That's a lot of bad guys...

Yes, Warhammer Quest 2 is coming in October, we asked Perchang to fill us in on the details

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As most of you are probably already aware, the much-anticipated dungeon crawler, Warhammer Quest 2, is due to arrive in October. October 19th to be exact. You can find this information all over the internet, but we saw it first over at Touch Arcade where Ben Murch, ex-Rodeo Games and current-Perchang head honcho spilled the beans in their forums (observant readers will notice our own Nick Vigdahl as the author of that TA story. Hooray, Nick!). I was kind of loath to simply write a post regurgitating release date news, so instead we got Ben Murch on the horn and asked him a few questions about the upcoming Warhammer Quest 2. Enjoy!

Stately Play: Warhammer 1 was from Rodeo, Warhammer 2 is Perchang. What has been the biggest difference in developing the two titles?

Ben Murch: The biggest difference has to be the way we work now. Perchang is a remote company, where we all work from home. The difference is huge. No commute time or stress means we can put more hours into the game, and if you fancy doing a few hours on a quiet Sunday, the office is a few steps away! There are so many tools available now that it really makes sense for a small team like ours to work like this. It is a little strange to begin with, but I’ve found it to be the most productive way of working.

SP: One of the criticisms of Warhammer 1 from board gamers was the opacity of die rolls. Will die rolls be visible in WHQ 2? Will you have more visibility into numbers and stats in general?

BM: There won’t be at launch, no. However, we will be updating and adding to the game for the foreseeable future, so it’s perfectly likely that we might put in an option to expose the numbers behind the scenes.

SP: What is the scope of Warhammer 2? Is there an overarching story, or is it a loose collection of dungeon delves?

BM: It’s pretty huge! The core game takes place in Middenland during the End Times, so there is a 10-part campaign narrative that leads you right across the region. On top of that, there are multiple “random” dungeons to fight through, which use a more procedural approach. We’ll also be releasing an expansion campaign on launch which is the same size as the Middenland offering.

SP: How big is WHQ2 compared to WHQ1? Both in terms of hours and size of maps, etc.

BM: The game as a whole is much bigger in scope than Quest 1. We’ve made lots of small additions and changes that really open it up. For example, travel events on the map can now lead to combat where you physically go and fight a bunch of enemies that have ambushed you on the road. Weapons and items are now very different too. We got rid of the idea of Longsword +1, +2, etc. Now each weapon only has one variant, but it plays a very specific role. Different items do different damage types (slashing, piercing, crushing) and enemies have varying resistances. So depending on the enemy type, you’ll need to find the right tool for the job. Then there’s the fire and ice attacks…

SP: Will WHQ2 have any form of multiplayer or will it be a solo affair? If multiplayer, how will that work?

BM: It’s a solo affair for now, but multiplayer is something we’ll be looking at in the future.

SP: The trailers show a lot of varied environments with lava in one area and something out of Lovecraft’s brain on the floor in another. Also, barrels everywhere. Can players interact with the environment, or is it window dressing. (albiet very, very pretty window dressing).

BM: We did have exploding barrels in the original plan, but time is a cruel mistress. They’re near the top of the post-launch feature list though! As for environment details, you can’t pick things up or anything like that, but the environment is fully collision mapped and all ranged attacks work on line of sight. So, if there’s a gap between two pillars and you can “see” and enemy, you can try to hit them. However, the enemy can do that too, so you’d better put your smallest characters behind the larger and more armoured ones!

SP: Is the game coming only to iOS or to Android as well? Is there a PC/Mac version planned?

BM: We’re fully focused on iOS for now, but the Android version will be later this year (hopefully). We hope to do other platforms next year.

SP: Have you considered using this engine for other IP or your own fantasy/sci-fi RPG? I’d love to see something like this wrapped in D&D 5E rules. Just sayin’ 🙂

BM: Haha, I feel like this is heading in a “Hunters” direction! I’d love to do another one of those using this tech. There are other licenses that would be interesting too. If anyone from Lucasfilm is reading, then please get in touch!! I guess we’ll have to wait and see 😉

Thanks to Ben Murch for putting up with us this afternoon. Ben also let us know that the beta would be starting next week with signups via their newsletter which you can sign up for here. We’ll be on top of WHQ2 news until it’s release in just over a month. Stay tuned.

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Notable Replies

  1. Hi all. Yes, you're right, there's no free to play nonsense in this one. The IAP works exactly the same as Warhammer Quest 1. We'll have three dlc characters and one expansion available on launch.

  2. The patch fixed my broken save. Just finished the first campaign. At first I wasn’t sure about the game - thought the mechanics might be a bit too simple - but about halfway through things really clicked and I started to really enjoy it. My characters picked up a few abilities that felt really interesting tactically, and the overall theme really grabbed me.

    At its best it almost feels like a tabletop game - it’s very immersive. The odd room can be a bit dull if the arrangement of enemies isn’t interesting but there’s a lot of very exciting and satisfying moments. I originally held back from buying the extra characters, but now I’d really recommend it. It really opens up the variability of the game. I think I’ll be playing this one for a while.

  3. Something about this game just isn't doing it for me like I had hoped. I think it looks great and I haven't had any bugs or gameplay issues of note, but I have a couple thoughts:

    First, the lack of gold is very apparent. It only took me a mission or two before I did not have enough gold to level up, let alone buy new weapons. Now, I'm not expecting to be flush with gold and have enough to buy what I want when I want, but the game quickly prevented me from feeling much of a sense of progression. I know that gold is available randomly for completing a dungeon, but at best, if I'm really lucky, I might get 500 - not enough to level up or buy something worth buying. More typically, I receive 100-200 for grinding out a mission. Of course, I could spend real money for more is cynical to see the slow in-game income as tied to the ability to make in-app purchases?

    Second, I don't see much in the realm of tactics. There are no penalties at all for waiting, or for slowly moving around for optimal positions, so every single mission I've played pretty much boils down to setting up and letting the enemies come to me, preferably through a bottleneck. Positioning means almost nothing in this game. On top of that, I can take as much time as I want between rooms to regroup. In the original, there was a threat of overwhelming odds every time I chose to end my turn, giving me a sense of urgency. In the Tyrranid Invasion, the overwatch ability made movement and positioning far more important. The game plays the exact same for me every time I open a door.

    Third, the UI issues. Nowhere that I've found is it explained exactly what stats do what and how they effect combat. I also can't stand that when I'm shopping, I can't see what I have equipped. How am I supposed to know if the weapon I am looking at is better than one I already have?

    There are some positives here. The game runs really smoothly and I like the selection of heroes. Sometimes then don't seem differentiated enough, but I can chalk some of that up to the way I've customized. Still, the system is almost too flexible as I can, for example, give a melee hero a gun that essentially has the same effect as a sorceress spell. When my melee hero can suddenly do ranged 3x3 damage with fire, he kind of loses his identity as as a sword and shield melee hero.

    Personally, my biggest enjoyment in a strategy RPG is building my characters. Final Fantasy Tactics is the pinnacle of the genre for me and I can spend dozens of hours leveling through each job in any given character, enjoying their growth and enjoying the effect they have on the battlefield. I feel very little progress in this game; each dungeon run feels the same and character growth is glacially slow, not because of XP, but because of an incredibly high gold requirement.

    I've probably rambled a bit, but the bottom line is that I probably personally give the game a C. I like it, and I'll pick it up from time to time, but I don't really know what the game is trying to be. Is it a board game? It's moved beyond that a little. Is it an RPG? Yes, but it is fairly light compared to others. Is it a tactical game? Maybe, but I don't see much depth in that regard. Maybe this isn't fair, but I'd rather play a game like Final Fantasy Tactics ad nauseum over a game lie this for some great tactical RPG grinding. There are plenty of others that I enjoy more, as well, including possibly the first Warhammer Quest.

  4. Man, I can't express what a disappointment this game is--and those of you who know me from the old PT forums know how heartbreaking this is to say.

    @Mirefox hit most of the high points (or low points, really). What it comes down to is the game is just dull. No tension, no balance, few tactics, glacial progression, and much, much, MUCH grinding. And I use the word grinding specifically, because there's no fun playing when there's no danger. 20 hours in and--other than a stone troll ambush I had no hope in hell of winning--my characters were never once in danger. I just don't know how the design could go so wrong.

  5. I’ve just played the tutorial dungeon of WHQ1 out of interest, to see what’s different. Immediately noticeable are the pinning mechanic where you could end up not being able to move a character, the giant spiders being able to fire webs, and each killed enemy drops something, however minor. The market is more readable somehow, with a highlightable list rather than album-flow cards. Characters took damage, rather than standing off and letting hot dark-elf sorceress babe toast the bad guys with her purple wand.

    In WHQ2, incidentally, I’ve just picked up a second hot dark-elf sorceress babe who’s 2 levels higher than the first hd-esb. The balance just feels off, really. If I continue, I’ll see if I can recruit another pair so I can go dungeon crawling with a party purely made up of vindictive strippers.

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