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Fallen Enchantress: Where we stand at Christmas

Fallen Enchantress: Where we stand at Christmas

Fallen Enchantress has been a long road, but rewarding road for us.  A year and a half after the release of War of Magic, Fallen Enchantress is Stardock’s largest game endeavor in its history. My part in its tale includes the new computer AI and complaining – my traditional role on game development here.

In recent years, the number of hours I could dedicate to those endeavors got smaller and smaller. That changed when we sold Impulse to Gamestop this year. Impulse had slowly come to take most of my day to day time in recent years.

And so, Fallen Enchantress has been a real joy to work on. And I apologize to all of you for the long wait as we have…indulged ourselves a bit with it. Free from any sort of economic constraints, we’ve been able to do things that, from a business point of view, ridiculous from a turn-based PC strategy game point of view.  But the end result is that we’ve made something that we’re really proud of.  I hope players see what we see – a strategy game unlike any other.

That said, you should assume it’ll be horrible. Keep those expectations low. LOW I say!

A general overview: Bringing Game Design to Stardock

Lead Designer and Producer Derek Paxton has combined both his Fall from Heaven experience and his years of professional project management experience into our game design philosophy – starting with having a game design philosophy. 

Designing games is something that I always disliked quite intensely.  I much prefer to work with other people’s designs and take them to what (to me anyway) seems to be their logical conclusion. 

The basic requirements of Fallen Enchantress are as follows:

  1. It is a strategy game that takes place in a very very hostile magical world
  2. That magical world has a rich history but also wants to kill you.
  3. There are several other factions who want to dominate this world but are also struggling against the world.
  4. Your tools are magic, technology, diplomacy, and questing.

Derek’s leadership on the project has ensured that the team has been focused on these 4 things.

To support Derek’s mission, I have been helping enforce 4 engineering requirements:

  1. Stability. At all times, the game must be rock solid. No “fixing later”. Beta != crashy.
  2. Performance. Games that are slow aren’t fun. Coding should be looking at being as efficient as possible.
  3. Memory. Where is every byte of memory going? Can those running 64-bit get more? (answer: Yes)

Now, these points are a gross over simplification but they cover many logical sub-components to make these things work (game balance, good AI, lots of in-game lore, an interesting campaign, a tutorial, etc.).

With that out of the way, let me show you where things stand today. Below you will see what would have been in the public beta had it gone out as originally planned as well as some discussion of what will be changed prior to Beta 1 in January.

Part 1: The Tutorial

Besides a campaign and the sandbox mode, there is an interactive tutorial.  Having a tutorial allows us to justify having a bit more depth to the game since not all of it can be “self explanatory” and not everyone will read the manual.

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The tutorial also includes optional video demos for each step of the way.

 

Part 2: Character Creation

When you create a sovereign, you can either assign it over to an existing faction or create your own custom faction on the spot.

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Your character has magical proficiencies that set them on the path to become more powerful in a particular path of magic.

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Look out for Tar-Froglar. In future games, I can play against him too which is kind of fun.

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I don’t know what the limit is on the number of players. I do know it’s enjoyable putting a dozen or so on a tiny map and watching mayhem. The maps do have a default # of suggested players. But we don’t force people to abide by that.

Part 3: Early Game & Economics

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When you enter the world of Elemental, a backstory is generated based on your sovereign and faction choices.

Early in the game

 

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The economics are deceptively simple. There are only two local resources: Grain and Materials.  Grain becomes food. Materials aid in production. People need food and provide taxes, research, and to a lesser extent, some production. 

You can set your tax rate which in turn will affect your tax income at the expense of productivity in the form of unrest:

Tax rate set to none:

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Unrest is only 10% so I’m getting 1.1 research per turn, 138 food and 37 production (but no gildar).

Set taxes to oppressive and you get this:

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Ouch. But I’m making money.

 

Part 4: Other players

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This is where fantasy author Dave Stern has come in. Woe be it to anyone who wants to translate this game. There’s a book’s worth of material stuffed in here with combinations for every faction vs. every faction with multiple displays based on game states.

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Diplomacy comes in the form of treaties and trade.  The trading part is fairly straight forward.  The treaties, by contrast, is something we’re hoping to keep adding lots of because they’re pretty cool. A treaty is just a contract. A treaty can be that for N gold Umber will attack Capitar. Or for both parties to share 1% of their research or to have a N% chance that loot will be shared – basically they’d get a copy of the same loot, these aren’t zero sum treaties).   How many we’ll get in by the beta versus release versus 3 years from now remains to be seen.

Part 5: Champions

Champions are central to success in Fallen Enchantress.  By late game, a Champion is an army unto themselves.

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Champions can be found in their own encampments. They’ve already allied themselves either with the Kingdom or the Empire. The only question left is which faction of the Kingdom or Empire they’ll sign on with.  The more powerful the champion, the higher your recruiting ability must be.

Champions almost never die, even when they fall in battle. If they are defeated, they are brought back to the nearest city where they recover and typically have a permanent effect placed on them (limp, lost eye, fear, etc.) that will haunt them for the rest of the game.  It is not uncommon – and in fact typical – for a late game champion to have several scars and old wounds from battle.

Part 6: Combat

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The combat system in Fallen Enchantress centers around the concept of initiative. Initiative determines how often that unit will be able to take a turn.  In tactical battles, the left side of the screen shows what’s coming up (a unit or a spell to be cast).  A really really fast unit may get to take several turns before a slow unit gets to take a turn.  As a result, few units get to “Retaliate” when hit (though some units do have this ability, it’s exceedingly rare).

Magic duels come in the form of both sides trying their best to overcome the other with spells and counter spells flung back and forth. The more powerful spells may take 3 turns for that unit to cast giving ample time for their opponent to cast a counter on it.

Ranged units are also very crucial (as well as countering them) since they can do a great deal of damage from afar. The typical counter here is Cavalry who move fast and are hard for archers to hit.

 

Part 7: User Interface

Often unappreciated, a good UI is crucial to this type of game.  This was an area where myself, Derek (Fall from Heaven), and Jon Shafer (Civilization V) spent a lot of time thinking about.  A good UI is a gateway to having greater depth in the game because it lets us explain the game to players in bite sized chunks.

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Players can manage their kingdom from a single screen if they want to.

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Everything here has a friendly tooltip.

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Example of a tool tip.

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Another tooltip.

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And another tooltip.

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And another…

 

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When players zoom out, a cloth map is displayed.  Players can optionally display the HUD icons on here or not.

 

Part 8: Magic

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Magic is arguably the most potent tool at a player’s disposal to win the game. Generally speaking, you don’t learn spells from spell books (though there are spell books out there that you can get from quests, notable locations, and loot from monsters).  You learn them as your characters level up.  There is only one master spell book for your kingdom and it is the composite of all your spell casting units combined (strategically).

There are enough spells hidden away that even I haven’t seen all of them yet. Each time I play, I find a new one depending on who I’m playing as, what strategy I took, what quests I found, what technologies I researched, what proficiencies I chose and what perks I chose when I leveled up.

Part 9: Technology

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One of the challenges in a fantasy, turn-based, civilization-style strategy game is the tech tree. First, we wanted there to be two very different tech trees – one for the Empires and one for the Kingdoms.  And we wanted players to very easily see the difference in them and this led to some…interesting choices that I would never have thought of without Derek and Jon.

Anyone who’s ever played GalCiv knows my view on techs: More is more.  In FE, however, Derek and Jon showed that less is more.  Don’t get me wrong, there’s a lot of techs here. But each one gives you a lot of stuff but they also take a long time to get to.

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The number to the right of a tech is how many turns it would take your current kingdom to research.  The result is that players come to really appreciate the tech they have rather than blowing through techs to get to the ultimate.  The other effect, which was what Derek and Jon were going for, was to make “mop up” for whoever was winning much easier.  The players who can get good stuff will wipe the floor with those who simply can’t.

 

Part 10: AI

Nobody talks about AI stuff anymore. I challenge you – find a game where the media (or most players even) talk about AI.  It’s like our industry has given up on it.

AI coding is a bit of an arcane art.  It’s the part of the game I care about the most. But I don’t usually get to spend much time on it because I am supposed to be running a business allegedly.  On GalCiv for OS/2, I got months and months to write AI. It was great. Each AI player got multiple background threads. One dedicated to near term issues and one for long-term strategy along with writing data to the drive that would let it learn from human players.

But as Stardock grew, the number of hours I could put on a single product declined.  By the time of Elemental, I got about 30 days of AI coding in (for GalCiv II I got almost 4 months until Twilight when I handed it off to others).

For FE, I’ll get almost 4 months of AI time. That means I get to write both the strategic and the tactical AI. This has had the secondary effect of making the game much for multithreaded. There is no “Turn” screen in Fallen Enchantress. There is no stop in the action between turns because all the work is happening in the background.

Let

Look closely at the moves left. I’m going to hit the turn button.

While the player is doing their thing, the AI and the general data work of the game happens in the background. So when you hit turn, it’s really just a matter of resetting the UI.  Now, if you sit there and pound on the turn button, you’ll have to wait (though it’ll still be smooth UI-wise) but generally, the AI will move faster than you.

The BETA

In early January, every person who bought Elemental: War of Magic will be getting an email from us telling them about the beta. 

If they bought War of Magic in 2010, they get Fallen Enchantress for free.  War of Magic had great potential and I think most people would agree that v1.4 of War of Magic is a pretty good game.  But it is still not the game we had planned on making and frankly, it was not acceptable at release. It was too ambitious for us at the time to make and combine that with a health dose of cogitative dissonance and you have a real problem. We just didn’t have the project management process down to make such a large game (and by project management, I mean we didn’t actually have project management, we were just a bunch of guys/gals making games – that doesn’t scale well).   Now, for people who bought WOM this year, you will still get a discount on FE. We just haven’t come up with a specific policy yet.

The BETA of FE will be released on January 19th to those who were part of the original WOM beta and January 26 to everyone else (we’re doing a tiered release because we’ve never rolled out this many betas at once before – you should assume that the process will cause your PC to catch fire and your pets to suffer).

 

See ya next year!

So that’s all for now. Hopefully you found this information helpful!

170,313 views 79 replies
Reply #26 Top

Great news.

 

This now makes three games at the end of January I'm looking forward to.

 

 

Reply #27 Top


Looks great! Only two questions:

1. What is the 4th engineering requirement (you only listed 3)?

2. Would it be possible during Game Setup to let the player select a world in which Champions may die? Default: The way you, Frogboy, like it. But maybe a drop-down list: "After falling in battle, Champions will wind up in the nearest friendly city with a wound and need to recuperate (100% / 80% / 60% / 40% / 20%) of the time", whereby the x%chance is randomly determined after each battle. If set at 60%, then there is a 40% chance after each battle that the champion in question may be permanently dead. (Or at least so dead that only a Spell of Resurrection can revive him or her.)

thank you and all the best for a healthy and happy new year

Reply #28 Top

I'd personally like to see combinations of maledictions result in "retirement" of a hero.

 

For example, if a hero draws the lose eye promotion twice, they should retire.  They would be removed from the game, though you may get their son or daughter later on (as a lvl 1 hero that's well-equipped)

 

 

Reply #29 Top

A recent game that totally blew me away in terms of AI is Unity of Command. I was starting to forget what a good AI looks like, but this game brought it back for me. I hope you guys can create an AI that is on the same level (or better!).

Reply #30 Top

Looks good.

How many spells are there total? In a typical game, how many spells are we likely to have access to? 

 

Reply #31 Top

Hmm, well, as one of the people who were part of the early pre-order crowd on Elemental: WoM---I reckon this has a proper chance so long as this pace holds and eventual beta concerns raised by the playerbase are addressed with alacrity and tremendous vigor.

 

2012 should be an interesting year for gaming.

 

On the AI front though, eh, probably not a bad idea at all to try to hit up Chris Park over at Arcen Games of AI WAR and currently A Valley Without Wind---good ideas are good ideas afterall.

Reply #32 Top

This looks very good. Looking forward to the beta. :)

Reply #33 Top

Schwwwwiiiiiiiiiiing!

Reply #34 Top

Quoting Frogboy, reply 10
Quoting Winnihym, reply 4Thanks, Brad, this is a great overview, and shows the design intent of Jon and Derek well.  What I am really eager for news on, simply due to the lack of discussion on it, is news around how individual units will get magical skills or buffs (fire swords, or the ability to cast heal a la priests, or fireballs, a la warlocks).  Is such a capability in the cards?

Already in.  We don't call them priests or warlocks though.

There are also lots of items in the game that will teach a single spell to a unit.  

Wonderful!  A great thing to hear!  I'm eager to see it!  Merry Christmas, looks like a lot of great work and focus on making a good, fun game to play!(and play, and play...)

 

...hunh.  That's funny.  I don't remember seeing those large, dark, smooth spots on my skin before.  Weird.  *kaff...kaff*  Hunh.  Blood....

Reply #35 Top

If a hero takes an arrow to the knee, can he become a guard?

Reply #36 Top

Quoting id_est, reply 25
dont believe Frogboy that you can create good AI for this game.

He did it for GalCiv2--IMO. Why is that you feel that he could not do so here?

Reply #37 Top

Sounds awesome.

I bought WOM but even if I didn't get it for free now I would still have bought FE judging from your post.

 

Mostly I just want to see a large variety of interesting units that can do cool things.

Reply #38 Top

Quoting Phylast57, reply 36

Quoting id_est, reply 25 dont believe Frogboy that you can create good AI for this game.

He did it for GalCiv2--IMO. Why is that you feel that he could not do so here?

 

Creating fantasy game AI is much harder then space game AI.

 

That said, if anyone can do it, it's Brad.  GalCiv2's AI is still the best one I've played in any space game.  I've just never seen a good fantasy game AI.

 

 

Reply #39 Top

Quoting Alstein, reply 38
Creating fantasy game AI is much harder then space game AI.

hmm..I didn't know that. Is there more depth & scope to a fantasy game? Is the coding harder? Just curious.

Also, I realize the Civ series isn't fantasy, but do you think, in general, that the AI for Civ 4 or 5 is good?

Reply #40 Top

Quoting Phylast57, reply 36
Quoting id_est, reply 25 dont believe Frogboy that you can create good AI for this game.

He did it for GalCiv2--IMO. Why is that you feel that he could not do so here?

 

When he did GalCiv2 there wasn't SWTOR

 

oh & Merry Christmas all

Reply #41 Top

Hi Brad - thanks for the update!  One question - in the "Build Improvements" screenshot, I noticed an improvement called "Docks".  Does that mean ships are in???

Reply #42 Top

Galciv2 is a much simpler game. TC is going to make it tough for a good AI.

Customizable units, ability to change the situation with spells etc.. All this makes things much more complicated in FE.

 

Reply #43 Top

Quoting Phylast57, reply 39
Quoting Alstein,
reply 38
Creating fantasy game AI is much harder then space game AI.

 

More variables, such as terrain, and more vectors, such as quests and magic.

 

TC is another issue completely.  If Brad gets that to my satisfaction he deserves a pony.

 

 

Reply #44 Top

 

Quoting Alstein, reply 43

TC is another issue completely.  If Brad gets that to my satisfaction he deserves a pony. 

Think of what you're saying!  If Brad gets a pony before Lord Xia there'll be real heck to pay.

Reply #45 Top

Quoting scifi1950, reply 44
 Quoting Alstein, reply 43
TC is another issue completely.  If Brad gets that to my satisfaction he deserves a pony. 

Think of what you're saying!  If Brad gets a pony before Lord Xia there'll be real heck to pay.

Xia does in fact expect the pony from Brad, which would imply Brad would have pony first. Maybe Toby or Derek will give Xia a pony thereby solving this conundrum.

Reply #46 Top

Ok we'll put those two in an archery contest.  First one to get an arrow to the knee gets a chicken instead.

 

 

 

 

Reply #48 Top


In Part 4, the responses, we only have the one response ta 'live well & prosper' mr. Empire such & such, would be nice to have different options here, possibly be able to tell them to F off, I hope you die of a genital rash, Your grandkids will never exist, join with me and the 'insert kingdom/wildland' & we'll rull the world, make sure to stay out of my lands, by the way you need to stop this aggression towards my buddies the 'insert kingdom/windland', thanks for the warning of course we will join you against the aggresive TAR-FROGLAR but only if you pay so much or give us these lands or marry our daughter/son or  - kind of thing

(some of these might be treaty stuff)

Had maybe 20 shots of assorted liquer so sorry if this is hard to understand

 

edit: oh & will we be able to see our allies fog of war lifted? really bugged me in e:wom when I couldn't see what was goin on & the fact that my 'jedi' units that I would send to assist my allies city wern't able to join in a battle with them (my guys would actually take over the allies city if I move on it, not sure which version this was)

Reply #49 Top

Can't wait to get my hands on this!

 

As to the AI question, the burden of proof is on Brad and his AI helpers (I am guessing at some point he will have minions). 

 

So keep working hard on it and make it the new standard in gaming. No pressure.  :pout:

Reply #50 Top


Brad,

My only request (at this point) is that we are allowed to assign the AI from one of the in game races to a created race. For example, I'm thinking that I might like to play a game with all custom races (which I can do now in WoM), but I would rather be able to use the AI from the existing races rather than either getting a random assignment or a genaric one. I know you have mentioned in the past that you intend on putting as much behavior as you can in XML files and make as little of the AI hard coded as you can but it would be great to say, take the AI that you designed for Resoln and give it to say 'Rob Stark and the northmen' in a possible Fire and Ice game.