Next week we expect to release an update to Fallen Enchantress. That update will be available to existing users of Fallen Enchantress and it will also be the first version available for sale on Steam (Beta 4-A).
The plan is to put out Beta 4A and then collect as much feedback as we can. Seriously, NOW is the time to ask for stuff (within reason) because when Beta 5 comes out (next month) we’ll be in feature lock-down. No new features until after release.
Now, we have a few questions for you guys:
(1) How do you think we should refer to this game? Elemental: Fallen Enchantress or just Fallen Enchantress?
(2) You can already go to www.fallenenchantress.com btw to go right to the page.
(3) What sorts of additional magical spells would you like to see us add before release that aren’t already in the game?
(4) What sorts of additional quests would you like to see?
(5) Random events – yes, we have them but we don’t have a lot. Now is the time to suggest them. Ideally, ones that don’t require crazy amounts of work.
(6) I will be needing your help on strategy for the AI. When you play Fallen Enchantress on Challenging (anything below challenging has the AI gimped to various degrees) you’re basically playing me. As some of you know, Fallen Enchantress (like GalCiv but unlike WOM) will make use of your multi-core processor. Every AI player gets their own thread. Long story short, I can do some terrible, evil things with the AI. But I know there are players who are just far better at this game than I am. Please feel free to make posts discussing your strategies. I am not ashamed to steal from you.
(7) If you have not already voted, please please vote in the journal poll: https://www.elementalgame.com/journals We use this data.
(8) Modding time is almost here. We have tried to make it hard to mod so far but the time to turn off the network data stuff is nearing. Here is what I’m thinking: http://screencast.com/t/5IyRz7XY. (9) Before anyone asks, no, you can’t transfer your FE serial to Steam. I can’t go into the details on why this is so don’t ask. Just assume it has something to do with gold plated rocket cars or something.
(10) The Fallen Enchantress budget is 2.2X the budget of War of Magic. We hope people like what we’ve been doing here. I know it’s been a long journey but it was important to us that our most loyal customers, you guys, knew that we were dedicated to making sure our fantasy strategy game was nothing short of awesome. Beta 4A has a lot of nice things but I think you guys will be surprised how much we were holding back for Beta 5 (for testing purposes mind you).
(11) I can’t tell you who the Fallen Enchantress is. But you can probably guess.
(12) The campaign, which isn’t in the beta (for spoiler reasons) was designed by Jon Shafer and written by fantasy author Dave Stern. It plays quite a bit differently from the sand box game. The idea was to give players an idea of what could be done via mods as well as give players a fun campaign experience that wasn’t just a bunch of sandbox scenarios. I do want to emphasize that the campaign is made with the same tools players will be given and they will be able to make their own and share them.
(13) While Fallen Enchantress will be available on Steam, it won’t require it.
(14) If you don’t have War of Magic, skip it. We’re going to discontinue it (we’ll still support it for existing customers for the long haul and may put out another update later this year). Fallen Enchantress is a lot closer to what we had in mind.
(15) If you have Windows XP 32-bit, you can get better performance if you enable large address awareness.
Perhaps it would be easier to do "ghostly" forms of the various monsters like they did with the wolf form for the "summon familiar" spell...
I reckon you should go for "Elemental : Fallen Enchantress", that way more people will appreciate the the amazing development heritage that this game has. I don't know of any team that has involved their supporters as much as you guys have on this game. Also, it will make it easier to produce a succession of follow on games in the series!
Cheers
Chris
I strongly advocate extending all the magical abilities (Air Disciple, etc) that a sovereign/champion can take on leveling to grant at least one more spell.
Some powerful new unit enchantments would be good, something that I keep missing are a class of unit enchantments that grant benefits/penalties to adjacent allies/foes. For example, "Cloak of Ethers" - all adjacent allies gain the benefits of all friendly enchantments on this unit (this would obviously not allow for chained "cloak" effects). Likewise, "Cloak of Entropy" - all adjacent foes lose 1 to their defense every turn that they are adjacent to enchanted unit.
Additionally I would love to see some truly powerful cross-over magical spells, similar to the spells gained for having Air 2 and Life 2, or Air 2 and Water 2 magic; but instead at level 4.
>> My Vote: "Fallen Elementress" , I like Elemental better, but we need to distance ourselves from the first failed attempt.
(4) What sorts of additional quests would you like to see? >> This is shaping up to be the best game ever. In general if you can sneak in tributes to any older 4x games it would be fun for us 4x geeks.
>> A simple economy system, where different land owners have slightly different prices for their shops (maybe a deviance of 30% or so. This might enable some people to earn money from buying stuff less expensive from one land owners 'shop' and going to a more expensive land owners land and selling for a profit. I would find it useful when money is tight early on if combat is not in your best interest. Doesn't have to be complicated. Might also enable benefits to trade abilities, perhaps with a bonus to trades, buying & selling. It would just be nice to have another way to get guildars.
>> Like HOMM - but for each 10 years perhaps, [Year.Decade Of The "insert unit type here"], which might give a slight production boost / discount to units of those types. I always appreciated Year Of The Skeleton.
As someone who has no idea what "Elemental" is but is fascinated by just the title "Fallen Enchantress", I say go with that.
I have never tried a magic based game before, but based on my recent discovery and enjoyment of GalCiv2, I am very interested in this. I am going to have to get one of my family members who is into DnD and such to coach me on spells.
Come to think of it, with all the modding available, please ensure that a strong spell-making component is available for the modding community. Since some spells have truly strange effects, it would be nice to be able to manipulate these abilities.
Things that are needed before beta 5 lock:
I haven't had time to actually play since beta 3, so I can't address the big things, but I did want to show up to vote for calling it "Fallen Enchantress" for the reasons already stated.
Thanks for all your hard work on this thing!
1. More summons
2. More globals
3. More counter spells and spells that work against specific elements. This is a often stated remark for a game called elemental (or at least currently...) there is precious little use of them beyond a few multi color spell (good) and shards.
Call it Elemental : Fallen Enchantress, you can't escape your past.
More Summon spells, I miss the assassin demons etc from previous builds (or was it E:WOM)
Each summoned elemental should have a useful spell it can cast.
I think the Elemental's attack and defense should increase by 1 hero level or it should be affected by the amount of shards you have i.e. lots of fire shards make your fire elemental better.
I think Heroes should get a second class around level 10. So Warriors would become Generals. Mages would become Arch-mages etc. Level gains would then concentrate on army buffs etc. This would mean that you could allow heroes to level up to 20 without them becoming too unbalanced (in previous builds a couple of heroes could take on everything so you nerfed the hero advancement , but this means that now you can never get a really powerful mage. I think a second class would solve this issue and encourage building multiple stacks.)
World event - Tournament, all factions have to send a champion to fight in the tournament, have a mass battle or one on ones, winner gets something cool (that improves a city?)
Keep up the good work. And don't release it until it is truely done
I'm like where the game is heading and for the name I would go with Fallen Enchantress... While I like Elemental: Fallen Enchantress better it may bring with it the bagage of WoM, and that would be a pity, since even now FE is a much better game.
One thing I would like to see is actually something that only comes in to play very late game: Once you've researched all techs and you only have the repeatable techs left (I haven't actually played the latest beta to the point where this happens, but I'm assuming it's still the same) I would like the game to just keep repeating the same tech without asking for my intervention. A notification in the side bar is enough, since the tech popup kind of breaks the flow of the game.
What about giving monsters bonuses per level or making their spawn rating higher in special cases? I would rather summon a level 1 ice elemental with a spawn rating that is 1+Summon Skill+level of the caster+player abilities. You could add alot more stat variation this way. Giving monsters bonuses per level would do the same thing and perhaps be easier to incorporate into the UI. It might be better than having to make each summons into 4 new spells with 4 new monsters.
Brad another thing you really need to do is train the AI to use spells like pillar of fire and tremor, they never use these. The other thing is to reprice the mana costs for spells as many are way too expensive and are very underwhelming - incinerate city is a prime example
Ideas for random world events:A Coordinated Conspiracy - The most powerful player suffers at the combined hands of unknown conspirators in an attempt to reign in his power. Player in the lead suffers from increased unrest in all cities for a number of turns.The World Aches - The earth below you moans and the crystal shards dim. Shrines do not produce mana for a number of turns.Darkness Envelops the Land - A black fog covers the uncivilized portions of the world. The max view distance is set to 1 tile for a number of turns.Redouble out Efforts - Things haven't been going our way lately; we'll have to work harder. The player in last place gains double production in his capital city temporarily.Prophecy of the True Kingdom - An oracle has fortold of that a Kingdom will unite the world under its banner. All kingdom cities gain a bonus to production for a number of turns.Prophecy of the One Empire - A seer claims that one day an Empire will conquer and rull all others. All kingdom players gain unrest for a number of turns.Breach to the Underworld - (Late Game) On the coastline somewhere, a peninsula has risen out of the ocean, on which a portal to the underworld exists. Each turn the portal spews out increasingly deadly monsters, until a champion reaches it and seals it shut.Alignment of Earth/Fire/Life/etc - This element has become dominant, draining power from the other elements. Casting spells of this element is half mana cost; all other spells have double mana cost, until the alignment fades.Legacy of the Titans: Deep scars in the earth left by the titans send ripples through all magical energies. Casting spells damages the caster until the ripples end.
I'm glad that content is being emphasized, and I love the development from b3 to b4. But going onto b5 and release it is imperative that engine issues get resolved. Game hangs are fortunately rare, but sometimes combat inexplicably slows down, and I've not had good experiences with loading save games while in-game. In fact it's bad enough that I simply quit and re-start Fallen Enchantress to have a somewhat reliable game.
I think you should just call it "Fallen Enchantress", pretend "War of Magic" never existed, and just use the "Elemental" name if you produce more games in a series. You can add a subtitle in any re-issue of the game, retroactively make it "Fallen Enchantress: Elemental Saga Part I".
I think the "World's Most Powerful Sorceress" tagline should go... the world is already destroyed, isn't it? Maybe you can play up the "rebuilding a broken world" angle, or play up the features that differentiate this game from other 4x games. "Remake the broken world. Reshape the land with magic and might. Rebuild civilization from its ashes... and release the world of Elemental from the ruinous grip of its most powerful sorceress." Something like that.
More summoning.
Several others have mentioned this above; I wholeheartedly agree.
A hero can level up in summoning, but that does little good when the hero only has one or two summons.
I would love to focus on the magic tree to the point where conventional troops can be ignored in favor of summoned creatures and spells.
I love the direction of content but agree with others regarding engine stability. Here's a list:
While playing there are consistent signs that indicate the game is becoming unstable. I have to assume these are memory leaks. In earlier builds of FE, and especially EWOM, the instability led to sudden CTD's etc. Fortunately that rarely happens now but the game's performance becomes so unstable I manually restart.
First of all, thank you, Gents (in the non-specific gender usage), for your work on this game--may history praise your efforts! Perhaps 20 years from now, a game designer will call their game "the spiritual successor of Fallen Enchantress."
(1) We know how critical people can be of a game with potential that falls short (I keenly remember the disappointment), so the more you can keep Elemental: WOM in the past, the better (except the hard-learned lessons, of course). A name is so simple, yet carries so much weight/prejudice.
(2) My compliments--such a nice looking site. Makes me really want to play that game.
(3) Many of Sean's suggestion have merit. In the most general of terms, there should exist a wider range of useful spells (even if for certain situations only--as long as they are well explained and seem cost-effective, then they will be a wonderful addition). And hey, Brad, how fun will it be to update certain AI opponents to intelligently use some of them (even to the level of signature tricks that must be understood and countered)?
(4) Surely more quests can be added over time to reinforce the sandbox nature of the game--I love playing the game for the 10th time and seeing content I've not seen before. More wildland areas that are treated like major quests cannot be a bad thing, either, where the random generator can pick a certain amount of non-required areas per map size from a long list, further adding to the unique feel of a particular play-through (tricky balancing, but would pay huge dividends).
Caveat: All quests must be properly explained, and the fun surprises be carefully balanced as not to wipe out a player's game. You want a challenge without resorting to blindsiding the gamer--let them know in no uncertain terms the can of giant worms they are about to open (and please kill that design flaw where if they want to come back to a quest later they cannot because it's gone). Think of it like storytelling, where the best suspense, the best action, is seen coming like an inevitable tidal wave (or at least cleverly alluded to, in the mildest form of foreshadowing).
In general, I believe an increasing feeling of epic with each quest difficulty level is a guiding ideal, with the later difficulties including mechanics like multiple waves of enemies (properly introduced, not just thrown in like an afterthought), more meaningful choices (like the defend/attack a certain faction) that perhaps even reverberate within the game at large (a large ripple might cause a severe reputation drop from someone, even inciting a war--that kind of tying in, if balanced, is a great example of that epic feel). Ever considered a quest choice can trigger one of your "random" events? A wealth of possibilities.
(5) See above quest section. I feel most random events are poor substitutes to triggered events based on questing/actions. Randomness often triggers that unfair/blindside mentality that so many people despise. Consider this: you can add much semi-randomness without that feeling if the gamer knows that "because you did <this> then <this> begins to happen." The random application of triggers would scratch this particular itch. For instance, going on a clear killing rampage (razing more than 2 cities, perhaps) might in one play-through do nothing, yet in another it triggers the wrath of an old god who counters the move by sending his minions against the offender's capital city--you can start this triggered event well away from the city, with a portent as a clear warning (essential to a good design, IMO, so as to avoid the nasty blindside).
Another example off the top of my head: when completing the first building required for the Spell of Making, a lingering elemental force (like a pocket of trapped gas) sometimes explodes, and unruly elementals (perhaps antagonized by the shift in power) attempt to destroy the cause (would target the city that building is constructed in).
Even a purely random trigger (like the blood moon that triggers a monster increase in wildlands areas) can be properly noted a warned-against (heh, we've been building plenty of cleric housing and such, so make those chumps useful).
(6) It would be dreamy if you could have several different strategies (with different strengths/weaknesses) for each major AI house. This way players aren't always sure what they're going to get with a particular opponent--perhaps a % chance one opponent might "borrow" strategy from another opponent, just as you would borrow strategy from the cleverest of beta testers (which does not include me, since my success is largely from taking advantage of the weaker opponents to make my steamrolling inevitable, heh, though this in itself could be an interesting strat--for one AI to "exploit" another to gain an edge). For example, one game, the Master Scout races will take advantage of their trait to over-expand (leaving them far more vulnerable to early military action, which would perhaps make them change their tactics to turtle in their first 3+ cities before regrouping and lashing out again); another time, this same race could use their trait to quickly grab resources, and then spend their efforts protecting/growing those resources until war is declared on them. Sometimes a tactic might include aggressive actions, and sometimes more cautious actions, like only going to war when using an alliance.
(8) I contend good modding should be difficult to do correctly only because the core game is so beefy and polished. The whole modding-as-bug-fixes done in so many games these days leaves a sour taste in my mouth.
(12) While my time is limited, if you need another leak-proof editor to give fresh perspectives, count on me (though I imagine Dave comes with his own resources).
Label me as a fan with balanced expectations.
Additions:
*I'm guessing many testers will dislike my suggestion of a more extensive and flexible tech tree, but allow me to make one last case for it. When techs become too concise, they seem linear--currently, it's simple to follow the path of least resistance (lowest cost tech) and get everything you need for a fairly optimized victory. More options that seem somewhat exclusive of each other lend a flexibility that isn't obtained in any other way. You can play different leaders with different traits on different maps, yet you tend to follow the same tech path. This is like leaving potential on the table, IMO. In general, players should be able to dive "into" a certain line of research at the cost of other things. The less repeatable your tech path has to be, the better (so long as there is no fluff/worthless techs simple to bump up the count).
*I strongly feel each possible ending should be more epic, more sweet, giving a level of satisfaction that makes the gamer sit back, savor, and almost be sad it's over (solved, of course, by beginning anew). 4x games have traditionally spent next-to-nothing on the endings, but I ask you this: if the length (time investment) of a game is so huge, shouldn't the ending match to prevent the anti-climatic feeling? An otherwise great novel with a hurried/cheap/unemotional ending can ruin the entire experience. Rather than make a dig against Fallen Enchantress, I want to define why it's so important to elevate the gaming experience upon finishing the game. Some might claim the ending isn't important, but would they really dislike or ignore a powerful conclusion to their experience? I cannot image that being true.
Lots of good ideas mentioned already.
Agree with keeping Elemental in title. I'm sure the next Master of Orion will be Master of Orion, in spite of MOO3
Like that you're publishing on Steam. Can only mean more exposure and potential revenue.
Bring on the modding! I know I said somewhere I wouldn't bother changing XML elements...but if I'm working on my own mod, that's different!
Additional features: will probably make separate post.
Overall, I continue to be happy with E:FE.
Shards and spells: Shards need to improve spells by a much greater degree. The spells that do currently exist are a good range of different spells. However, most spells hardly gain any bonus from having a shard. In fact, aside from the increased mana income, they are otherwise nearly useless.
Make the effects of shards much more important by greatly increasing the boost that a shard provides to spells. For example, the courage and heal spells. Neither of these spells are useful as the game progresses. However, if you were to have a life shard or two, they should be much more powerful. A heal spell should be able to heal 12 + 10 dmg per shard, for example, instead of only +2 dmg per shard. The courage spell only gives a +1 bonus to spell resistance. This should be much greater at +5 per shard or so.
If nobody is using a spell (such as courage), either you need to delete it from the game or make it useful through shard bonuses, etc.
Ah, well, that sucks. My guess it has something to do with GameStop not wanting to lose a bunch of accounts to Steam.
We aren't getting FE from Gamestop I think. I think we are getting it free straight from Stardock (well those of us getting it for free)
Wow! I just had to say, Geekanarchy, these are Nine Great Ideas for Random World Events! Brad, Derek, and the E:FE Development Team, please take note. Check out Geekanarchy's Reply #115 to this Discussion Thread, for details outlining what each of these Random Events entails. This is such a good constellation of well-thought-out ideas, that I am just stunned! (And envious ... I wish I had the imagination to think up ideas like this ... )
In my opinion, a shortage of Random Events is one of the few areas in E:FE, where more content is really needed. You guys at Stardock really ought to take a look at these !
[ Late Edit : I did think that two other very good lists of Random Events were previously suggested by DsRaider in his Reply #6, and by Jean=A=Luc in his Reply #26. ]
You know, it occurred to me that if the AI starts learning to broadly use strategic spells, we're going to need a new class of strategic counters.
For example, if the AI learns to make regular use of something like Pillar of Flame, there needs to be an answer for that...a way to strategically anticipate and counter it, for a cost. Otherwise it won't be much fun watching helplessly as your army is burned down by pillar of flame, with nothing you can do about it (aside from casting some sort of protection on each unit individually, which would be really micromanagey and would suck to have to do for a short term need. I just got a pang of sympathy for the current AI, that has to put up with that from the player.
So for example, you would need stuff like...
So you see, it's a gamble. You strategically wager mana beforehand to try and anticipate an attack, with no guarantee it will be well spent. It also helps to know the sorts of spells your enemy uses.
And finally, if your opponent is capable of damaging your entire army on the strategic map, then there should also be some sort of strategic map army heal, as well.
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