If you’ve had a chance to play Beta 2, please take a second to go vote.
There's still months of work ahead of us but we're looking to see if we're on the right track.
Thanks!
https://www.elementalgame.com/journals
You know Brad, speaking of #5, I'm noticing as Champions are leveling slower, and achieve lower top levels by the end of game, their bonus progressions might need compressed a bit. I mean, levels are harder to come by, but you still get level ups that are mostly generic bonuses not related to your main path selection.
If I have a mage unit Im trying to level into an effective battlefield mage, and Im only going to get 10 levels or so by the end of game, I need at least one of those bonuses each level up to be related to casting (spellbook, affinity, evoker, etc).It's painful when you get a hard earned level, and its nothing but generic +2 to STR, Con, Dex, etc. Not that those things shouldn't also be available, but not to the exclusion of building your champion into what makes them different from other champions.
[edit] Forget what I said here. I'd rather see level rate increased, with the potency of gained levels reduced.
Leveling up and feeling yourself progress is fun. Getting bonuses, even small ones, is fun. It's a powerful hook. Getting less levels and less stuff, is less fun.
But I still wish more of the level up bonuses were related to career path selection, for creating different feeling Champions.
Re: Metacritic
1. Temple of Elemental Evil - after the CO8 patch - remains one of my favorite RPG games with its MGYG tactical battles.
FE: At this stage its good, not excellent - and the tactical battles are much better than WOM with the enemy casting magic and using bows, and the magic branch has been really improved.
On path finding: I'd rather have good then fast. The game already runs faster then any modern TBS I've played, so sacrificing a bit of speed for quality isn't a problem.
Units should start out garrisoned in the city, unless the city's garrison is full. city garrisons should always be up to 9 units.
Those features you mentioned are pretty much what I see as necessary to make this game go from solid to great.
Organizing units you need a button and a key to go to a GC2-logistics screen to switch and move units between stacks. I think that's the best solution.
Forget what I said a couple posts up. I'd rather see level rate increased from what it is now, with the potency of gained levels reduced (fewer HP, less potent bonuses, at least at lower levels).
Leveling up and feeling yourself progress is fun. Getting a constant stream of rewards, even small ones, is fun.
Getting less levels is less fun. The more you diminish that stream of rewards, the more you erode one of the strongest hooks the game has at present.
But I still wish more of the level up bonuses each time were related to career path selection, for creating different feeling Champions.
This info would make a great post by itself. Shows the beta testers what still needs work and feedback. Glad to hear my thoughts on these things are jiving with the staff. Get this stuff down, and FE will rock!
This is an option under gameplay options. I think it should probably default to auto garrison, rather than having the units pop out of the city on creation.
Overall I voted good largely due to the reasons Brad already posted a few post back.
Two UI screens I think we need that are hopefully included in Brad's list:
An army management screen that lets me perma-group units into armies that cause the armies to be handled as a single unit for the purposes of selection and whatnot.
A hero management screen that lets me see a good overview of all heroes affiliated with my kingdom. The overview should include obvious stats, level, and an icon list for all traits. The scenario that made me consider this a necessity was an attempt to use Steal Spirit late game. I had ~15 heroes spread throughout my kingdom. Some leading wars, some guarding cities near contested territory, and some in cities in the rear waiting for me to have a need for them. It was a royal pain to find the one I wanted to kill to get my Sovereign access to Air spells.
Voted good, as I did earlier. Its a fun game, which is pretty stable for me, and there was a lot of progress in refining the game IMO- I think I find the tactical battles much more interesting and the general balance is better across the board, making the game more interesting. I think in Beta 1, I was mostly getting the fun factor from exploring sandbox style, this beta I'm finding more enjoyment in some of the challenges of battles and overall strategy as well. So moving in a good direction. But I still feel some disconnects between the parts of the game (tactical/rpg side and 4x/city building side) that keeps me from feeling like its truly special yet.
City building does feel better than Beta 1 with more thought provoking build times and a greater need to build troops. Yet it still feels undifferentiated; I never feel like a city is specialized or epic like a Helm's Deep vs a Venice style merchant/ culture hub. Prestige feels a bit like a hidden mechanic still that can make a difference, but its not obvious and feels like it should be an even bigger deal. I'd also like to see more interlinks to the tactical side, even things like more/ better buffs so that even if I have a ton of shards I'm using it to boost my cities more often instead of just saving it all for battles (think I've seen things about this). Items to bring back to cities to buff them up (trophies? Are those in now?). Maybe something that will give built units additional special traits. Perhaps something for a stationed champ to do for a city. Just things to get those sides of the game more interlinked.
For faction differentiation, I think once that balancing occurs some of them might feel more distinct like that. IE Capitar's econ traits matter a bit more now than it used to. Once encumbrance gets nailed down more, Trog's +2 str/con might feel a lot more interesting. But pumping up the contrast to make the gameplay feel different from one faction to another would be nice.
Because it's very stable:P
I voted Good but I'm afraid it's still far behind HoMMV or KB or CiV4 in terms of art assets.
I voted "poor" and I really cannot say if you are on the right track.
I had some fun with the current beta, but replayability beyond curiosity is low. I feel not much spirit or inspiration around this game, it is just the same old stuff we had a thousend times before. No sophisticated character building on the "rgp side", somehow bland mechanics on the military side and city building is completely unfun. The tech trees have no great moments of joy, it is just working through them mostly to get some more spreadsheet benefits. Even on the presentation side I would love to see improvements, where are the beautiful paintings introducing new buildings, new weaponary, new techs whatever?
So let's say this game as is get's decent balancing, A.I. and some user interface love, then I would vote it "fair" or in other words 70-80% Metascore at maximum. That is not what the great hope of turn-based non-cheating strategy games should turn out.
The sad thing is, there is so much opportunity in every aspect of the game and real good examples to borrow from all around. We need decisions that matter everywhere, real paths for heroes for example on the rpg-side - magic, melee, administration, get your inspirations from D&D and dumb it down a bit. Same for city building, we need to pick our poisons and sacrifice one thing for another instead of clicking the same stuff in the same order over and over again - magic, military, civilization. One should also be very limited in it's opportunities on the game play side without deciding for particular techs, for example I should not be able to sell plunder without having merchants at place and prices would be low without more advanced traders. Want to use diplomacy, where is your embassy? No roads without at least one road and paving contractor built! Please do not grant any spellcaster tens of spells by simply clicking one step further in what is called the magic tree (and while we're on it, links to the Hiergamenon should always be present). Tech is one thing, having built a Fire Mage Guild and sent one particular hero to study there makes the ability special, especially as regular heroes in contrast to our souvereign should be very limited in the numer of spells they can remember. (...)
The engine is decent, the game is not. Sorry, not convinced so far.
Well, I voted good, because even with all the issues, I have a bad case of 1-more-turn-itis when I play it.
However, don't want to rain on your crash parade Frogboy, but my game crashes on a routine basis. Not all the time, but perhaps once or twice an hour when I play it. It either just suddenly stalls when on the global map and then "Fallen Enchantress has stopped working" OR suddenly on the tactical battle map the animations get REALLY slow and after a minute or so of fighting out a battle like this it crashes. It would seem that I should submit/do something but I'm not sure how. My rig is probably much more high end than most people's - it's an 8 core machine - so perhaps this may be why you haven't seen it any.
What would you like for me to do? New here at the beta table.
Voted Fair. The AI is good and gives you a challenge at times, but I'm always reluctant to start a new game because of the slow start and research of basic techs you always have to do. I think the game needs a feature like in Civ where you can decide in what age to start at, giving you some techs already researched.
Also, I still don't care for the world itself. It's flat and boring, pretty much just icons on a square grid.
This beta seems much less pollished than the previous one; there are lots of text errors, such as discriptions of faction bonuses and technologies saying that stuff is provided when it isnt, and hero recruitment tooltips not knowing the heroes level.
Also discriptions saying that drakes of various sorts are intelligent, when they have an inteligence of 1.
Hero vs unit balance seems a bit better, and unit upkeep now changing with unit value seems an improvement.
Mage staves for doing ranged attacks are buggy when combined with horses; the looping animation stops the attack from happening for ages. There was a similar bug in wom with mounted archers, so this should be fixable in a simliar way.
Other basic engine problems continue, such as holding shift to multi select units to move them together resulting in the mouse curser jittering. That has been the case for a very long time all through wom, and it is still anoying and needs fixing.
Hi Brad, excellent post! This tells me you guys have a good grasp of things to focus on. The Beta has been great! This game definitely has the chance to be a classic.
Very large improvement but due to high number of crashes im getting i gave it a fair, but for a beta minus the crashes i woulda given it and good instead of fair.
Guess im one of the few who are getting the crashes by the shitloads, very nice system specs to so not my pc. And running a nearly new install of windows zero virus etc, and did a fresh install of the game usining full installer not update.
But thats what crash log submissions are for , guess ill get on that hopefully beta 3 will run better for me
I'm curious as to what strategy game you think Fallen Enchantress should take some inspiration from. Master of Magic didn't have anything remotely what you are requesting. Neither does any other strategy game I can think of.
I think you are looking for a very different game than what FE aims to be. Also, Fair would be 60 metacritic (3 out of 5).
also i was wondering if some examples from maybe spiderwebsoftware games for tactical might help wiht tactical battles, mainly on the movement points system i always liked the way that game worked with the movement system, exile/avernum, the tactical battles in this series has always been fun for me at least
Actually, I think that altering the UI coloring for kingdoms vs empires would do a lot for this.
While I like the current coloring scheme, it's made up of very warm colors, especially in screens like the tech tree, etc. all deep reds, greens and blues set in a rich warm grey backdrop. If the empire UI were simply more based upon a colder and more sterile grey backdrop populated by reds and orange/yellows, I think that it would make Empires vs Kingdoms intuitively /feel/ different. a la empires are all about scorched earth and ash whilst kingdoms are about building nice places for people to live.
cheers,
-tid242
I voted fair because the game has some potential, but I am unsure it will get there :
My main problem with the game is the pacing :
The techs are way too generic and uncool. You have to unlock a ton of techs before being able to do anything. MoM and AoW had you research spells only and it worked better for me (I don't really like having to unlock pre medieval tech, it feels more like caveman fantasy than medieval fantasy when armies of clubmen supported by magic have to duck it out, which would be cool if the game had dinosaurs too, but it doesn't). I wish we started with all the mundane techs, and the warfare and civic trees were about using magic to enhance these (mostly with new unit traits to unlock, and magical weapons for the warfare tree, and enchanted roads, "terraformation" techs for the civic tree). I think it would work better to be able to start with whatever mundane army you feel like, and have them get upgraded to legendary magically equiped mageslayers than to start with cavemen and have them upgraded to men at arms by the end of the game.
Most of the game is determined by your first spearmen vs spearmen encounters, which is somewhat sily.
The cities are too far apart, and too generic, and we don't have enough of them. I don't like the multi tiles cities either (it makes movement really weird IMO) : it makes warfare less about choosing where to attack or defend (because there are many less potential targets), and too focused on one single battle where you annihilate the stack of the opponent (MoM had many more cities, so it took less time going from one point to another one, even though most units had 1 Move/turn). You end up spending too many turns just moving towards your destination, until you get stupid movement upgrades that allow you to suddenly zip through the map like mad. Teleportation would not be such an issue is normal movement was not that horrible IMO.
Even the hero levels are mostly generic (I really don't like the traits that only give 2 points to an attribute : I'd rather have an attribute point pool that would increase each level, and traits that really feel like they add something new, like feats in D20). At least, the attribute increase should have a greater impact on the abilities of the character. Having to chose between 4 +2 to an attribute is horribly boring.
Who cares what have been there before? I know there has not been a crossover game like the one I tried to describe, but why limiting yourself to what MoM did in the 90s, how Civilization does this or that or if FE looks so much better than War of Magic?
There are great charakter systems (D&D, TBE, ...) that grant special skills for melee chars or even choosing of new spells for magicians on level ups. Inspiration also could have been taken from their class systems with possibilities of class combinations at certain levels. Then dumb the whole idea down but keep the essentials to make charakter building still fun but fit into your crossover game.
Why not thinking of cities in terms of charakter building also. It is all about leveling up (making building decisions in ragard to cities) and feeling how the progress of your character (city) benefits your party (Kingdom).
Regular units could "level up" more passively. Less individuality and mainly improved by techs and gear provided through other techs and coresponding buildings. A heroic leader or supporting magic could also strenghten them on the battle field, decide what your play style is.
Then borrow inspiration for tactical battle mechanics from whatever game you like and again dumb it down, as it has to fit into the crossover concept.
My point is, they should have taken their engine, started over from scratch (do the drawing board work first) and dumb down the best ideas of every genre instead of improving from War of Magic (or some 20 year old mile stones). Then put it together, fill it with artwork and start balancing. Ain't gonna happen anymore, we are at 0.86 and so I fear FE will not be all too famous around critics and gamers.
There is so much room in the Path system for improvement. Now that I think about it, I am a little worried that no new content was added in .86 to this part of the game. The endgame should be all about turning those basic Paths into proper classes. Trained units are far superior in the endgame. The balance should be by making the Paths more diverse and powerful. There should be at least 12 Paths branching off of those main three.
I think this sort of thing is probably what Brad is talking about when he mentioned:
That's an assumption on my part, but the trait system is just way too robust to not use it to build some sort of specialized pseudo-class system. You have your basic Path of at 4. Depending on which you pick at 10 or 12 you get another set of Path style choices. Each of these choices determines the heroes role and abilities. Or you just do rarity and level restricted traits for combat abilities, traits for administrator abilities, traits for special spells only available via ttraits, etc.
I just don't see how you can look at the trait system's potential and NOT do those things as the designer. Especially if Derek feels like Brad does that heroes need more differentiation.
Unless they have some other equally interesting idea in mind.
I think the thing that people find...unappealing...is that no matter what path you choose, the options are basically the same. There's some variation but it's all due to the results of a random number generator, not your actual choice. Personally I think that L1 heroes should start off with basically no bonuses at all, at at L2 the first thing you do is select a path, and your first "power". If you choose path of the mage for instance, you'll only get magic abilities past that - spell levels, intelligence, spell mastery, etc. Conversely fighter would be power attack, stun attack, extra strength, etc. There's also a lot more potential traits that could be added in to flesh out stuff - like mounted traits (ride by attack, etc).
Really the choices should mean something other than what they do now. Also something needs to be done about execution of path of the governor as if you stay in a city using your skills, you never gain levels (other than perhaps with the adventurer's guild bonus, and it's horrible). Personally I'd make it so that if you did path of the governor you no longer can gain XP from combat, but instead gain it at a fixed rate per turn based on the population of the city you're in. Or something similar, as it doesn't work now.
What about if you choose a path, some feats will be canceled out. Like if you choose path of the mage, you won't get strength as an option. This would allow a person to get better pickings in the direction that you want. I hate it that I can't get the elemental-paths that I want with my mage-champion.
Very well-said. I think too many people are comparing FE to WOM, and are thus very excited. There's been some significant improvments, for sure. It's a dramatically better game than WOM. But this is only relatively speaking.
My biggest fear is that we'll only see incremental changes from here on out. I like your D&D RPG suggestions, and the tech and building trees definitely still need some dramatic makeovers to be acceptable. Even just FFH2's level would be something (which FE is not close to yet).
I just hope the FE team has not gotten so caught up in the details and incremental improvements that they've stopped going back to the drawing board, having brainstorming meetings, and thinking up new ideas (as well as listening to the community). This game has so much potential, but it also spells the doom of the genre if it flops. We need an innovative game, to carry the genre forward, and there's no reason why we can't have that while pulling from other successes. And while the game is okay, it's not going to be the huge success if we don't see these kinds of improvements implemented soon.
Brad mentioned that he thought WOM flopped due to listening to the community too much. I'm in marketing, so perhaps I'm biased, but there's no danger of listening to the community too much at this point. We want the game to succeed, and while we're definitely not hating the game at this point, we can see the true potential.
I voted fair.
It's like we have the first couple of draft chapters for a book - interesting, promising, but still just a couple of draft chapters...
If Frogboy, Kael and the rest of the team keep their heads screwed on (Frogger's post shows his certainly is) and avoid getting caught up in the hype, whether theirs or ours, then I believe we might be in for something good.
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