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.
I must emphatically recommend that you do NOT drop "Elemental" from the title, for three main reasons:
1) It's disingenuous. The game is Elemental. You know it, we know it, everyone who's looked at a screenshot knows it, and the reviewers definitely know it. Stardock pretending that War of Magic didn't exist will not inspire confidence in potential buyers. Only good word of mouth will do that. If anything, going out of your way to cover up the game's lineage is more likely to bring about additional distrust.
2) "Fallen Enchantress" isn't an apt title for the sandbox mode, which is pretty much always the main attraction for 4X games. I'm sure she's in the campaign somewhere, but you will never once hear a Fallen Enchantress referenced anywhere in a randomly generated game. If the eponymous enchantress turns out to be Procipenee or Ceresa then that's even worse, because then you have all these blinking neon signs pointing at a character and then they don't do anything out of the ordinary. It would be like if Master of Magic was named Rjak: Mighty Wizard, or if Master of Orion didn't have the Orion system referenced anywhere.
3) Perhaps most importantly: it's shortsighted. If you drop "Elemental" now to get away from the past, you also won't have anything to build on in the future. What are you going to do when you get around to making the sequel? Shoehorn it into being called "Fallen Enchantress 2"? Give it some completely unrelated title and just hope people know which successful game it's based on (in spite of the fact that you are right now explicitly expecting that the absence of the Elemental name will ensure that people do NOT know what game it's based on)? You'll be left with a bunch of games and expansions which are intimately related, but have no common branding to unify them. Imagine trying to market every Sins title Stardock has ever published without having the "Sins of a Solar Empire" title to connect them.
It'll do more harm than good, believe me. Besides, if you really thought that the merest whisper of War of Magic would kill Fallen Enchantress at market, you'd know that you were already doomed no matter what.
Sounds good... but how do you do that exactly?
Thanks in advance for your time,
Corgano
1) Depends on names you got for sequels. like Fallen Enchantress: Return of the Titans (hints that it still resembles FE ) . Personally I think E:WoM was such a bomb you should embrace the fallen enchantress.
3) Spells, I largely agree with Seanw3's suggestions. In short each book should be viable to specialize in the way things are. Say I choose water or air or whatever to be the main one - each should have levels of summons, enchantments, damage doers (how many is up to you, but there should be more all around, even if fire is king ) Some need balance and scaling (city enchantments/curses ) .
4) I want to see a quest where I have to save a dragon from a princess. I'd like to see a quest give out a lightning bow be just as common as the ignys bow. Also maybe one that gives out a decent sword as a reward. Maybe another one where you have to save a paladin who has been severely wounded, like totally keep him alive throughout the battle (monsters will pretend he is more tasty than you or your units ) Whether you put your units in harms way, heal him or both it should be challenging (I'm thinking Strong maybe, definitely not medium or weak ) and the rewards could be either a piece of plate armor (random ) , his weapon (magic mace or sword ) , or major bump in influence cause it was right thing to do.
5) Earthquake randomly destroys resource, can be anywhere on map.
Recent flooding left an area more fertile (area becomes settleable if it wasn't already, if it was settled the affected areas produce more grain )
Drought causes opposite of the above
Civil unrest doubles cause of misunderstanding of your latest policies. Effect is worse if no governors to help smooth things over.
Recent Diplomatic Blunder either causes good or ill will +10 (or enough to tip someone the edge either way towards love/hate )
A wormhole opens up and Don Quixote attacks outposts of the player who has the most (thinking that they're windmills ) turns out he's a deadly boss (almost epic! )
Rare travelling merchant allows for a mega book sale, where ANY book can be bought. +XP, the +Attribute ones, even the spellbook ones. Didn't say that it was cheap though.
6) The AI already play better than I do. [e digicons]:'([/e]
7) Fair - but given enough time to allow the team to work, I'm sure will be excellent when it's released.
8) Must have map editor. What would really be super awesome is a Campaign editor that would allow a modder to make their own campaigns, string maps together, allow for the choosing of rewards between maps. Set caps on exp / level limits if desired or leave it open. Would love actual mod tools instead of using notepad++ . Spell editor / creator. Artifact/ Item maker - ability to set value and have it added to lists (think appearing in shops or quest rewards ). Monster editor, allow for the creation design and saving of new monsters to face, also whether or not they can be a summons. I would also like to request more artwork for crests / logos. The existing ones are soo limited bland.. c'mon. Also if you could throw in a Altarian and Torian custom race since you already made Lord Kona of the Drengin.
9) Just promise me I'll never have to dirty myself and install steam to play your game THEN I'll be fine. Stardock Central / Impulse I have lived with. No Steam - not like Civ 5.
10) I hope you don't mind me busting your balls for things as they stood in any report card threads then. Cause I did.
11) I can't believe it's really Markin.
12) I hope it's "more than 1 map" and I am totally blown away. It's usually like that quote from Jerry McGuire though, "You had me at Hello! " LOL! Being able to create our own campaigns will be as awesome in a way.
13) See #9
14) I was going to crack another joke, but I'll take the time to thank and congratulate the dev team for their work. FE will make up for what E:WoM was supposed to be. Also goes to show how awesome Stardock is as a company for making games.
15) I am totally ready to pay for the 64bit DLC.
Last but not least, a personal thanks to everyone at Stardock, my best wishes for your continued successes.
Fallen Enchantress without a doubt, though its not exactly the catchiest title. Elemental carries a hefty stigma for anyone who googles it and you may lose sales anyways from people thinking they will have to get the previous game to understand the story when in reality the game is actually plot-lite.
Not a question
Flying, Waterwalking, etc. Since there are no ships or flying units for some reason
Quests that don't disappear when you are defeated in battle or choose the "explore/continue later" or "don't want to fight now" options.
There are enough ideas floating around the forum for random events to fill a book
(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.Attack AI cities, easily conquer AI. Spam haste/slow, win every battle forever
(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. For those of you not aware of our engine, Fallen Enchantress is placed on top of a fairly generic turn-based game engine. It reads a bunch of XML that determines the rules and the game. I’d like to say that that is because we’re just super mod friendly but the real reason is that Derek Paxton (Fall from Heaven) and Jon Shafer (Civilization V and Civ IV mods) come from the modding scene and so we ended up approaching development from the perspective of modding a “generic” engine. So people should be able to go pretty nuts with the game. If the game does well enough (which means there’s $$$ to pay for it) I’d like to make most of the code open source with only the Kumquat engine as a DLL. That way, people could make their own strategy games.
Not a question, but modding is awesome and you are awesome for making it possible. I'm glad Stardock is on board with one of the great aspects of a gaming community which prolongs a game's lifespan and generates free content which promotes sales. Many companies are extremely shortsighted when it comes to modding and some even claim it cuts into their sales. I wonder how few people have exclusively played vanilla minecraft/skyrim or bought Arma 2 before DayZ came out
(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.
Not a question, and kind of just disappointing for those of us that use steam as their games library or are interested in steam community features, achievements, etc.
Not a question you damn tease you
Lord Xia?
Campaigns are cool, may want to include some of the best player made scenarios if there are expansions like Civ did with Fall From Heaven.
One less thing for people to whine about I guess. I hope the seemingly lackluster steam support isn't going to hamper MP development if thats even still on the table.
No tears shall be shed from this customer RIP WoM, all hail the Fallen Enchantress!
Not a lot of questions here, guess I will ask one. Is there any special 64-bit support for FE? Would probably solve a lot of constraint issues such as map size, unit count, etc.
Hi Brad congrats to you and your team for getting the game to this stage. I'm thinking what the game needs most now is balance tweaking - some buildings and spells need attention such as destiny's gift and adventurer's guild these need buffing to make them worth building/casting.
I also think Yithril needs to be buffed as it's pretty weak relative to the other factions.
Also with regard to spells I'd like the restrictions lifted on air, water, fire and earth - both kingdoms and empires should be able to cast all the spells from these books - if I choose an empire and water magic, I want to be able to use mantle of oceans. With regard to life/death magic can we have a bit more utility spells for these 2?
Lastly single unit creatures need to gain more hp when they level up; squads gain loads of hp but monsters don't.
These are the things that jump out at me anyway
I'd just like to say that this is probably the most respectable thread I've seen from a developer in a long time. Maybe ever. I really appreciate the candor of your post and wish more developers would communicate with their customers like that. Thanks.
With that said, my biggest hope for the final version of Fallen Enchantress would be a full featured multiplayer. I know there was a poll a few weeks ago that didn't go so well for those hoping for a multiplayer component, but I still think it would be a worthy addition and feature to the game. Civilization V and Endless Space are two 4X games that benefit quite well from multiplayer, so I wouldn't write it off so quickly just based off of a poll from people beta testing a single player only beta. I know just personally, that several of my friends would enjoy this game immensely with being able to play each other in a full featured (read: not watered down like in War of Magic) multiplayer and I'm fairly confident that we could attract other friends who normally wouldn't play this game single player only.
I'd also like to see the return of the race editor in the Workshop from the War of Magic beta. I know that I personally almost play custom factions exclusively but sometimes feel limited in my creations due to the new racial traits (which I like, don't get me wrong), faction appearance, and clothing and equipment options that are race specific. It'd be really great if we had a race editor that allowed us to make our own races like we can our factions with a slick UI such as the faction creator where we can pick racial traits, appearances, and equipment choices to a custom (or edited) race and then make a faction based off of it.
Beyond those two, I think most everyone else could speak on specifics more than I could. My two biggest desires at this point are multiplayer and a racial editor. Other than that, I really enjoy the game as it currently exists and applaud the improvement that Fallen Enchantress is over War of Magic. Good work.
This is a great idea! I don't agree that it should be the only way, but what if you gave those other stationary champions an area of influence? If you got close they could tell you to move or attack you. At least have them moving around a little beating up on wondering pioneers from apposing sides. Maybe you could get an outpost when you kill or join up with one.
The graphics now for the higher level champs look like they are trying to protect something anyway. What is it exactly? At least from killing/hiring them you might get a seriously fortified tile to launch attacks from.
I think it only shows 2 units in those tiles but they can fit a whole army.
Again, Great Idea klaxton!
I'd love more random events and more spells (you could always "study" spells from Magic: The Gathering). In fact, I would LOVE to see the different types of magic specialize in bringing down another (death magic vs. life, etc.).
Random thought last night mid-puke: I would like the ability to make my explorers more like scouts (via upgrade, perhaps) in the sense that they could be used to scout the enemy armies w/out being an easy target for said enemy armies (either invisible or very fast movement speed). More so, I would like them to have the ability to move into NPC territory w/out a treaty, even when the NPC sovereign demands one. The coup-de-gras would be that they could see what the enemy is building in terms of cities and armies: they could see the armor and weapons of the enemy soldiers. This would deepen out kingdom/empire's military strategy in that we could prepare to better defend against the enemy's specific armies by knowing if they were specializing in mostly magic, piercing weapons, slashing weapons, etc.
To respond to your first question, it might hurt your feelings but I would just call this Fallen Enchantress and move on from WoM. We don`t forget about WoM, it was part of the path that made the new game possible, but I`d just move on from it now and embrace the new game as it was always meant to be.
I would like to see a spell to enchant roads and a spell to teleport items between champions.
Quests, quests quests. That is an unfair question. Nobody in their right mind will say there are enough quests. We need more quests. I want more quests of the medium variety. I find that i mostly can do very easy quests and the rest is all late game.
The main feature I would want to see is a remake of the road and logistic system. It is lackluster right now.
(3) Seriously, fallen enchantress is great in all point except... Earth magic, I'll say that again for the 100 times if any dev will ever read me... Earth magic is largely bellow what it could be ! And gets weaker vs another element in tactical battles
Please include back the walls to protect archer or block units (tactical battles)
Earth prison : tactical spell creating barrier around one unit and immobilizing it for a couple turns
Fissure : strategic spell damaging units
Earth fist: hand grabbing one unit and immobilizing it + damaging it
Stone wall, strategic spell around the city maybe allowing enemies and allies to enter only on one side of the city (enchantement requiring maintenance)
Earth spike: tactical battle spell damaging units in a row of 3 tiles.
For some ideas...
Water could get more damaging spells like drown target (fill target lung with water) or submerge land for strategic...
Really hope to see more element type spells rather than enchant city / unit and summons ... Like offensive spells and modifying land spells
More summons please, both low end and very high end. Pretty tired of Fire Elemental as the best thing to summon most games.
Huh? I thought it was clear that it was Ceresa...
Who else is a fallen sovereign that is mainly a magic user? The fact that you say that you cannot say makes me believe there's something more to this...
Was Tar'Thela fallen by any chance? I don't recall.
It's been called Elemental: Fallen Enchantress all this time. I don't see any reason to change it.
Im prolly alone in this, but Id still love to see the ability to craft your magical items. I dont see why we cant if we research items and then are able to put spells on them basically. Or, you could have certain NPCS, who allow you to do this and if you get certain ones, they can work together and are able to do much more than alone. Granted, this would prolly cause some people to be upset if the AI got these NPC's, but just like in RL, thats how it goes. I know many said this was OP in MoM, but I disagree with that totally when you have it on much higher lvls of difficulty, especially with a mod someone made for it, that made the AI much better. Im sure at this stage though, that idea wont happen, because it might have to take a bit of work. I know you can research charms and stuff like that, im just a crafter and enjoy that.
1. What to call the game.
Elemental: Fallen Enchantress. That way the expansion would be called Elemental: something else.
3. Spells
I am always in favor of more summoning spells to offer that as an optional strategy. The most powerful summoning spells could be granted from quests.
4. Quests
I'm not sure how current quests function, but I would like to see quests with multiple choices to choose from, but the result of your choices is random with mostly favorable, and sometimes terrible, results. This way, quests cannot be memorized by players who would naturally select the choices with the best reward, or avoid a hard choice path.
I'd also like new quests to spawn automatically, without requiring to purchase the quest spawner item from the shop,
6. Strategy
Never build a scout/explorer. It's a waste of a city's queue. Instead, use the main army to scout with while killing monsters and doing quests at the same time.
Always attack other armies/cities with a full army size. Never fight with 3 units per army or less. Never fight with a pioneer in the army. In fact never include a pioneer in the army for the AI. Just make the AI protect its pioneers by moving the pioneer into the same tile as another army, but keeping them separate armies.
I personally favor the economic game: focus on building city improvements, and building units only when required.
As a general rule of thumb, a great way to start off the game is to research leather armor and spears. Fully equip the sovereign with leather armor, and give him a spearman or two for meatshields and extra damage. Then the sovereign is ready to go monster hunting and questing fairly safely.
Generally, always buy armor for champions/sovereigns to greatly increase survivability. With a good weapon, they become tanky damage dealers, even with lower initiative. Armor is sooooo important for survivability that its painful to see AI champons carrying only their initial armor. If the AI cannot purchase armor, or find some from quests and monsters, I wouldn't mind seeing the AI teach in regard by getting it all for free.
Personally, I've never used healing items on my champions: they are so tanky with armor I've never had to. But I suppose an AI could make good use of them with their champions if the healing done is about 30+ in a turn.
In my experience, the AI never won a tactical battle against me. The least the AI could do is to gather 3+ armies and wait for all of them to be within striking distance of target army or city. When they are in position, they should all attack in the same turn so that the defending army does not recover its health before the next battle.
7. Game Impressions
I voted good.
To make it good+, it could do with some balancing and pacing. As an example for balancing, I feel that at the beginning of the game, I'm much better off using my champions to do physical damage. Magic damage spells just don't compare to a good weapon early on. Especially Burning Hands. It's 1 damage at level 1 is it?As for pacing, units with armor take too long to build, and I usually prefer building an improvement instead. I would like to see unit train times capped at 15 turns for low production cities, and 10 turns for higher production.There are more city improvements, but it feels like there are a third of them that mainly do -unrest. I tend to build everything else first and keep tax rate low.
To make it excellent, it needs some more features to flesh out the experience and to make it stand apart from comparable games. Of course this would be the expansion for the game.
I'm thinking special city siege tactical battles with unique game mechanics and city improvements to fully develop the idea.
Another thing would be dynasties. To bring out it's full potential, children should inherit the genes (traits) of its parents. The Total War series could be used for inspiration. In addition, marrying children to other factions would have real effect on relations, and rules of inheritance could determine the ownership of cities. It is just something to make Elemental to stand apart from other 4x games.
More Kingdoms vs Empires features would add to the lore. Having a type of UN council for Kingdoms, and a UN council for Empires with resolutions that affect both like factions and opposing factions. E.g. a vote on resolving intra-Kingdom disputes, or how to deal with a powerful faction on the opposing side, or how to deal with a threatening random event.
One feature I currently hate is diplomacy. It's just ordinary, and I'd compare it to Civ 5's diplomacy, which I also hate.I think that currently there is nothing meaningful to trade. If I ignored diplomacy and only declared wars or signed peace treaties, what would I would be missing?
Treaties are rather dull. +% to guildar or research just are not interesting. Something more interesting would be a treaty that shares the ZoC for strategic spellcasting purposes, two factions sharing their mana pools for spellcasting, or two factions sharing their shards to power their spells. Useful treaties for allies fighting stronger opponents.
I am completely against relation modifiers to determine relations. I would rather see two factions discussing issues relating to them mostly, and also other players. Agreeing on issues, successfully fulfilling the goal of issues, increment the relation meter . Refusing issues decrements the relation meter. Going to war or killing someone's mother resets relations to 0. The idea is to get factions to talk in the form of a conversation with proposals and counterproposals using words rather than balancing the perceived value of a trade with guildar and influence as it is now.
12. The Campaign
Makes good sense to separate the sandbox game from the campaign, It felt weird in GC2 to keep researching the same techs over and over again after every mission. All I'm really looking for is a good story, exposure to the Elemental lore. Maybe some in-joke references to how War of Magic was the worst war in the history of mankind. And of course an alternative tutorial that introduces various features used in the sandbox.
1) Elemental: Fallen Enchantress. The game will succeed/fail based on the gameplay and the word of mouth generated by people who are satisfied or dissatisfied by the new game. If the Elemental name damages sales, then the gameplay must be trash when all is said and done. I'm enjoying the beta. I think you can go forward boldly with E:FE and plant the flag.
4 & 5) I'd like quests that can change the state of diplomacy between factions. Perhaps ambush rival trade caravans with only low tier units "dressed" like thugs (cloth armor only, clubs) and put a soured relation modifier between the two target factions. Basically quests that are beyond the "Kill that thing and get this item". More dynamic rewards. I remember old games like Sword of Aragorn and King of Dragon Pass where a quest would span several dozen turns. Each decision you made would define the next event that popped up. It was like a story being told at the same time you were conquering the land. Also, they didn't always play out the same if you used the same decisions, a bit of randomness and character stats played a part in how things turned out.
6) If the game is going to be a singleplayer experience, I would really like the AI leaders to be more active in insulting, confiding, boasting, etc with me. I want the AI players to try and convince me to do something (even try to manipulate/deceive me) like a human competitor would.
As a wildcard idea, I would really like the idea of faction leaders REMEMBERING how you treated them in previous games as a sort of optional iron-man mode attached to a custom sovereign. Basically after a few games, you'll start creating long-term grudges and favortism modifiers at the start of games that, I hope, will have immense impact on decision making processes. Because, you may have been great allies with Tarth for several games, but in THIS game, Tarth happens to be sitting on this REALLY SWEET location. And you're up against the wall and that location is so ripe for the taking... they won't mind it if you take it this game! But they will and the next game they will REALLY hold it against you. In fact, once betrayed, they'll hold a HUGE grudge. And if this type of stuff carries over multiple games and you backstab regularly, then every faction will just hate you no matter what at the start of any new game using this option. Of course, this should mean total defeat if the AI is up to snuff! So, the player has an incentive to make LONG TERM diplomatic decisions, beyond this one game. Well, that's the idea at least!
('-')y
Great job on this game. I am finding the more I play and learn the more fun the game gets. Far as the name, I have to vote undecided. I can see pro's and con's of both. In the end, it comes down to how well it is marketed and what kind of reviews it gets.
I still wish that when moving a unit the dotted line would come up first to show their path and allowing the player to confirm the route the units takes. I am still have my units take routes that I don't expect them to take.
I think crafting magical items is perhaps difficult to implement, but summoning items that are already in the game would be great:
Summon Artifact (everyone):
This strategic spell should be avaible in the magic tech tree. The player selects a magic item and the item is summoned into the casters inventory. The mana cost should be roughly the same as the buying price.
Summon Metal (Altar, Gilden, Kraxis, Tarth and Yithril):
This strategic spell should be avaible in the magic tech tree. The caster summons 10 units of metal. The mana cost should be roughly 150.
Summon Crystal (Magnar, Resoln and Pariden):
This strategic spell should be avaible in the magic tech tree. The caster summons 10 units of crystal. The mana cost should be roughly 150.
Features:
- Making unit groups that don't dissolve in cities
- Already mentioned, but important: an interface to set starting positions of units in battle
- A possibility to view and maybe change upgrade paths. If i give my unit an upgradable weapon i wann know with what tech i can upgrade that.
- Generally needs more explanation of how stuff works. Though i guess once its released someone somewhere will make a wiki for that..
How about a discount for those who are already owners and prefer the Steam version? It must be annoying with so many people asking about Steam this and Steam that but it's the one and only platform for a lot of us now and I'd really prefer having all my games in there, not just shortcuts.
Since the last summer sale on steam I use it regularly, will there be a posibility to get my copy bought from you onto steam? And have it both on your service but also on steam? Eg. I use my code from your server and redeem it (if it is called that) on steam so I can see the game in the steam client?
Edit: Thanks poster #98 and I also agree with poster #96. If you can work out a discount then I won´t mind buying it on steam and I don´t mind giving you guys (stardock) a few more bucks since I got FE for free since I bought Elemental before launch. But I don´t want to pay full price for a game I already own and can play...
Read Frogboy's opening post again nowar1979
I wish more levels of magic gave a separate summon- AOW2 had 4 levels of summons per element.
Maybe there should be a quest that allows you to make shrills?
Looks like more summons is the most popular request.
But I suppose it's hard since they would make to create animations and 3d models for each summon? I suppose a easy way around that would be to use existing units as a summon? I mean there are so many....
For me, in order of priority, the key issues are:
1. Fix the slowdown in tactical battles
2. When a resource gets destroyed, give us an option to zoom to that resource
3. Add an indicator for units which still have movement points
4. Make it possible to garrison units in outposts like you do in cities
5A. Add a spell allowing the magical transfer of artifacts between heroes, OR
5B. Add a vault building allowing the storage of artifacts in cities
6. Give governor units exp for city growth or achievements
7. Re-activate the dynasty functionality (marriage, children etc.)
8. Fix the bug with wildlands not clearing after the quest is complete if you have saved/reloaded
9. Add some more depth to tactical battles (flanking, shield protection, cover from ranged attacks etc.)
If the above improvements are implemented the game will be close to perfect for me!
Best, bendiwolf
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