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3 Games on New Server
#21
For me, revelation is the main counter to hidden PC's. Are you really going to recon every location in Darkover to find a hidden popcenter?

If you get rid of revelation then you should get rid of hidden popcenters. Also, devout kingdoms should be able to sacrifice a priestess for a revelation.

And I would like to be able to stack legendary castles so they aren't trivial to take. Each additional legendary castle build would add +100k defense.
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#22
About the spell Revelation, I don't see why some players freak out about it so much.

I mean it's limited in nature:

1) Only the highest tier-1 supremacy wizard kingdoms may cast it (or used to), so it's restricted in that sense.

2) The spell may only be cast once against another kingdom throughout the entire game. So, it's limited in that sense and the information gathered may be old by the time that you move against the other kingdom.

3) All the information that is attained from the spell may be acquired by normal means. Agents may recon pc's and get the same information. Emissaries may issue their order for detecting another kingdom's regional status/influence. High priestesses may divine where military groups and pc's are located. And so on...

Overall, there is nothing in the Revelation report that you cannot attain by normal means with the exact same information being revealed. It's only a one-time spell anyway so there's no need to freak out about it.

But if I'm wrong somehow about this, you can always penalized the wizard by losing a level. Isn't that what the Ancient Ones wizards lose if they cast that special spell of theirs to avoid group combat? The wizard loses a level. Do the same for casting this spell.

About the change for all kingdoms to have access to every spell in the game, won't that make all kingdoms the same and bland in nature? I mean, isn't the whole point of having unique spell lists the main advantage of playing certain kingdoms compared to others?

If all kingdoms have access to every spell, I think that would make Alamaze rather dull. I mean why bother playing the Necromancer if the Dwarves can cast skeletons and ghouls. Why play the Sorcerer if the Tyrant can cast powerful combat spells like Disintegrate. And so on...

Just my two cents but allowing every kingdom to have access to every spell would make Alamaze less unique in nature.
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#23
Clueless,

I agree with you about spells. I don’t want kingdoms to feel generic either. That said, the first pass with the new spell lists did expand access, and I’m genuinely curious to see how they play out. I’m looking for player feedback as we test.

Your point about the Revelations spell is fair. It’s currently one of the strongest information spells in the game. In a single turn, it gives a complete rundown of a kingdom, including all of its agents (which can then be killed or captured), emissaries, troops, and population centers across multiple regions. Most importantly, it can reveal hidden capitals, which are otherwise very difficult to locate.

I actually considered removing it because it has very little counterplay. However, I decided to keep it and make it available to everyone instead. The main reason is that it’s limited to one cast per kingdom. This restriction makes it much more practical for mage kingdoms, who can reach the required casting level earlier and more reliably. For most non-mage kingdoms, even if they have access to the spell, it’s usually too late or too difficult to use effectively. That said, the lack of meaningful counterplay is still something I’m not entirely comfortable with.

As for the other spells, they generally follow a similar pattern. Right now, I can’t easily change the total number of spells or rewrite combat descriptions based on which kingdom casts them. I’d eventually like to have more flavorful versions. For example, Wall of Fire for some kingdoms, Wall of Thorns for Druids and Elves, Sandstorm for Nomads, and Ice or Water effects for Cimmerians or Atlanteans. That level of customization isn’t possible yet, but it’s something I’m planning for the Alamaze Rebirth system, where players will be able to create and theme their own spells more easily.

For now, kingdoms do have access to more spells overall, but non-mage kingdoms generally receive them later. The delay is roughly one tier per step down from the original casting tier. For example, if a high-tier mage kingdom gets a spell at level 3, the next tier down typically gets it at level 4, then level 5, and so on. It’s not an exact rule across every spell, but it’s a fairly consistent pattern.

Mages also get access to the strongest monsters in the game quickly, so while they come online slower, they’re not weak by any means.

One small change I’m considering is increasing the cost of the +15k starting defense option in kingdom customization, possibly to 20k or 30k. That would be an optional pick for players who want the extra protection.

Honestly, spells will likely need further adjustments, but I won’t know the right balance without player input. I’ve already put myself into a few games both to test things and to observe how they play. You have good ideas, so if you haven’t already, I’d encourage you to jump into a couple of games with a strong mage kingdom and share your findings.

Thanks again for the feedback.

Brek

(06-27-2026, 01:08 AM)JohnnyUtah Wrote: For me, revelation is the main counter to hidden PC's. Are you really going to recon every location in Darkover to find a hidden popcenter?

If you get rid of revelation then you should get rid of hidden popcenters. Also, devout kingdoms should be able to sacrifice a priestess for a revelation.

And I would like to be able to stack legendary castles so they aren't trivial to take. Each additional legendary castle build would add +100k defense.

What do you mean by the statement below? Give me some more details.

"And I would like to be able to stack legendary castles so they aren't trivial to take. Each additional legendary castle build would add +100k defense."
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#24
Legendary castles as they exist today are too easy to capture. The ultimate level of defense for a capital should require attackers to invest significant resources to capture. This could be accomplished by bumping up the defense rating for each fortification upgrade, or by adding another higher fortification level after the legendary castle. A third option (stacking) would be to permit the construction of an additional legendary castle at a popcenter that already has a legendary castle. The effect of this additional construction would be to raise the defense rating by +100k (from 220k to 320k for example).
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#25
(06-27-2026, 08:14 PM)JohnnyUtah Wrote: Legendary castles as they exist today are too easy to capture. The ultimate level of defense for a capital should require attackers to invest significant resources to capture. This could be accomplished by bumping up the defense rating for each fortification upgrade, or by adding another higher fortification level after the legendary castle. A third option (stacking) would be to permit the construction of an additional legendary castle at a popcenter that already has a legendary castle. The effect of this additional construction would be to raise the defense rating by +100k (from 220k to 320k for example).

Dang I like that stacking idea!!! I picture a huge army sitting on a stack defense for turns, and as a result being hit by other groups, assassins, magic, and regional effects, because he would have to blast it w his wizards for turns to get it down… all the while hoping he isn’t invaded? Could be a good twist..
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#26
72 hour game kicked off, but no orders available and no info on the Ready screen. and no turn results down below.
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#27
(06-28-2026, 02:03 PM)VballMichael Wrote: 72 hour game kicked off, but no orders available and no info on the Ready screen. and no turn results down below.

This might be being dumb but I see the server link to create a game but not sure how to get to the turn input part of the new server?  I also see 12/12 on 72 hour game.
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#28
The game failed during creation because I had made a mistake when changing some values. I am working on it now, the game should be out shortly.

Test Server Sign-up:

https://omgalamaze.net/alamazeorders/

It was an easy issue to fix once I found it in the logs. The reason it created 3 copies I'm not entirely clear about, but it's confusing. I will remove the game and manually recreate it.
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#29
(06-28-2026, 04:29 PM)Brekk Wrote: The game failed during creation because I had made a mistake when changing some values. I am working on it now, the game should be out shortly.

Test Server Sign-up:
https://omgalamaze.net/alamazeorders/

Looks good now. i have turn 0.
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#30
3 times turn 0 emails arrived
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