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Elemental: Fallen Enchantress - Legendary Heroes 3.0 Release

Elemental: Fallen Enchantress - Legendary Heroes 3.0 Release

It has been awhile since we’ve visited the world of Elemental.  The last update to the expansion to Fallen Enchantress (AKA: Legendary Heroes) was in 2019. Hardware has continued to evolve, and with that comes the opportunity to further improve the game.

Our story so far…

Elemental: Fallen Enchantress – Legendary Heroes is a fantasy strategy game in which the player builds a civilization in the world of Elemental.  This world was nearly destroyed by the War of Magic, and it is up to you to rebuild it.

Unlike most civilization games, the Elemental games put you into the game directly as a character. 

 

The beginning

When the game begins, it’s just your character.  You are greeted with land tile information that displays the food, material and essence of that tile. Food determines how fast the city built there will grow, Material determines how fast it can build things, and Essence determines how many magical spells can be placed on the city. 

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In version 2.6 we have added a new faction structure called the Tower of Knowledge. It generates 1 knowledge per essence and can help jump start research.

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The Tower of Knowledge is above for reference.

To be honest, most of the work in this update has been in fixing bugs.  Players have graciously sent us saved games over the past year and we’ve used them to find lots of edge case crash situations or stuck turns.  Of course, when it happens to you while playing it doesn’t feel like an edge case, so it’s nice to get these found and fixed.

I have always loved how you can zoom in and see the people working on your cities.  It helps explain what’s going on and fleshes out the world.

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We also made a number of unit AI improvements, which should make tactical battles even more interesting.

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We also wrote some new code that should improve the turn times pretty substantially, especially on larger maps. 

 

The performance gains we had combined with the greater stability made us decide to increase the map sizes a bit as well.

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Changelog

  • Tile yield update on screen aborts immediately if the terrain is invalid for a city (perf)
  • Fixed crash bug where garbage characters could get inserted into a scene node
  • Increased the map tilt further so you can see more pretty stuff :)
  • 0Calc Military Might now longer force updates the battle rank of units. (perf)
  • AI city updating is now multithreaded (perf)
  • CalcBattleRank changed to automatically cache the battlerank of the unit (major perf boost)
  • Units now always get a battlerank of at least 1 to ensure caching of battlerank
  • Sub-units of an army are no longer recalculated unless expressly ordered
  • Thread safe city count method added
  • Fixed a crash deadlock
  • AI monsters less likely to attack a city on lower difficulties
  • Monsters now use a cached combat rating to determine city strength (performance)
  • Fixed multiple crash deadlocks
  • Unit vector sized at 10 at start to reduce increments. (perf)
  • Timer update increased from 1ms to 0.5ms
  • Conclaves provide more research but less production and money
  • Fortresses provide more production but less money and research
  • Towns provide more money but less production and research
  • New improvement: Tower of Knowledge. Provides +1 research per essence
  • Tiny map size increased to 5x3
  • Small map increased from 5x4 to 6x4 (20 to 24 sectors)
  • Medium map size increased from 6x5 to 7x5 (30 to 35 sectors)
  • Large map size increased from 7x6 to 9x6 (42 to 54 sectors)
  • Huge map size increased from 8x7 to 12x8 (56 to 96 sectors)
  • Wrote a replacement for toupper() that is much faster

 

Screenshots

 
 
 
 

 

788,383 views 87 replies
Reply #76 Top

Quoting MaddMyke, reply 75

Hello all! It's been a few months since the last post, and I was wondering how the 3.0 work is going. I know people have lives outside of this project (no kidding!), but curious if there's any news to share regarding further features, etc., or if most of the planned items have been completed. Cheers!

Good question, hopefully it is still in the plans somewhere!

Reply #77 Top

Quoting BlackSmokeDMax, reply 76
Good question, hopefully it is still in the plans somewhere!

Still waiting to hear about this. Waiting with bated breath!

Reply #78 Top

Quoting Avatar137, reply 77

Quoting BlackSmokeDMax,

Good question, hopefully it is still in the plans somewhere!


Still waiting to hear about this. Waiting with bated breath!

 

I've been playing some more lately, would love to have some news as well :D

Reply #79 Top

Don't get me wrong, I'm looking forward to Sins 2, but I was definitely hoping for Elemental 2 :)

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Reply #80 Top

I was disappointed when I saw Sins II, I'm enjoy GalCiv 4 for the moment, but Vicky 3 came out so that's going to take my attention. I keep coming back to this thread hoping there's something new about Elemental.

Reply #81 Top

Ok, we did update Fallen Enchantress to fix that spell casting issue. Sorry it took so long!!

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Reply #82 Top

In regards to your tweet about the next Elemental game, honestly I'd love a sequel, but if y'all aren't interested then yes I'd certainly take a god game in the Elemental world :)

Reply #83 Top

Quoting Frogboy, reply 81

Ok, we did update Fallen Enchantress to fix that spell casting issue. Sorry it took so long!!

Thank you!! 

 

 

Reply #84 Top

Quoting Frogboy, reply 81

Ok, we did update Fallen Enchantress to fix that spell casting issue. Sorry it took so long!!

GOG version (at least offline installer) is still on 3.0.

Reply #85 Top

Quoting Zrevnur, reply 84


Quoting Frogboy,

Ok, we did update Fallen Enchantress to fix that spell casting issue. Sorry it took so long!!



GOG version (at least offline installer) is still on 3.0.

There is still no GOG version 3.0.1. Dont treat GOG buyers as "2nd class citizens"!

Reply #86 Top

Does anyone know what the fix was for 3.01 to fix the enemies from getting stuck on summoning?

The reason I'm asking is because I'm trying to play the game with Xtradeconstruct and Children of the Storm - but the enemies still get stuck after trying to summon.

So I'm wondering if it was an XML fix that is getting reverted by installing Xtradeconstruct mod or other mod?

It would be nice to be able to patch the mods too if possible.

(Of course it's also possible that the fix "should" work with the mods but I'm getting some kind of old file issue even though I've tried re-installing a couple of times).

Thanks for any help!

Reply #87 Top

Quoting Dunqan, reply 86

Does anyone know what the fix was for 3.01 to fix the enemies from getting stuck on summoning?

Dont know, cant get it on GOG (offline).

Quoting Dunqan, reply 86

The reason I'm asking is because I'm trying to play the game with Xtradeconstruct and Children of the Storm - but the enemies still get stuck after trying to summon.

So I'm wondering if it was an XML fix that is getting reverted by installing Xtradeconstruct mod or other mod?

It would be nice to be able to patch the mods too if possible.

(Of course it's also possible that the fix "should" work with the mods but I'm getting some kind of old file issue even though I've tried re-installing a couple of times).

Thanks for any help!

Maybe try this if you havent already: https://forums.elementalgame.com/451107/page/89/#3865001