That looks to be all of the questions, so we're going to wrap this up. Thank you for coming to talk to us! We hope you enjoy Conan Unconquered when it releases later this year!
Both of you come from different parts of the studio, so I expect the answer to this will vary from your perspectives: what have you guys had the most fun with when working on a survival-RTS?
[Joe] Taking the concept of survival RTS and melding it with the Conan universe. Conan is not really the first thing you think of when considering that type of game.
[Pat] I'm mostly a systems designer, so for me it was great fun coming up with the complex systems that go into this kind of game. It's WAY more complicated than any of the 8-bit games or even Forged Battalions with respect to economy, game flow and the role of the random map generators.
Any info on the new Dune games? :)
There's nothing we can really say about this at this time. Funcom will announce anything they come up with.
A lot of RTS games tend to be in a sci-fi universe and the past couple of games that Petroglyph has developed have been sci-fi. Conan Unconquered has a much different time period and different resources to manage. What was especially enjoyable or interesting about developing this game that isn't based in a sci-fi universe?
How did you guys like working on the Conan franchise? Was there a lot of material to work with to give you focus, or were you granted a relatively large amount of creative freedom?
The only fantasy game that we've worked on in RTS is 8-bit Hordes (I guess Mytheon sort of fits but not quite) so it was nice to get a change of pace, at least for me. Fantasy is my favorite genre and I grew up reading authors like Robert E. Howard and Edgar Rice Burroughs. Working with Conan and Funcom has been awesome. Creative freedom wasn't really an issue since we have a lot background material and we can extrapolate from there. We also had Funcom's previous games as reference such as Age of Conan and Conan Exiles to pull ideas from. Funcom was very open - as long as it was fun and made sense, it wasn't an issue.
Been asked to ask by some chaps you might know from your other games...
Will there be rotating buildings?
Will there be a romance option (wtf retri?!)
No rotating buildings, sorry. You can rotate units though!
I guess that depends on your definition of romance? I suppose with good RP skills you could fake it. Nothing in the actual game supporting it however.
1.) It's my understanding that this game will be similar to a 'they are billions' with heroes and AoE like resource management, is that a gross misunderstanding?
2.) Is there going to be story driven single player campagin, and if yes...
3.) ...is Joseph David Kucan going to be involved in this in any way?
4.) What is best in life?
Hey devs! Will there be any pvp at all?
There is no PVP in the current game. It's more of a score-based competition. To that end, you can play a match and create a Challenge Link. You can then send this link to a friend or post it on your stream and challenge players to beat your score using your exact custom settings and map. Each Challenge Link creates a leaderboard to show how people do.
Does Mike have any new Hawaiian shirts to show everyone in a new video?
Have you managed to persuade Arnie to do the voice for Conan yet?!
I'm pretty sure Arnie is outside our budget :)
Will you be able to nerf recon?
I don't think that's possible. He's just that good.
Does this game have a single-player campaign with several missions and a story ?
We do not have a campaign in the traditional sense of the word. We have a five scenario set which is meant more to teach you the different mechanics of the game in ascending difficulty. Once you finish those, the majority of play will be using the custom match system for solo or coop play.
How deep a role will lore play in the game? Will it be reasonably accessible to people unfamiliar with the Conan franchise?
No knowledge of Conan lore is needed to enjoy the game. If you are familiar with RTS or tower-defense games, you should be fine. For those interested, a comic-book version of the Black Colossus story will be available to unlock in the game which will give you the story on which the game is based.
Questions by /u/motleygoldengod:
How large will battles potentially be in terms of unit numbers?
Will AI be able to prioritize targets that they are good against when sent into battle or do you need to micromanage everything?
Will ranged damage "stick" and always hit, or will it be calculated and potentially miss here and there?
I'm hoping for this to be a bit like Supreme Commander but in a fantasy setting and defending against waves and waves of units.
Thanks in advance!
I think I already answered the first few. We don't have any launch plans for Workshop or player made content, but it could come later.