What is Legendary Heroes?
It's an expansion for Fallen Enchantress that adds the following:
1. A new Champion progression system. Instead of random traits your champions have a trait tree that they can use to select traits as they level up, grow your champions the way you want.
2. The ability to recruit special non-human champions. Champions aren't just humans anymore. Rare opportunities or quests may unlock champions of various monster races that can choose traits and use equipment.
3. New tactical combat options. Swarm gives a bonus for every ally that surrounds the enemy you are attacking. Be careful where you stand as even weak creatures can become dangerous in groups (especially those with traits that improve their Swarm bonus). Weapons all have special abilities and every faction has a special ability they can use in combat so even lowly spearmen have 2 special abilities they can use in addition to their normal move and attack options.
4. New monster types like the Banshee who is immune to physical weapons, or the Garagox who knocks enemies back with each hit (which makes it difficult to get swarm bonuses and control the battlefield).
5. New spells and abilities. New range types have been added that allow for adjacent and line spells and abilities. Use Wall of Fire in tactical to create a line, 7 tiles long, to block allies from enemy units. Master necromancy to summon up to nine different skeleton units at once with the Raise Skeletal Horde spell. Use Resoln's Wraith Touch to drain life from a nearby enemy or Altar's Rush ability to forfeit their attack to get an extra action.
6. A new scenario. Relias has returned to warn the kingdoms of what he discovered in the East, but there is little time left. The war has begun.
Who gets Legendary Heroes for free?
If you purchased War of Magic before 10/31/2010 then you will be receiving Legendary Heroes for free. If you will be receiving Legendary Heroes for free you will receive an email from Stardock when the beta starts.
How much does Legendary Heroes cost?
If you own Fallen Enchantress then Legendary Heroes will cost $19.99. If you don't own Fallen Enchantress it will cost $39.99.
Can I get Legendary Heroes on Steam?
Legendary Heroes is integrated with Steam. So everyone that gets it will have it on Steam, no matter where they purchase it from (even if they purchase directly from Stardock). Those players that will be receiving free copies will be receiving a steam key for the game.
How has the champion system changed?
The biggest change is in how you gain champions. They are no longer waiting on the map. Although I liked having them on the map to encourage players to explore, it made the champion part of the game to random. It also disconnected the champion game from the core game (empire building), creating two separate games that were only loosely connected to each other.
In Legendary Heroes players have a new Fame attribute. Fame is gained by building certain improvements (though you can also get it from researching some techs and completing quests). Completing the Tower of Dominion provides enough Fame to get your first Champion. When you gain enough Fame 2 champions will present themselves to you for recruitment, but you can only pick one. All the champions have been redone to make these decisions more distinct and interesting.
With this new system the amount of Champions you have access to depends on your empire choices, what techs you researched and what improvements you built. Not on map generation.
Champions can still be gained through quests, though these tend to be special cases.
There are also a lot of new champion traits that can be learned. Some that grant access to new spells and abilities, some that improve existing abilities. For example all axes give access to the Cleave ability, which allows the unit to strike 3 adjacent enemies that are next to each other. A champion trait increase the amount of damage done when Cleaving. Others increase damage with fire spells, or the amount of healing done when casting a Heal spell. Traits can reduce casting times or increase the amount of accessories a champion can equip.
Monster champions? Does that mean I can give a bear an axe and enchanted pants?
Each of the monster champions is special, such as Huhrus the Ogre. You can get him through a quest in both FE and LH. But in LH he is a champion with the ability to pick traits when he levels (he starts with path of the warrior) and you can give him whatever weapons and accessories you would like. Since he is an Ogre he gets all their benefits including having more hit points than a normal champion. But he cannot wear normal armor, so there are pros and cons.
Have the graphics changed?
The graphics of the game have gone through considerable updates. Redone forests, new rivers, new mountains, dynamic shadows, lower bloom, less terrain blending, improved lighting, better animations, etc. Ground props have been dramatically reduced and overall the effect is to make the game cleaner and clearer. It is easier to tell what a specific tile is and which tiles have special things on them.
Legendary Heroes has a new Art Lead, Kay Fedewa. It is her first time working as a lead on a game and she has done amazing work making everything look both better and more distinct (often opposite goals).
Designer Note: The big lesson for me was that art, much like game design, isn't about one big change or fix. It's a culmination of a lot of little things working together. It's the entire scene. Small things that wouldn't be noticed add up. Where a player may notice that Legendary heroes has new mountains, those mountains are actually a half dozen changes all working together, none of which would be that significant on their own.
Are there more changes?
Lots of more minor tweaks and improvements. There is a new game option slider for production pace (so you can modify it seperatly than research pace). Screens have been added (an army screen for managing multiple stacks in one tile) or improved. The battles result screen animates your xp bar and dings when a unit hits a level as well as showing any results of injuries or death so we don't need additional popups for it.
When you adjust the world difficulty it will change the levels monsters spawn at instead of just their hit points. Turn it down to get weaker monsters and up to be facing level 8 bears and worse.
Since you don't have your "free champion" starting by you players start with their sovereign and a group of spearmen and club wielding militia. In general this makes starting sovereigns a bit more powerful but it does a great job of showing off the new weapons abilities (since the spearmen and militia have different abilities) and it gets the player used to using armies. He can start fighting with his starting units and by the time they die be ready to get some new ones trained.
We have also added a feature based on player feedback. The ability to set a city to producing a resource (like additional gold), instead of just having the cities get a bonus when the queue was empty. This is a more intuitive option for the player and works better for game play since we can seperate idle cities from those that have been intentionally to produce more of a resource.
There are more, new items, new weapons, new armor, new quests, etc.
Does the addition of these new mechanics make the game more complex?
Our goal is to take FE to the next level with the expansion. To make it into a better game, not a bigger game. So things that were confusing or overly complex were cut. For example finding champions in the wilderness can be confusing for new players, the new system is both better designed and more intuitive.
I've also removed cutting/blunt/pierce damage. The goal of those damage types was to make the weapons different from each other. To make an axe different than a hammer. But the majority of players ignored or were unaware of the differences and were left feeling like battles were less strategic because the defense strengths or weaknesses didn't impact their strategy.
Now the weapons have special abilities. Spears have Impale, which strikes an enemy and the unit behind them. Axes have Cleave, which can strike 3 units that are all adjacent to the attacker. Crossbows have been added to the game and they are powerful short range weapons, they strike through 5 enemy units in a line. Even shields give a Shield Bash ability which does the units normal attack damage and can knock the victim back a tile (which is good for controlling swarm bonuses from your units and your opponents). Because of these abilities, different weapons feel very different from each other and we no longer needed the stat differences that damage types offered. In other words, stats differences are okay differentiators, game play differences are better.
I've also cut Influence and Faction Prestige. Influence fell victim to the go big or go home rule. It just wasn't important enough to feel like its own thing. Removing it makes gold more important for diplomacy. Faction Prestige is being replaced by a Unrest penalty based on the amount of cities in your empire. The more cities you have the higher your unrest is. This makes anti-unrest effects more critical as your empire grows and does a better job of balancing large vs small empires since it directly reduces production and research rather than just growth (as faction prestige did).
Part of removing Faction Prestige was the change to have the amount of unused food a city has available impact growth. So now when you see a tile with high grain yields it isn't just a higher size that the city can grow to, but the speed at which it will reach that size.
Other links?
Website: https://www.elementalgame.com/legendary-heroes
I'm very much looking forward to the expansion.
One question: Will there be more faction traits, too? I'd like to to see traits, that allow factions to build cities on dessert, wasteland or arctic titles, for example (I want to create a winter themed faction like House Stark in Game of Thrones )
I'm sorry, I could not resist
the city on the dessert or cake
(the mighty and sweet country of chocolatia)
Hey its THAT discussion again..
I'm getting it for free so w.e but I wouldn't purchase it with the steam requirement. (i'll decide at a later date if I'll actually redeem the steam key or not since I haven't even touched FE in months)
I find all changes very nice, except the removing cutting/blunt/pierce damage. Specially the change to gaining champions though fame is a very good change. It reduces the randomness of finding champions and clearing the map from them. I would like to make the same with some of the quest. Early quests (weak to strong) should be generated from some buildings (Inn...), too, from time to time. In mid game without war, it could get boring. The reachable quest/lairs are done, other are to difficult and you are not able to reach them without risk a war. Another advantage is you are able to use more but smaller champion stacks for the easier quest, you a able to leave them busy.
Additions to the quest system could work this way:
The special building generate a resource, Lore for instance. The Inn as smallest +1 Point Lore per round. When you got 10 points Lore, you get your first Quest, the next with 25 and so on. The whole fraction can take only 5 such random quest at a time, and up to 5-10 quest (or the amount is technoligy based) can be offer at the same time before the untaken quest leave will not be offered any more. The appearance of a new quest could be turn based too. Maybe there are quest which are given to more than one fraction to start a small quest run. But for me it's mainly to reduce the randomness of quest placing from the map generation and the removing boring times.
Will we be able to move through allies in LH?
Since you guys are tweaking heroes and how armies are set up/organized etc.any chance we can get a couple things..
1. Tactical screen Deployment... tired of plague stalkers one shotting wussy champions or whatever cause they are in the front lines.
2. A actual "General" slot, where we can assign a unit to the command of the army, for instance.. my default army at the start of the game gains a few levels, got one of them archer units from a quest early on. now i have a new level 1 champion. i add the archers to that unit to help the champion level. now the army is Panca Archer's Army instead of the champion, kinda dumb imo. that and it would make picking out the armies on the left hand side of the screen much easier if you assigned your leader yourself. ALSO along this line is you could make each Champion have a specific "Leader" bonus applied to the army IF they are the leader of the army. Would encourage the use of Champions in army command spots instead of tag alongs in said army.
anyways hope these suggestions are at least read. would really love to see both implemented.
Will there be a increased Sovereign customization? I was always somewhat bummed that my Sovereigns and other heroes all kind of end up looking the same after a bit. I would really like options to change size, shape, race and the option to hide helmets. Anything to make my Sovereign more unique and set him apart from other units around him.
I am one of those not happy about the move to having to use steam. I just hate having to wait 1 or 2 mins for steam to start before my game starts. Longer if I'm playing offline since it has to tell me how i'm offline. I just don't like having to launch another program that I have no use for while playing this game. It's useful for other games such as Left4Dead and other coop games, but I just don't need it for single player games. I also don't approve of some of their business methods such as refusing to give refunds or allow me to transfer games I own to other users (i.e. selling or swapping). I've also had the game updating even when set to not update problem. Game refusing to launch in offline mode until I've connected steam to the internet even after having been played connected to the internet before. Overall I usually don't have problems with it, but at times I do and at those times it stands out that I can't play my game because of a different program.
Also is there a way to find out when I purchased War of Magic? I'm trying to figure out if I pre-ordered it or not.
If I'm not totally mistaken, you should find that information, if you look under My Account in the Stardock Store. You need to log in first, though.
Just checked, it's definitely in there. Look in "My Account" then "Order History"
Found it and thank you. I was poking around my account but I guess i was just overlooking it. Turns out I ordered it from amazon anyway so will that effect getting it for free?
Fantastic, this expansion sounds great!
Also, please do this! Customization is king in a game like this.
from OP
harpo
Sweet mother of God - Pre-purchasing E:WOM is starting to pay off
So - The steam key I get also includes access to the base game Fallen Enchantress?
Saw an interview with no new factions but that you plan to release in April.
We're not getting Capitar/Urxen back? Looks like this may be a job for the modders.
I bought it from Steam and am not showing any order history.
The order history works only for purchases made directly from Stardock.
We are talking about purchases from the Stardock store.
You can buy the game elsewhere other then the steam store, in fact the game is cheaper on GMG atm. Your argument about the steam platform is simply your hysteria, and I'd rather the dev work more on the gameplay then a silly exclusive patch updater for the game that is made redundant by steam as a whole. This kicking and screaming about using steam is very melodramatic
When we can pre-order this from Stardock Store? Thanks.
Those 2 are still in there; you just have to make a custom sovereign for them. No modding required. I'm no modder and they show up in most of my games.
Shit, I never realized that. Gonna have to make a couple more sovereigns pronto. It'll be good to get a bit more variety.
General Carderous is actually a recruitable level 9 NPC. You could just remove him from the NPC pool and use his base abilities as a Sov instead.
Carrodus I think.
Meh spelling, whats that for .
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