History VideoGame / KingArthurTheRoleplayingWargame

20th Sep '16 9:28:25 AM VutherA
Is there an issue? Send a Message


''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games based on the exploits of KingArthur himself, chronicling his rise to power in an England divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay more strongly favours the

to:

''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games (later the creators of ''VideoGame/TheIncredibleAdventuresOfVanHelsing'') based on the exploits of KingArthur himself, chronicling his rise to power in an England divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]] The gameplay more strongly favours the
favors the real-time battles with its units' varied capabilities and heroes' magic compared to ''VideoGame/TotalWar'''s empire management, with the gameplay following hard-coded plot quests that your armies undergo rather than players going about their conquering goals entirely of their own accord.



It now has a sequel.

to:

It now has a sequel.
5th Jul '16 4:10:29 PM VutherA
Is there an issue? Send a Message


''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games based on the exploits of KingArthur himself, chronicling his rise to power in an England divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]]

to:

''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games based on the exploits of KingArthur himself, chronicling his rise to power in an England divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]]
]] The gameplay more strongly favours the



* CallThatAFormation: Played straight by a small few Orkney units that only have the spread-out-blob formation of "Horde". Everyone else however, at least has the "Close-Order" formation for close-combat and withstanding charges, with a large degree of units having a variety of other formations available to them (the next most common being the spread-out-line "Shield Wall" to defensively cover as much area as possible against infantry, and the "Wedge" formation to cut through an enemy unit).
** Unfortunately, knights are only reliably in the front and therefore immediately in combat of Wedge formations. For the other ones...be sure to take a close look at your knight's unit to make sure they'll be fighting whenever you activate skills that are based around themselves.



* FoeTossingCharge: Cavalry can gain momentum as they gallop, consumed as they reach an enemy unit to immediately cause damage (though also to themselves) and potentially kill lighter infantry.
* GeoEffects: Anything aside from flat ground affect the troops standing on them. Difficult terrain like forests or water slow units down, consume more stamina to run through, and afflict their combat stats (though more to heavy infantry and cavalry than light infantry). The usual logic of what happens when you run up or down a hill applies, with cavalry gaining momentum faster from going down a hill or losing from going up one.

to:

* FoeTossingCharge: Cavalry can gain momentum as they gallop, gallop to a location, consumed as they reach an enemy unit on the way to try to trample the enemy, immediately cause damage (though also to themselves) and potentially kill lighter infantry.
infantry. However, momentum is lost from veering off-course or moving up a hill, and dense formations will be more able to hold against the trampling charge more effectively.
* GeoEffects: Anything aside from flat ground affect the troops standing on them. Difficult terrain like forests or water slow units down, consume more stamina to run through, and afflict their combat stats (though more to heavy infantry and cavalry than light infantry). The usual logic of what happens when you run up or down a hill applies, with cavalry gaining momentum faster from going down a hill or losing from going up one. If hidden in a forest for at least minute, units will gain an ambush bonus when the enemy sees them (and the units hopefully start to attack).



* ScrewYouElves: Whichever ending you reach you'll be defeating at least one of the courst of the Sidhe and possibly both.
* TacticalRockPaperScissors: Archers beat light infantry and spearmen (well, with "Weaken archers" on at least), spearmen counter heavy infantry and cavalry, light infantry counter spearmen, heavy infantry and knights rather conflate to counter light infantry, archers and light cavalry (with heavy infantry being more effective against lighter forms of infantry while knights are faster and better at catching archers but lose terribly against spearmen), and light cavalry counters archers but is most useful for their speed to capture victory points or provide sight as needed. Lighter units are less affected by difficult or rough terrain while heavier units' sheer stats do best in open terrain (The scale goes from light infantry, spearmen, light cavalry, heavy infantry, knights by the degree they get hampered by terrain). Scrubland or forests provide cover against archers' fire.

to:

* ScrewYouElves: Whichever ending you reach you'll be defeating at least one of the courst course of the Sidhe and possibly both.
* TacticalRockPaperScissors: Archers beat light infantry and spearmen (well, with "Weaken archers" on at least), spearmen counter heavy infantry and cavalry, light infantry counter spearmen, heavy infantry and knights rather conflate to counter light infantry, archers and light cavalry (with heavy infantry being more effective against lighter forms of infantry while knights are faster and better at catching archers but lose terribly against spearmen), and light cavalry counters archers but is most useful for their speed to capture victory points or provide sight as needed. Lighter needed.
** This is also significantly affected by how lighter
units are less affected by [[GeoEffects difficult or rough terrain terrain]] while heavier units' sheer stats do best in open terrain (The scale goes from light infantry, spearmen, light cavalry, heavy infantry, knights by the degree they get hampered by terrain). Scrubland or forests provide cover against archers' fire.fire, making them places archers not want to be around.
5th Jul '16 3:53:02 PM VutherA
Is there an issue? Send a Message


''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games based on the exploits of KingArthur himself, chronicling his rise to power in an England divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''Total War'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]]

to:

''King Arthur: The Role-Playing Wargame'' is a video game by Neocore Games based on the exploits of KingArthur himself, chronicling his rise to power in an England divided by bickering kingdoms. The game itself is a mix of strategy (in the vein of the ''Total War'' ''VideoGame/TotalWar'' series) and role-playing (which is reminiscent of text-based adventure games). It also features hero characters that lead the armies and level up [[RPGElements in a manner similar to RPGs.]]



* ACommanderIsYou: The Morality trees, outside of actual role-playing implications, provide different benefits to certain strategies to tailor your style. Christian favors ''Brute Force'' and gives knights and heavy infantry along with defensive abilities to aid them, Old Faith helps out as ''Guerilla'' with archers and infantry units that tend to be good in the woods or difficult weather as well as tricky spells, Rightful provides ''Generalist'' benefits with a variety of infantry units and various benefits to use as you will, and Tyrant provides more ''Brute Force'' with lots of damage or melee bonuses - even its archers are better in melee.



* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post Roman Britain we have units called "Crusaders" centuries before the First Crusade, Irish gods being worshipped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.

to:

* AnachronismStew: Good grief, yes. Apart from the usual Arthurian tradition of medieval equipment, terms and attitudes in just post Roman Britain we have units called "Crusaders" centuries before the First Crusade, Irish gods being worshipped worshiped in Britain, Christian Saxons long before their widespread conversion and Viking raiders.



* AnnoyingArrows: Brutally averted, other than heroes and Giants, nothing matches the hitting power of the various archer classes. Both nonhuman archers are especially devastating and can wipe out even the most heavily armoured armies off the map without much effort.

to:

* AnnoyingArrows: Brutally averted, other than heroes and Giants, nothing matches the hitting power of the various archer classes. Both nonhuman archers are especially devastating and can wipe out even the most heavily armoured armies off the map without much effort. An tickbox to weaken archers was patched into the game.



* FoeTossingCharge: Cavalry can gain momentum as they gallop, consumed as they reach an enemy unit to immediately cause damage (though also to themselves) and potentially kill lighter infantry.
* GeoEffects: Anything aside from flat ground affect the troops standing on them. Difficult terrain like forests or water slow units down, consume more stamina to run through, and afflict their combat stats (though more to heavy infantry and cavalry than light infantry). The usual logic of what happens when you run up or down a hill applies, with cavalry gaining momentum faster from going down a hill or losing from going up one.



* InstantWinCondition: An army's morale going to nothing causes it to immediately lose, no matter how much they outnumber their adversaries. A player can kite an enemy's army or occupy them away from the victory points to win a battle they'd have no chance at otherwise.



* LosingTheTeamSpirit: Rather than individual morale, an army's morale provides an alternate victory condition aside from killing all of them. Both armies have a morale bars which, much like the ticket system in the ''{{VideoGame/Battlefield}}'' series, go down if one side is holding more points and as they take losses. An army's reaching zero causes them to immediately lose.



* TacticalRockPaperScissors: Archers beat light infantry and spearmen (well, with "Weaken archers" on at least), spearmen counter heavy infantry and cavalry, light infantry counter spearmen, heavy infantry and knights rather conflate to counter light infantry, archers and light cavalry (with heavy infantry being more effective against lighter forms of infantry while knights are faster and better at catching archers but lose terribly against spearmen), and light cavalry counters archers but is most useful for their speed to capture victory points or provide sight as needed. Lighter units are less affected by difficult or rough terrain while heavier units' sheer stats do best in open terrain (The scale goes from light infantry, spearmen, light cavalry, heavy infantry, knights by the degree they get hampered by terrain). Scrubland or forests provide cover against archers' fire.



** Actually all the Knights are this trope. In the logbook, it explains that all the Knights were normal people but either by prayer, studying magic, finding a magical item or creature they have been touched by the supernatural and empowered according to their talents. That's why the Knights have such incredible stats and powers, not CharlesAtlasSuperpower .

to:

** Actually all the Knights are this trope. In the logbook, it explains that all the Knights were normal people but either by prayer, studying magic, finding a magical item or creature they have been touched by the supernatural and empowered according to their talents. That's why the Knights have such incredible stats and powers, not CharlesAtlasSuperpower .CharlesAtlasSuperpower.


Added DiffLines:

* WeatherOfWar: Weather can changed by skills. Fog, storms, night, or a clear day can be caused. Fog reduces sight, benefits Unseelie units and hampers archers; storms benefit seelie units and greatly hampers archers, knights and heavy infantry; night reduces sight and benefits Unseelie units, and a clear day hampers Unseelie units.
5th Jul '16 2:52:31 PM VutherA
Is there an issue? Send a Message


* ActionGirl: There are a few female knights that can be potentially recruited depending on your choices. Funnily, none of them can work with cavalry units and are all forced to fight dismounted.



* ArmorPiercingAttack: Magical damage ignores the regular defensive statistics and just considers magical resistance as they damage health. The Dragon's Breath skill has flavour text implying the trope to it working.
--> ''"When a dragon breathes on you, it doesn't matter who you are."''



* BloodKnight: Sir Caradoc.

to:

* BloodKnight: Sir Caradoc. Lancelot too - he has a trait that causes him to lose some loyalty if he doesn't fight in a year, but gains some if he fights multiple times in a year.


Added DiffLines:

* ConservationOfNinjitsu: More powerful units tend to be lower in total manpower compared to other comparable units in the same class.
5th May '16 9:23:23 PM KamenRiderOokalf
Is there an issue? Send a Message


* [[{{Druid}} Druids]]: Present and accounted for.

to:

* [[{{Druid}} Druids]]: {{Druid}}: Present and accounted for.



* TheFairFolk: Lots of them, acting as antagonists, allies or recruitable troops at various points and depending on the player's choices.



* TheGoodKing: Arthur, obviously, but only if the player wants him to be.



* [[spoiler: HellGate: The Samhain gate. Also the Formorian's gates.]]

to:

* HellGate: [[spoiler: HellGate: The Samhain gate. Also the Formorian's gates.]]



* TheLegionsOfHell: The Formorians are technicaly not demons but you'd be hard pressed to tell the difference.
* TheLostWoods: Bedegraine.



* TheMagicComesBack: What happened when Arthur pulled the sword from the stone.



* TheMaze: The quest in Dagonet's castle.



* TheFairFolk: Lots of them, acting as antagonists, allies or recruitable troops at various points and depending on the player's choices.
* TheLegionsOfHell: The Formorians are technicaly not demons but you'd be hard pressed to tell the difference.
* TheLostWoods: Bedegraine.
* TheMagicComesBack: What happened when Arthur pulled the sword from the stone.
* TheMaze: The quest in Dagonet's castle.



* TheVirus: Formorian corruption in the sequel.
* TheGoodKing: Arthur, obviously, but only if the player wants him to be.


Added DiffLines:

* TheVirus: Formorian corruption in the sequel.
22nd May '15 7:44:36 PM FungusFromYuggoth
Is there an issue? Send a Message


** The sequel turns it UpToEleven, with a faction that is supposed to be a fantasy version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]], but is something more like a technologically and culturally medieval AncientGrome [[{{TheMagocracy}} controlled by wizards]], coexisting with Pictish tribes worshiping the Fomorians, Gaelic tribes worshiping the Sidhe, Christian warrior orders able to field angelic warriors and the occasional demonic beasts looking like something out ''TabletopGame/Warhammer''. Basically, in the sequel, it's an AnachronismStew prepared in a nice, spacious FantasyKitchenSink.

to:

** The sequel turns it UpToEleven, with a faction that is supposed to be a fantasy version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province]], but is something more like a technologically and culturally medieval AncientGrome [[{{TheMagocracy}} controlled by wizards]], coexisting with [[{{TheHorde}} Pictish tribes tribes]] worshiping [[{{SealedEvilInACan}} the Fomorians, Fomorians]], Gaelic tribes worshiping [[{{TheFairFolk}} the Sidhe, Sidhe]], Christian warrior orders [[{{ReligionIsMagic}} able to work miracles and field angelic warriors warriors]] and the occasional demonic beasts beast looking like something out ''TabletopGame/Warhammer''.of ''[[{{TabletopGame/Warhammer}} Warhammer]]''. Basically, in the sequel, it's an AnachronismStew prepared in a nice, spacious FantasyKitchenSink.
22nd May '15 7:40:09 PM FungusFromYuggoth
Is there an issue? Send a Message


** The sequel turns it UpToEleven, with a faction that is supposed to be a fantasy version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province, but is something more like a technologically and culturally medieval AncientGrome [[{{TheMagocracy}} controlled by wizards]], coexisting with Pictish tribes worshiping the Fomorians, Gaelic tribes worshiping the Sidhe, Christian warrior orders able to field angelic warriors and the occasional demonic beasts looking like something out ''TabletopGame/Warhammer''. Basically, in the sequel, it's an AnachronismStew prepared in a nice, spacious FantasyKitchenSink.

to:

** The sequel turns it UpToEleven, with a faction that is supposed to be a fantasy version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province, province]], but is something more like a technologically and culturally medieval AncientGrome [[{{TheMagocracy}} controlled by wizards]], coexisting with Pictish tribes worshiping the Fomorians, Gaelic tribes worshiping the Sidhe, Christian warrior orders able to field angelic warriors and the occasional demonic beasts looking like something out ''TabletopGame/Warhammer''. Basically, in the sequel, it's an AnachronismStew prepared in a nice, spacious FantasyKitchenSink.
22nd May '15 7:39:39 PM FungusFromYuggoth
Is there an issue? Send a Message

Added DiffLines:

** The sequel turns it UpToEleven, with a faction that is supposed to be a fantasy version of [[{{TheRemnant}} a Roman colony left behind after the Roman retreat from the province, but is something more like a technologically and culturally medieval AncientGrome [[{{TheMagocracy}} controlled by wizards]], coexisting with Pictish tribes worshiping the Fomorians, Gaelic tribes worshiping the Sidhe, Christian warrior orders able to field angelic warriors and the occasional demonic beasts looking like something out ''TabletopGame/Warhammer''. Basically, in the sequel, it's an AnachronismStew prepared in a nice, spacious FantasyKitchenSink.


Added DiffLines:

* DarkFantasy: The sequel descends wholeheartedly into this at times. The first part was both LighterAndSofter as well as slightly more toned-down concerning the fantasy elements.
3rd May '15 5:52:49 PM Smurfton
Is there an issue? Send a Message


While obviously based on Arthurian mythology it diverges fairly widely from versions of the myths. It also features a morality axis that tracks the player's decisions and whether they tend toward [[TheParagon Rightful]] or [[AntiHero Tyrant]] and Christianity or [[CelticMythology The Old Faith]], unlocking new units and hero abilities based on these leanings.

to:

While obviously based on Arthurian mythology it diverges fairly widely from versions of the myths. It also features a morality axis that tracks the player's decisions and whether they tend toward [[TheParagon Rightful]] or [[AntiHero Tyrant]] and Christianity or [[CelticMythology [[Myth/CelticMythology The Old Faith]], unlocking new units and hero abilities based on these leanings.



* CelticMythology: Oddly, the Irish variety despite the game being set entirely in Britain.

to:

* CelticMythology: Myth/CelticMythology: Oddly, the Irish variety despite the game being set entirely in Britain.



* TierInducedScrappy: Rebels. They look like real badasses in their portraits, with their black longcoats and intimidating longswords, but that's just a big front. These guys are amateurs who are worse in battle than the cannonfodder Footmen and can barely outfight Bowmen in melee. You'd think for such a unit they'd be cheap. Nope at over 400 gold per season, they're one of the most expensive units around, being about 4 times more than most elite heavy infantry. In a game where balancing the budget can be difficult, hiring these guys are mostly for experimental purposes since you can only recruit them during certain quests
30th Apr '15 8:37:58 AM ScholaratArms
Is there an issue? Send a Message

Added DiffLines:

** In particular, religion, as the game has the Welsh as the pagans and the invading Saxons as the Christians, in complete reversal of what was the case historically.
This list shows the last 10 events of 43. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.KingArthurTheRoleplayingWargame