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

This next week we are hoping (but not promising) to put out the 4th beta of Fallen Enchantress.  Beta 4 will be focusing on overall gameplay with special attention to the underlying city mechanics and user interface.  We expect this beta to last approximately a month at which point we’ll be releasing Beta 5 which will be all about balance, fixing any remaining bugs, polish, etc.

Here’s a video I did yesterday that shows how the start of the game has changed:

 

 
 
!! UPDATE !!
 
Here's a longer walkthrough:

Comments (Page 2)
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on Aug 12, 2012

StevenAus
Yeah, especially with squishy but high damage units like wolves. You might want to tweak the auto-AI code for that too (but it would probably still be a good idea for fights against Monsters and Ruffians to have them advance maximum number of spaces even though the human's auto-AI-controlled units wouldn't).

There is not a lot of strategy in tactical combat right now but what exists is totally ignored by the AI. If you have more movement then the enemy you should not be ending your turn within their strike zone, stay just outside of it so you get first strike next turn. High movement units can also run up the flanks to threaten their ranged units. Really damaged units that belong to actual players should avoid combat so that they have a chance to survive and grow levels. Brad has mentioned he doesn't like the AI retreating it's ranged units but I think it's fine as long as the AI still has some melee units. Maps are small enough that it's impossible to really pull with ranged units anyway. It's disappointing when every tactical fight is just the AI running up the middle in a disadvantageous headlong rush at me. The AI seems to like heavy damage but low armor units and since they always rush up the middle and give me first strike I can easily focus fire and wipe out those glass cannons in that first turn. That's a huge advantage when I'm facing the AI, huge. Even if the armored units stopped a tile ahead of the glass cannons it would prevent me from focusing on them.

on Aug 12, 2012

Great stuff, you have really polished the visuals.

I especially like the new font in TC!

on Aug 12, 2012

I notice that Frogboy builds an iron mine and crystal mine almost immediately. In Beta 3 that would be a bad idea if they went into the city build queues, because there's nothing to spend those resources on. I wonder if we will get new early-game items that actually use those resources now?

Also, doesn't the ogre use blunt damage? Stoneskin should not help you anything against an ogre because they do blunt damage only.

 

I liked how the icon for the city overlay on the strategic map changed after you selected "town" as upgrade. A neat detail.

on Aug 12, 2012

Also my pet peeve, the sound effect when you pick up treasure that sounds like breaking glass is still there. It's almost as annoying as the "creaking door" noise when you pick treasure. Neither of these make any sense and irritate me enough to make me hate picking up goodie huts.

If they were in context, sure. So if you have the creaking door noise when you find a goodie hut that's an abandoned wooden building, it's ok. But when you find an abandoned wagon and it sounds like you just dropped and expensive ming vase, it ruins the immersion.

 

The first time I really noticed this is while I watched the video. I thought "Wow, that sound is annoying, what sound can I replace it with.

 

BTW, the sound is called "Found_Jewels1" if anyone wants to replace it.

on Aug 12, 2012

Awesome. Love the amount of official posts coming out at the moment. I have played beta 3 since I found that the pillar of fire breaks the game - I hope that has been fixed. Can't wait for beta 4 to come out.

on Aug 12, 2012

It sounds like a bad sound effect from Windows 95.

on Aug 12, 2012

Interesting, Brad.  I wonder if you can show us a diagram or help page on the ways cities can now exclusively develop.  I think we're all interested in how Essence will play out, too.

on Aug 12, 2012

It's the same sound effect that's always been in there for that.  Feel free to suggest a different one and I'll pass it on to Derek.

on Aug 12, 2012

Other odd choice I noticed was grouping champions. Isn't this something you *never* want to do until you're in a really tight spot because there is such a cost to xp? Or has that changed in Beta 4? Or was I always wrong?

on Aug 12, 2012

Yay more videos! Also, the wolf didn't use its ability during auto-combat. Some neutral monsters also miss opportunities to use their ability as well, please look into this.

 

I think the sound effect is fine, it sounds like treasure to me. 

on Aug 12, 2012

Brad, you have a very loud mouse click.  It's loud enough to have an echo!  

 

on Aug 12, 2012

Frogboy
It's the same sound effect that's always been in there for that.  Feel free to suggest a different one and I'll pass it on to Derek.

 

I think where your sound settings are different from mine, it was really noticeable for me. I changed mine to a sound from AOW Shadow Magic, the one when you get gold on the map.

on Aug 12, 2012

still no information on city levelup screen /sigh

on Aug 12, 2012


Really like what's shown here in the video.

Still a little hesitant to the idea of having all resources from an outpost directed to a city (as opposed to having to choose 1 or 2 of them), but I suppose that's how empires are built.

Looking forward to putting in some game time this weekend.

on Aug 12, 2012

I haven't been following the forums in a few months, but Beta 4 is looking very interesting. Can't wait.

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