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

Overall, we’re pretty happy with how Elemental: Fallen Enchantress turned out. It’s sold pretty well and it’s looking like it’s going to end up with an average review score of about 4 out of 5.

Obviously, there’s always room to improve. And that’s where Legendary Heroes comes in.  This expansion pack is a top-to-bottom revisit of Fallen Enchantress. We’ll have a full change list up soon (and it’s many pages long) but here are some of the highlights told in screenshot form.

 

The Legendary Heroes

In Fallen Enchantress, your ability to acquire champions (which led to your victory or defeat often times) was dependent on how the map placed the champions at the start of the game. You literally would find them camping out in the wilds.  This had the tendency of making victory less about how powerful your civilization was and more about amassing champions. In fact, some players were able to win the game without ever building cities.

 

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In Legendary Heroes, champions are earned through the fame your civilization has generated. This is done through the city improvements you build, completed quests and monster lairs that get cleared. 

New Leveling Systems

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There’s 5 paths a champion can take.  A new one, Commander, replaces the governor (and it hasn’t been fleshed out for beta 1 yet).

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In addition, rather than a randomly selected list of traits being available on level up, players can now choose a pre-set path. This lets players focus on their strategy towards victory rather than hoping that they get lucky with the random number generator.

 

Better tactical battles

 

LH-5

Be warned, beta 1 only has a smattering of these new maps. Don’t judge the final game (which is still months away) based on the variety. Our focus has been to nail down a few and then expand from there.  The overall goal is to make it so that melee units get into the battle pretty quickly and that ranged units are placed in the rear. 

The idea being that if you have only ranged units, you’re going to get slaughtered if you don’t have units protecting them. It also means that initiative matters a lot more because contact will often (but not always) be made on the first map.

The maps are much more varied (and will get more so as time goes on).

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Conquering cities now means fighting it out in the streets

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Zoomed out

 

Cleaner game mechanics

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We’ve reduced the number of variables on weapons and instead gave them special abilities in tactical battles. So we’ve done away with pierce vs. cutting vs. slashing because, as a practical matter, they don’t really make the difference between life and death in battle.

By contrast, a spear being able to impale multiple units with 1 hit and having multiple units swarm another unit does matter.  One thing on swarm, if a unit is surrounded by enemies, then when one of them strikes, the other strike too. But the effect is that the target enemy’s defense is lowered (the other units are, in effect, distracting it) as opposed to having other units getting an extra whack at them.

The Graphics are just plain better

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I know some people have said that they don’t care about graphics. But the fact is, graphics matter. They sure do to me.  I won’t give up game play for graphics but in the picture above, in FE, that dragon would have no shadow and it really takes some people (like me) out of the experience.

Better UI

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This one screenshot shows a number of things at once.

First, units now get a preview of their path before moving. Just mouse over where you want to go and a path will show up with how many moves it takes.

Second, the button button is now yellow if you have an idle city or units with moves left. We don’t force you to deal with all those things but you now have the choice.

Third, your relations with other players is now displayed at all times in the power list (see the smiley or frowny faces next to tehir names).

Much bigger maps

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This screenshot doesn’t really do it justice. I finally did the math and huge is about 50% bigger than large. So it’s pretty big.  Now, if you’re running 32-bit, we’re going to see how the beta goes. In the game pictured here, a 32-bit machine would have run out of memory.  There’s nothing more we can do about that.  This is a game that has thousands of units, each with their own unique equipment and that is, unfortunately, expensive.  But we want to hear from 32-bit players directly on what they experience on it.

More cohesive mechanics

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There’s no longer any reason to ever have a city idle (which is why it’s tempting to force players to assign a city to do something before ending the turn, we’ll see what the beta testers say). Technologies will let players access “Ongoing projects” which let them produce growth or research or wealth.

 

And lots and lots of other stuff

We also added a bunch of new monsters (skeletons, liches, brood hunters, to name a few). New quests. New Spells. Lots of new special abilities. And on and on.

Not too shabby for twenty bucks.  

The first beta is expected this Thursday. No promises though.  Just remember, IT IS A BETA. We have a lot of additional content coming in over the next month or so.

We expect to finish in May.


Comments (Page 2)
4 Pages1 2 3 4 
on Mar 20, 2013

We expect to finish in May.

What ever you do, don't rush it out.

on Mar 20, 2013

I am very satisfied overall with the direction that the game is taking. I found the random hero part one of the most annoying things, same with the random skills that made me end up taking potential on the first 2 levels.

I didnt really care about the shadows as well but well they dont hurt as long as they work.

The UI has undergone very positive changes, and I don't know if it is plausible, but it would be nice if we could see now the reasons the kingdoms like/hate us when we hovered over their names in a short popup list.

The removal of weapon types is also a big + for me as I am a more casual player and I don't think that anybody who hasn't actually went deep on the game mechanics bothered with those, for me it was usually 'EQUIP MOST POWERFUL WEAPON AND ARMOR'. Now the weapon abilities will help make combat more interesting and they are much more intuitive. 

Closing, as a WoM preorder, forum stalker and tbs enthusiast, I want to express my gratitude and my respect for the way you have handled yourselves towards the community and me as a part of it. With the freebies ending with LE I can say now that the game has reached a level of quality that I had come to expect of Stardock from playing GalCiv2 that pushed me to preorder Elemental. For me and for many others I am sure, this treatment has motivated us to be more willing to part with our cash for your creations in the future. I really hope that other corporations that have the habit of launching half done products that you have to buy a ton of dlc to make them a game, start following your example and show respect towards the consumers, which I am sure will end up bringing more money to their coffers long term. I am waiting for the beta now, hope it comes in time

 

on Mar 20, 2013

I'm intrigued by the new in-city tactical battle system.

on Mar 20, 2013

Conquering cities now means fighting it out in the streets

Yes! This, and some of today's changelog stuff, has me sold.

on Mar 20, 2013

This sounds like a solid step forward.

on Mar 20, 2013

I have been pondering the Path of the Commander and I think Path of the Leader would be more fitting as then it lets you have the two different sub paths of The Commander/General and the Administrator/Governor.  Also I was thinking the base bonus for this class would be equal to the total unrest caused by a city so each champion added would allow for one additional city to settle.

on Mar 20, 2013


um...about the combat that exists in the streets, what happens if there is a WALL around the city to keep pesky conquers out???

 

on Mar 20, 2013

So will the game know if your champions are melee or ranged then depending on what they are using?  If they have a magical staff will they be put back out of melee range or will champs and your sov be put in harms way?  

on Mar 20, 2013

mqpiffle

I'm assuming they're considered melee.  Not really sure.

 

As am I, and that's exactly why I'm asking. It would suck to build a sovereign for magic and have them thrown into the front line for every battle!

It would be cool if you could flag units for the ranged position or front line position to overwrite the automatically assigned position (having the option of front, rear, or automatic, perhaps defaulting to automatic).

on Mar 20, 2013

Icons on lower strategy map UI should be better (icons for units in a stack), also, diplomacy UI is a mistery, noone says anything about it.

 

And, buildings Que should get better icons, those old ones were nasty to one's eyes....

 

I wish the fighting in the streets would show some modifiers as to the buildings surrounding units - line of sight, blocks, lightning spells passing metal armor between troops, electricity through metal parts of buildings, freezing spells freezing water on tqactical maps etc...

 

that would be nice....

on Mar 20, 2013

Hopefully this is still on track for Thursday!!  Which for me is only about 7 hours away!!

on Mar 20, 2013

jmccrea

Hopefully this is still on track for Thursday!!  Which for me is only about 7 hours away!!

 

For me it's only an hour but usually releases are (for me) at the very end of Thursday. Hoping I can try out the new beta tomorrow evening.

on Mar 20, 2013

I'm not expecting to see the beta released in the first half of Thursday.  I'll be happy enough if it's released Thursday at all, honestly.  They didn't set a hard deadline, after all.

on Mar 20, 2013

So, I know this is too late for this beta, but how about make the champions a bit more generic initially and allow the players to specialize them?

Say, instead of 3 types of warriors, you could have one with 3 skill trees for Warrior/Defender/Assassin.  There are opportunities for builds with a mix of all of the attributes, or just very specialized.

Instead of a Governor and a Commander, make it a single type with the skill trees being Commander/Governor/Explorer.  Explorer could contain things to make the armies faster and/or improve external resource production, or even transform resources into other types.  Again, there are opportunities of being useful on specialized or very deep into the trees.

Mages could be a third type, with something like Elemental (fire/air/water/earth)/Essential (life/death essences)/Arcane (more mana, generic improvements for the caster's skills).

 

on Mar 20, 2013

Swarm. Battles in the streets. Governor replaced. All solid choices.



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