Hi everyone!
Here is a lengthy play through of Legendary Heroes. Note that this is pre-beta and there will be a lot of improvements, especially visually, between now and release.
There are a lot of things I love about FE and a few things that I hate... glad to see some of them being addressed in FE namely:
a ) movement path with # of turns identifier
b ) attempts at solving the pioneer spam problem
c ) closer tactical battles so that i stop winning every time with ranged units
d ) champion level-ups
e ) champions come to you
Governor with the modified skill tree is actually a great path for one of your champions.
The problem with the old governor in FE is you were presented random upgrades.
With the new system you can build a custom governor that focuses on research or credit upgrades. Much more powerful and unique this way.
What I would like to see with the customization is more skill or spell unlocks rather than base stat upgrades. Even passive upgrades that do something in battles would be cool, like immune to swarm or something like that.
thank you for the vid Frogboy
some comments:
- i like the new hero level up system and the whole fame thing. i disagree that path of the governor should be replaced, though. i always thought that governors would be way better if their bonuses were not restricted to a single city. just make their opener something that also works while they are out in the world exploring (like -5% unrest in all cities or something). as a special little perk they could have abilities similar to silver tongue (bribe enemy trained units and/or bandits with cash) or better loot from defeating armies. they would suck at combat, but dragging them along with a personal army would still be worthwhile.
- i really like the improved tactical combat system. i love that swarm mechanic. i hope this mechanic will also be used to make infantry units more useful (by giving lower/no swam bonuses to cavalry and/or making cav more vulnerable to swarming). in FE, once you can have horses, you really don't have much reason to build infantry units.
- city growth based on food makes a lot more sense, and merging prestige and influence into the new fame score is probably a smart move. please consider an option like in civ 4/5 that forces you to build something in cities. it gets annoying to manage a larger empire when you have to manually check your cities at the end of the turn. not sure if this should be mandatory, but i'd love to see it as an option that can be turned on by lazy folks like me
i smiled when you mentioned that you played a paladin in world of warcraft that was my main character, too when i still played that game
The 3d map is almost taking on a spartan, WoM-ish look. I personally would prefer an option that added ground cover.
Looking really good. Bring on that beta!
Thank you...keep it up, and deliver us open beta for preorders as soon as possible...
I wish you added a DLC with huge tactical battles and bigger armies then 6....as well as terrain modifiers, sieges, battles encompassing all squares bordering the attacked square etc...
and a DLC for multiplayer......or at least Hotseat/simultaneous turns. If enemy can use multicore CPU to do their turns, why cant we use external CPU to do ours?
Frogboy, you appear to be truly terrible at this game. You seem to be able to eek out any tactical disadvantage available in the combat, eg skipping turns for units that can attack (ophidian, one of your heroes with a ranged staff), while not leaving them somewhere out of range of being attacked back. Or casting curse on wolves that have no defense. If that actually does something useful, I have no idea what it is.
That said, thanks for the video, it is interesting to see how things are progressing.
He is part frog, after all.
He's pulling an Arino.
I couldn't help but notice this also, it was painful to watch, I don't have a lot of game time nowadays but some of the maneuvers should have been instinctual for someone who's played the living heck out of a game.
Why wasn't Brad using any of the units special abilities? Were they disabled/bugged for the beta?
What really got me was when Brad was trying to build a pioneer for a crystal pile just outside his border. The town he was attempting to build a pioneer with had not yet built a monument that gives +1 border. EH???
Look, I understand he was occupied with recording a video and trying to cram as much info into the video as possible, but I get concerned if Brad doesn't even know how to play the darn game and he's in charge of the AI!
...
Why do the AI's run around with Pioneer armies?
Has anyone at Stardock loaded up one of Brad's save game files to see how well he plays??? Has he named his custom Pioneers, "Deth D34lerZ"? Yes, I'm just teasing...
Yeah... "Shadowbolt is way overpowered" says the guy who curses wolves.
Also, there was so much focus on shadows. It'll all have shadows. The number of people who were looking for shadows in the expansion is probably close to one. A second Mage class (suggested above) would be nice. Better governor. I don't know. There doesn't seem to be a lot of crunch in this expansion yet. It's early yet though.
It looks good. I'd love to see City level ups have the same kind of path choices as heroes, so you can see how to plan your city specialization.
Frogboy your team created a monster next we'll be asking for talent trees for gem sockets in our weapons.
When's the beta out, I want to part with my money!
I know this is a somewhat silly request but is it possible to see the current path choices for the remaining 3 paths that have not been shown through the video and the initial pictures given in the faq? I was able to recreate, with what we currently have for abilities, the defender and the mage lists and would like to make the remaining 3 to try them out for how they play in my games.
Well, I can't wait for getting LH! It really looks awesome (and the mountains seem vastly improved!).
The thing I like the most? Changes on heroes and leveling. No more having to have a tanky hero despite me wanting to play all mages. No more having to choose a hero I find ugly (yeah, I sometimes chose on aesthetic grounds: I hate Urxen)... But, above all: finally being able to make real choices when leveling up! Those are things I really, really love.
The new changes on the combat also look very nice. I think the fights are going to become much more interesting, and to require a lot of moving arround and changing positions. No more tanks holding all the ememies while archers kill! Hurray! That said, I wonder, will the AI be able to effectively use the abilities? Because if all weapons are going to have abilities, I don't know... I just remember spiders beguiling and webbing archers...
Now, as for the Governor discussion, I really, really like that class. Most of the time, I build a great mage, one defender and all the rest of heroes as governors. When there were changes of requiring population to create pioners, it was even more important. And, as was already said, now that you can choose the abilities, governors are going to be even more important. However, I do agree that perhaps there should be a way to make governors more ·playable". As has been mentioned many times, their problem is that to get more abilities, you need them to be fighting, but to benefit really from all their abilities, you need them to be inside cities.
The idea that Frogboy mentions of making them kind of general-style hero, that improves the behaviour of the army he is with, could work very well along with the changes in unrest and the such being global. That way, the governor is a kind of general-senator. I am thinking of a Roman style of general, not only leading armies but also making sure the infraestructure worked, directing engineers arround... That would require, of course, to make the economical benefits a little smaller (I mean, a +2 growth and -15% unrest would be a bit BIG for being global!) but it would make it really attractive. And, after all, there are already many governor skills that work that way (loremaster and merchant, mainly), affecting not the city, but globaly. Mainly, I think that with such changes, the path of the governor would no longer be the kind of thing you give to secondary heroes, but an option even for the sovereign. Empereor Kavarox, for instance, strikes me as the kind of guy who would go governor...
Anyhow, I can't wait to get the LH... Keep up the good work!
I like the idea of the Governor path, but I tend to be hesitant to use it because a Champion parked in a city doesn't gain experience. If there was some mechanism that provided xp based on the amount of benefit provided to a city I'd be more inclined to use it. Just something I thought I'd share after watching this video.
Overall it was an interesting watch. I have one suggestion though.
Upon choosing a path the champion should get a path defining ability that changes the way they play in tactical combat over a normal unit. For instance, a defender might get a taunt usable every 2 turns that forces the target to attack the defender on its next action. Say later on in the tree this ability has an upgrade allowing it to hit two targets, or allowing it to be used every turn. Say the assassin gets a backstab ability that grants an automatic critical hit when used from behind a target who is swarmed, with an upgrade to work from the side. The warrior could get the current Crushing Blow ability, with an upgrade later that modifies it to +200% and lose 2 turns. Wizard could get a "focus" ability that costs a turn to use and roots the mage, but gives the mage a 20% casting cost reduction. Govorner now ... I think you should change the name to "Leader" or "Commander" and roll city governing and amry leadership traits into two branches, perhaps with a base ability similar to Battle Cry from the Rise of the Magi mod, an ability that takes multiple turns to cast, but gives all of your units an instant fresh turn on cast.
The best part about tactical combat for me is using abilities that have uses beyond your standard move and attack. The weapon skills like the pierce on show in the video will go a ways towards more interesting combat. The part I would like to stress, is that the earlier these abilities are introduced the better, even if they are weak or have marginal use. It adds variance and interest to combat aside from 'whack each other until dead' vibe that a lot of battles in FE currently seem to be. The swarm mechanic is also a good step in the right direction.
I think the best solution would be to combine the two popups into a single one. Have the little area description (which is nice lorewise) popup followed by a line break with the item image and description in the next paragraph. Also, make these dialogs dismissable with the enter key.
I would love to take credit for that, but it's a vanilla FE spell.
Be nice to Frogboy, that he is bad at the game means he is working hard on our game, and not playing around too much
Thank you very much for the nice video. I have noticed a few things:
- The swarm ability looks very useful
- Every starting location should have at least 1 Essence to improve the balance of the game
- The Path of the Governor should stay as it is, but a governor should get xp every turn he is in a city
- Shadowbolt is very useful, but not overpowered, because it is a ranged attack against a single target and costs mana
This. In LH have control over the skills the governor can select. A hero only gets one path. You can prevent offensive and defensive skills. So "free" xp should not cause a problem.
Looks good to me. I'm counting the days. A one week delay means a beta release this Thursday. Right?...
But I can't believe you dissed FE in the video.
Oh it is? I had never seen it before I started a game with RotM, Perhaps it was inclyded ina patch while I was playing.
it looks good. i like the new hero leveling screen and the path-preview. making the city level-up screen look a little more like the hero leveling screen might be in order just to update the look, but I would say the unique buildings a type of city can build are its "perks" (however the icons for those buildings and the build-path could be displayed so new players know what a fortress does and what a conclave gets you and so on).
and I'm pretty sure Frogboy was holding back so he wouldn't give away his OP strategies so newer players can figure them out on their own.
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