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Published on January 28, 2014 By Frogboy In Elemental Dev Journals

Derek (Kael) has been super busy with the general expansion of Stardock Entertainment over the past 3 years.  AS I type this, there are 7 concurrent game projects going on.  Back in 2008, I dreamt of having a second team.  Here we are, 6 years later with seven teams.  I’m writing this from the airplane on my way to visit one of the new studios (one that hasn’t been announced yet).

So what does that mean for fans of the Elemental universe?  The answer is, lots of good news.  While Galactic Civilizations III heads towards its March alpha, the Elemental team is hard at work on a new DLC pack for this Winter tentatively called “Monarchs” which will bring more channelers to the world for players to play with.  In addition, we expect to announce the third game in the Elemental fantasy universe this year.  It will be dramatically different from War of Magic or Fallen Enchantress.

Without giving too much away about the new game, which we expect to formally announce this Spring, its planned feature set includes:

  • Radically different races (players won’t design units ala WOM/FE but in exchange each unit is custom crafted and visually stunning)
  • Crafting (the player STARTS with the Forge of the Overlord and getting recipes and loot now mean being able to craft some really cool stuff)
  • The player starts by choosing their sovereign and deciding what spell book he or she has. The more spell books of a particular type, the more likely the player will be able to use their lore to research rarer spells in that category.
  • No tech tree. Instead, the available units are based on how you construct your cities.
  • Each hero has his or her own unique talent tree (there won’t be a “Defender” class for instance) that players can then use to customize their heroes.
  • Because of the stronger emphasis on magic, vastly more spells will be available strategically and tactically. Sovereign spells are available in every battle as your sovereign, thanks to the Forge of the Overlord, can “see” anything in the world that his/her units can see (as a result, your sovereign interacts with the world indirectly from the capital and doesn’t appear as a playable unit).

It’s been in development for awhile, prior to LH.  LH was originally supposed to be a minor expansion on FE but as you’ve probably gathered, we really love making these games.  The next update to LH is in the works, pathfinding improvements, performance and some other updates are scheduled.


Comments (Page 5)
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on Feb 01, 2014

The next Elemental game sounds fun. Overall I found LH to be a good game but not a excellent one.

It's strengths were:

-A solid city building system with excellent city specialization.

-Lots of interesting lore and monsters.

-Solid tactical combat.

-Lots of well differentiated champions and items.

-Lots of stuff to do with champions early game.

 

It's weaknesses were:

-Basically nothing to do in empire building beyond improvement and unit building. No trade or espionage or even micromanagement.

-Shallow diplomacy and victory conditions. Every victory condition was just a slight variation of conquest.

-No water transportation.

-Somewhat visually empty worlds. I mean seriously you use pre-created map sections , why not spice them up? Throw some ruins, doodads, cool looking rocks, and landmarks into the background. Like in the campaign. Just throwing some rocks into the water would break up the maddeningly always the same coastline.  

-The whole upgrading unit's armor and weapons thing played havoc with the scaling, especially against monsters.

-Designable units were incredibly hard to balance and made all units very similar. This could have been fixed with a lot of balancing, some redesign and a lot of new content but I'm fine with it getting dropped.

-By LH races were somewhat differentiated in how they looked and had a few cool bonuses but they still played the same. Like for the Undead some abilities that changed or added basic mechanics is needed for real differentiation.

 

Getting rid of custom units will fix a few of the problems but I hope the races in the new game will also have different basic mechanics. Then races will be very unique.

 

Frogboy
Well mainly is that your enemies have a different objective than the player. It's not going to be like MOM or AOW3 or Civ (or FE) in that respect. I think when we get far enough along to show it off, it'll be obvious that this opens the door to having a very different kind of strategy game than we've traditionally done that lets players have a lot more fun.

This really makes me think we are getting more of a Player against the World type game with less focus on other teams. That would be very interesting and a much better fit for the Elemental world. I hope you still get to fight other players though.

Another possible take is that factions will have different victory conditions which would be cool but somewhat unlikely.

on Feb 01, 2014

Sounds great to me.  

on Feb 01, 2014

Good post DsRaider, I concur on pretty much all accounts.

on Feb 01, 2014

Alstein

Does this mean no sandbox?

 

I could see an asymmetric sandbox working, but might be a real design challenge.

 

 

 

something like AI war perhaps?

where player and AI play by totaly diferent rules

on Feb 01, 2014

Looking forward to learning more about the new game.

Elemental's customization, while great on paper, worked against it in many ways so I'll be happy to see it gone. Not because customization is always bad or can't be "done right" but simply because I want to see what SD can do with a more tightly designed game. 

I just hope that "designing around OP-ness" doesn't end up being an annoying gimmick. 

on Feb 01, 2014

Heavenfall

Yarlen noted over on the Steam forums that the next Elemental game isn't going to use Nitrous: http://steamcommunity.com/app/267130/discussions/0/558746745692944849/[/quote]

 

If the 'next game' was in dev even before LH, then it makes sense that Oxide wouldn't have been part of that picture.

on Feb 01, 2014

Frogboy


The answer is that we're always having to worry about "exploits".  But what if we designed a game predicated on the player being OP'd? 

That's kinda interesting... How does it compare to something like AI War? Which has the learning curve of a brick wall but has a kind of opposite design philosophy of the players vs 2 utterly superior AI opponents?

on Feb 02, 2014

Why is unit design working against elemental? There's barely any traits to choose from, heck even the AI have way more choices than you do starting on Expert Difficulty.

on Feb 02, 2014

Sounds exciting! I wonder how you intend to start the game off with an OP player and yet retain challenge. I would guess the use of power comes with some sort of tradeoff or escalation mechanic. 

on Feb 02, 2014

Ericridge

Why is unit design working against elemental? There's barely any traits to choose from, heck even the AI have way more choices than you do starting on Expert Difficulty.

Because even though it lacked in gameplay balance, it felt good to give your units combinations of stuff instead of having pre-canned options. It was a rather unique feature, and many people listed it as a strength of the games. In fact I can't think of any other RTS or TBS where equipping some new armor on your champion actually changed their graphic. Although Heroes Might and Magic 6 did have some family heirlooms that altered the hero model's equipped weapon, it was extremely limited and rare.

on Feb 02, 2014

The main problem with unit design for us were he visuals. Our animations and the detail of the units had to be genericized to allow for lots of equipment Options.  Now, we could, for instance, have non humanoid races if we want.  The visual difference is pretty massive.

It helps that the new game has a lot of the civ v art team involved. You will be able to really notice the influence when you see the maps.

But because the game is so different, we are going to continue to enhance LH separately.  We are also back porting fixes and improvements from the new game into LH. Performance in particular. I wouldn't be surprised if we get an LH 2.0 at some point.

speaking of which, would you guys be willing to give up the rotating camera in LH in exchange for a massive boost in performance and visual quality?

on Feb 02, 2014

Frogboy
speaking of which, would you guys be willing to give up the rotating camera in LH in exchange for a massive boost in performance and visual quality?

 

yes!

on Feb 02, 2014

I would be willing to give up rotating the camera on the strategic map for a performance boost, but would such a lack of rotation hinder view of the terrain. Say large mountain is on the map, and a unit is behind said mountain. Would we lose complete site of the unit or are we going to lose beauty of the terrain?

On the order of losing unit customization: I am okay with not customizing my units from head to toe. But, I would like to be able to edit my units with a unique look or style. Say you have a sword unit, would be nice if there were a choice of 3 - 4 different swords that you can choose and maybe a symbol to placed on a cape or chest piece or even a tattoo with a symbol. Something that gives the player the sense that - these units are mine and unique. That is something I would prefer not to lose in the customization of the units.

on Feb 02, 2014

Frogboy

The main problem with unit design for us were he visuals. Our animations and the detail of the units had to be genericized to allow for lots of equipment Options.  Now, we could, for instance, have non humanoid races if we want.  The visual difference is pretty massive.

It helps that the new game has a lot of the civ v art team involved. You will be able to really notice the influence when you see the maps.

But because the game is so different, we are going to continue to enhance LH separately.  We are also back porting fixes and improvements from the new game into LH. Performance in particular. I wouldn't be surprised if we get an LH 2.0 at some point.

speaking of which, would you guys be willing to give up the rotating camera in LH in exchange for a massive boost in performance and visual quality?

I don't play it anymore, but I would say no. Performance isn't a problem for me, and I don't think you can increase visual quality by the flip of a switch? What exactly are you talking about there - better shaders, lightning, AA, other post process stuff?

Like, if you were to tell me that without camera rotation you could vastly increase the amount of objects on screen I would say yes! For example you have the tile designs that are set to show certain things only when the camera is up close, some when it is a little farther away, some when you are almost zoomed out, and some all the time. If you were to say - no rotation = we can show almost everything all the time, I would say heck yes.

There is a shit-ton of detail poured into the tile designs by your artists that the game really doesn't do justice.

Or maybe you'd say "we can drastically increase at what resolution we show the .dds texture", ie the mip-maps. Again you'd have my "yes" vote.

on Feb 02, 2014

Frogboy
speaking of which, would you guys be willing to give up the rotating camera in LH in exchange for a massive boost in performance and visual quality?

Heck yes. 

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