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Fallen Enchantress: Beta 4A scheduled for today

Fallen Enchantress: Beta 4A scheduled for today

Just as we did with Sins of a Solar Empire: Rebellion, the late stage betas of Elemental: Fallen Enchantress will be appearing on third-party digital distribution channels such as Steam and Impulse (GameStop PC Downloads).

We anticipate (but don’t promise) that the betas should go live on those services by this evening, EST.

For those of you just joining us, here’s  a video walkthrough:

 

For those of you in the beta already, here’s what’s new over Beta 4:

Features

  • Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)
  • Added the Road Building champion ability (requires Path of the Governor)
  • Cities get 10% Unrest penalty if they aren't connected to the capital's ZoC
  • New spell display when you mouseover spell perks on the levelup screen
  • New Tactical Combat screen
  • Auto-turn will no longer activate if you have an idle city
  • Added the Arcane Veil spell (strategic, unit enchantment, the unit resists all spells)
  • Added the Diamondskin spell (tactical, makes the unit immune to all physical damage for 5 turns)
  • Added the Glory spell (raises faction prestige by 1, can be cast multiple times)
  • Added the Heart of Fire spell (city enchantment, all units traied in this city get bonus fire attack)
  • Added the Kill spell (high casting cost and casting time, victim has to save or die)

Fixes

  • Memory fixes/optomization
  • Fixed an issue with the Haunter quest
  • Fixed an issue with Arneson not having a weapon
  • Fixed an issue causing Alchemy Labs to give extra materials
  • Fixed an issue where Slave Pens didn't have the benefits of earlier improvements
  • Fixed an issue where melee attack effects (like poison) were applied even if the attack missed
  • Fixed a 0 labor cost on Ereog's Tower
  • Fixed the Guild Gorcer
  • Added a default skin color to the monster faction so units spawned on quests aren't white
  • Fixed an issue causing improvement auto-placement to sprawl out in a single direction instead of wrapping around the city
  • Fixed an issue allowing players to skip movement costs if they right clicked in the tile during movement
  • Fixed deadlock issues
  • Fixed stuck turn problem caused by animation not syncing with moveable status
  • Fixed bug where units would be running in place at the end of a turn
  • Fixed bug where AI units would just be standing there running in place
  • Fixed bug where a monster would be running to another tile when the player attacked
  • Fixed the crash bug in tactical battles where the opposing unit had no defense
  • Fixed path finding bug where a unit would move through a resource improvement (destroying it) to get to what was on the other side
  • Re-did turns so that AI players move 1 player at a time (instead of all at once) which improves frame rate and eliminates weird chasing
  • Fixed bug that caused a unit to think it was done moving before its animation was complete
  • Fixed an issue where ruffians lair upgraded to umberdroth lairs
  • Fixed some missing category issues on some spells
  • Fixed an issue causing Ai only units to show up in the tech tree
  • Fixed a crash in the tutorial
  • Fixed crash related to the build queue being updated from multiple threads
  • Fixed lockup due to multiple threads hogging the resource semaphore too long
  • Fixed crash due to multiple threads looking at the resource improvement costs at the same time
  • Fixed crash due to multiple threads counting the # of outposts for a given player.
  • Units of the same player will pass through one another in path finding rather than try to go around
  • Units will pass through friendly foreign player caravans.
  • Path finding generally improved
  • General performance improvements (update processes moved to twice a second instead of every frame)
  • Fixed an issue with corrupted saves
  • Path finding fixes
  • Fixed an issue where Inspiration and Meditation wouldn’t update if the city gained more Essence

Balance

  • Removed maintenance from some improvements
  • Reduced the labor cost on the Towers of Sorcery
  • Increased the Archivist to +50% research when the city is idle instead of +20%
  • Guild Lendinghouse gives 200 Gildar when it is constructed instead of interest
  • Added a 2nd level upgrade to warg kennels and stables that provides more wargs/horses
  • Increased the Scroll Scribe research bonus form +10% to +20%
  • Added a reward to the Diseased Livestock quest
  • Reduce the mana cost of the Avarice spell
  • Increased the effect of the Destiny's Gift spell
  • Sweep now does the units full attack in damage instead of half (and the cooldown is increased form 3 to 5)
  • Aliiance tech doesn't require Economics anymore
  • Reduced the research cost of Education, King of the Wastes and Literacy
  • Administration tech requires Knowledge
  • Lombard Desert wildland now requires Torax to be killed instead of clearing the goodie huts
  • Increased the free defenders on Villages
  • Limited the Theater of the Wind to 1 per faction (and fixed the icon on it)
  • Sovereign's Call is now available form the beginning (instead of requiring Sorcery)
  • Nature's Bounty now requires Sorcery
  • Default difficulty is Easy instead of Normal
  • Occupation Unrest will drop to 0 if it's given enough time
  • Increased distance from starting location requirement on more powerful monster lairs
  • Increased damage on Blizzard
  • Burning Hands does 8 (+4 per fire shard) damage instead of the casters level (+4 per fire shard)
  • Increased damage on Touch of Entropy
  • Increased the level 1 spell rank abilities form 1 to 2 cost in sovereign customization
  • Inspiration does 2 research per essence instead of 1
  • Reduced the value of influence during wartime from 100X normal to 10X normal
  • Wage Mulitplier now affects the turns required to train a unit for different group sizes
  • Rebalanced metal costs on weapons (generally down)
  • Takes less XP to go up levels
  • XP from monsters is now relatively greater than the XP players get from other players
  • Frostborn trait gives -3 init to units that are struck instead of -1
  • Ice Elementals lose the ability to cast Slow and gain the Frostborn trait instead
  • Darkling and Wilding camps give 3 units instead of 5
  • Reduced the init of the Elemental lords
  • Horses increase init by 3, dodge vs ranged by 25 (instead of 15) and gives 2 moves (instead of 1)
  • Wargs give +6 init (instead of +3, and +10 dodge (instead of +5)
  • Reduced the casting cost of Antipathy and Wall of Fire
  • Sacrifice gives 1 mana per pop sacrificed (instead of 1 mana per 2 pop sacrificed)
  • Increased the attack on the Shadow Dagger and the Sharp Dagger

AI

  • AI less likely to build pioneers and instead focus on improving cities
  • AI less likely to declare war on player after peace is made
  • AI now takes into account essence when deciding where to build a city
  • AI is less likely to offer a non-aggression pact to a player of a different alignment
  • AI more likely to upgrade their equipment
  • AI more aggressive about building research improving city improvements
  • AI fixed bug that caused AI to build pioneers instead of city defenders
  • AI a bit less likely to declare war on player
  • AI more likely to pay others to declare war on those at war with them
  • AI more likely to surrender
  • AI now razes city when they surrender (scorched earth)
  • AI will value player influence more when evaluating relations
  • Wargs cost more to trade
  • AI values its money more when it has less of it when it is trading
  • AI values influence more during trading
  • Influence now greatly affects the overall value of things in trading (the more you have, the better the deal you can cut)
  • Horses valued a lot more in trading
  • Knowledge now valued significantly more during trading
  • AI a bit smarter regarding expansion
  • AI hooked up to new city enchantment system
  • AI a LOT smarter about determining what spells it should cast and when

Cosmetic

  • Fixed the provides tag on Earth Mage
  • Lots of new sfx when discovering goodie huts
  • Improved the quest desc on the Dragongate quest
  • Fixed lots of spell descs to have + in the bonus
  • Fixed lots of typos
  • Added sage hints for the Henchmen, Juggernauts, Spellsbooks and Immortal Codex techs
  • Updated the Siege Weapons tech desc
  • New tile design added
  • New Drake textures
  • Added V/O to the intro for all the default sovereigns
  • Defending units don't move between an attack and a backswing
  • Main menu displays total play time
  • Save games display the total tiem that game was played
  • Victory screen shows the total play time of that game
  • Clicking on a resource shows a line to the attached city
  • Unit dots on Empire tree now color coded (purple = sovereign, green = pioneer, red = normal unit, yellow = champion)
  • Glow color of cities on empire tree color coded. Green means city is growing. Dark means it has reached its max population.
  • Glow color of units on empire tree color coded. Green means they have moves left. Dark means they don't.
  • When foreign cities are conquered, the player is notified
  • Opposing player explains why they won't accept tribute
  • Fixed bug that caused mouse clicks to be lost when a player clicked an item on the empire tree or unit in a city
  • Edge scrolling made smoother
  • Empire tree colors brighter
  • Fixed that annoying double click sound when opening the train unit window
  • Changed and reprioritized some actions (attack isnt in the unit list anymore, rename comes before raze in the city list)

Screenshots

New_Main_UI

We’ve improved the overall visual performance (plus lots of bug fixes from beta 4)

NewResources

We’ve tweaked the pioneering system to encourage more thoughtful expansion (beta 4B will do more in this area)

 

image

Started implementation of more tool tips on level up screens.

 

image

New tactical battle screen provides hot key support, context sensitive attack analysis.

224,531 views 87 replies
Reply #51 Top

Oh god, horses got bumped to +2 moves.  That's so great.  I almost want to cry.

 

(<--Finds moving 1-2 squares a turn in the early game physically painful.)

Reply #52 Top

You didnt get madden also last night? i thought i saw you in line........must have been some other green person with big feet and a water bottle....and a box of bugs, i mean snacks.....hmmm

Reply #53 Top

Quoting Frogboy, reply 51

Really?  And here I thought you and your team were just sitting around all day playing Chris Crawford games, because you didn't respond immediately and in great detail to every request for every change from each beta tester.  Damn.  What a surprise.

Well we did just get Balance of Power 1990 and were having a debate over whether it was better than the original. So obviously we won't be talking too much in the coming days and weeks until this debate is resolved.

 

Heh.  Completely off-topic, but you know he's worked up a kickstarter project for a new BoP?  It's pretty funny.

 

http://www.kickstarter.com/projects/544670315/balance-of-the-planet

 

Doesn't look like he'll get the money he wants, but I assume he'll do what he can to get it out.  Really liked BoP 1990.

Reply #54 Top

You made such a big deal in the video about us criticizing your gameplay so I thought I would say things I would otherwise keep to myself:

 

1) You should have cast inspiration on your first city. It would have made research go way faster and "paid for itself" by letting you get construction and other techs much faster.

2) You should have built on the 2/4 spot so that you could pump out pioneers and early buildings even faster, which is really important in the early game. You can always settle a 4/2 later if you are worried about getting a high level city.

 3) Courage is a terrible spell unless you have lots of life shards. Regeneration or stoneskin would be much more useful, probably regeneration early on since lots of enemies use clubs.

4) I always get civics first since you won't be able to construct a study early on, there are better options like a workshop and a tower of dominion.

5) you should build a bell tower/tower of dominion first, and then a workshop since the production bonus pays for itself in terms of lost time you could spend doing other things. 

 

Okay thats enough for now. 

Reply #55 Top

First impressions:

 

-Love the new tactical UI

-Inspiration should be toned down, back to the 1 research per essence rate in the previous version.

-The new UI indicator for the outposts and resources is nice, but needs to be a tiny bit more pronounced (the blinking dots are a bit too obscure).

-The Kraxis unique ability, fortify tile, needs to have the dodge bonus reduced to 15% or 20%. 30% is a bit much, still.

 

Not a bad update overall. 

Reply #56 Top

I very much enjoyed the video Frogboy, but I felt like I really needed to pop in here and let you know how utterly wrong you were with all your choices...  ;)

Reply #57 Top

This out yet? :S I'm excited! Hope it's easy to download on steam.

Reply #58 Top

Im hopeful ill actually be able to play this beta 4a.  Beta 4 would not work for me, so im DL and hoping!

Reply #59 Top

A patch on Tuesday?!?!  I should have checked the forums hours ago!

Reply #60 Top

Generally, I like the new tactical UI, but one thing bothers me. It used to be that if you mouse-overed an opponent, it would tell you, for instance, that it was vulnerable to fire. Now, instead of that information being expressed in English, it's available as an icon whose meaning might not be readily apparent. And you can't move the mouse over the icon, because then the whole enemy display goes away.

Would it be useful to allow a left click on the enemy to bring up the display with the icons, so that you could mouse over them and see what they meant, with some other means available to remove the display? Or can that already be done somehow and I'm just missing it?

Reply #61 Top

Quoting Frogboy, reply 43


We spent a lot of time this week fixing memory related issues.

As a side note: I've really appreciated the improvements in 4A, but it increased considerably (more than 2x) the saving time (not the loading time) for me. I've noticed this continuing a game that I created with 4A, so I don't know if the same thing happens with a new 4A game.

 

Reply #62 Top

Save and loading time is apparently taking too long due to the number of saves you have stored. Moving or deleting old saves should fix this.

Reply #64 Top

I see the game is on preorder on steam. Those of us who already own fallen enchantress thx to the more than fair and generous Frog Boy, do we get a steam key to activate the game in steam? The star dock key doens't work in steam.

 

Reply #65 Top

No, we don't.

Reply #66 Top

Quoting Heavenfall, reply 66
No, we don't.

Its for 100% ? or we have chance 2 get steam key ?

Reply #67 Top

Quoting Nekromanta, reply 67
Its for 100% ? or we have chance 2 get steam key ?

Steam keys are not being given out.  

 

Reply #68 Top

Looks like an amazing update. I didn't play the last one more than a few hours due to all the gamebreaking bugs but I'm definitely gonna give this one a shot. ;P

 

I noticed you put some of the dev diaries on steam. Is multiplayer still on the table?

Reply #69 Top

I just wanted to say that I updated last night and wanted check it out for a few minutes.   Four hours later I realized it was 2 am and that I had to go to work in 6 hours.  That's bad for me but a good sign for the devs. :)

Reply #70 Top

Quoting NetNomad, reply 70
I just wanted to say that I updated last night and wanted check it out for a few minutes.   Four hours later I realized it was 2 am and that I had to go to work in 6 hours.  That's bad for me but a good sign for the devs.

You know, I hate when the game casts slow on mee too, Im just sitting down to play for 15 minutes to check something out, and "a few" turns later I look at the clock and notice some hours passed by... Damn you elemental! :D

Sincerely
~ Kongdej

Reply #71 Top

Quoting NetNomad, reply 70
I just wanted to say that I updated last night and wanted check it out for a few minutes.   Four hours later I realized it was 2 am and that I had to go to work in 6 hours.  That's bad for me but a good sign for the devs.

 

Ya, that happened to me too.  I had planned on playing another game and just wanted to check in on the tactical UI.  Oops!

Reply #72 Top


Overall, patch is a MAJOR step up!! GREAT JOB!

Also, 0.951 definately runs a lot smoother than 0.95.

After playing a few minutes...I mean a lot of hours... :blush:  ...still a few conceptual tweaks that need doing:

  • Roads need to be built differently. Dont' like micro-managing them, but also don't like having them outright autoplaced. Should have a build option to construct upgradable road segments.
  • Pioneer spam is still a problem. Can't put anything else in the queue cause of all the pioneers I need. Do like how I'm not in complete competition with the AI for land though. Still think scouts should build outposts, as I have still not needed to build one. My heroes scout.
  • Essence needs to become more available as this game is suppose to function around a world of magic. Essence doesn't haev to be more naturally available, but all factions should at least be able to build the scrying pool (with a tech) granting 1 essence. Procipenee can be rebalanced to have scrying pool right away (without the tech) and an increased bonus to +2 essence scrying pools (when tech is acquired).
  • Still missing mid-game monsters. Once an area is cleared out, I don't have to worry about it EVER. It becomes boring. All cities should be dynamically influenced by the world around them.

Other comments are in my 0.951 gaming thread.

Keep up the good work!

Reply #73 Top

Quoting GFireflyE, reply 73

Overall, patch is a MAJOR step up!! GREAT JOB!

Also, 0.951 definately runs a lot smoother than 0.95.

After playing a few minutes...I mean a lot of hours...  ...still a few conceptual tweaks that need doing:


Roads need to be built differently. Dont' like micro-managing them, but also don't like having them outright autoplaced. Should have a build option to construct upgradable road segments.
Pioneer spam is still a problem. Can't put anything else in the queue cause of all the pioneers I need. Do like how I'm not in complete competition with the AI for land though. Still think scouts should build outposts, as I have still not needed to build one. My heroes scout.
Essence needs to become more available as this game is suppose to function around a world of magic. Essence doesn't haev to be more naturally available, but all factions should at least be able to build the scrying pool (with a tech) granting 1 essence. Procipenee can be rebalanced to have scrying pool right away (without the tech) and an increased bonus to +2 essence scrying pools (when tech is acquired).
Still missing mid-game monsters. Once an area is cleared out, I don't have to worry about it EVER. It becomes boring. All cities should be dynamically influenced by the world around them.

Other comments are in my 0.951 gaming thread.

Keep up the good work!

 

Maybe a different type of unit that is a pioneer/scout hybrid.  It has an ability to scout and defend itself, but when a good area appears, this unit can be used to set up an outpost, not a new city.  How does that look?

 

A scout has extra move.

A hybrid is slower/weaker than a scout, but can setup outposts.

A pioneer stays as is.

Reply #74 Top

I'm in on steam, and can't wait for 34% to finish...

Reply #75 Top

My product key doesn't work for the steam version. Whats the deal yo?