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Fallen Enchantress–March Status

Fallen Enchantress–March Status

Greetings!

March is here! If you’re not in the Sins of a Solar Empire: Rebellion beta, which starts this week, then you might be interested in what is happening in the world of Elemental. So here is where things stand.

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The Beast Lord has the power to recruit certain monsters in battle

We plan to release the next build in the beta 2 series within the next week or two.  I can’t tell you what will be in it yet. There’s a lot of things that are being worked on at once. Derek and his team have all kinds of diabolical stuff in the works.  A lot of Fall From Heaven players have noticed his influence on the Elemental universe and he’s just getting warmed up.

What I can talk about are the things we’re concentrating on here.

Stability

For most people, stability hasn’t been a major issue. But the game will crash occasionally at some point regardless of how stable it is for you. I can assure you, it will crash some % of the time in Beta 2.  That is because of the migration to a much more heavily threaded architecture.

Most of you have played War of Magic. So you know how much faster and smoother Fallen Enchantress is even on the same hardware. Why? Threading. Lots of them. The more cores you have, the better it gets. And even if you have only 2 cores, it’s still a lot better.

Even as the AI has gotten smarter, the world more complex, the time between turns and performance has improved. This is because of all the threads happening in the background.  But the challenge is making sure those threads are messing with each other’s data at the same time. 

We’ve made great strides here as we’ve nearly finished our migration to the threaded engine update.  We hope this will become apparent in Beta 2-B. However, that said, Beta 2-B will not be rock solid. I’m just warning you now.  It’ll be better than Beta 2 but as we fix problems, we add new ones. It’s for a good cause. Memory optimization is necessary but painful. 

If you’re running a 64-bit version of Windows, you’re already set because Fallen Enchantress will use 4 gigs of memory if it can. So that lets us have more monsters, more players, more everything. But Windows XP users can only see 2 gigs which is why we have to focus on optimization. It’s good to be lean and mean (though my Amiga could do crazy things with 512K of memory).

Balance

Other than making sure the game is reliable for people, balance is our top priority.  Balance can include everything from tweaking numbers to adding new assets.  Making sure that higher level weapons and armor matter a lot more has a huge game play effect.  For example, spears do less damage than they did before and as a result, they’re still good weapons early on or in mass but they’ll get slaughtered by knights. Right now: You can beat the AI by creating cheese spearmen (throw in a few negative traits, get squads and go to town – that’s how I do it anyway).

Similarly, lots of new magic spells are being added to the game which help us make sure that the different paths to victory are distinct, fun, and meaningful.

Diplomacy

This probably won’t make it into the beta 2 series.  But diplomacy is going to get a lot more attention for Beta 3. For example, we are considering an option to let players surrender to you where their sovereign becomes your vassal (they get a negative trait called “broken spirit” that keeps them from being too powerful – last thing we need is players being able to spring Verga on their enemies).  The idea of snooty Procipinee doing my bidding has some appeal.

The Diplomacy screen is likely to change quite a bit from what you see now to provide more information and more opportunities for interesting exchanges between you and your opponents.

Unique Factions & Champions

The champions have been getting a lot of attention. The idea is that each of them should have a fairly unique ability. This way, as you come to know the world, you know that if you get, say Adant Verris, that you’ll be getting Chain Lightning.

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The same goes with factions as we start to incorporate different equipment, traits and such into each of them.  If one faction is largely impervious to archery and you’ve decided to focus having massive archer armies, that may affect your strategy for dealing with them.

We are still playing around with different ideas here.  Unlike with Galactic Civilizations where players (ironically) intuitively understood that shields were effective against beam weapons and armor was a good defense against mass drivers, most people aren’t that familiar with medieval level armor. We’ve grown up thinking that plate male is always the best and you should just toss that on to everything.

The modders…well, the modders are going to go to town on this game.   There was some joking earlier internally about how long it would take someone to make an Alpha Centauri total conversion with this stuff.  Even the “look” of the game is, ultimately, just PNG’s and DDS files.

Art, Music, Animation

Making the world of Elemental a living world is the goal here.

At some level, knowing you will never see this world again is part of the appeal. Randomly generated worlds mean you don’t know what’s going to happen. 

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Don’t judge me. So yea, I name my monsters.

Keyboard

Maybe I’m just old but I want to be able to navigate more with the keyboard.  This is an area we’re starting to put more attention to. Not just in terms of hot keys but just general navigation through the game.  Fallen Enchantress is a game that you “might” play 10 hours straight. So less forced mouse moving = better as far as we’re concerned.

AI

This is something we will constantly be improving on. Every day I play the game, I find something.

For example, today I was able to find out why the AI wasn’t taking over monster lairs. They’re “goodie huts” but they’re a special kind which the AI couldn’t “see”.  Another little thing I found was that once the AI merged armies into army groups, it wasn’t treating nearby units as anything worth considering. So you could walk by a bunch of enemy armies safely because it didn’t think it was worth bothering with something so little – as you then went and conquered its city. 

Then in tactical battles we fixed a problem where some of the more powerful spells weren’t used because they’re classified differently so again, the AI couldn’t “see” those spells.

Plus, there’s no substitute for play testing and refining.

The next beta will probably lower the default AI difficulty to easy instead of normal because if you’re just learning the game, normal now will destroy the average player.

What’s next

We really hope you guys are enjoying the beta as much as we are having making it.

223,139 views 100 replies
Reply #26 Top

Quoting Cruxador, reply 25
quoting postWe’ve grown up thinking that plate male is always the best and you should just toss that on to everything.But... That's pretty much true, assuming you can afford it. Like, the benefit of putting full armor on an archer is pretty small because you don't want your archers in combat. But that doesn't mean that full plate (with the historically accurate padding underneath) isn't still the best option for him if you have the good steel and smiths to outfit him with it, it just means that he should be your last priority for good armor.

So plate armor didn't affect archer's accuracy? EDIT: I'm not talking about visor reducing FOV, but about body cover restricting movements.

Reply #27 Top

But the challenge is making sure those threads are messing with each other’s data at the same time.

 

That explains A LOT     :)       read carefully

Reply #28 Top

Quoting Gandhialf, reply 26

Quoting Cruxador, reply 25quoting postWe’ve grown up thinking that plate male is always the best and you should just toss that on to everything.But... That's pretty much true, assuming you can afford it. Like, the benefit of putting full armor on an archer is pretty small because you don't want your archers in combat. But that doesn't mean that full plate (with the historically accurate padding underneath) isn't still the best option for him if you have the good steel and smiths to outfit him with it, it just means that he should be your last priority for good armor.

So plate armor didn't affect archer's accuracy? EDIT: I'm not talking about visor reducing FOV, but about body cover restricting movements.
It's possible that very slight reduction would occur in with some forms of plate, especially earlier forms, and it would certainly occur in ill-fitting plate. However plate armor was intended to offer full articulation and be easy to move in, and by and large was entirely successful. The misconception that it's heavy and difficult to move in stems primarily from D&D, and D&D-based video games. Turns out Arneson and Gygax couldn't be assed to research the stuff they were putting in their game. However to their credit, a lot of Victorian "scholars" also perpetrated this rumor, despite the fact that examples of period armor were no less available then than they are now.

This is basically also the origin of the myths that swords were quite heavy (while period examples way rarely more than 4lbs for a one-handed sword or 6lbs for a two-handed sword) and dull (while period pieces are chisel-sharp).

Reply #29 Top

Can the neutrals be 'vassels' as well? So much can be done if we turn the neutrals into actual 'minor factions'.  By allowing them there own chance to grow & spread, plus the ability to have negotiations, neutrals would go from being temperary nothings to an actual part of the 'living world'

Reply #30 Top

Quoting Cruxador, reply 28
It's possible that very slight reduction would occur in with some forms of plate, especially earlier forms, and it would certainly occur in ill-fitting plate. However plate armor was intended to offer full articulation and be easy to move in, and by and large was entirely successful. The misconception that it's heavy and difficult to move in stems primarily from D&D, and D&D-based video games. Turns out Arneson and Gygax couldn't be assed to research the stuff they were putting in their game. However to their credit, a lot of Victorian "scholars" also perpetrated this rumor, despite the fact that examples of period armor were no less available then than they are now.
This is basically also the origin of the myths that swords were quite heavy (while period examples way rarely more than 4lbs for a one-handed sword or 6lbs for a two-handed sword) and dull (while period pieces are chisel-sharp).

"The misconception that it's heavy and difficult to move in stems primarily from D&D", and MANY movies.

Interesting, thanks.

 

Reply #31 Top

Quoting Grizzyloins, reply 29
Can the neutrals be 'vassels' as well? So much can be done if we turn the neutrals into actual 'minor factions'.  By allowing them there own chance to grow & spread, plus the ability to have negotiations, neutrals would go from being temperary nothings to an actual part of the 'living world'

There are no neutrals anymore. 

Reply #32 Top

Ogres, wildlings, mites, trolls, bandits, etc. (neutrals)- Would it not be cool to have an isolated area where trolls or what not could spread to 4-5 camps, gain a leader and a couple under bosses, the camps all worked together under this one leader, allowing them to become a menace in their own right

 

just seems like they could be so much more than just early game bumpers, this would allow for them to possibly grow into a late game horde

Reply #33 Top

A Renaissance-era full suit of plate armour would have consisted of a helmet, a gorget (or bevor), pauldrons (or spaulders), coutersvambracesgauntlets, a cuirass (back and breastplate) with a fauldtassets and a culet, a mail skirt, cuissespoleynsgreaves, and sabatons. A complete suit of plate armour made from well-tempered steel would weigh around 20 kg (45 pounds).[6] The wearer of such a suit remains highly agile, able to move freely, jump and run, the weight being well spread over the body.


but


Specialized jousting armour produced in the late 15th to 16th century was heavier, and could weigh as much as 50 kg (100 pounds), as it was not intended for free combat, it did not need to permit free movement, the only limiting factor being the maximum weight that could be carried by a warhorse of the period.


and


Modern tests and contemporary accounts agree therefore that well-made plate armour could protect against longbows, however there are a number of caveats to this point; not all plate armour was well-made or well looked after, and there were also weak points in the eye and air holes and joints where arrows could penetrate, meaning that even if the armour was proof against nearly all arrows, being shot at by thousands of longbowmen would have been an uncomfortable experience, physically and mentally. One contemporary French account described the barrage at Agincourt against French knights wearing plate armour as a "terrifying hail of arrow shot".

Full plate armour of the highest quality was also extremely expensive, only used by knights; the vast majority of soldiers were not armoured in plate from head-to-toe. Even for knights, in practice their horses tended to be less well protected, so that longbows could kill or wound the horses even when the arrows had little effect against the knights themselves. For example, shooting the French knights' horses from the side (where they were less well armoured) was used effectively by the English longbowmen to help win the Battle of Poitiers.

 

also

 

Archers in a retinue would be trained up and provided with light or heavy armour depending on the wealth of their retinue, but for most it was a matter of what they could afford. 

For example english Yeoman archers had shields strapped to their left arm (the bow arm) to still be able to move their right arm (the arrow arm) freely, and be covered while reloading. Northern Italian Pavise archers had tall shields strapped to their backs to protect them from incoming arrows while reloading. Whereas most drafted archers (most of the time peasants trained in the use of the bow) had no armour, shield or helmet at all but just walked around in their robes (your everyday peasant robe, not the expensive kind). 

Heavy armour wasn't as bad a downside as you would expect, especially since in field battles most archers were ordered to move to a certain position and hold it for the majority of the battle, sometimes setting up spear walls (a bunch of spears facing outwards stuck in the ground around them) in front of them to protect them from cavalry, which made it a very bad idea for them to move and lose their protection. 
In a siege however light armour (or none at all) could be preferred, because if you can get onto the enemy walls (say with a ladder or siege tower), your first move would be to get your archers onto the enemy towers as fast as possible, since height advantage is the best advantage for an archer. 


Reply #34 Top

Quoting Wintersong, reply 10
Balance

Would be crazy changing spears from "Ignore tons of armour" to "counter attack"? Or lower the % of armour ignored for basic spears?

What about some healing beyond Regeneration (Tac/Str) and Heal (Tac)? Give me a Heal of range 1 but that I can use in Strategic map!

I think the armor penetration of spears, daggers and bows should be based on the dexterity * 2.5 % and healing spells would be useful IF they scale with the level of the TARGET.

Reply #35 Top

Watching the video reminds me .. is there a way to remove the zooming in limit in the xml (the "disable zoom limit" in the options only gets you so far). I really miss to not be able to zoom in like you could in Elemental WoM or like in tactical combat.

Edit: same goes for camera tilting.

Reply #36 Top

Quoting JWConner, reply 14

Sounds like things are going in a good direction with the game.  I do have one comment on the Champions however.  With the change in EXP being devided between the Sovereign and any champiions he's stack with, I've found I know longer have any use for the champions except as guards for city's or to spirit rip for their talents.  The reason for this being that if I have to decide between getting my sovereign leveled up quickly or slowly so I bring some champions up in level then sorry but the champions are out of luck and no longer usefull.

I recruit the first one as soon as possible and party with the Sovereign. Add some troops as soon as I can (unlike the AI, no pioneers there). Have them partying together until I can start producing units "fast" with some"meat" (spears and/or traits and/or leather) and then split into two armies. Later heroes may temporarily join them if needed but usually end leading secondary armies or stationed in cities.

But there are many reasons to keep recruiting many Champions. "Fire Rank I" champions? Fire Pillar Check!!! ("must have" spell) Any "Earth Rank"? Potential caster of "Ironskin" check! (neat to have when you didn't pick Earth ranks)

Reply #37 Top


At some point are you going to put Line of Sight rules into the tactical battles? I would love to be able to use terrain to hide wounded units from archers.

Reply #38 Top


Also, thanks for the update. I check every day for one and really look forward to them. The game is quickly becoming a classic.

Reply #39 Top


The spell Dirge of Ceresa needs to be Nerfed or much more expensive to cast.

Reply #40 Top

Thanks so much for the update, Brad! Great to know the trajectory of updates.

I hope the UI gets some attention, too. Bringing more information to the user along with tweaks and polish will help a lot as the game continues to be refined.

Reply #41 Top

I've been out of the loop so this has probably been answered at some point in the past. Are dynasties going to make a comeback/be put in at some point for fallen enchantress? I thought it was a really neat feature

Reply #42 Top

Thanks for all the work on performance.  It makes an incredible difference for me on my somewhat old rig.  :D

Reply #43 Top

That screen you show where you are selecting your sovereign, is that currently in Beta 2 (0.86)?  My selection screen looks much different.  I really like the look of the one you show.

Reply #44 Top

Quoting Chehalden, reply 41
I've been out of the loop so this has probably been answered at some point in the past. Are dynasties going to make a comeback/be put in at some point for fallen enchantress? I thought it was a really neat feature

 

I think Brad has stated that they will attempt to put dynasties back into a future Elemental game (assuming FE is successful).  It won't be seen in FE.

Reply #45 Top

Quoting SirKid, reply 37

At some point are you going to put Line of Sight rules into the tactical battles? I would love to be able to use terrain to hide wounded units from archers.

 

Line of sight is something a lot of us would like to see added to FE Tactical Battles. From what I recall reading here a while back, the Elemental Engine doesn't support it, and doing so would be a relatively major rewrite of the engine.    

Reply #46 Top

Quoting relmich, reply 43
That screen you show where you are selecting your sovereign, is that currently in Beta 2 (0.86)?  My selection screen looks much different.  I really like the look of the one you show.

The Sovereign selection screen has been like that since 0.85. Are you sure you have your game updated?

Reply #47 Top

That sure is interesting.  In at 0.86 right now and my current sovereign selection screen is considerably different than what is shown in Brad's post. I will have to take a screen shot tonight and post it.

Reply #48 Top

Features are cool, but stabilty will make or break this game.  I have had crashes on two completely different systems

that I have been testing with.

Reply #49 Top

So in beta 2 ... it said rediculous had the best AI.

Is this true?

Or will we still get our "best AI" in Challenging? (at least in beta 2 B )

Reply #50 Top

Quoting Tasunke, reply 49
So in beta 2 ... it said rediculous had the best AI.

Is this true?

Or will we still get our "best AI" in Challenging? (at least in beta 2 B )

Challenging is the Best AI without the AI getting bonuses.