This game has been in development for quite a while, but they seem to now have a website up, and a new marketing video. A quick glance indicates heroes, HOMM style tactical combat with city walls and sieges, and hex based, turn based gameplay with city building (which may also be HOMM style).
http://www.snowbirdgames.com/eador/?lang=en
Winnihym
http://snowbirdgames.com/?p=571&lang=en#disqus_thread
Closed beta signup. Beta will start on December, 10
Just remembered this thread, and thought this might interest some:
http://www.gog.com/news/release_eador_genesis
It's the first part, in english.
I saw and bought it yesterday. Great game so far... What else are you hiding from the rest of the world, oh glorious Russia?!
Kind of confused...
Are there two games?
The gog game looks nothing like the screens from the other one?
As far as i could figure out yet, the one on gog is the original, which was more of an indiegame, basically created by one man alone. Apparently it came out 2009, but only in Russia. It was also only available in russian, not in english, until now.
I just burnt some 8+ hours on this non-stop.
The graphics and presentation are absolutely horrendous, but the game as a whole is surprisingly solid and enjoyable. A mix between fantasy general/elven legacy small scale battles, gamebookish roleplaying (if you fight, turn to page 64, if not, go to page 35) and some rudimentary empire building and management.
But surprisingly, it all holds together quite well, the tactical combat being probably the weakest and most repetitive part.
Overall, 8/10 for me.
EDIT - I am writing about Genesis, the game from GOG. MoBW is obviously not released yet.
I've been really impressed with the quality of games coming from Eastern European studios lately. The Witcher Series, King's Bounty Series, Fantasy Wars/Elven Legacy, Space Rangers... I'm certainly ready for more!
I can't agree too much. But I realize i'm in the minority. I didn't enjoy witcher at all, the demo at least. But I'm not much for FPS or third person that is basically an FPS. King's Bounty was way too much like Heroes of Might and Magic, and it was also too childish in its presentation. STALKER:Shadows of Chernobyl was in theory a good idea, but again the presentation was too irritating as were the controls. Fall Out:Last Vegas did it A LOT better.
However, Fantasy Wars and Space Rangers were decent, but got old a lot faster than better games.
Warlock:Master of the Arcane was vastly disappointing, though I admit I thought it was going to be a different game. Still, much too simple and dumbed down.
I am looking forward to eador, but I have low expectations.
My biggest gripe with east-european-made game is that their graphics seem to be made for computers that were on the "western" market 5-6 years ago. I have never once felt that they were near the "cutting edge" or "pushing the limit".
There are other games not of eastern european origin whose graphics leaves a lot to be desired too.
That said, Eador has been very enjoyable for me so far, because it offers very coherent gameplay, and the tactical combat has terrain that actually matters, and also on the strategic layer, you are constantly presented with difficult choices that matter.
This game is addictive as hell. I am still astonished how good it is design-wise. It's not revolutionary by any means, but all the parts are extremely well put together. Plus, it's challenging and the AI seems competent, at least in tactical battles - I still don't know how much it cheats with resources on strategic level.
Discovered an annoying, but known and reported bug - if you have a rebellious province (damn centaurs!) and decide to plunder them to extinction, the game crashes when their population runs out.
EDIT - apparently, they have already fixed the issue. Quickfix can be found here:
http://eador.com/pub/dialog.zip
just unzip the dialog.var file and put it into the 'var' subdirectory and the problem is fixed.
Been plaing Eador:Genesis. From what I can tell of Eador: Masters of the Broken World and Eador: Genesis are the same game, the strong difference being the graphics. Anyone else finding the same? Or have you tried MotBW in beta and found it a lot different?
Quoting Kamamura_CZ, reply 36EDIT - apparently, they have already fixed the issue. Quickfix can be found here:http://eador.com/pub/dialog.zipjust unzip the dialog.var file and put it into the 'var' subdirectory and the problem is fixed.
Thanks for that, Kamamura. I encountered the bug too.
I didn't play the beta of Broken World. But, some polishing aside, if a better graphic will be the maindifferences, it would be fine on my part. I found Genesis to be suprisingly complex and well thought out. And considering it was an indiegame, even contentwise it's not too shabby.
For me on a higher difficulty, the start of a new game is a bit chewy, wich does lead to rather repetitive tactical battles. Althought those are still more of a challenge than in some other 4x games. *cough*
Well, Eador:MoaBW-guys, you have my attention. Whatever that may be worth.
Could someone tell me what "gold reserve" means specifically in eador:genesis?
Hehe, found this on GOG forums:
That was four days ago, and every spare moment I have had since then has been spent playing this game. The interface is a bit clunky and primitive for a 2009 release, but the gameplay is extraordinarily good. Eador has swiftly outranked Fallen Enchantress and Warlock in my estimation,
This is like winning a footrace against a dead woodchuck and a rock.
and at this rate (I just lost my 5th game and am going back for more) is poised to overtake Age of Wonders.
Okay, that's more impressive.
Ad gold reserve - explained here:
http://www.gog.com/forum/eador_genesis/gold_reserve
Discovered this game yesterday and I can't stop playing! Tons of depth and difficult choices and I love the art style (more medievalish than cartoonish). Only weird thing is the severe lack of female portraits or females in general. Also playing the same race isn't that fun at all. Anyways haven't had this fun since FFH. To me, Eador ranks among the very best in the fantasy 4x genre!
Lack of female warriors or soldiers is a plus in my book. The less gender hysteria, the better. There was no such thing as a female swordsman or spearman in medieval times.
I almost, almost killed a dragon. Had a warrior who could trade blows with him (lvl 20, 19 att, 16 catt, 13/10/4 def), but then it flew a bit away and spat the fire - not a crater left where my hero once stood.
The ease these things plow through heavy units like swordsmen is scary.
There were no such things as magic either. I love to play a wicked female sorceress
I agree, however its quite ok to have orcs, and pegasus, ogres, gigantic slugs. We gotta be accurate about the important things!
Fantastic game (Eador: Genesis), I put in about 40 hours over my three day weekend (If you include Thur night after work). I am at the point where I don't lose more then half the games.
I'm loving this game.
What a great year for turn based fantasy strategy games.
I'm making a Let's Play series here if anyone wants to get a feel for the game...
Playlist
I've been playing, but i'm finding its becoming fairly repetitive. i start getting drowsy playing. Anyone else? I mean its a great idea and done well, but each fight is me basically waiting for the enemies to walk closer to my crossbows. And the building up of the shard you're attempting to take over is essentially the same each time. I'm really hoping the new version, The Broken World, will let you play a variety of species.
Well, there are some cheesy tactics. For example, I find that playing the small or average shards early in the campaign, the Warrior is massively overpovered when soloing territories, because he racks up tons exp and you pay no cash for new recruits (common units die inevitably, since enemies gang on the weakest and no ZOC in the game).
You only pay for repairing warrior's gear. I usually build smithy -> simple chainmail, then arcane magic, and fill spell slots with magic armor, magic weapon and arcane shot, and in each combat I occupy either forest or a hill, use the ranged spell to kill the most annoying shooter/mage, and before the enemies reach me, I cast magic armor and weapon, and kill everyone on counterattack. This game I even got a bardiche that was 5/4 and first strike , which meant anyone attacking had to take an insane 19 str attack first - needless to say, it's brutal. Once you get round attack, you are unstoppable.
I started playing Genesis a few days ago, and I'm loving it! The early game is especially good, where I really have to weigh my options every turn. And it's quite challenging; I'm only in my third game in the campaign, and if I win this one I might consider bumping the difficulty up a step from beginner. And there is still a lot of content I haven't seen yet!
A few points of criticism though: In my earlier post I pointed out that the map looks a bit cluttered, with towns everywhere. I hadn't realised each hex is a province in it's own right, with lots of things to do. This part I really like. But halfway through a game the map looks very developed, and even in my first game on a small map I got maybe six or seven provinces to the 'trade centre' level, which makes it feel a lot less special. Perhaps more provinces should start out empty, and only start to develop when you found a town there?
My next point ties in with the previous one; early game each province matters, and I pay attention to developing them. But by the time you have ten or more they all start to blend together, and I only pay attention when there is an event in one of them, or when I just conquered them.
My last point is also related to the previous ones; early in the game it feels like you are founding a kingdom, developing your capital and surrounding provinces. But after a while this feeling is lost. I love the building aspect of games like this, so I hope this part is developed a bit more. Just a thought; but what if provinces became harder to rule and develop the further away from your capital they are? And the way to remedy this is by building regional capitals that acted a bit like your demesne. Developing these capitals (and their surrounding provinces through them) would put this part of the game more into focus I think.
Anyway, I don't want to be overly critical though, I still love it and am looking forward to Masters of a Broken World!
Some questions for the more experienced players;
1) So far I've been mainly relying on swordsmen and bowmen/crossbowmen for support. What are the redeeming qualities of the other units? Because they all seem quite weak in comparison.
2) What alignments can you mix and match? Keeping good and evil units away from each other is simple enough, but what about lawful and unscrupulous? And can I mix those with good and evil? (Lawful and evil, unscrupulous and good?)
3) Is there any benefit to playing evil? Oppressing your population, sacrificing them for mana, raising them from the dead to fight for you, taking their stuff and money. So far the only real benefit I've seen is getting more money from events, at the cost of your people hating you, revolting against you, and stunting your economic growth.
4) How do you deal with some of the tougher monsters? I tried to kill a few ogres the other day with a warrior that could cut his way through an army without breaking a sweat, and he got smashed to a bloody pulp before even seriously hurting one. And what is the trick for giant slugs? I can handle one or two, but any more and their spit just melts my units before they get close.
5) How do you finish quests? I've received a few, but I have yet to finish one. The objectives seem very hard sometimes, like in the game I mentioned above I had to kill 5 ogres before the centaurs would join me. I was only able to find 3 (and unable to kill those). Or a wizards tower that asks me to bring them a specific scroll, but I have no idea where to find that specific one. Are you completely dependant on luck, having it drop as a reward after a battle? Or in my first game, some dwarves asked me to return a weapon that was stolen by some brigands, where would I go to find them, somewhere nearby? Or doesn't it matter where I go look?
6) About heroes, do the commander and the wizard become more viable later in the game, when you have acces to higher tier units and spells? Because they seem quite underpowered compared to the warrior and scout early on in the campaign. And is it every worth it to 'dual-class' them at level 10? Seems to me you are sacrificing the most powerful abilities, and only getting moderately useful benefits in return.
There are many great features available to you once you register, including:
Sign in or Create Account