running back down the tunnel, magic and arrows flying in and all around me. I called for help on vent, and a few players were nearby. As my health dropped to zero, allies rounded a corner and engaged. An enemy, sword drawn, stood over my body, readying the gank, only to have a Wall of Force stop him. Clutch save by my side. As the enemies were routed, I was rezzed, and could thankfully continue the fight.

After regrouping everyone at our siege stone, the hamlet went live and our original goal was to spawn some cannons and hammer the stone down from our position. While our initial shots were successful, the enemy soon deployed strongboxes to block our fire, along with their own cannons to try and destroy ours. The call was made to jump down, storm the hamlet, and secure the stone.

Our initial push was a success, as well coordinated magic volleys and a strong assault pushed the enemies back and out of the hamlet. At this point however we were being attacked from multiple sides, and after hours of solid group cohesion, things broke down a bit and soon our force was in disarray. Over vent I could hear reports of fights being lost and units falling back. As I was moving back, I spotted an ally on the ground, and made my way over to rez. As I reached the body, an enemy player was preparing to gank. I was able to interrupt him, but then made the horrible mistake of trying to rez instead of killing the enemy. I not only failed the rez, but also took enough damage to get very low, and eventually went down when two other enemies jumped in. As I went down, I was able to see that we had lost that position entirely, and over vent could hear that our force overall had been broken.

While we officially lost the siege, to a man everyone had an absolute blast. The battle was also a great learning lesson for us, and I fully believe the next siege we drop our tactics will be even better. Morale on vent was very high even in defeat, and after some personal recounts of the battle, most logged for the night.

As annoying as my personal issues with my internet were, I must say I completely lucked out and avoided a disconnect that would have gotten me killed, staying connected at all key moments. Hopefully later this week the grand wizard of Comcast finally tracks down the issue, and I can get back to playing fully. It’s been too long, and Darkfall is the only MMO out that can make so many hours fly by so quickly, yet so enjoyable for me.

Good fights to ReVenge and their allies/mercs, and congrats to the leaders of Flying V for not only keeping us active, but getting us into such great battles. Looking forward to the next one!

Edit: Video of the siege from Ray Pew.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)


More than five hours

December 7, 2010

Installing and patching The Witcher from it’s v1.0 CD to 1.5 is, I believe, humanly impossible.

First you download the huge 1.4 patch, only to have it inform you that you need to install the language pack. Grab that 400+mb patch, and it informs you that you have to have 1.4 installed first. Super cool, and not even close to actually having 1.5 installed.

Not to mention Windows 7 thinks you are installing a virus when you install 1.0, thanks to it’s DRM. So you can’t even play 1.0 EVEN IF YOU WANTED TO! Nothing beats disabled drivers when you load up after a restart. Good luck actually getting those OFF your machine too.

Legitimately waiting for a Steam sale so I can buy the game, again, to play it before the sequel comes out.


Five hours

December 7, 2010

For some, it will take longer to download an expansion than to reach it’s level cap.

That is most impressive for 25 months, hundreds of devs, and millions of dollars later.

Lowering the bar (of accessibility!) yet again.


I’m going to player impact the shit out of this instance!

December 6, 2010

“We’ll throw you into your very first instance, to get a feel for a very player directed experience.”

Um… what?

Oh and two faction in the Warhammer universe, good call. Have they announced a coordinated dance animation between Chaos Warriors and Tyranids yet?

PS: Tell that Dreadnought to lose some weight, he looks like a Black Friday 4am shopper at Walmart.


Kingdom Conquest: The surprising iPhone MMO that works

December 6, 2010

Kingdom Conquest, a MMO of sorts for the iPhone, has been a very pleasant surprise. Its part resource sim (build a city, city produces resources, spend resources to improve city + army), part card game-style combat, and part beat-em-up mini-game. All of this wrapped around a world with other players all vying for control, with multiple RPG-ish (leveling, stats, items) systems for various things. The game has a lot of ‘stuff’ going on, and so far all of it works well. Toss in the price (free), and it’s hard not to recommend anyone interested giving it a shot.

Let’s break this down into the different parts that make up the game, as they are somewhat distinct.

The easiest to explain is the beat-em-up part. There are three classes; warrior (melee dps/buffs), wizard (ranged dps/heals) swordsman (tank/melee dps). Depending on your characters level, you select a dungeon to attack, and each dungeon has four normal rooms with the fifth being a boss encounter. The rooms are always squares, with 3-6 monsters inside. Sometimes a second wave will spawn. Up to four people can enter the dungeon at a time (queue up from a pre-dungeon lobby), and with four they are rather easy. Total time to clear a dungeon is about five minutes. It’s fun yet mindless action, although the bosses do require more strategy than just find mob + smash. Not much more, mind you, but at least something.

The reason you do the dungeons is because they are the source of new monster cards, which I’ll explain later. You also get gear here, which you equip to make yourself stronger for future dungeon runs. The ratio of gear to monsters is something like 9/1 gear/monster, and as you can’t sell gear, you end up trashing a ton of it (there are only three gear slots). For an iPhone game, and for this being a side-system, it’s good enough to entertain for the 5 minutes or so that it needs to be, plus every few levels you move to a new dungeon with a new look and new mobs, so that’s not bad either. You can only queue for a dungeon run so many times per day.

The city building is your standard Farmville (I think, never actually played) deal; select a square, select a building, spend resources, wait for it to build. You build lumber mills near a forest, a quarry near stone, etc. You can level buildings up, which makes them produce faster. Along with resource buildings you also have monster-related buildings, which do a variety of things. Some will give you more units, some will allow you to use different monsters, some will allow you to increase a monsters stack faster. Daunting at first due to the number of options and functions, after a day or so you should figure things out and ‘get’ how it all works; plotting out a course to reach certain goals and grow your city/army based on what you have available.

The monster cards you get from the dungeon are used to form units; up to three monsters can be placed in a unit (the third slot has to be unlocked through buildings), a leader, a rear guy, and a front guy. Each monster has a range, which determines who they can hit and from where. Most monsters are melee (range 1), so monsters with range 2 or 3 are valuable as a unit only has one front monster. The leader stands in the back. Each monster has stats such as attack, defense, speed, and intelligence (which determines how often and successfully they use their special ability). Monsters can level up, and when they do you can increase their base stats. Monsters can be synthesized to increase or change their special ability (this consumes one monster to buff the other). It’s not the deepest system in the world, but it’s actually very decent for an iPhone game, and so far is my favorite part, as mixing and matching monsters together to create a solid combo is an entertaining puzzle.

The over-world is a very large place, made up of squares with various neutral monster strengths plus the cities of other players. You dispatch your units to conquer said squares, and if successful, you gain that territory, plus a resource bonus. The longer the travel, the less effective your unit, so eventually you need to construct bases (mini-cities) to let your monsters rest and fight more effectively. The ultimate goal is to capture Towers, which are special squares found around the world. I’ve yet to see this happen, so can’t comment on what exactly that does, but that is the stated ‘end-game’. You can also raid other player cities, but as far as I know that only allows you to steal crystals (currency used to buy monsters/gear, you get crystals from doing dungeon runs) if you are successful. I’ve only done this once, so I’m not exactly an expert here, and perhaps you can do more.

Everything in the game runs in real time, and this is where Sega (the publisher/producer) is hoping to make some money. Using cash you can buy special currency, which can then be traded for monsters or to speed things up. So far, I’ve found this to be 100% unnecessary, although I suppose if someone was hell-bent on winning, they could spent a ton to get way ahead. If this was a $50 + $15 MMO, I’d take issue. As a casual iPhone game, meh, especially considering how expensive it is just to get some small boosts ($5 for 7 days of +15% gains in one resource? Yea, bad deal.).

Two final points.

Quests in the game are a sort of extended tutorial, and the rewards are usually very good. Following the quests as they are given is a very good starter guide, and highly recommended.

The UI is also worth mentioning, as it’s very obvious it’s a ‘built for iPhone’ UI that really works. Initially it’s a little overwhelming due to just how much the game has going on, but once you figure stuff out you realize just how quickly you can access everything, and how slick the info is presented. Top notch for a game, iPhone or otherwise, and makes managing everything much more enjoyable.

As I originally stated, Kingdom Conquest is a very fun game if you are into this sort of thing. It also seems to be rather popular, as new, fresh worlds are constantly opening up. I don’t know how many readers here have an iPhone, or how many would be interested, but if we get 5+ people (the amount needed to complete the quest of joining an Alliance), I’d be up for starting on a fresh world and playing. With an in-game message board, co-op dungeon runs, and a ‘live’ over-world that has alliance-wide goals (Tower capturing), this game is more MMO than some PC titles, so I could see it being very entertaining if played with others. Check it out, and if you think it’s something you might be up for, post here and let me know.


Forge: Not the most agile elf around

December 5, 2010

Blood Bowl League Update: Our league is in the midst of week four, so a long-overdue update is in order. To check out all of the stats and standings, swing by our website.

My team, Syngularity, just played it’s 4th game, a tough 1-0 victory over Lagman’s orc team Nerf Me. The cost of victory was high however, as clumsy lineman Forge died while attempting to dodge away from a few black orcs. An apothecary was sent out on to the field, but with the regular doctor on vacation, his assistant accidentally cut Forge in half rather than fix up the massive gash on his side. The result? Dead/dead. Poor bastard. In his honor, a new lineman has been hired, and hopefully Forge Reborn will have better luck (or feet anyway, dodge-failing elven fool…)

To add insult to injury, on the final turn of the game, another lineman suffered a serious concussion, reducing his armor value by one. For taking one straight to the head, he was named team MVP. He has since learned to wrestle down people rather than block their punches with his face. Finally, a fellow lineman got a lucky double roll for his promotion, picking up Guard.

The team now sits at 3-0-1, which puts them near the top of the league. They are also balanced in terms of promotions, with five elves at level two and all around 7-11 SPP. No significant stat increases have occurred yet however, though the double roll to pick up Guard is a good thing for High Elves, who naturally lack access to strength skills.

Around the league, many teams sit at one victory, though some have yet to play their week four game. The most advanced player is a scary one, Filthadelphia Bad Luck 13′s Beast of Nurgle, who is not only level three, but also has received a +1str upgrade to go along with Guard. At 6str and tentacles, not many players are going to escape the beast’s grasp. Not surprisingly, the beast also leads the league in injuries caused, at four. The team overall has struggled so far, but with a star player like this, it’s only a matter of time before they get rolling.

League-wide, a total of seven players have died so far. One can only wonder what the total will be once the season draws to a close. The only undefeated team left is Bnason’s dwarves, Da Randy Moss Road Show, lead by star runner Tobey, a level two dwarf with +1str. Lets see if they can keep it going this week when they face Cerumol’s wood elves, Backlash Buccaneers. It’s either going to be an air show in the elves favor, or a bloodbath as the dwarves slowly grind them down.

More to come!


Losing on the interwebz

December 3, 2010

You admit defeat on the internet when talking about an upcoming game when you state “this is just the beginning; they have future plans for feature X that could make it really great”. The game is not out yet, and already you are hoping they fix/improve/complete something later.

Bonus points if, during the same conversation, you point out that one of the selling points of said unreleased game is it’s high level of completeness, and how smooth it’s going to be at launch.

Pick a sword to fall on, two+ is just abuse.


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