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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 #76 Top


Lord Xia - I understand what you're saying but it isn't going to happen in FE.  The game is going to use Brad's story.  They have said they're going to work on making the factions more unique & I'm sure they will.

Maybe in the next game a wizard will open a portal and bring in some here-to-fore unknown races. 

Until then you'll just have to wait for the modders to give you the visual gratification you desire. 

Reply #77 Top

Quoting Beric01, reply 75

This post is pretty amazing, and unfortunately right on. I would love to see how exactly we're going to distinguish these races such that a casual player, just starting up the game, will instantly recognize that other races are significantly different. It's no easy task, because as was mentioned prior, we don't even have real-world civs to relate to. Just a bunch of humans. We can't even say that one race consists of blondes, another redheads, etc. And 10% bonuses here and there don't make a perceivable difference in gameplay.

There's a pretty big difference between faction differentiation and distinguishing "these races such that a casual player, just starting up the game, will instantly recognize that other races are significantly different".  The former is doable, though challenging, within the current lore.  The latter probably isn't and never will be. 

Reply #78 Top

Quoting relmich, reply 45
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.    

 

Then give every unit a Take Cover or Hide option that would forfeit their turn but make them immune to ranged attacks. You could say they have to be five hexes away from any enemy units before they cn use this option.

Reply #79 Top

Quoting Beric01, reply 75
This post is pretty amazing, and unfortunately right on. I would love to see how exactly we're going to distinguish these races such that a casual player, just starting up the game, will instantly recognize that other races are significantly different. It's no easy task, because as was mentioned prior, we don't even have real-world civs to relate to. Just a bunch of humans. We can't even say that one race consists of blondes, another redheads, etc. And 10% bonuses here and there don't make a perceivable difference in gameplay.

It doesn't matter what the casual player sees in FE or in that pic (sorry for the lack of thri-kreens or centaurs, I did what I could). If they are super duper different but new to the casual player (a new race never seen before, for example, or just humans with very different gameplay approachs like one of them using magitek), they are not going to know what is each one about (blue guy is a zombie, go figure). And if all play in the same way with the same stuff, it won't matter what idea the casual players imagine when they see the sovereign selection screen.

Reply #80 Top

Quoting BlackTaco, reply 67
Not wanting to beat this to death, but FFH2 had multiple non-human races (Golems, Vampires, Centaurs, + the more standard dwarfs/elf varieties + humans that were very different - tricksters, berserkers, etc) that were all very different... take N races * M very different religions -> many combinations with lots of re-playability.

If the main races are all human, and vary mostly on spells, they still won't be greatly differentiated.   How about some far-out races like lizard people?  intelligent fungus colonizing the world?  magical mutants scarred by the cataclysm?  in addition to the standard Tolkien races.

I'm hoping as the game progresses, the races will be more differentiated and variable-

... and cat people are good too

Do you mean to play as or in the world at all?

You'd be stuck creating an awful lot of armor and clothing or helms and so on if you wanted to have centauris and the like.

I don't think the problem in fe is the story of the races. It's the graphical presentation. The Ironeers are supposed to be basically dwarves. There's an Orc race, a goblin race, the wraiths and the "demon elves". 

Perhaps what they should have done is have a painting for each race and then not let people zoom in very close.

You can make your own races right now in the game and have your Lizards, Gnomes, Hobbits, and give them different traits. So it's no the name of the race is it now?

Reply #81 Top

 One Lion, (The best thing you can do is go get those crash reports and post them in the support forum (labeled [Crash]) or send them to stardock via mail, this way they can fix it.)

thanks, but it is my understandinmg that the reports are sent automatically. If anybody from Stardock wants anything more, I'm happy to supply it

 

As for race differentiation, just off the top of my head - look at the two classics - MOM or MOO. You would never mistake the Alkari for the Darlok, or the Draconians for the Gnolls. If they could do this (and have naturally aggressive races) 20 years ago (!!) - why not now?   

 

If you want to see differentiation take a  look at Appendix B of MOM's manual (!!!) - http://www.abandonia.com/files/extras/25934_game_extra_1.pdf, none of this +/- 10% bs.

and some could build roads! :congrat:  

 

Reply #82 Top

Actually, I wasn't really wasn't referring to the visual look of each faction.

What's more important is gameplay, and the more unique each faction is (in special units, spells, buildings, special abilities, goals), the better.  Each faction should feel unique, and require different techniques to play (or fight against). 

And in FFH2, religions gave the factions a way to develop in different ways, so that faction A could play differently from one game to the next, as it added special units/buildings/effects.   I'm not saying that is a mechanism that is appropriate for FE, but having some game-to-game variability/unpredictability within factions was a good thing.

The more different each faction is, the better.


Reply #83 Top

Quoting TroubledWaters, reply 51
In the balance category, it's a little strange that there is no running/hiding from archers, and thus no strategy involved in the tactical battles involving archers. The infinite range and shooting over hills without a penalty makes battles frustrating and unfun.

 

I then made a game where I just massed archers and plinked enemy units apart with slow/haste and pretty much wrecked everything. Satisfying I guess, but still not really fun.

 

Maybe it is time to put in range/terrain penalties for ranged attacks?

 

Good point! I think giving archers a 4 tile range would possibly make the battles more fun. Currently, I just retreat them as far as possible.

Reply #84 Top

Quoting Nathan, reply 83
Good point! I think giving archers a 4 tile range would possibly make the battles more fun. Currently, I just retreat them as far as possible.

 

 

There is a certain amount of disbelief in Elemental battles. The battle in reality would take place on much larger fields of battle. Archers would start shooting from much farther away. In Elemental there seems to be a certain level of honorable warfare code. Units get very close and wait for both sides to be ready. The effect is that archers are always within range. Giving a shorter range limit would really bother me. Even a crossbow has 100+ yards of range. So if I am within 50ft of my enemy, I need to be able to hit anyone.

I would balance the need to add some tactics to archery target choice by adding some levels of Air Dodge and Accuracy to each tile. High ground, behind trees, getting stuck in a swamp, being in a valley should all affect how effective archers are. Then, as Heavenfall has demonstrated is possible, you could give units adjacent to other units a slight dodge bonus, where Tower Shield greatly increases this bonus. 

But honestly I would rather other elements of the game be prioritized before this is dealt with. 

Reply #85 Top

Quoting Frogboy, reply 50

Challenging is the Best AI without the AI getting bonuses.
 

I think this should be more clear in the difficulty description.

In Beta 2, it gives one the impression (via words) that Rediculous has the best AI. (could just be creative license on writer's part, but its confusing imho)

Reply #86 Top

Quoting seanw3, reply 84

Quoting Nathan E, reply 83Good point! I think giving archers a 4 tile range would possibly make the battles more fun. Currently, I just retreat them as far as possible.

 

 

There is a certain amount of disbelief in Elemental battles. The battle in reality would take place on much larger fields of battle. Archers would start shooting from much farther away. In Elemental there seems to be a certain level of honorable warfare code. Units get very close and wait for both sides to be ready. The effect is that archers are always within range. Giving a shorter range limit would really bother me. Even a crossbow has 100+ yards of range. So if I am within 50ft of my enemy, I need to be able to hit anyone.

I would balance the need to add some tactics to archery target choice by adding some levels of Air Dodge and Accuracy to each tile. High ground, behind trees, getting stuck in a swamp, being in a valley should all affect how effective archers are. Then, as Heavenfall has demonstrated is possible, you could give units adjacent to other units a slight dodge bonus, where Tower Shield greatly increases this bonus. 

But honestly I would rather other elements of the game be prioritized before this is dealt with. 

 

However, if a square was supposed to cover much more ground that it actually does, that would solve both the range and the AOE problems. Currently, armies start battles 10m apart from each other, which cause a lot of issues, and is completely stupid, given that battlemagic is pretty common (hey, the opposing side has fire mages, let's pack our army in a very compact formation so that .... erm, well, let's just do it just in case they don't find the fireball button in the interface). 

I think the easy focus fire is really a problem now: without being able to shield a unit, and with the melee units being able to hit in diagonal, it is stupidly easy to focus fire on a single target, and the opponent can do nothing about it, which drastically cuts the amount of tactical decisions. 

Reply #87 Top

I cast Heal and Stoneskin on a unit being focused on. And with a shield I can further protect them. I think terrain bonuses and penalties are the best answer.

Reply #88 Top

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.

 

This is one of the most exciting ideas yet for FE.  FE desperately needs more Middle Ages chrome - such as vassals, dynastic politics (albeit, I understand that might have to wait until the next expansion), sieges, castles, etc.  Including vassals would be a definite step in the right direction.  I want to see more such medieval chrome.  I want jousts, and damsels in distress, and..and religion!  FE needs some sort of religious component where spreading your faith (culture?) via temples or what have you is important to you overall strategy.  Temples could work like the broadcast centers in Sins, for example.

Also, any word on better tactical combat sounds?  All that grunting is really killing the battles for me (it sounds more like a porno than a battle at times ^_^ ). 

Looking forward to the next beta.

Reply #89 Top

I want to marry my daughter to a trusted vassal. Maybe to Lord Markinn. That would strengthen the bond between us and we could have little halfbreed babies.

Reply #90 Top

Some very encouraging news.

More homage to FFH is great news in my opinion.

I love the little animated dudes in the city. I know it's really just eye candy but it helps bring the world to life for me.

Can't wait for the next beta. :)

 

Reply #91 Top

Quoting seanw3, reply 89
I want to marry my daughter to a trusted vassal. Maybe to Lord Markinn. That would strengthen the bond between us and we could have little halfbreed babies.

 

hehe ... sounds a bit like Crusader Kings II  (where lineage/dynasty matters the most)

Reply #92 Top

Just played 3+ hours this weekend...  um, WOW.  This game is leaps and bounds above WOM.  I did experience two hangs and one crash, so please keep working on that stability.

 

I've decided that the biggest improvement to this game over WOM is this iteration's use of visual cues to help me keep track of vital information.  Not only do there seem to be more visual cues, but they seem intuitively placed.  I rarely find that I have to hunt for information.

I also like the faction and environmental differentiation thus far.

Magic even feels useful now.  WTH?

 

A few suggestions:

1.) if there are only six options (I don't remember if it is for a city of character), why only display four and keep two hidden?  I would understand if only half were shown, but hiding 2 of 6 feels odd.

2.) can the research requirement for a non-related subject be made more apparent?  I wondered why my kingdom was researching education instead of what I asked it, only to later learn that education was a requirement of my wish.  Perhaps the first time somebody researches a subject that is in a different family (you're in the warfare pane but the requirement is in the magic pane) there could be a more obvious notice?

3.) the questing research tree feels out-of-place in the magic research pane.  I do like the simplicity of only three panes, but maybe you could consider renaming that last pane to something other than just magic?  Nothing obvious comes to mind at the moment, but that's why they pay you guys the big bucks. :)

4.) every map I have played to date had lots of geographical choke points, mostly due to mountains.  This makes strategy easier, but I would like more flat land.  Too much would be boring, but constantly having to watch my party circumnavigate to reach a square two inches away is annoying.

 

Keep it up, Stardock.  This game is really good, even in its current state.  I cannot wait to see what more tweaking, fleshed-out features, and polish will bring to the overall experience.

Reply #93 Top

Quoting Gammit10, reply 92
4.) every map I have played to date had lots of geographical choke points, mostly due to mountains.  This makes strategy easier, but I would like more flat land.  Too much would be boring, but constantly having to watch my party circumnavigate to reach a square two inches away is annoying.

 

Change the terrain slider on the start screen to temperate if you want less choke points.

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Reply #94 Top


I LOVE the current beta, and I am fully supportive of all the planned changes, including the balanced AI, the more spells (oh yeah!) and the improved diplomacy.

I will defer to all the great posts about unit balance and other such, and will only add ONE SMALL PLEA / REQUEST on my part which would make the game even more fun to play : PLEASE PLEASE with sugar on top make it so we can craft and NAME our own magical items and equipment!!! I know that it needs some new mechanics, and I agree that it should be something difficult (a late-stage tech perhaps, or a high-level spell of creation) but it would be AWESOME to be able to equip our champion / hero with the sword, armor and ring that we created for him in-game!

For the rest, very well done, and keep it up :)

Reply #95 Top

Quoting seanw3, reply 93

Quoting Gammit10, reply 924.) every map I have played to date had lots of geographical choke points, mostly due to mountains.  This makes strategy easier, but I would like more flat land.  Too much would be boring, but constantly having to watch my party circumnavigate to reach a square two inches away is annoying.

 

Change the terrain slider on the start screen to temperate if you want less choke points.

 

Thanks.  What other effects does this have?

 

Also, another suggestion: when I first got back into Elemental, I often could not figure out why I could not continue in combat.  It took a minute for me to think "maybe my turn is over."  Derp.

But if I had that problem, maybe new players (especially new to tbs games) might have this same issue.  Perhaps the end turn notification could be more obvious by default, or during the first few turns? 

Reply #96 Top

Where does one get namable monsters ?

Reply #97 Top

I believe you can rename anything, even enemies, by clicking the Rename button (at least on .76 you could). I still can't decide if that's a bug or feature. It certainly does lead to entertainment. My kids think it's hilarious when I rename a monster something funny. :)

Reply #98 Top

It is a feature I think. I name the more powerful monsters in the wilds. It gives the game a sort of fairy tale feeling.

Reply #99 Top

It's handy for remembering what's what. It's not exactly renaming so much as it's assigning a title to something.