Overall, we’re pretty happy with how Elemental: Fallen Enchantress turned out. It’s sold pretty well and it’s looking like it’s going to end up with an average review score of about 4 out of 5.
Obviously, there’s always room to improve. And that’s where Legendary Heroes comes in. This expansion pack is a top-to-bottom revisit of Fallen Enchantress. We’ll have a full change list up soon (and it’s many pages long) but here are some of the highlights told in screenshot form.
The Legendary Heroes
In Fallen Enchantress, your ability to acquire champions (which led to your victory or defeat often times) was dependent on how the map placed the champions at the start of the game. You literally would find them camping out in the wilds. This had the tendency of making victory less about how powerful your civilization was and more about amassing champions. In fact, some players were able to win the game without ever building cities.
In Legendary Heroes, champions are earned through the fame your civilization has generated. This is done through the city improvements you build, completed quests and monster lairs that get cleared.
New Leveling Systems
There’s 5 paths a champion can take. A new one, Commander, replaces the governor (and it hasn’t been fleshed out for beta 1 yet).
In addition, rather than a randomly selected list of traits being available on level up, players can now choose a pre-set path. This lets players focus on their strategy towards victory rather than hoping that they get lucky with the random number generator.
Better tactical battles
Be warned, beta 1 only has a smattering of these new maps. Don’t judge the final game (which is still months away) based on the variety. Our focus has been to nail down a few and then expand from there. The overall goal is to make it so that melee units get into the battle pretty quickly and that ranged units are placed in the rear.
The idea being that if you have only ranged units, you’re going to get slaughtered if you don’t have units protecting them. It also means that initiative matters a lot more because contact will often (but not always) be made on the first map.
The maps are much more varied (and will get more so as time goes on).
Conquering cities now means fighting it out in the streets
Zoomed out
Cleaner game mechanics
We’ve reduced the number of variables on weapons and instead gave them special abilities in tactical battles. So we’ve done away with pierce vs. cutting vs. slashing because, as a practical matter, they don’t really make the difference between life and death in battle.
By contrast, a spear being able to impale multiple units with 1 hit and having multiple units swarm another unit does matter. One thing on swarm, if a unit is surrounded by enemies, then when one of them strikes, the other strike too. But the effect is that the target enemy’s defense is lowered (the other units are, in effect, distracting it) as opposed to having other units getting an extra whack at them.
The Graphics are just plain better
I know some people have said that they don’t care about graphics. But the fact is, graphics matter. They sure do to me. I won’t give up game play for graphics but in the picture above, in FE, that dragon would have no shadow and it really takes some people (like me) out of the experience.
Better UI
This one screenshot shows a number of things at once.
First, units now get a preview of their path before moving. Just mouse over where you want to go and a path will show up with how many moves it takes.
Second, the button button is now yellow if you have an idle city or units with moves left. We don’t force you to deal with all those things but you now have the choice.
Third, your relations with other players is now displayed at all times in the power list (see the smiley or frowny faces next to tehir names).
Much bigger maps
This screenshot doesn’t really do it justice. I finally did the math and huge is about 50% bigger than large. So it’s pretty big. Now, if you’re running 32-bit, we’re going to see how the beta goes. In the game pictured here, a 32-bit machine would have run out of memory. There’s nothing more we can do about that. This is a game that has thousands of units, each with their own unique equipment and that is, unfortunately, expensive. But we want to hear from 32-bit players directly on what they experience on it.
More cohesive mechanics
There’s no longer any reason to ever have a city idle (which is why it’s tempting to force players to assign a city to do something before ending the turn, we’ll see what the beta testers say). Technologies will let players access “Ongoing projects” which let them produce growth or research or wealth.
And lots and lots of other stuff
We also added a bunch of new monsters (skeletons, liches, brood hunters, to name a few). New quests. New Spells. Lots of new special abilities. And on and on.
Not too shabby for twenty bucks.
The first beta is expected this Thursday. No promises though. Just remember, IT IS A BETA. We have a lot of additional content coming in over the next month or so.
We expect to finish in May.
Hopefully this is still on track for Thursday!! Which for me is only about 7 hours away!!
For me it's only an hour but usually releases are (for me) at the very end of Thursday. Hoping I can try out the new beta tomorrow evening.
I'm not expecting to see the beta released in the first half of Thursday. I'll be happy enough if it's released Thursday at all, honestly. They didn't set a hard deadline, after all.
So, I know this is too late for this beta, but how about make the champions a bit more generic initially and allow the players to specialize them?
Say, instead of 3 types of warriors, you could have one with 3 skill trees for Warrior/Defender/Assassin. There are opportunities for builds with a mix of all of the attributes, or just very specialized.
Instead of a Governor and a Commander, make it a single type with the skill trees being Commander/Governor/Explorer. Explorer could contain things to make the armies faster and/or improve external resource production, or even transform resources into other types. Again, there are opportunities of being useful on specialized or very deep into the trees.
Mages could be a third type, with something like Elemental (fire/air/water/earth)/Essential (life/death essences)/Arcane (more mana, generic improvements for the caster's skills).
Swarm. Battles in the streets. Governor replaced. All solid choices.
Can't wait to dive in!
So it looks like you get a choice between two champions at a time. Any chance you could make that choice always be between a male and female? Any male champions I get stuck with are just going to sit in a city doing nothing. Always.
Sanati-
That's just sexist. Can't you put us dumb warriors lugs to use on the battlefield as cannon fodder?
I would like the choice to NOT hire either of then
Steal spirit them? At a minumum gain a free spellbook trait for your sovereign.
That sounds like a modding project- Death by snoo-snoo mod- all champs/units female. I don't think it would be that hard.
The Administrator/Loremaster/Merchant traits- are those going to be general traits now?
As for commanders: Ideas (not all good)
Tactician and Leadership from Warriors- give Warriors some new combat skills
Maybe a trait that allows +1 Army size
Healer trait from defenders
Rally trait that works like the Air/Life fusion spell
City Raider trait (all units +20% when attacking cities)
Road Builder would still fit in (needs to be an automated toggle though)
Troop training bonus in a city
XP gain in a city for troops
Without a real siege/storm mechanic, this will likely not be resolved to everyone's satisfaction and the defense bonuses that in-game fortifications provide will have to stand in for this mechanic. Such as it is, I'd rather see units make their desperate, heroic stand inside the city (like the climax of so many period action movies) than outside the nice thick walls that they built.
But I totally get what you're saying.
Edit: However, if fortification technology in Elemental is terribly primitive, you could make a case for defenders of Fortress-type cities fighting outside the walls (like a sortie to break a siege) but battles for towns and conclaves being fought in the streets. I'd be ok with this diversity.
Well, I had a long post, but it got "jumbled on the way to the server". So excuse me for my bluntness, as my prior composed response was much more eloquent. I picked this game up about a month ago and it reminded me of Lords of Magic, which was a really great game, and I wouldn't mind if the game sort of went in that direction.
My biggest complaints with this game were the UI. It's horribly unintuitive. There's no information on the face of the UI, then when you click on something it gives you a wall of data.
Other complaints: Global mana. It's absurd, it should be per-character and regen at a rate/turn to a level-dependent cap. It completely de-individualized the champions and mages. Mages were boring and only provided support, there were very few direct attack spells, which was silly when you don't start the game with a small standing army. In fact, there were very few spells at all. Very few skills for non-mages, as well. Lack of obvious strengths/weaknesses for races. Races should be more aligned towards a specific element, and get bonuses for their base element, and have weaknesses for their opposite element. The fire mage should get a bonus for his fire staff, and the water warrior should get a bonus for his water sword. I didn't like being forced to choose between town/fortress/conclave, especially when the game didn't tell you jack shiat about the difference between them except for a 1 sentence statement "unlocks fortress/town/conclave buildings". You shouldn't have to pigeon hole your town, especially after you just built it. It should develop a character of its own over time based on its surrounding resources and what buildings you've built in it. At most, down the road, let the player choose between 3 types of buildings that lock out the others.
Another complain was the leveling system, but it looks like that may have been taken care of. I've yet to try the beta.
Hi Frogboy.
I'm kinda new kid on the block. So hello to everyone on this forum.
Things you mentioned in your post sound very good and I'm still on the fence whether I want to wait with playing LH until it is released or not. Usually I wait for the release since I like everything to be top-notch, but with posts like yours you'll making it hard for me.
I have one suggestion though. The idea behind showing icon indicating the relationship between you and AI players is a very good one. But what I consider a bad idea is representing it as a smiley face. C'mon, there shouldn't be a smiley face in my epic fantasy TBS game. I saw to for war you placed two swords clashed against each other and that's brilliant. Why can't you indicate peace by a dove of peace? It's symbolic is clear and it is much better rooted in the atmosphere of the game IMHO.
All in all great job and good luck on further work.
Based on a quick 90minute play session, Beta 1 is already feeling pretty damned good and better than Fallen Enchantress! It just feels smoother and slicker somehow, must be a combination of factors.
The battle maps feel and look better than before and I already prefer the way champions are being handled. I think this is on course to be a very strong release, so great start team!
Yes! DO IT! DOOOOOO IT! I've been asking for this forever! Don't let players not select a research as well.
I played awhile this weekend and it looks good.
While I do like the way heroes are acquired now, how many heroes can we potentially get in a game? I think I ended up with 4 and a couple of them didn't seem all that great. Maybe if I would have been able to level them up more, maybe my thoughts on them would have been different. I would have liked to have replaced or retired them. Especially as they seemed to be magnets for punishment and this one hero kept being the first to die in every battle so with all the penalties it had, it seemed more a liability.
There was this one event that occurred where all monsters gained a few levels. That kind of stopped my monster hunting for awhile.
That's how the Civ games do it, and it works.
Things sure have changed for the better since the days of getting those "farmer" champions.
I agree with Mtn_Man being warned about idle production is nice. I can see close to the end of the game when you just don't care wanting to be able to ignore those warnings- but the interesting parts of the game and early game are the times I want to be warned, If I don't care I've probably already won and am just mopping up.
Sometimes I set something on continuous production (in other games) and forget about it. It would be nice if there was an option to produce wealth for 10 or 25 turns or something and then have the city wake up asking you if you wanted to keep it producing that. I'm not sure how the UI would work on that- It might be a challenge to do it without cluttering up the interface.
great! but... every time when I attempt to load saved games, the game is crashed! work only when I load from restart game
OS - windows XP
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