Brad Wardell's site for talking about the customization of Windows.

Greetings!

It’s hard to believe it was just under a month ago that Fallen Enchantress went into public beta.  We’ve gotten a lot of great feedback, a lot of bug reports, crash reports, and suggestions.

Next Thursday, we plan to release BETA 2 which is intended to go out to everyone who purchased Elemental: War of Magic in 2010 plus anyone who has pre-ordered Fallen Enchantress.

Today, I’m going to walk you through some of the changes Derek and his team have implemented.  Those of you who were Fall From Heaven Fans or Galactic Civilizations fans will hopefully see the combination of the two really starting to show in beta 2.

Character Creation

image

We have gotten a lot of feedback with regards to the “first impression” elements of Fallen Enchantress. Part of that goal is to make it clear to players what the distinctions are between each faction and each sovereign.

Visual Pass

image

Across the board the art team has started to put in the Fallen Enchantress specific art assets.  This effectively means the world will look quite different.  More punch, less blah when it comes to the scenery.

image

User Interface

image

Beta 2 is our first pass with displaying the path of a selected unit.

image

The main map UI has bee modified as well to place the often missed Govern button down with Spells and Turn in the bottom right.  In addition, important events now pop out for a turn from the side to inform players of events without interrupting the action.

image

The new Kingdom Report screen helps players see where their kingdom stands as well as how far along they are towards achieving victory in one of the 4 victory conditions.

Music & Sound

Beta 2 includes the first set of new sound effects for Fallen Enchantress along with many new musical tracks to help bring the world to life.  I suspect the sound will be something that has amongst the biggest impact since FE beta 1 barely had any.

Balance Changes

Balance changes will be both subtle and obvious to players.  Fallen Enchantress provides 3 different technology paths to choose from.  Beta 2 is designed to give each technology tree its own path to world domination.

image

The Warfare path is much the same as it was with Beta 1. The key resource for mundane warfare is metal, a resource that players pursuing this much live and die by.

The Civilization path has been altered to give more emphasis on building up your Empire through using diplomatic power. The resource of power here comes in the form of Diplomatic capital which is spent recruiting mercenaries, monsters and other factions to the war fighting for you.

The Magic path has gotten the most love.  Between raw mana power and magical equipment that uses crystal in lieu of metal, you can end up with a very powerful force of magical units.  Mages, Warlocks, and all manner of new units start to appear as the player goes up the magic tech tree.

Champions are automatically able to cast spells.  What makes the sovereign special – as a channeler – is they’re the ones with the ability to derive mana from the shards. All spell casters use the global pool supplied, ultimately, through your channeler.  The bottom line, lots more magic being thrown around.

Caravans are gone. They were a held over idea from GalCiv II that never made the sense in the Elemental universe. Roads now grow up somewhat more organically based on  your civilization techs with corresponding economic benefits.

Pacing

Beta 2 is our first pass at nailing down the three distinct acts of Fallen Enchantress.

Act I has the player exploring the world, building up their kingdom and trying to keep the world from ruining them. (Explore, Expand).

Act II begins when players determine the strategy they’re going to use to achieve victory. Maybe they’ll do it by building lots mundane units, maybe they’ll focus on a handful of champions, maybe they’ll recruit their armies, maybe they’ll build a force of powerful, magical armies or maybe they’ll amass enough mana and spells to bring ruin to their enemies and glory to their friends. (Exploit)

Act III is the end game, it’s the execution of their strategy. And this is where a lot of thought and effort has been put in.  Wrapping up the epic wars, quests, schemes, etc.  For me, personally, I enjoy being able to do very horrible things to my enemies with mana. If I have enough mana, I should be able to bring down the pain to those who oppose me while making my kingdom a land of gods.  This means expensive spells that can be stacked but don’t necessarily have upkeep. 

image

In addition, the final quest and the spell of making are in the process of being made a lot more interesting and accessible.

AI

I would be remiss to not talk about the computer players. The tactical battle AI has been written from scratch for Beta 2. Late game, there will be no mistaking that this is a game with magic. Watching players and AI setting things up with their spells, countering each other spells, etc. is very enjoyable. I have come to the point where I end up watching the battles on auto play instead of using auto-resolve because it’s fun to watch ala GalCiv II battles. 

image

The AI is much improved when dealing with custom created factions. In my game, I have created all my favorite Tolkien races and put them up against me. The AI will use the attributes that go with them to make them play differently. So my "Orcs” play quite differently from my “Elves”.  Modders, post-release will of course be able to take this to ridiculous level.

The AI is also much better strategically. It manages groups of armies now, this is something I never did get quite right in GalCiv II’s AI but the FE game engine makes it a snap for me to organize vast swaths of units and treat them as a single unit – and they don’t have to be on the same tile so it’s not some obnoxious death train. 

As a result of the AI improvements, the harder difficulty levels, where the AI gets special bonuses, have been drastically turned down.

The AI will raze cities and will surrender rather than dragging the game on endlessly. How they play depends pretty heavily on the faction. So don’t expect them to train or

Misc

I’m only scratching the surface here and I’m forgetting lots of small and large balance tweaks to the game ranging from cost of upgrading units (much cheaper) to the pacing of the tech tree to the cost and maint of units.  You’ll have have to wait and see for answers on all those things. 

I will say Champions are still very powerful but they will level up much slower if you try to just create a stack up them.  I had..ahem…a game last night where my “mega stack” of 5 champions got killed by a single AI champion because my stack was only level 5 and the AI champion was level 8 (and since the AI now makes great use of magic in tactical battles, it can do some horrific things to those who are unwary).  On the bright side, trained units don’t count against you in terms of experience sharing. So put that champion with lots of trained units, it’s what the AI does.

When will the final version be released?

We still see months of work ahead of us. We don’t have a specific “gold” date yet.  We intend to follow-up with a BETA 3 roughly a month from now. We’ll have a better idea where we are at that point to start thinking of release dates.

Cheers!


Comments (Page 4)
7 PagesFirst 2 3 4 5 6  Last
on Feb 18, 2012

Can't hardly wait for the new beta, so far this is a good game as it is bugs & all.  The beta update sounds like this maybe one of your best ever games! glad to see caravans go they were annoying, and just as glad that champions may now have a better use than just tagging along with your sov. where ever they may go!

on Feb 18, 2012

Baby, suprise me.

on Feb 18, 2012

RogueCaptain
If magic is channeled from sovereign to champions then shouldn't the flow stop when the sovereign is in the death penalty box?

Only comment since the beta started.  Just sayin

 

I'd say access of it removed ... but let the mana keep flowing INTO the pile during those turns

 

(although if Mana is dense by default that might not be necessary ... unsure)

on Feb 18, 2012

Frogboy

Quoting RogueCaptain, reply 35If magic is channeled from sovereign to champions then shouldn't the flow stop when the sovereign is in the death penalty box?

Only comment since the beta started.  Just sayin

 

That is a very interesting idea.

And lose half your stored mana when your Sovereign dies.

on Feb 18, 2012

One thing that bugged me and was a bit confusing at first was which spell was tactical and which was strategic.  I wish the UI made them easier to separate out from each other.  Also adding a little bit of flavor to them would be nice. Maybe Strategic Magic should be called Rituals and Tactical ones Spells. That way you can tell by the name where it’s cast. I kinda like the sound of the Ritual of Making, especially if it takes 25 seasons to complete.

on Feb 18, 2012

It'd be nice to know (when levelling a mage) which types of magics only give Strategic Spells, vs those that give Tactical spells too. (for those on their first couple play-throughs)

on Feb 18, 2012


 I will say Champions are still very powerful but they will level up much slower if you try to just create a stack up them.  I had..ahem…a game last night where my “mega stack” of 5 champions got killed by a single AI champion because my stack was only level 5 and the AI champion was level 8 (and since the AI now makes great use of magic in tactical battles, it can do some horrific things to those who are unwary).  On the bright side, trained units don’t count against you in terms of experience sharing. So put that champion with lots of trained units, it’s what the AI does.
 

I'm a bit concerned about this statement for a couple reasons. The first is that one level 8 champion was able to kill 5 level 5 champions through the use of magic. I'm going to assume that he also had a group of leveled units with him, but if he did not (or heck even if he did), clearly the use of magic needs some sort of restriction on use per combat to prevent this sort of exploitation.

The second is that while I understand it is significantly easier to program, I don't think it's a good idea to completely illiminate xp sharing from champions and armies. Having army units consume a lesser ammount of xp than champions would work fine, but calculating it at zero sharing makes the decision a 'no brainer'. It is also significatly easier to have your 'soveriegn of doom' trash the entire map by grouping him with a bunch of regulars. And given your example with the level 8 champion, I don't see any reason players wouldn't do this.

If I may, allow me to recommend a split xp with regular units at between 25-50%. At 25% I would gladly place my champions with regular units, but still might be willing to add in other champion units (or make groups of them on their own). At 50% I would be much more selective about which champions I grouped with what unit types. At 100% I would never do this. So I'm at least glad sharing wasn't implemented this way.

on Feb 18, 2012

Instead of a pure split of Champion experience, I would prefer something more like

 

X/(0.5+0.5*N)

Where X is the base experience that would be gained by a single Champion, and N is the number of champions in a stack.

 

In this way, 2 champs each get 2/3 the total experience, 3 champs each get half the total experience, etc.

I think this would make 1-3 champs working together more viable, while still not encouraging a mega-champion stack.

-> instead of a no-choice choice (1 champ + army) you would still add that 2nd or 3rd champ if they really added something to the army

Wrong equation ... I need to find something closer to my goals ...

 

as far as regular troops bleeding exp from our precious champs ... NO ME GUSTA!

 

Edit:

(I don't mind troops bleeding exp from each other however ... or champs bleeding exp from units ...)

on Feb 18, 2012

@Tasunke I'm pretty sure using your method is exactly what would encourage a mega champion stack, as the loss gets smaller as you add more champions - note that this is already the case as the level requirements are not linear. But if I can kill that giant with 1 champion he should be rewarded for it, not penalized through opportunity cost.

Besides you are misunderstanding the reason for this suggesion: It is not so much to make mixing champions together more viable (though that is part of it) it is more along the lines of restricting the stack of doom mechanics. That is to say if regular units have no level limit and can easily be upgraded they will be strong in and of themselves, and if sticking a champion in that stack is free xp, there is no reason not to do this. It is already quite viable to kill everything with a single champion/sovereign. Calculating xp this way just makes it easier.

on Feb 18, 2012

The Kingdom Report is awesome, but shouldn't it be renamed to Victory Report? I expect Kingdom Report to report on my cities, have a summary of my units, etc. This only deals with winning the game (more like Ledger is called now).

Now that the Govern button has been moved to the right, it seems like the remaining three buttons "Details", "Talk", and "Rename" should slide to the right a bit.

on Feb 18, 2012

CdrRogdan
@Tasunke I'm pretty sure using your method is exactly what would encourage a mega champion stack, as the loss gets smaller as you add more champions

You are absolutely right, I should have double checked my math

Tasunke runs to his calculator

on Feb 18, 2012

Frogboy

Quoting RogueCaptain, reply 35If magic is channeled from sovereign to champions then shouldn't the flow stop when the sovereign is in the death penalty box?

Only comment since the beta started.  Just sayin

 

That is a very interesting idea.

 

While I think that it may fit thematically with the Elemental Universe, from a gameplay perspective I am not a fan of the idea.

My main objection is that it encourages risk-adverse behaviour: If my sovereign suffers a defeat then it would mean my entire kingdom is at a massive disadvantage for the next many turns. I think that would encourage keeping the sov out of risky battles, because if the magic stopped working for more than a few turns the entire kingdom could fall quickly.

I do see an advantage of this sort of mechanic in Act III though. It would make it easier for the winning player to mop-up the remaining cities of a loosing adversary.

Or...it might be balanced so that it doesn't stop mana continuously, but dispells all (or a number of) enchantments.

on Feb 18, 2012

(while sovereign is in his death box)

-> can only use 50% of current mana (alternatively you simply 'lose' half of stored mana when Sov dies)

-> mana is increased at half the current rate (or decreased by double)

-> spells are 50% more expensive (both strategic and tactical)

 

I think this would make losing the Sovereign a VERY BAD THING ... while not making it an insta-lose either (the middle path )

on Feb 18, 2012

Tasunke

Tasunke runs to his calculator

As an interesting side-note ... did you know that       X        is equal to 2?

                                                         X  - X/2

 

neither did I!

 

however, if you multiply the entire equation by 2, you get 2X/X (which is also 2)

if you multiply the equation by any multiple of 2, positive or negative, the equation always cancels out to 2.  While the equation itself equals 2 no matter the value of X, as long as it is a real number.

 

Edit!!!

Apparantly X/(X-X/N) will always give you a fraction-> N/(N-1) ... while N is any number greater than 1.

If N is a negative number (anything below zero) ... we will get a positive fraction of N/(N+1)

on Feb 18, 2012

Just curious if there were any changes/ tweaks to city building that will be going into Beta 2.  I'd imagine so, just didn't see anything in the OP, and know it was much discussed.

Still excited for the new sounds.  Fingers crossed that sovereigns will get more than two acknowledgement sounds.  But everything sounds great, so looking forwards to giving it a try.

 

7 PagesFirst 2 3 4 5 6  Last