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Queen's Wish the Conqueror is finally out! We're really excited about this game. It is all-new, with a completely different system. It plays entirely differently from anything we've done before. It's a lot of changes, but we think you'll find the game also has a lot of fun in it.

 

Right now, the game is out for Windows and Mac. We're going to start the port to iOS very soon.

 

If you are confused by the new game system, I wrote a blog post with some tips and information about what changed: https://jeff-vogel.blogspot.com/2019/09/queens-wish-is-out-heres-why-its-so.html

 

The v1.0.1 update was released 9/17/19. A full list of changes is on the support page.

 

I'll be adding stuff to this sticky as things change. Hope you have fun!

 

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33 minutes ago, ladyonthemoon said:

Thanks for this game! It looks very promising. I'm playing the demo right now and I was wondering: when do I know that the demo is finished? :)

At the border of all three vassals you will find a battalion of Haven soldiers, camped next to a fort/forest you need to clear to proceed. At this point you will be prevented from going further by the Demo Demon (or whatever).

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Congrats on the release!

I'm certainly enjoying this as much as any other Spiderweb game so far!

 

The base building and recruitment mechanics are very much an interesting addition.  The world itself is far more reactive than previous Classic Spiderweb titles seemingly so far, though I'm not too far in yet.

 

Imho, in response to some of the graphical critique one thing (Im not sure if its difficult or simple) that would improve the lookgenerally without adding any assets at all is to maybe size up the conversation window and player status window or at least just the portraits in the aforementioned. Suggesting puting the best foot forward with that. The Character art is better polished than  the map art.  And some windows have a nice decorative scroll work graphic. However the games UI scales that menu art kind of small for 1440p or maybe even 1080p. At this point I'm guessing most people play at these resolutions now and not at the lower resolutions that we played the older Spiderweb games at. I'm sure at lower res' such a suggestion is unnecessary due to the UI default size being more proportional to them. There's certainly opportunity for more polished tile and map scale assets as this new engine is iterated on,  but it doesn't detract from gameplay and Im not one to bang a drum about that. I'm here for Jeff's story, and the gameplay itself as always. 

I'm very curious to see what the future brings in other games with this engine now that the foundation is laid down.

 

 

TLDR, good work. Happy Kickstarter backer. Thank you!

 

Edited by theDav
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On 9/11/2019 at 5:19 PM, theDav said:

Congrats on the release!

I'm certainly enjoying this as much as any other Spiderweb game so far!

 

The base building and recruitment mechanics are very much an interesting addition.  The world itself is far more reactive than previous Classic Spiderweb titles seemingly so far, though I'm not too far in yet.

 

Imho, in response to some of the graphical critique one thing (Im not sure if its difficult or simple) that would improve the lookgenerally without adding any assets at all is to maybe size up the conversation window and player status window or at least just the portraits in the aforementioned. Suggesting puting the best foot forward with that. The Character art is better polished than  the map art.  And some windows have a nice decorative scroll work graphic. However the games UI scales that menu art kind of small for 1440p or maybe even 1080p. At this point I'm guessing most people play at these resolutions now and not at the lower resolutions that we played the older Spiderweb games at. I'm sure at lower res' such a suggestion is unnecessary due to the UI default size being more proportional to them. There's certainly opportunity for more polished tile and map scale assets as this new engine is iterated on,  but it doesn't detract from gameplay and Im not one to bang a drum about that. I'm here for Jeff's story, and the gameplay itself as always. 

I'm very curious to see what the future brings in other games with this engine now that the foundation is laid down.

 

 

TLDR, good work. Happy Kickstarter backer. Thank you!

 

 

The game responds really well to your windows scaling setting. You can do what I do, and set Microsoft Windows scaling to 150 percent, then when you launch the game it will increase the size of the UI etc. as if you had a lower resolution monitor.

Edited by SearingTouch
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6 hours ago, SearingTouch said:

 

The game responds really well to your windows scaling setting. You can do what I do, and set Microsoft Windows scaling to 150 percent, then when you launch the game it will increase the size of the UI etc. as if you had a lower resolution monitor.

Update 1.01 will allow scaling the game UI to whatever resolution we choose. Quite frankly changing Windows resolution or scaling is just a clumsy way of fixing things.

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On 9/17/2019 at 10:51 AM, ladyonthemoon said:

Update 1.01 will allow scaling the game UI to whatever resolution we choose. Quite frankly changing Windows resolution or scaling is just a clumsy way of fixing things.

Excellent.

 

The work around was always to play in fullscreen mode at lower res (That's how I played the recent Avernum remakes, ect).  But that causes the image to be fuzzy.

 

I am glad to hear the UI will be scalable in the update.  [ Edit: Busy work week, I see that the update is out, it looks great! I still think more UI element scalability would be a visual improvement, but this is better than previous already]

 I'm very much enjoying the game.

 

 

 

Edited by theDav
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