Warlords and Merchants is now public!
Posted: Fri Nov 05, 2010 10:45 pm
EDIT : As of patch 1.2, the chat channel for W&M will be "WandM".
At the start of the game, players can pick to play as a "Warlord" or a "Merchant".
WARLORDS
Warlords essentially play as melee in FFA with the following main differences :
-> Can buy units and researches off a merchant player.
-> Starts with a "Warlord Defender". An immobile anti-rush "unit".
-> 150% harvesting rate
-> 4x harvestable minerals and gas.
-> 300 supply cap
-> Has access to the SC2 campaign units along with some SC1 units.
-> Turrets, Spore Colonies and Photon Cannons deals splash vs air units to discourage the usual mass air units in FFA melee games.
-> If a warlord is defeated or type -surrender, he respawns as a poor merchant (which also grants full vision of the map like for an observer).
MERCHANTS
Meanwhile, Merchants also compete with each other in a FFA fashion for the highest profit score before the Warlords finishes their game.
-> Merchants can train units and research technology to sell it to Warlords.
-> Tech up main merchant techtrees : Cheap & Fast (C&F) Merchant, Combo Merchant and so on.
-> Has full sight of the battle map.
-> Cannot interfere with the Warlords' battles (other than selling stuff)
W&M VERSIONS
So basically there are 3 "versions" of W&M :
1) "Warlords and Merchants" (4 melee players, 6 max players)
Uses the melee map terrain of MCP-011[Korhal] by ExTraxx.
This version is intended to be the one for climbing in popularity (after I prepare publicity and "boosting" the map)
In addition, since I did flag W&M with a category of "Melee" instead of "Custom" or "All", it will probably be much more easier to join W&M games if you search for "Melee". As for hosting it, searching with "Warlords" is usually enough.
2) "WandM on Pi" (12 melee players, 15 max)
Uses the melee map terrain of Pi by Krazy.
3) "WandM on Exotic Garden" (12 melee players, 15 max)
Uses the melee map terrain of Exotic Garden by masterwerk
#2 and #3 are intended to be for "private" large games with a big gang of friends and such.
For all W&M versions for large games, I did intend to make it easily searchable with "WandM" for hosting games as I might add more of them over time.
ALONE BUT CURIOUS?
Join up in our SC2 FFS event which you can write your player ID there so we can play with you. You can read more info about the FFS event there.
Otherwise if you want check out W&M alone
-> To fool around with the Merchant role : You can still host a solo game (no AI, you as sole player) of W&M so that you can try the Merchant role.
-> To fool around with the Warlord role : Host a solo game with dummy AIs (they do nothing yet in v1.00) then pick Warlord. You will spawn as the chosen melee race in the lobby.
GAMEPLAY VIDEOS (PRE-PUBLIC W&M GAMES)
Those video playlists are FFS event games of pre-v1.00 W&M versions which IstakuMesk (aka mancatcher) recorded from its replays and commentated them. Most bugs seen in those videos were corrected over time.
Game #1 (recorded & commentated by Mesk)
Game #2 (recorded & commentated by Mesk)
WARLORD SPECIFIC CHANGES (V1.00)
TERRAN
Missile Turret : Deals 15% splash (AoE : 3) vs air units.
Perdition Turret : Added. Requires E.Bay and Fusion Core.
Firebat : Added. Has +2 Armor and can use Stimpacks.
Medic : Added. No changes
Spectre : Added. Uses Ghost's Cloak research.
Vulture : Added. Spider Mines requires research.
Goliath : Added. Has Charon Boosters for +3 air range (allowing 9 air range).
_______ Air damage is 75% vs non-armored instead of 50%.
DiamondBack : Added. Base damage is 20 (+5 armored). Requires tech for 20(+20).
Predator : Added. Lightning Field research is required for Lightning Field effect.
Wraith : Added. Has SC1 resource costs instead of SC2. Still requires tech lab.
Hercules : Added. No changes.
Science Ves.: Added. Irradiate costs 75 energy instead of 25.
ZERG
Spore Colony : Deals 15% splash (AoE : 3) vs air units.
Scourge : Added. Explodes on enemy air. 90 damage instead of 110.
Lurker : Added. Burrowed attacker. In W&M, it has the Ghost's Hold Fire for surprise ambushes.
Kerrigan : Added. Unique Zerg unit. Requires to be trained at a Hive (not at a Hatchery nor Lair).
________ Skillset mostly similar to base data.
PROTOSS
Photon Cannon : Deals 15% splash (AoE : 3) vs air units.
Dragoon : Added. Using Dark Immortal model. Fairly similar to SC1 version.
________ Better than Stalker (without Blink) but more expansive.
________ Can be warped from both the Gateway and Warpgate.
________ Has Singularity Charge at C.Core for +2 Range (allowing 7 Range total)
Scout : Added. Is Light instead of Armored. Modified to counter Void Rays
_______ (even fully charged ones) but to be countered by Phoenixes.
_______ Has SC1-mirrored researches on the Fleet Beacon.
MERCHANT MAIN TECHTREES
CHEAP & FAST (C&F) MERCHANT (5 Levels)
Able to train standard units (not Combo units, etc.) faster, cheaper and to send them quicker to customer Warlords.
COMBO MERCHANT (5 levels)
A combo merchant's wares have "combo units" that are based on standard units but are usually mixed with interesting perks or abilities from other units (including from other races).
In addition, higher "tiers" of the same unit usually carry over the previous added bonuses and top it off with more of them.
In development :
ELITE MERCHANT
Mostly contains more unique units. Usually said units are either strategic or "glass cannons" (hurts a lot but break easily).
A few elite units are available (as of v1.00) but are under the Combo Merchants due to the few numbers of them.
ADVANCED RESEARCH MERCHANT
Can research unique technologies to sell to merchants. Also able to reach Level 4 to 8 of standard weapon and armor researches.
CUSTOM MERCHANT
Can customize their own units for sale. Most expansive merchant. Will take a long time before I actually develop it.
At the start of the game, players can pick to play as a "Warlord" or a "Merchant".
WARLORDS
Warlords essentially play as melee in FFA with the following main differences :
-> Can buy units and researches off a merchant player.
-> Starts with a "Warlord Defender". An immobile anti-rush "unit".
-> 150% harvesting rate
-> 4x harvestable minerals and gas.
-> 300 supply cap
-> Has access to the SC2 campaign units along with some SC1 units.
-> Turrets, Spore Colonies and Photon Cannons deals splash vs air units to discourage the usual mass air units in FFA melee games.
-> If a warlord is defeated or type -surrender, he respawns as a poor merchant (which also grants full vision of the map like for an observer).
MERCHANTS
Meanwhile, Merchants also compete with each other in a FFA fashion for the highest profit score before the Warlords finishes their game.
-> Merchants can train units and research technology to sell it to Warlords.
-> Tech up main merchant techtrees : Cheap & Fast (C&F) Merchant, Combo Merchant and so on.
-> Has full sight of the battle map.
-> Cannot interfere with the Warlords' battles (other than selling stuff)
W&M VERSIONS
So basically there are 3 "versions" of W&M :
1) "Warlords and Merchants" (4 melee players, 6 max players)
Uses the melee map terrain of MCP-011[Korhal] by ExTraxx.
This version is intended to be the one for climbing in popularity (after I prepare publicity and "boosting" the map)
In addition, since I did flag W&M with a category of "Melee" instead of "Custom" or "All", it will probably be much more easier to join W&M games if you search for "Melee". As for hosting it, searching with "Warlords" is usually enough.
2) "WandM on Pi" (12 melee players, 15 max)
Uses the melee map terrain of Pi by Krazy.
3) "WandM on Exotic Garden" (12 melee players, 15 max)
Uses the melee map terrain of Exotic Garden by masterwerk
#2 and #3 are intended to be for "private" large games with a big gang of friends and such.
For all W&M versions for large games, I did intend to make it easily searchable with "WandM" for hosting games as I might add more of them over time.
ALONE BUT CURIOUS?
Join up in our SC2 FFS event which you can write your player ID there so we can play with you. You can read more info about the FFS event there.
Otherwise if you want check out W&M alone
-> To fool around with the Merchant role : You can still host a solo game (no AI, you as sole player) of W&M so that you can try the Merchant role.
-> To fool around with the Warlord role : Host a solo game with dummy AIs (they do nothing yet in v1.00) then pick Warlord. You will spawn as the chosen melee race in the lobby.
GAMEPLAY VIDEOS (PRE-PUBLIC W&M GAMES)
Those video playlists are FFS event games of pre-v1.00 W&M versions which IstakuMesk (aka mancatcher) recorded from its replays and commentated them. Most bugs seen in those videos were corrected over time.
Game #1 (recorded & commentated by Mesk)
Game #2 (recorded & commentated by Mesk)
WARLORD SPECIFIC CHANGES (V1.00)
TERRAN
Missile Turret : Deals 15% splash (AoE : 3) vs air units.
Perdition Turret : Added. Requires E.Bay and Fusion Core.
Firebat : Added. Has +2 Armor and can use Stimpacks.
Medic : Added. No changes
Spectre : Added. Uses Ghost's Cloak research.
Vulture : Added. Spider Mines requires research.
Goliath : Added. Has Charon Boosters for +3 air range (allowing 9 air range).
_______ Air damage is 75% vs non-armored instead of 50%.
DiamondBack : Added. Base damage is 20 (+5 armored). Requires tech for 20(+20).
Predator : Added. Lightning Field research is required for Lightning Field effect.
Wraith : Added. Has SC1 resource costs instead of SC2. Still requires tech lab.
Hercules : Added. No changes.
Science Ves.: Added. Irradiate costs 75 energy instead of 25.
ZERG
Spore Colony : Deals 15% splash (AoE : 3) vs air units.
Scourge : Added. Explodes on enemy air. 90 damage instead of 110.
Lurker : Added. Burrowed attacker. In W&M, it has the Ghost's Hold Fire for surprise ambushes.
Kerrigan : Added. Unique Zerg unit. Requires to be trained at a Hive (not at a Hatchery nor Lair).
________ Skillset mostly similar to base data.
PROTOSS
Photon Cannon : Deals 15% splash (AoE : 3) vs air units.
Dragoon : Added. Using Dark Immortal model. Fairly similar to SC1 version.
________ Better than Stalker (without Blink) but more expansive.
________ Can be warped from both the Gateway and Warpgate.
________ Has Singularity Charge at C.Core for +2 Range (allowing 7 Range total)
Scout : Added. Is Light instead of Armored. Modified to counter Void Rays
_______ (even fully charged ones) but to be countered by Phoenixes.
_______ Has SC1-mirrored researches on the Fleet Beacon.
MERCHANT MAIN TECHTREES
CHEAP & FAST (C&F) MERCHANT (5 Levels)
Able to train standard units (not Combo units, etc.) faster, cheaper and to send them quicker to customer Warlords.
COMBO MERCHANT (5 levels)
A combo merchant's wares have "combo units" that are based on standard units but are usually mixed with interesting perks or abilities from other units (including from other races).
In addition, higher "tiers" of the same unit usually carry over the previous added bonuses and top it off with more of them.
In development :
ELITE MERCHANT
Mostly contains more unique units. Usually said units are either strategic or "glass cannons" (hurts a lot but break easily).
A few elite units are available (as of v1.00) but are under the Combo Merchants due to the few numbers of them.
ADVANCED RESEARCH MERCHANT
Can research unique technologies to sell to merchants. Also able to reach Level 4 to 8 of standard weapon and armor researches.
CUSTOM MERCHANT
Can customize their own units for sale. Most expansive merchant. Will take a long time before I actually develop it.