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

Here are some screenshots we’ve taken for Legendary Heroes that I wanted to share with you guys:

Main_Map_LH-2

In this one, we’re showing off the complex shadows. It’s really surprising how much easier it makes playing the game when you can see your units pop better.  This is still early but this is the direction we’re going.

It also shows the updated mini-map. We’re still thinking about what color the base map should be (it’s tan in this screenshot). We decided to stop showing terrain (forests/mountains) since what users mainly want to see is the relative position of units, towns and territories.

 

Trait_Tree

This is a fairly big game play change.  In FE, what traits you get to choose from are somewhat luck based.  Here, the player is presented with a tree that they can then choose to upgrade via different paths.

2013-02 SelectChampion2

When a player’s faction gains enough fame, two champions will come forward and demand that you choose between them. The eventual goal here is to make sure every champion is very different from one another so that which ones you pick will significantly affect your overall strategy.

LH-main map-5

This is a screenshot that shows off the new lighting and shadow changes.  We’ve very much gone over to the point of view that we should focus on making the game elements obvious even if it’s at the cost of “art”. 

For example, we got rid of ground cover since it served no game play purpose.  The final game should look substantially better even still.

 

TacticalBattle-LH-1

There are going to be riots about tactical battles. My answer is: Tough. Derek and I are doing them the way we want and not how we imagine other people want them.   They are vastly funner (IMO).  So why do I think some people will hate these? Because the tactical battles get going immediately. 

On most maps, there is melee contact in the first turn. the units aren’t spending 2+ turns trying to run to each other. If you don’t want your archers massacred, you better have melee protectors for them. They’re not going to get 4+ turns of free shots at them. Without melee guards, they’ll be getting hits within a turn or two.

Now, I think most players are going to very much like the changes to tactical battles. First, there’s a lot more strategic variety on each map.  More special abilities come into play and more of the skill will come from how you handle your units rather than feeling like you have to game the “first hit”. Initiative matters vastly more now too.

The tactical battle improvements are my personal favorite change over FE.  FE tactical battles are a form of torture now.

2013-02 LevelUp

This screenshot is more polish than new.  It’s going to get more polish before release but the idea was to try to begin making each of the path choices more meaningful and fit a more distinct path than before.  To do that, we felt we needed to make sure players had a better understanding of the importance of that choice so that we could justify having these choices have more dramatic strengths (and weaknesses).


Comments (Page 1)
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on Feb 05, 2013


Really cool screenshots! Thanks for the sneak peak.

I do have a question about the expansions memory consumption. I've mentioned in the expansion announcement thread my computers stats, so I'll forego that aspect here. I've noticed that you've completely removed groundcover, which took memory, but have improved upon shadows and lighting, which am I to assume takes up memory?? Will there be net gain for the slower computer users? (technically for everyone, but the slower will notice first)

Will the removing of the ground cover make the strategic view too bland and plain? Are other ground-types with associated bonuses being added in?

Again...really cool screenshots! Thanks!

edit. and ooo...first post. That doesn't happen to me often.

on Feb 05, 2013

We didn't remove ground cover because of memory. We removed it because it detracted from gameplay.

The main reason the graphics engine is faster is because Intel visited us and brought all kinds of cool new tools we have been using to optimize.

on Feb 05, 2013


Is ground cover just turned off by default, or can it be modded back in? I kind of liked it...

on Feb 05, 2013


Looking forward to the new & improved tactical battles.

on Feb 05, 2013

Looking good!

However, I'm going to have to say that one area is starting to lag a bit now that graphics are going forward. The character portraits stick out quite a bit and not to their advantage. Looking at the path selection screenshot, the new pictures are incredibly beautiful. They are from a different realm of graphical finesse than the portrait in the same picture.

If you somehow find the time & money to invest, spending a while with the portraits might be worthwhile for the overall image of the game.

on Feb 05, 2013

Frogboy
The main reason the graphics engine is faster is because Intel visited us and brought all kinds of cool new tools we have been using to optimize.

Well f**k yeah! Yay Intel!!

on Feb 05, 2013

Frogboy
We didn't remove ground cover because of memory. We removed it because it detracted from gameplay.

The main reason the graphics engine is faster is because Intel visited us and brought all kinds of cool new tools we have been using to optimize.

Sweet...

on Feb 05, 2013

It also shows the updated mini-map. We’re still thinking about what color the base map should be (it’s tan in this screenshot). We decided to stop showing terrain (forests/mountains) since what users mainly want to see is the relative position of units, towns and territories.

Suggestion: Please show mountains on the minimap? (you can make them show in a similar matter to water).
I like seeing the borders of the terrain, a so-called "no-go" zone where I cannot move my units, I use the minimap for over-land planning, to see which routes I need to check out for my current "attack-plan".
This will help me vastly in this.

On most maps, there is melee contact in the first turn. the units aren’t spending 2+ turns trying to run to each other. If you don’t want your archers massacred, you better have melee protectors for them. They’re not going to get 4+ turns of free shots at them. Without melee guards, they’ll be getting hits within a turn or two.

I'm not saying its going to be bad.... But I ask, what will the point of archers be?!? if I cannot use them in melee, is there really a point?
I liked the idea of 2 turns to approach my enemy, also the same concept used in heroes 5, archers have a place, charge trait have a place, fast movers have a place, slow-troops have a place when there is a "slight" distance between me and the enemy, say 5-6 tiles.

All up to you, just wondering why I should invest in archers in the new system, I already forego them for charging mounted units anyhow....

Sincerely
~ Kongdej

on Feb 05, 2013

Please give the empire tree more love... currently selected unit or city should be highlighted.

Please give the event tree more love... the ability to go back and review events

Everything else looks great!

on Feb 05, 2013

DsRaider

Is ground cover just turned off by default, or can it be modded back in? I kind of liked it...

 

ditto. why cut non gameplay elements when you can satisfy both camp and add a toggle.

on Feb 05, 2013


Any chance of seeing the Fortress City of Outpost tactical map in the Expansion? A fight in the city streets would add depth to tactical combat.

 

From Frogboy's post in another thread: 

 

on Feb 05, 2013


Fame?

How to gain it? I see the crown icon at the top

 

Look at Master Affliction mod for champions traits please

 

on Feb 05, 2013

Will we be able to choose our own arrangements for units going into tactical combat?  Or am I still going to have archers appearing in front of melee guys, and high-initiative meleers getting stuck behind low-initiative guys?

On an unrelated note, I REALLY like the change to champion advancement.  Not only can you see what traits something will unlock, but luck's no longer a factor in what traits you can get.  I think this will actually make magic much more viable since you're no longer gambling on whether or not you'll get the right  options for it.

on Feb 06, 2013

This screenshot is more polish than new.  It’s going to get more polish before release

Brad, make sure one part of that screenshot that gets polished is the Path of the Defender artwork. The whole torso/head region looks really wonky.

on Feb 06, 2013

CogBurn

quoting post This screenshot is more polish than new.  It’s going to get more polish before release

Brad, make sure one part of that screenshot that gets polished is the Path of the Defender artwork. The whole torso/head region looks really wonky.

Somehow this made me think about the classes.
I hope each trait is revisited, and relooked at, and hopefully the trait tree is redone (to whatever extend Derek, Frog and whoever wants to put into it).

I will probably be sad to see the same level-up tree for each champion (I started liking this feature in FE, you can't just get addicted to one specific strategy, although you can aim for it, you don't get it right away).
Also I hope the bonus XP traits go, burn and die , if I can choose them reliably on level 2... I will, always ever and ever...

Sincerely
~ Kongdej

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