The world of The Fallen Enchantress

If you’re just joining us, welcome to the second strategy game in the Elemental universe – Fallen Enchantress.  Like War of Magic, Fallen Enchantress is a turn-based strategy game set in the world of Elemental.

Unlike War of Magic, Fallen Enchantress takes place in a much less…civilized part of the world.  The beta for Fallen Enchantress is expected to begin this Fall but in the meantime, we’ll start showing you some bits and pieces of what we’re working on.

Setting up your world…

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Relias, the narrator from The War of Magic told his story from the point of view of men. From his vantage point, there were only two types of beings – Men and Fallen. And “The Fallen” were simply a bunch of monstrous humanoids of unknown origin.   In addition, Relias, being a man of the west, was very concerned with ideology. Specifically, whether one respected concept of royalty (Kingdoms) or whether one embraced random chaos (Empire). Random chaos, being from the point of view of men.

One of the Kingdoms of men, Kraxis, did not agree with the concept of royal succession. And they, unlike the other kingdoms of men, joined the “Empires”.

This matters in our story because Fallen Enchantress is told from the point of view of Ceresa, the beautiful but deadly enchantress of Resoln.  Ancient beyond any other channeler (even Procipinee), Ceresa has a much broader view of the world than Relias had.

A dangerous world

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We won’t be giving out a lot of details until just before the Fallen Enchantress beta is made publicly available. One reason for this is that we don’t want to “hype” Fallen Enchantress. We want its excellence to speak for itself. Or put another way, we want the game to be so good that the beta group themselves will see that their hopes have manifested.

That said, here are..

a few…details…

#1 Research Paths.  You can queue up research.

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#2 Cleaner city management and no more “random” naming for anything with names based on the lore of each of the unique factions.

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#3 The world is much much more interesting

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#4 Way…way way way more spells

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This is just what I start with on turn one and the spellbook button is always present. Players are encouraged to be enchanting often. Researching new spells is part of the tech tree.

#5 Champions and resources must be earned.

 

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#6 Designing Units much more interesting

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#7 The world is far more vibrant and distinct

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#8 Lots of new modding options

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This is a seemingly little thing but for those of you who like to create really cool areas with the map editor, now you can save them and they’ll be inserted as part of randomly generated worlds.

 

These aren’t, by far, the biggest changes, just a sampling.  Fallen Enchantress is less a sequel to War of Magic and more of a new take on a TBS game in the Elemental universe.  We hope you like what you’re seeing and can’t wait to get you guys playing this Fall.

140,523 views 76 replies
Reply #1 Top

Looks interesting. But base of 6HP has me worried.

Reply #2 Top

Sounds really awesome. This looks so much more polished than WOM. I can't wait :).

Reply #3 Top

I'm getting pretty excited about this - keep the details flowing!

Reply #4 Top

Very, very promising. 

 

 

Reply #5 Top

Looks really good. The game is looking like it will be really polished, challenging and fun.

I also appreciate the idea of not hyping the game but letting the game speak for itself.

Keep up the good work. Can't wait for the Beta but take all the time that you need. :)

 

 

 

 

Reply #6 Top

Quoting Das123, reply 1
Looks interesting. But base of 6HP has me worried.

Not really 6 as the minimum number of units is 3 in a group which means 18.

Reply #7 Top

Wohoo!   Can't wait to try this out with the beta.    I like the changes you've show us.   

Reply #8 Top

All I can think is: "God I hope they don't screw this one up..." 

 

Because really, I've been waiting a year to play this game... Elemental has felt like a really big expensive beta.

Reply #9 Top

Awesome, thanks for all the hard work Stardock!

Researching new spells is part of the tech tree.

Weird... That doesn't seem at first glance to match what the Magic Dev Journal revealed.

One thing Built/Trained at the same time.

I hated this with a passion in Civ:V! Of course elemental is a different game and far less focused on city development. I will have to see how it goes, but my first thought is that it is a bad idea.

Reply #10 Top

Just to set expectations for everyone... This game is going to suck. I can feel the cancer starting already. 

 

P.S.  I admit it.  Having special requirements (besides gildar) for recruiting heroes was not my idea.  Kudos to the brilliant mind who thought that one up.

Reply #11 Top

Now this is a lovely post right here, Frogboy. First things first, I love the background for the new menu options. The Statue Lords, noble and menacing, are far more evocative of a fantastic world than the plain rolling hills of WoM. I know it's a little thing, but those little things take work, and they add up.

#2 Cleaner city management and no more “random” naming for anything with names based on the lore of each of the unique factions.

Yes! The factions desperately need love in the lore category. What makes them distinct, unique, etc. This is a great step in the right direction. I hope for even more such developments.

#5 Champions and resources must be earned.

This is very nice. I think this will help a lot in making the game feel... well, more like a game, and less like random allocation of resources. You've got to earn your rewards now. You've actually got to play. If it helps the RPG half, and it helps the 4X half, it's a guaranteed winner. Old news, but great news nonetheless.

And stamps are really, really neat. So I can take a string of tiles from a player-generated map, basically, and have them appear in my randomly created games? That's pretty cool. I just hope that the tile editor gets some extra attention, and that making quests becomes much easier in FE.

 

...we don’t want to “hype” Fallen Enchantress.

You have failed, Frogboy. Fallen Enchantress is looking great, and I can't wait to try it out! There's nothing but good news in this post, and I want more!

 

Keep up the great work, Team Stardock.

Reply #13 Top

Well, one thing you guys aren't going to see is much marketing until the beta is in your hands.

The reason is that we need people who have the game on hand able to say "Yea, they're delivering the goods." 

NO faith requirement.

ASSUME it will suck and give you cancer.

Make Stardock prove it'll be awesome.

Reply #14 Top

This is looking very nice! Keep it coming!

Reply #15 Top

Looks great!   Will the stamp concept make adding unique modded questing areas to a random map easier?  Will they be out of a random pool or can you weight their appearance in a particular random map?  Will the stamps goodie areas randomize the um... goodies?

Frogboy : "Make Stardock prove it'll be awesome."

That should be the cover of your Annual Report.... That is one heck of a mission statement!

Kudos to all of you for your work ethic and dedication to your customers!

Reply #16 Top

Looks great, really excited.

Reply #17 Top

Ditto. And while it is true I had high hopes for WoM at about this stage and was then bitterly disappointed, I also had considerable concerns about WoM at about this stage. With FE the approach being taken allays many of these concerns so I am cautiously optimistic.

Reply #18 Top

Stardock is going to redeem itself big time with this game. It looks and sounds exciting as }:) and I can't wait!

I commend all of you for taking the beatings and coming back stronger then ever.

Reply #19 Top

[quote who="Frogboy" reply="13" id="2993265"]Well, one thing you guys aren't going to see is much marketing until the beta is in your hands.
The reason is that we need people who have the game on hand able to say "Yea, they're delivering the goods." 
Make Stardock prove it'll be awesome.[/quote

Well, you won't have to worry about anyone on this forum not being brutally honest!

Hopefully we'll only have nits to pick this time!

Reply #20 Top

I'm just really excited about the whole approach.  Love that you guys decided to hire some top talent.  Keep the IV flowing with the good stuff. 

Reply #21 Top

Meh, I dunno. I think it looks sub-par compared to EWOM.

;P

I kid, I kid. Looks great!

Reply #22 Top

one thing that has me worried is the abundance of stats on units. to me it seems that it will be a bit hard to determine the effect each one has, if there are so many. Maybe that is more of interface problem, but i would like to see the primary stats of a unit (the ones that can be increased with level ups) to be distinct from derivative stats.

For example strength and attack (i assume attack is the 'damage' stat and depended on weapon and strength)  should be in a separate categories. Take the Diablo II (or III) interface where you have your four base stats (strength, dexterity, intelligence and constitution) which are visibly distinct from their derivative stats (damage, armor, mana, health).

Reply #23 Top

The new selection reticule is gorgeous.

Reply #24 Top

"This is a seemingly little thing but for those of you who like to create really cool areas with the map editor, now you can save them and they’ll be inserted as part of randomly generated worlds."

 

Much Thanks!!

Reply #25 Top

Quoting AlLanMandragoran, reply 21
Meh, I dunno. I think it looks sub-par compared to EWOM.



I kid, I kid. Looks great!

heh.  Awww