Stardock’s much anticipated PC fantasy strategy game, Elemental: Fallen Enchantress is about to go “gold” and its official release date has been set as Tuesday, October 23rd. The development team at Stardock, led by Derek Paxton (Fall from Heaven) with a campaign designed by Jon Shafer (Civ V), unveil Fallen Enchantress, a strategy game that brings the kind of detail and richness normally only seen in RPGs.
The world of Elemental was once filled with magic. All peoples made use of this sorcery; with it they built great kingdoms – Malaya in the south, Hallas in the west, fabled Al-Ashteroth in the East – all magnificent, and vastly different, civilizations. Then came the Titans, immortal beings who sought control of Elemental, and the magic contained within it. They waged war amongst the people, the land, and themselves – and in the process turned men into their vassals. Seeking control of the world’s enchantment, in the end they destroyed it. At the last great battle, the land itself was broken. Civilization perished, and the Titans vanished from the world entirely. There were survivors. This is their story…
Fallen Enchantress brings the story to players in this rich, story driven strategy game. Create a sovereign with unique talents and abilities along with a faction to align yourself with in an effort to bring the world under your control. Experience a challenging start as you attempt to conquer the land you intend to claim: monsters, bandits and other beings of dread await you as you set out to explore your territory. Other factions are pursuing similar objectives, raising the stakes and deciding the ultimate outcome: who wins, and who dies.
Fantasy strategy gaming on a massive scale, Fallen Enchantress hosts unique factions, unlockable unit designs, unforgettable quests and with randomly generated worlds and multiple paths to victory, you will never play the same game twice.
To learn more about Fallen Enchantress, please visit www.elementalgame.com.
Congratulations! Time to put those marketing people to work!
Congrats guys !
Even if i'm not in the beta, I read with an extrem regularity all that is linked with FE from the begining of the beta. The game seems more than great. I just hope you calculated well this release date in order to have the time to iron out the bugs left. Just take the time needed.
We are not at a few weeks up or down now.
On a second hand I must admit that the waiting up to 23th will be... Difficult.
Acutally I'm more interested in general tips on the leveling options/traits to look for that can allow you to survive the early game (first 50 turns) the only way I can do it now is to stack my sov with the hero and choose targets VERY carefully.
still I get creamed by any weak unit with more than 3 units (which is all of them other than trolls etc)
any tips? I've gone through the walkthroughs you set up but the leveling/weapon choices are a little vauge.
I think I'm going to right a little guide about surviving the start. It does not belong in this thread, though.
But as a rule, here are some quick and dirty pointers:
1. A weapon with counterattack is almost twice as good as one without for an early solo sovereign. Rusty sword is a must.
2. Fortify + Blindness (Death 2) is a real life saver for someone from Krax.
3. Armouer + Stoneskin (Earth 2) makes a huge difference against basic mobs.
4. Really look at the move order. Take EVERY advantage. See who moves next, try to get mobs to get in each other way, dash in an out between their moves.
5. If you have two heroes, see whom they chase. That one should run for as long as possible. The other one should separate one enemy, kill it, then move on to the next.
6. The equipment I get influences my choices. In the last playthrough, Karavox became a dodger because I got the lucky skullcap and monk robe before turn 10. Nochd became a marksman, because I looted the Champion's lance, and Karavox was already a dodger.
7. As a rule, stack advantage over advantage, do not go for versatility: Fortify+Dodge+Blind / Frozen+Slow+High Initiative / Stoneskin + armor + hit points + gift of Iron
I just can't say "way to go" I have fiddled around with creating custom maps and watched too many ai games each patch to know there are serious ai problems. Not "the ai can't beat me" types of problems but the ai can stall out and not produce anymore units or cities, essentially turning itself off, or it builds 5 towers in a 5x5 area wasting an unreal amount of resources and time on pioneers.
There is a fundamental problem with simultaneous turns and monster vs ai-player strategic map movement and you can't really fix the other stuff cause that underlying problem will always be there. Anyone doing an in-depth review is going to crucify you guys, don't get caught up in the christmas cycle you need to fix simultaneous turns and spend at least a few more months on ai.
What he said, I was waiting for the fantastic UI in the mod tool before taking a look at it, and would be nice to have a 7 day head-start to find a few of the possible bugs, and getting familiar
Sincerely~ Kongdej
I bet with dedication somewhere near release guides like this will be widely asked for, and read.
Pretty sure that was fixed in .983. It was on the changlog and Fb said he would do it personally. Monsters move after players now.
The AI might have a few bugs like that. I don't see those kinds of bugs being the crucify type. I get a pretty good competition from the AI overall. And remember, the AI gets bonuses to their economy when idle. Hard to say that is a bug. Stacking outposts is in the changelog for .984.
Not going to discourage this type of criticism though, because at the worst, it will make the game that much better.
Having played the latest build released to us, and knowing you have a few weeks to tweak I can confidently say "You nailed it." TM, patent-pending. Please do not stop the tweaks and communication so we can provide feedback up to the point of release.
As of now, I would give the game a solid 8.5-9.5/10.
FE is everything I wished WoM was, and way more.
Not yet ready.
Three major things that SHOULD prevent it from releasing.
Fix those three and I would say the game is launchable, though I will terribly miss not having a "vault" like Master of Magic did for items.
FE came a long long way.
Best of luck with the release!
Hi Rishkith,
Sorry to hear about your memory issue. We're always looking to optimize memory. We had gotten your reports and are looking into them. Unfortunately, it's an exceedingly rare (based on the crash logs we get which are automated) issue. That said, because we want to introduce larger sized maps in future updates, we will be doing a lot more in the memory area.
Regarding the monster AI, this is something I have been addressing. Bear in mind, there really isn't very much "AI" to monsters. It is a very delicate balance between having them be "too tame" and having them be too aggressive. For that reason, I've been making greater use of the world difficulty.
Regarding the raze, this was addressed in 983 already. Monsters may destroy towns but they won't salt the earth anymore.
Well congratulations. FE is a fun game.
I very much hope you have allowed enough time before release to fix some of the more serious outstanding issues which are obviously bugs and not design decisions (eg like my list at https://forums.elementalgame.com/433438, others probably have similar lists) plus as many as possible of the many little issues still being reported. I would really like FE to be well polished.
But regardless of whether you do or don't fix these issues I still hope you get great reviews. I'll be the first to cheer if you pull 85-90% Metacritic without fixing them! (I just fear it won't happen )
@Mist, thanks for the kind words and your list. In fact, most of what you mentioned on your list is addressed in this Thursday's public beta update (the bugs are anyway).
I watched several ai games(.983) and the monster ai was targeting the square where the unit was before the turn and was missing the unit by moving into that square as the unit moved away, interceptions are more based on an unintended consequence of the npc and the monsters moving into the same square.
They are not going to get slammed for this specifically in the reviews but the ai problems as a whole will take it down several notches and this is the core of those problems. The turns should be completly serialized.
The monster ai, or lack thereof, looks schizophrenic at its best and the npc ai is still , as of .983, having problems to the point of essentially turning itself off(I mean that literaly watch a few ai games). The tower problem has existed as a known issue for a long time now and from watching ai games I believe is directly related to the simultaneous turn problem and the problems with pathfinding it causes. This is a single player strategy game the ai needs to work well, strategy game reviewers are going to consider all of these factors.
I'm very happy with my time with the game so far. Frustrations generally occur from bugs and balance errors, not the game's fundamentals. I also can't wait to try out the campaign!
Incredible job guys! This is quite an interesting game. I have been following it's development for years and am amazed that you have finally pulled it off! I have been playing since Beta 4 and consider the game unparalelled in it's depth. The graphics are great.
I am looking forward to many expansions over the years, not to mention mods. Quite a bargain all considered.
I wish everyone at Stardock all the very best of luck and that sales do a big rocket on you.
It might be a little early, but sometimes you just have to go for it, otherwise we could still be here this time next year.
As I have said in previous posts, I am really starting to feel the game and with the right sort of handling at release, it could be a block buster.
It has been my pleasure to be a beta tester, and in some ways I will miss it.
This. The game is already great; a little bit more polish will make it amazing. I'm already spending all my free time playing FE
It isn't so much that monsters are too aggressive or too tame, it's the fact they are perceived by many in this forum to be unfairly ignoring AI cities/pioneers while making a beeline for the player's. Now whether or not the AI is actually being unfair is besides the point since the fact that you've got plenty of complaints about this matter shows that it's still a real problem nevertheless.
In the same vein, there's been feedback before that monster aggressiveness being completely "random" isn't a good thing, and I tend to agree with that opinion. Inconsistency is the issue here since it (1) isn't fun and (2) isn't believable when a monster simply ignores the AI city/outposts right next to it because of a lucky roll and instead goes for one of the player's much farther away.
A much better solution is to implement simple behaviors for appropriate types of enemies (which again has been suggested before by others), or at a minimum just fix the monster AI to target the closest city/stack/outpost if it wants to attack. At least that makes some sense.
Well, I'm playing beta about a week and game in it's current state seems definitely not ready for release. Tons of bugs, including major ones like CTD's, disappering graphics and UI elements, memory leaks making game unplayable in extended sessions or after just 3-4 save/loads, monsters completely ignoring AI factions, and so on. Add to this total imbalance between heroes and regular units - you can just steamroll AI players with heroes or achieve Quest victory when even mid-game units and gear are not unlocked, and this mid-game units are not comparable with heroes in power in any way.
I will love this game even more than Master of Magic when (if) bugs will gone and some balance will be achieved, but release now... i don't understand it.
I think Stardock should have the load button active only after restarting the game
This is just total bull mister. I dont see the forums flooding with CTD posts. Monsters do NOT totally ignore AI factions, the disappearing cities and AI empires was fixed a couple of patches ago. The total imbalance that you talk about is no longer present. Play on hard, dense monsters and hard world difficulty and you will see that the world is dangerous and you cannot easily win the game anymore.
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