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Published on January 22, 2013 By Frogboy In

FEiconStardock has released version 1.2 of its popular fantasy strategy game, Fallen Enchantress. 

Version 1.2 boasts dozens of updates, enhancements and fixes including:

  • Significant AI strategy updates based on strategies employed by players
  • Spawned resources (like iron, gold, wheat) are more common but seeded further away from starting locations
  • Powerful monsters have been adjusted to be less common in habitable areas but more common in the barren lands between factions
  • Default number of players increased based on map size
  • Lots of UI and gameplay fixes based on player reports and feedback

The full change log can be found here.

Fallen Enchantress is a strategy game set in the world of Elemental. In it, the player takes on the role of a powerful sorcerer who must build a kingdom (or empire) from the ground up. The world itself, however, is already inhabited by creatures of all levels of power who will not willingly give up their domain. Up against the player are other kingdoms and empires who have their own dreams of power. 

Fallen Enchantress has received nearly universally favorable reviews from the major gaming publications such as Game Informer, The Escapist, Gaming Nexus, IGN, PC PowerPlay, Gamespot and elsewhere.

It can be purchased directly at www.fallenenchantress.com or at third party digital retailers including Steam, Impulse, and Gamers Gate.

Screenshots:

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Build cities, expand your kingdom across the world.

 

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Train armies and take battle to your enemies

 

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Design your own units based on what resources and wealth you have available to you


Comments (Page 1)
on Jan 22, 2013

IMO, Increasing the pioneer cost will just delay the pioneer spamming until the mid to late game.

Instead of increasing build cost, I think reducing/temporarily halting  city population would work better.

Also, growth of gilder, manna and production are dependant on the number of cities/outposts, so slowing down city spamming would slow the game over all.

Which is fine, except that the total number of turns has been reduced from 1,000 to 800.

 

on Jan 22, 2013

Lets start with a THANKS! before criticizing!

 

on Jan 22, 2013

Excellent!  Thank you very much. 

on Jan 22, 2013

It's hard to get too excited about this update when for every good change (AI strategy changes and monster spawn points for example) they also make game-breakingly boneheaded changes like the one they made to pioneers. 

A new settlement is now a net -27 population, and outposts are a net -30 population.  I guess the only ones that are going to be using any outposts are those factions that have the decalon.  

on Jan 22, 2013

Nibelung44
Lets start with a THANKS! before criticizing!

 

Yes, where are my manners.

Thanks for the update SD! 

on Jan 22, 2013

You get around the pioneer change by maxing growth out early.  Sovereign's call becomes vital early game now, as does the tower.


Procipinee is now massively buffed due to scrying pool guaranteeing an essence and the outposts.

 

 

 

on Jan 22, 2013

Updated.  Trying now.

on Jan 22, 2013

Still waiting for the update to show up on Steam.  Any idea when it will hit?

gs

on Jan 22, 2013


I like the change for population, but then output needs to be removed from the settler's list, or make it an non-consuming action.

 

And yes...thanks for the update!

on Jan 22, 2013

gladestrider
Still waiting for the update to show up on Steam.  Any idea when it will hit?

gs

I was able to trigger the update by closing and then opening Steam.

on Jan 22, 2013

This is the second update that I haven't been able to install directly.  Last time, I had to uninstall and re-download the whole thing to install the game.

It's probably because I install on a secondary partition (non-standard location), but it's really frustrating to have to download a 3.2GB installer because the patcher won't work right.

 

on Jan 22, 2013

Was able to score it from Stardock Central without a hitch...so unlike the EF download from Stradock this past weekend! Took almost an hour for the game D/L....All is well now!

on Jan 22, 2013

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Good work on the patch otherwise.

on Jan 22, 2013

I like the patch so far, except I notice something probably game-breaking about the new mechanic.  You can queue up a pioneer and it will subtract the population, and then cancel it later and it will give you the 30 population back, even putting you over your food cap (which lets you cheat).

 

Territory does seem like its more meaningful now that you can't just spam pioneers and make cities/outposts to cover the map and the race between you and the other factions to "land grab" with pioneers is definitely altered.  Towns are definitely more important due to the increased radius, growth buildings, and SLUMS ftw.      

on Jan 22, 2013

I'm guessing that the city population (when building units) is calculating from your empire/kingdom's entire population and not just "that" settlement.  A newly founded settlement should not be able to build/queue Pioneers until it has at least 31 population.  I'm about midway through a 1.2 game and the settler spam doesn't feel all that reduced, probably because of the above.

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