DerekPaxton DerekPaxton

Fallen Enchantress: Weapons

Fallen Enchantress: Weapons

There are currently 124 weapons in Fallen Enchantress including 17 base weapons.  The base weapons are the normal weapons you will encounter and equip your armies with.  One of our design goals for FE was to make every weapon valuable and distinct.  So there is a reason you may want to use a broad sword instead of a mace, or a spear instead of a dagger.

To accomplish that we needed to add more depth to weapons, they needed to be differentiated by more than their attack rating.  The following table is the weapon stat spreadsheet in the editor (where it breaks down the base weapons so I can compare and tweak numbers).  There is a lot of new information in this sheet.  But the primary information I wanted to show is the stats on the comparisons on the individual weapons.

Type- This is the damage type of this weapon.  Armor has the ability to have different defense values against different damage types.  Plate mail is better against blunt weapons and chain mail is better against cutting weapons.  The elemental types are also damage types so magical weapons can do fire, lighting, cold or poison damage, and magical armor or items can provide defense against those attacks.

Armor Piercing- This means that they negate 2/3 of the opponent’s defense (spears, pikes and yew longbows).  They are excellent against heavily armored opponents.

Strength Mod- This is a modifier to the amount of unit’s strength bonus.  100 means it doubles their strength bonus (the massive Maul is deadly in the hands of Trog units).  Shortbow’s negate the strength bonus entirely (you don’t get to use your strength bonus when using a bow).

Production- How much production time the weapon adds to the units train time.  Improvements can decrease this time (having a weaponsmith in the city) and are a good idea when you are considering building large groups of units with advanced weapons.

Weight- Weight limits are used in FE.  This is the big reason why you don’t simply want to put the best armor and weapons on all your units.  At some point you will have to decide if you want that huge maul or tower shield or full suit of plate mail.  Especially if you are playing as the Wraiths (base stats are faction specific in FE, so the Trogs can get away with more equipment than other races).  Mounts also increase a units carry capacity so another reason you may want to invest in mounts (besides the increased movement) is to be able to use more armor and bigger weapons.  As mentioned in an earlier designer journal you can give traits to units you design, so if you want to make heavily armorer unis with big weapons, prepare to add some traits for strength (as compared to the other cool things you would add with traits, it’s all hard decisions).

Combat Speed- In FE on each combat tick all units get to add their combat speed to their initiative.  When they get to 100 initiative they get an action (this is all behind the scenes, in game players simply see a queue of units in the order they get actions).  The higher the combat speed the more frequently the unit gets to act, and it allows us to be more granular about creature speed.  The base speed is 12, but weapons can affect speed so that a unit with a dagger will get more (ie: if you are a heavy spell caster, carry a dagger or a staff, not a Maul).

Those are the base weapons, but that’s only the start.  Now that we have more depth in what weapons can do we can really go wild with them for magical weapons.  We are creating a dangerous world and we need reasons for the players to risk their units exploring it.  One reason is to find magical equipment.

We added Staves that make spell casters more powerful, swords that do lightning damage based on the wielders level, bows that do more damage vs beasts, etc.  We have a unique great sword that is stuck in one of our elemental lords (good luck getting that one).  We have weapons that poison victims they strike, Slag Teeth that are like short swords with increased crit chances, the Druss Blade that ignores armor, etc.

There are common, uncommon, rare and unique weapons.  There are a lot to find and we want players to be discovering new ones as they play and replay the game.  We won’t have Diablo style drop rates (you won’t be swimming in magical equipment).  Instead we want every magical weapon you get to be something special and interesting.  You should have a few to spread around to your champions by the mid to late game, and you can share them with units that can use them best or pile them all on one champion so he becomes even more powerful.

And this is open to modding.  There are a lot of bonuses to give, and they can be impacted by things like the wielders level (as in the sword that does +1 lightning damage per level of the wielder), only have their bonus apply against certain creature types (this is part of the conditional gamemodifier work we did for traits), vs damaged units, vs units with a higher or lower specified stat, etc.

But my favorite ability is that weapons can apply a spell when it strikes an opponent.  This came out of the requirement to be able to have weapons that poison opponents.  Instead of simply applying a poison effect the weapon applies a spell, so we have the capabilities of the entire spell system open to us for what weapons can do (more about all the new spell functionality later).  Weapons can blind opponents they hit, they can weaken them, they can curse them, whatever the modder wants to make a spell to do, the weapon can apply.

So if you started reading this article and thought that 124 weapons was a lot of weapons, it’s only a fraction of what the game can do and the interesting things we can create.

 

294,318 views 164 replies
Reply #151 Top

most of the equipment that is... in 300... the Spartans wore no armor... which is wrong... from what I've read and learned about the Greek state, they had armor

Reply #152 Top

Quoting EternalRequiem, reply 151
most of the equipment that is... in 300... the Spartans wore no armor... which is wrong... from what I've read and learned about the Greek state, they had armor

The movie I am refering to does have them in bronze armour.

Reply #153 Top

Quoting Lord, reply 144
Luckily, I didn't have to forge my sword.  It was given to me by the Sorceress.  One day, fabulous secret powers were revealed to me, when just fucking around, I happen to say "By the power of Greyskull! I have the Power!".  God damn I was high, I thought I was tripping balls, but I had really became He-Man, the most powerful man in the universe.  Also, the third most homo-erotic behind Fisto and Ram-Man. 

:beer:  ROFL

Reply #154 Top

The Spartans were freaking Bronze tanks, yes, they had a lot of armor.  Heavy infantry in a narrow pass is a huge advantage. 

Reply #155 Top

They were also highly trained, they were the Special Forces of their time :p but we getting away from the discussion at hand!

Reply #156 Top

To get back on topic and keep things simple:

Just remove bonus from cutting weapons against plate. As wikipedia puts it: "Plate armour was virtually sword-proof."

Reply #157 Top

Quoting Vallu751, reply 156
To get back on topic and keep things simple:

Just remove bonus from cutting weapons against plate. As wikipedia puts it: "Plate armour was virtually sword-proof."

 

Every weapontype and armor must have a advantage compared to the other types. And I don't care at all about realism.

 

I'm not much for "Plate protects against swords, mail protects against mauls and leather protects against projectiles". That is GalCiv II and is way too simple and boring.

 

Instead, I envision something like this:

 

  • Plate - Heavy armor that offers medium to great protection (30% - 60% depending on which plate armor is used) against all physical weapons. Magical damage does full damage though. This heavy armor restricts movementspeed by 50% and attackspeed by 40%.
  • Mail - Medium armor that strikes a great balance between defense and offense.
  • Leather - Light armor that offers very little to little protection against physical weapons but doesn't restrict movement and attackspeed at all.

 

I don't got welldeveloped ideas for mail and leatherarmor so I didn't type anything to avoid complaints.

Reply #158 Top

Campaigner, I think Derek is already going for the goals you're describing and has it pretty much designed already. I'm just suggesting a slight tweak to it.

And even though you don't care for realism, some do. Personally I don't care much about realism as long as the system is intuitive. I naturally assume cutting weapons are ineffective against plate armor because in real life and other games they are. If a game goes against reality, it's going to introduce "What the f**k?" moments, and that's bad.

Reply #160 Top

 

Derek and team,

There is 1 thing 1 really hope you can consider.

Can we limit the zoom in size of the game?

I really love the graphic of Elemental but when we zoom into such detail, they become very ugly like above picture

My thoughts is this is not a total war games with super graphic capability there no such a need to make them ugly

(Starcraft2 and Tiberium war limit the size of zomming as well)

 

 

 

Reply #161 Top

Isn't there already an option where you can limit how far you can zoom in

Reply #162 Top

*coughs politely* Item Forge!  *coughs*  Not an artifact forge, of course, but sometihng akin to MOMs "Create Item" spell.

Reply #163 Top

Quoting goodgimp, reply 6
Hot damn, Derek, you're getting me really excited about this.  Just please please please have coop multiplayer, I wanna go out and explore the game with my friends

Well if the game has MP and if MP has all the same features as SP then there is your co-op like in AOW:SM and other Turn-based games.

Reply #164 Top

The new system for Combat Speed and equipment weight REALLY has me excited, that is a wonderful idea for a system and will definitely spice up battles which would otherwise be contests of who got to act first (which was the problem in Master of Magic with a defender's army full of ultra elite slingers going first, attacker never has a chance).  You are most definitely going the right way here, keep it up!