DerekPaxton DerekPaxton

Fallen Enchantress: The World

Fallen Enchantress: The World

 

There are 3 primary focuses for Fallen Enchantress; Tactical Combat, Magic and the World.  You may have seen our latest developer journal on the world.  If not you can check it out here: http://www.gamespot.com/pc/strategy/elementalwarofmagicfallenenchantress/video/6315008/elemental-fallen-enchantress--video-diary

Our goal is to make exploring the world dangerous, interesting and valuable.  The more information you gather about what is around you and where you should be expanding, the better you are.  You can find resources (which benefit your empire and are all available from the beginning), go on quests (which benefit your champions, more about this later), find new champions, kill off opposing champions (hmm…. we will need a dev journal on champions soon), discover monster lairs, fight wandering monsters for experience and uncover unique locations and wildlands.

 

Wildlands are special areas with unique conditions to clear them.  In the above we see the Burning Lands.  Delin the Pyre of Man is an Elemental Lord.  He was first witnessed when he rose out of the ashes of Anniellum, where 200,000 perished when a volcano exploded during the cataclysm.  He remains in the region surrounded by various fire creatures.  To clear the Burning Lands Delin must be killed.

We also have the Ruins of the Imperium, the Pits of Namtur, the Lombard Desert and many more.  The Ruins can only be conquered if a player founds a city within the ruins (and receives a significant perk for doing so).  The Pits are a wide range of caves which could hold treasure or creatures, all of them have to be explored to clear the area.  The Pits aren’t “aggressive” (they don’t spawn monsters) unlike most of the other wildland areas, we really wanted each wildland area to behave differently.

The Lombard Desert is only cleared when a player discovers the library at it depths.  There may be an elemental lord wandering the dessert, but defeating him isn’t required to conquer the area.

We also have unique locations.  The Temple of the Dragon is a unique location, guarded by a unique red dragon and allows the player to recruit red dragons if it is controlled.  The Pillar of Mascrinthus counts as 3 earth shards and Iru T'Alavar significantly increases the rate nearby cities grow.

And we have monster lairs.  I always hated that you couldn’t have big scary monsters in the game from the beginning, now we do.  Dragons are fairly rare, but there may be a lair or two out there.  Darkling and bandit camps are more common along with bear dens, ogre lairs, troll caves, places infested with spiders and shrill.  These are especially common in forests and swamps.

Monsters typically won’t leave their lairs, so it’s up to the player to decide if he wants to attack them or not.  The exception is that if a player’s influence spread over a monster lair, that monster is freed.  So it’s fine to have a dragon living over a hill from your empire.  But if you plant a city down beside him, don’t expect it to last for long.

Wandering monsters that are more appropriate to the player’s power still exist (and they get tougher depending on how long the game has gone on, not based on the techs discovered) and eventually can spawn ogres, umberdroths and dragons.  But in the beginning expect to see less powerful monsters wandering around and the more powerful in lairs.

Beyond providing experience, treasure and allowing the player to clear the area so he can plant cities monster lairs have another purpose.  With the correct technologies some lairs can be claimed by some factions.  The fallen can recruit darklings, mercenaries, ogres and fell dragons from captured lairs and camps.  The amount they can recruit depends on the amount of camps you control.  For example every dragon monster lair leaves behind a dragon lair that the empire can build an improvement on to recruit fell dragons (the kingdom factions can build an improvement on the same tile to recruit storm dragons).  But the amount is limited based on how many camps the player controls.  One dragon lair means the player can recruit one fell dragon.  One ogre camp means the player can recruit 3 ogres.  This allows us to make the monsters unique and a little overpowered, since we know the player can’t mass produce them.  And also maintains some of their uniqueness (we don’t want an empire suddenly fielding massive ogre armies because they have one camp).

217,348 views 52 replies
Reply #26 Top

It looks and sounds really good. Can´t wait to test it. :)

Thanks for the passion, elemental - team. :)

Reply #27 Top

The art work in the original post is interesting for wall paper, why these pictures are never transfered to the media section?

Reply #28 Top

Sounds great, looking forward to it.

Reply #29 Top

Wow.   I have had to take a break from all computer gaming for the last several months, and I am looking forward to starting up again in the summer when I get a bit more time (I hope).   This looks great.   I really like the idea in the wildlands, and the possibility of us modding in our own is outstanding.   I really feel that alone will be a big win for the game.

Question:   Will the map be randomly generated or will there be templates that land will be generated from?   Randomness, or at least many varied templates is important as a replayability factor for me.

 

Thanks for sharing this.   This keeps looking better and better.

Reply #30 Top

YESH THE REVIVAL OF MONSTER LAIRS TAKEN STRAIGHT OUT OF FALL FROM HEAVEN 2

 

er... cap locks... lol good to see this good news XD

Reply #31 Top

Quoting Murteas, reply 29
Question: Will the map be randomly generated or will there be templates that land will be generated from? Randomness, or at least many varied templates is important as a replayability factor for me.

I believe it has been said that FE will have completely random maps.

Reply #32 Top

 

We had a bug where no matter how hi i set the resource and lair values (all moddable via elementaldefs.xml) they wouldn't generate many more resources and lairs because the placement rules couldn't find valid locations.  They were being blocked by things like being unable to place them to close together, so many in a sector, etc.

Cari was good enough to fix the issue so if we set it higher it be more aggressive about placement.  But I had set the values up ridiculously high in my testing, and when Cari checked her fix in I got a map full of monsters and resources.  There is no place to safely set a city here, better go tweak those numbers.

 

Reply #33 Top

Something I love about GalCiv2 is the ability to play a long and enjoyable game through diplomacy and empire management, while never waging war or fighting.  

 

Am I right in thinking this notion basically doesn't exist in Elemental?

Reply #34 Top

Still hoping to see hostile barbarian cities ripe for conquering in addition the neutrals, bandit forts, and lairs here.

*keeping fingers crossed*

Reply #35 Top

I am very excited, a more fleshed out world is indeed a welcome addition.  I am just excited about monster lairs in general because those were a big thing in Master of Magic; ruins, old castles and lairs would dot the map and if you didn't clean the monsters out, they would periodically spawn creatures to attack you.  And that's not very fun when they start sending fair sized groups of Phantom Warriors or, even better, Earth Elementals your way.  Still, it added a nice bit of difficulty to the game and prevented early rushes quite well.  Not to mention having monster lairs in a post-cataclysmic, non-civilized wasteland just makes perfect sense.

Reply #36 Top

Just reading this is putting a smile on my face.  This sound epic and fun

Reply #37 Top

Sounds great!

 

Monsterlairs


  • Have you considered making monsters in both lairs and the world grow every week like in HoMM ?

It's exciting to see a stack on Week 1 Day 7 being lots and the next day they're a horde. (Not even mentioning a Swarm turning into Zounds :S )

 

  • What do you think about monsters in lairs getting out and attacking/raiding/pillaging when they reach a certain number like in Master of Magic ?   Some things could influence them, like making 50% of magichating monsters leave the lair and try to kill a player if magic is used around the lair. If the lair contains Ogres f.e then a nearby farm (which means food yum-yum  :d ) would attract like 40% of'em
Reply #38 Top

yeah i think it would be cool if a group of monsters from a lair attack a town and if they destroy it, it becomes ruins and hence another lair! this way monsters could even take the world back over if they get lucky to get that one outskirt town that you didn't defend very well. 

Reply #40 Top

Quoting Stmorpheus, reply 38
yeah i think it would be cool if a group of monsters from a lair attack a town and if they destroy it, it becomes ruins and hence another lair! this way monsters could even take the world back over if they get lucky to get that one outskirt town that you didn't defend very well. 

 

Yeessssss

Reply #41 Top

Will monsters require more than ca$h to produce this time around?  Will food consumption rates be in to make them more unique and balanced?

Reply #42 Top

How about a wildlands contest? We could give ideas! XD

Reply #43 Top

Quoting Teslacrashed, reply 17
I really like seeing that FE is going to be slightly less "civ" like, and more RPG-like. It really draws on the strengths of Elemental as a setting.

I think the right mix would be 60% RPG elements, 40% Civ elements.    Sounds like FE might be moving in that direction.  This is the first bit of news that has shaken off a bit of my apathy regard FE.  

Now if we could get some news about some new dynasty mechanics and the ability of offspring to inherit the throne.... :grin:

Reply #44 Top

*removed*

Reply #45 Top

Quoting RooksBailey, reply 43
Quoting Teslacrashed, reply 17I really like seeing that FE is going to be slightly less "civ" like, and more RPG-like. It really draws on the strengths of Elemental as a setting.

I think the right mix would be 60% RPG elements, 40% Civ elements.    Sounds like FE might be moving in that direction.  This is the first bit of news that has shaken off a bit of my apathy regard FE.  

Now if we could get some news about some new dynasty mechanics and the ability of offspring to inherit the throne....

 

They've cut dynasties completely in FE.

Reply #46 Top

For some reason when I saw Delin the Pyre of Man I imediately thought of Burning Man (or Wicker man anyway) ;)

I like the idea that monster lairs can raid places within their territory (could also have cases of monsters fighting eachother when they are incompatible (like a dragon raiding a nearby ogre or darkling camp or ogres fighting darklings) or too close together.  If they ignore eachother it kind of works as a combined defense of the area if they have similar responses to other types (say like darklings and ogres both killing bears). Having some types able to take over a place as a new base of operations and turning conquered areas into monster dens of their own type (in their effect of producing that monster type at whatever rate or housing them vs. changing the resource/tile) other than for overrun faction towns. 

In the dragon example, it might kill a few ogres or all of them but leave the den itself alone so that when x turns pass where there are less than the max supportable number of that monster type it would produce one.  This would make them function more organicly (and create a greater feeling of connectedness between the wildlife) as taking out one monster den could then have a domino effect on others.  The different tiles could be tagged for what monster types they support (to determine if the location can be populated when overcome). 

Building on the dragon example a number of situations could arise.  It could ignore them unless provoked, kill only the ones that venture too far into its territory, kill only those ogres that leave the den(if the den is in its teritory), raid the den and kill the ones that are there (perhaps the max number of supportable, where excess would roam) but leave the den standing (ie it would continue to produce ogres), kill them all and then take up residence, kill them all and turn it into ruins- returning to its home, and probably a few other combinations of things depending on if it is working on the premis of territory or feeding habits(ex seeking out combat after x number of turns). It would be neat if this made it so it could raid a town/monster den and then creep up in power and or treasure value, or storm across the country side killing everything in its wake for a dozen turns or so and then retreating to its den for an amount of time before it goes on its next rampage.

Reply #47 Top

 

All this sounds very good!

One idea: why not allowing cool new units when the right technology is coupled with the right monster lair? Say my faction can produce knights and I find a dragon lair. The new tech "dragon riding" pops up to be researched, to allow one player produce dragon riders ^^ These units would still be limited in number as dragons are, but could create a whole set of unique units for each faction, and each player could have different war strategies in each game depending on what monster lair it is found. As another example, you find ogre lair, have developed 2hd maces (or you are allowed to develop the new technology "gigantic armors") and then can create Ogre Assault Infantry. Spells could also be played with: you research the spell "Tame magical creature" and have your Unicorn Cavalry...you got the idea :D and I am sure you guys can be way more creative than I am!

Surely this could move the balance too much towards monster lairs... alternatively one could allow champions to integrate with monsters. My whole point is that the interaction with monsters could be made even more dynamic, for some rare cool unit that one may be able to develop once in a while if the right monster lair is found together with some other option (technology, resource, faction, spells, quests, buildings...) to make each game somewhat unique.

Reply #48 Top

Looks Very, Very Cool!

:)

 

-Teal

 

 

Reply #49 Top

Wait a minute! Do I see a river in the screenschot you placed there Derek? I think I see a river there in the upper left corner! Does this mean that we get random generated rivers?

P.S.
I'm revering to the screenshot of Dereks latest reply in this topic.

Reply #50 Top

Quoting Alfdaur, reply 49
Wait a minute! Do I see a river in the screenschot you placed there Derek? I think I see a river there in the upper left corner! Does this mean that we get random generated rivers?

P.S.
I'm revering to the screenshot of Dereks latest reply in this topic.

Nice catch!  Those sneaky SD guys... they fixed rivers!