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Warhammer Quest 2: The End Times

04-18-2017, 11:31 AM
Joined: May 2009
Location: Illinois
Posts: 95
@RodeoBenjamin - are there any plans to update WQ1 for 64 bit support, iPad Pro 12.9 resolution support, etc?
04-19-2017, 01:17 AM
Joined: Feb 2011
Location: Guildford
Posts: 140
@Stelph, we don't have height as a concept in the game. However, there are some rooms that have two or more distinct paths through them. Some of these are open, so you can still attack at range to help out your Warriors, and others are more closed off.

@MacrosTheBlack, Rodeo Games are looking into updating WQ1 for 64-bit support.

04-19-2017, 04:43 AM
Joined: Jan 2010
Posts: 185
I had an idea for traps that may work, although I'll be the first to admit they were inspired by a certain trilogy in my movie collection.

Rather than using a step on a tile and take damage mechanic traps could be used to hurry the player forcing them to rush and maybe take some risks or face damage. In corridors this could be achieved by setting off a boulder starting at the far end that will roll towards the party x squares a turn. In rooms it could be the ceiling descending giving the players x number of turns to leave the room or find the cut off switch to avoid being crushed. If it makes it into the game the pillar of stone spell could be used to delay the traps by a turn or neutralise them.

I have absolutely no idea if these would play well or be workable in the game, but they sounded kind of cool and I don't think I've seen traps implemented in that way before.

I think you're right about puzzles, if they were in there at all they'd have to be specific set pieces really. The only other kinds you might be able to make enough of would be logic based riddles or WH lore based questions. Both of which would likely alienate some players.

Last edited by Deadpan; 04-19-2017 at 04:48 AM.
04-20-2017, 03:18 AM
Joined: Feb 2011
Location: Guildford
Posts: 140
Yeah, I seem to remember we had a lore based puzzle in Quest 1. Was too niche. When people who are developing the game can't answer the questions....maybe you're not doing the right thing!

I do like the idea of a room turning into a "danger room" if a trap is set off. Just like the ceiling spike room in that trilogy you mentioned

Something like random squares flashing and then causing damage to any characters stood in them next turn. Could work in your favour too if the room's full of enemies!

Good stuff Deadpan!
04-20-2017, 03:35 AM
Joined: Jul 2013
Location: Europe, CET
Posts: 3,147
You could do lore based puzzles, provided that you put the answer somewhere in the game, for those folks who don't know it already.
That could even lead to more quests, like: "Oh, we need to know the truename of the demon Sxarglfrax to banish him from this world. I heard Gunter the almost-all-knowing Sage in Middenheim knows a lot about this kind of stuff, let's go ask him. Gunter then sends you off further, as he heard rumours that the Necromancer Ferdinand the Imperceptible might have a Tome of Dread Names."

And I like the environmental hazards several people brought up; e.g. lavapits, falling stalagtites, noxious fumes, whathaveyou. Of course, any self-respecting Skaven warren would be chock-full of that stuff
04-20-2017, 05:13 AM
Joined: Oct 2008
Location: Italy
Posts: 3,088
If lore is readable in game, I'm all for lore based riddles/puzzles/new way of passing certain points.

Actually Nullzone idea is really cool.

You could hack your way through a powerful enemy via brute force....or learn his true name and weaken him a lot....but to learn his true name you must do some side quests, get rumors in a inn, track down an old sage and finally find an ancient tome (to be read, with actual in game text) buried in a collapsed tower, now guarded by a Lich...etc...etc...
At the actual bad guy encounter, some check must be done before the actual fight...to see if you have the necessary lore to weaken him (this could be tricky, alerting people unaware of the side quest that something is amiss).

Same could be done, in simpler way, for doors...
Like....a dungeon can have two different passageways to a certain room.
The harder one...and a simpler one blocked by a magical door, that you can open only of you know the word (Mellon comes to mind, citing another famous fantasy setting).

Hazards room are very cool too, as long as there isn't a real time timer (as in WHQ) but everything remains turn based.

I'm trying to keep hype at minimum and I even refrained to visit this thread lately but damn....it's SO HARD :P
04-20-2017, 05:43 AM
Joined: Jul 2013
Location: Europe, CET
Posts: 3,147
@pitta: Offering several paths with different difficulty levels and challenges is a great idea, the best one in this thread so far I dare say
Just a boatload of work for the good Perchang folks to create and implement...
04-20-2017, 06:53 AM
Joined: Jan 2010
Posts: 185
Quote:
Originally Posted by Pitta View Post
If lore is readable in game, I'm all for lore based riddles/puzzles/new way of passing certain points.

Actually Nullzone idea is really cool.

You could hack your way through a powerful enemy via brute force....or learn his true name and weaken him a lot....but to learn his true name you must do some side quests, get rumors in a inn, track down an old sage and finally find an ancient tome (to be read, with actual in game text) buried in a collapsed tower, now guarded by a Lich...etc...etc...
At the actual bad guy encounter, some check must be done before the actual fight...to see if you have the necessary lore to weaken him (this could be tricky, alerting people unaware of the side quest that something is amiss).

Same could be done, in simpler way, for doors...
Like....a dungeon can have two different passageways to a certain room.
The harder one...and a simpler one blocked by a magical door, that you can open only of you know the word (Mellon comes to mind, citing another famous fantasy setting).

Hazards room are very cool too, as long as there isn't a real time timer (as in WHQ) but everything remains turn based.

I'm trying to keep hype at minimum and I even refrained to visit this thread lately but damn....it's SO HARD :P
I quite like the idea of different difficulty paths but I think I'd end up clearing the entire dungeon anyway for the XP and being the completionist I am.

Lore in game might work, but I remember getting frustrated with the riddles in Durlags tower because I played the dungeon over the course of a few weeks and couldn't remember the answers when the riddle was posed. I think that issue would be exacerbated on mobile as so many players dip in and out when they get a few spare moments. Maybe runestones or some other kind of key would be a better option, at least something you could refer to before giving the answer.
04-20-2017, 11:29 AM
Joined: Oct 2008
Location: Italy
Posts: 3,088
Quote:
Originally Posted by Deadpan View Post
I quite like the idea of different difficulty paths but I think I'd end up clearing the entire dungeon anyway for the XP and being the completionist I am.

Lore in game might work, but I remember getting frustrated with the riddles in Durlags tower because I played the dungeon over the course of a few weeks and couldn't remember the answers when the riddle was posed. I think that issue would be exacerbated on mobile as so many players dip in and out when they get a few spare moments. Maybe runestones or some other kind of key would be a better option, at least something you could refer to before giving the answer.
As a completionist myself, I know what you are saying but maybe they could have in store more....like if you open one path....the other one collapses.
So you'll never know what could have been inside that room...maybe the last set of a rune chaos armor that once worn...gives you unspeakable powers... :P
If they come up with a good implementation, it could be great to add to the random dungeons, even if all this is probably best suited to the handcrafted story quest ones.

Something that kept me playing WHQ all these years is, besides being an awesome game to boot, you never knew what was in store for you next.
The thrilling of exploring a new room is still unparalleled (and equal to the original boardgame and nowdays to WHQ:Silver Tower).

As for lore/riddles...you are totally right.
Some of us can play hours straight, but many times we just play 'a little dungeon' side quest...so we could easily forget important lore.
That's why I suggested eventual things must be written somewhere....like a book you can have in your inventory (and read when you think you have to use it), a rune...or even a parchment written by the mage when you actually hear, let's say, the daemon true name.
Easier to check if the party has that actual parchment before the encounter...and maybe trigger a dialog where they name the daemon and weaken him before the fight.

Of course if we all fan let our minds go wild and Perchang read and is intrigued by all this...the game will never see the light :P
04-20-2017, 12:13 PM
Joined: Sep 2012
Location: England, Devon, Plymouth
Posts: 217
Quote:
Originally Posted by Pitta View Post
As a completionist myself, I know what you are saying but maybe they could have in store more....like if you open one path....the other one collapses.
So you'll never know what could have been inside that room...maybe the last set of a rune chaos armor that once worn...gives you unspeakable powers... :P
If they come up with a good implementation, it could be great to add to the random dungeons, even if all this is probably best suited to the handcrafted story quest ones.

Something that kept me playing WHQ all these years is, besides being an awesome game to boot, you never knew what was in store for you next.
The thrilling of exploring a new room is still unparalleled (and equal to the original boardgame and nowdays to WHQ:Silver Tower).

As for lore/riddles...you are totally right.
Some of us can play hours straight, but many times we just play 'a little dungeon' side quest...so we could easily forget important lore.
That's why I suggested eventual things must be written somewhere....like a book you can have in your inventory (and read when you think you have to use it), a rune...or even a parchment written by the mage when you actually hear, let's say, the daemon true name.
Easier to check if the party has that actual parchment before the encounter...and maybe trigger a dialog where they name the daemon and weaken him before the fight.

Of course if we all fan let our minds go wild and Perchang read and is intrigued by all this...the game will never see the light :P

These are all awesome ideas that would make the game incredible, as for the timing and never seeing the light, perhaps the game could be released as perchang intends and these all be added later as updates or as part of content expansions etc.

I just really can't wait to get my hands on it lol!!

Ben, is this game being done by the same artist as WHQ 1? Do you still have contact at rodeo? Do you think they will also update WHQ1 with new content? Or are they now just concentrating on supporting existing media?

Cheers