Fallen Enchantress

The only reason i would buy this game is because of FFH.

How will multiplayer be handled?

there will be no multi at release

afaik they "might" add it in a later patch if the community strongly ask it or something
 
Thanks for the video. I found it very interesting, and the game itself promising.
 
I am going to have to wait for a demo on this one.

I did purchase Elemental after following it for ages but not soon enough to get the free copy of Fallen Enchantress.

My main complaints were the world felt empty and a bit dead. When you compare the game to something like Age of Wonders which felt and looked magical.

I can go with such a graphics scheme but it just looked washed out texturely.

I had a hard time figuring out what was what on the main game screen which forced me to use the scroll screen almost 24/7 as everything there was must easier to identify on sight. But found it tiring as I wanted to play with the 3d screen.

The game seemed to crash because it used up too much memory 2gig limit?

I didn't like the city building mechanics which felt a little off or I just couldn't get a grasp of it fully as I have with other 4x games.

Big high level mobs use to come in at around turn 10 and decimate my hero because he was 10 levels below them forcing me to restart as it was a game ender.

I loved gearing up a main character and hero but I found equiping each unit a little tedious.

I really enjoyed Civilization 5 and still do. It was a very refreshing game to me after the buggy Civ4 experience I had.
 
I have a 50 minute video of me playing (and complaining and exploiting) the game if you're interested in seeing what Beta 3 is like.

http://www.youtube.com/watch?v=nnPKHQIksrA

The final game is still aways away. Two more full beta releases at least.

Thanks for the video I watched it in full. Exploiting bugs is half the fun of a beta :P

Did you guys add more lighting to the 3d map as it just seems a bit more alive then elemental or shaders or something but whatever the change was it looks good.

Everything seemed pretty solid from that video but why does it have to take 20 turns just to produce 1 lot of units?

The melee attacks seemed unimpressive but the spells were good.
 
Maybe there's some people there that still remember (and/or play) that old fashioned goldie: Master of magic. First one to make use of special resources (mithril/adamantium for special weapons to every unit built in the city that had them in their surroundings)

Maybe some of them can in fact agree with me that this new release has somewhat a feeling to a huge remake of that classic. In fact, it includes tactical combat... ;)

I just wonder what will be the requirements of the computer i'll need to play the game (i took a glance a the game page and miss/didn't see any mention of that), but i guess they'll be very high according to the images i've seen until now.
 
I am going to have to wait for a demo on this one.
This, too. I'll need a tryout before spending that kind of money if life keeps like this. :(
 
I watched the Dragonal video.

The gameplay looks good but I don't like the graphics very much.

Or, maybe it's not the graphics. At one point you seemed to have left your own territory and things looked much better.
It seems it was the purple that marks your territory that was the main cause of the graphics looking bad.

Couldn't there be a better way to show territory ownership than to screw up the look of the game? We just need to know where the borders are.
 
there will be no multi at release

afaik they "might" add it in a later patch if the community strongly ask it or something

That is unfortunate. I like to play with my bro and AI. Hope they make it. Otherwise now i wait to see how good the AI is before i spend my money.
 
Maybe there's some people there that still remember (and/or play) that old fashioned goldie: Master of magic. First one to make use of special resources (mithril/adamantium for special weapons to every unit built in the city that had them in their surroundings)

Maybe some of them can in fact agree with me that this new release has somewhat a feeling to a huge remake of that classic. In fact, it includes tactical combat... ;)

I just wonder what will be the requirements of the computer i'll need to play the game (i took a glance a the game page and miss/didn't see any mention of that), but i guess they'll be very high according to the images i've seen until now.

I find hoping for another master of magic is just a way to let yourself down.

Enjoy this game for what it is.
 
I find hoping for another master of magic is just a way to let yourself down.

Enjoy this game for what it is.

There are way too many similarities for ignoring them. I'm not hoping for another master of magic, i'm just pointing what this new game feels like for me.
 
Thanks to Kael and Mr. Shafer for contributing to this thread!

I enjoy both FFH and Civ 5 - I plan to pick up this game as soon as I upgrade my video card (it can barely handle Civ 5 now on low graphics settings).
 
I picked it up and gave the current (0.913) Beta a go. My first impressions:

I like the customization options but the interface is very annoying. Unless I missed it, there's no way to directly edit a custom Sovereign, even if it's something minor like realizing that I forgot to add gloves to the avatar.

The "help book" is either incomplete or hard to navigate and a lot of information about playing the game isn't apparent. For example, when I wanted to remove a city enchantment I looked everywhere I thought it'd be and then the help section under Magic, Enchantments, Cities, etc. but everything that I thought would have that information didn't. Then just today I stumbled across it by accident when looking at the Ledger screen. :crazyeye:

[BUG] Loading a game sometimes causes weird effects such as moving into monster occupied territory and walking through the other side.

Those are all minor things, but there is also something about FE that isn't particularly "fun". I know that it is a very subjective thing, but it struck me how, despite a large amount of options, many of them didn't feel as though they had impact nor did I really feel like there was much to do in the way of interesting decision making.

Suggestions:

Move some things, such as basic armor/weapons or simple defensive walls, to become available earlier in the game and then later on provide paths of improvement or expansion. Really early I don't consider building units besides Pioneers and sometimes Scouts because the starting military units seem useless against anything I need troops for when my champions can't handle it. This may be due to my inexperience, but at most they seem to absorb an attack for my sovereign which, while useful, is very limited in how and when it can be used. I cannot actually use them to reliably protect territory or otherwise justify their build times and wages.

Tactical battles are bland currently and I end up focusing on raw power to win my fights with passing attention to tactics, and it usually works out. I'd like to see more (or at least more common) special abilities, the addition of flanking or other positional considerations (maneuvers that require surrounding a target? giving adjacent allies your defense bonus?), or things that shake up the 'run up to enemy and hit them' game. Spells or items that get around stats (such as many of the spells in Death) are appreciated.

[New Early Tech] Early on I keep finding opposed champions, and I feel as though an optional diplomatic tech in the "Magic" line would add more interaction with them besides living XP/Geld sacks. This lets me, as a player, decide whether I want to hold out (and hope an AI doesn't snatch them) to recruit another champion or take a lesser reward immediately and deny the enemy a possible asset.

[New Later Tech] In the vein of new abilities rather than stat boosts... I thought it might be interesting if an optional Magic tech could be used to shift the Element of an Elemental Node one direction from its original on a wheel, or in both directions with a later tech, but never to its opposite. This could be used to gain more flexible mana nodes if the player really needed certain types more than others. Switching type would have to be prohibitive (possible a 50 mana strategic spell) to avoid being too powerful an ability with micromanagement, but with cost in this puts more choice in the player's hand with regards to specialization, similar to how nodes were handled in FFH and I got giddy when deciding what to build with it.

Another idea that could create more points of decision making is "opposed techs". Basically, these would be points in tech development where either line could be taken and lead to the next level of tech (e.g. player could make do with either Horses or Wargs) but taking one of them would double/triple the cost of its opposed tech(s). This doesn't making researching everything impossible but it could present a hill as far as opportunity cost is concerned.

Please, please, get rid of many of the anti-expansion blocks in this game. Namely, the lack of fertile tiles, the gigantic pot holes in the world that ruin the feeling of an empire building game, and especially the way razing a city permanently destroys fertility around it. I don't want to forever lose a spot (already rare) just because some rampaging Earth Elementals decided to visit my new city in the first 50 turns. Conquest is also less appealing when you're left with the option of either a) keeping the city with a permanent unrest penalty or b) no city at all.
 
Thanks for the video I watched it in full. Exploiting bugs is half the fun of a beta :P

Did you guys add more lighting to the 3d map as it just seems a bit more alive then elemental or shaders or something but whatever the change was it looks good.

Everything seemed pretty solid from that video but why does it have to take 20 turns just to produce 1 lot of units?

The melee attacks seemed unimpressive but the spells were good.

Yea, the FE engine is Pixel Shader 3 (WOM was only pixel shader 2) so there's a pretty big bump in the graphics area.

In WOM, I promised the game would run on low end netbooks. And it did indeed run but it meant that the QA on WOM was focused on netbooks. Then, the game came out and it would run out of memory on video cards with lots of on board memory.

In the game I played, I tend to focus on fewer, better units. You can crank out lower quality units cheaply (you can design your own units).
 
There are way too many similarities for ignoring them. I'm not hoping for another master of magic, i'm just pointing what this new game feels like for me.

There are a few big differences between MOM and FE. The biggest being in the way the "spell books" work. When you design your sovereign, you choose their level of expertise in different areas of magic. However, when you level up, you can choose to know more in an existing area.

As a gamer, I don't know which way is better. But it's definitely different.
 
There are a few big differences between MOM and FE. The biggest being in the way the "spell books" work. When you design your sovereign, you choose their level of expertise in different areas of magic. However, when you level up, you can choose to know more in an existing area.

As a gamer, I don't know which way is better. But it's definitely different.

The system you describe is similar to MoM.
 
The system you describe is similar to MoM.

not at all?
in mom you chose your leader and that it is
the start decide what you are gonna do, the spells you are gonna get etc

in fe the start is important but you can still decide to strictly follow your main path (ie fire mage, summoner, archer, warrior) or make some sort of hybrid or even change totally (atm the beta still lack some depth in this area but the base is there, you have many more option when building your sovereign or champions)

also items (and eventually research, who knows) define even more your leader, while in mom items were just buffs in fe ithey are more modern giving properties, effects on hit etc etc
 
In Master of magic, there are pre-generated wizards and an option for customizing by picking spellbook and special abilities with a point-buy system.

Does Fallen Enchantress has both alternatives (pre-gen & point-buy? If the answer is yes, i'm still waiting to which are the differences.
 
In Master of magic, there are pre-generated wizards and an option for customizing by picking spellbook and special abilities with a point-buy system.

but the gameplay is the same
ONCE you choose your starting leader (either by picking one already built, or building one yourself) the gameplay is just decided by the talents and spellbooks you have
its cooler to customize it yourself ofc but the outcome is the same, your path is written at the character creation


Does Fallen Enchantress has both alternatives (pre-gen & point-buy? If the answer is yes, i'm still waiting to which are the differences.

yes it has
the difference is in my above post

in fe the start is important but you can still decide to strictly follow your main path (ie fire mage, summoner, archer, warrior) OR make some sort of hybrid or even change totally

in mom what comes after the "OR" is not possible
thats the difference

(btw did you ever try FE beta? otherwise its understandable why you dont get the point and i can explain more in detail what you miss)
 
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