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The world of The Fallen Enchantress

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.

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Reply #76 Top

Quoting Murteas, reply 64



Quoting Satrhan,
reply 62
Looks good. Two remarks though:

1) I'm assuming the single build queue for construction and training was done for gameplay/balancing reasons? I rather liked Ewom's separate queues. Once you have more than a few dozen people living in a settlement, there is no reason why construction and training can't be done at the same time (immersion-wise). I just hope it's not because there is so little to build the construction queue would be empty most of the time if kept separate.

2) Are you really going to let weapons upgrade automatically upon research of a better weapon? The automatic (and free!) upgrade of buildings was one of the things I hatted with a passion in Ewom. I don't see how it would be any better when applied to troops. Don't get me wrong, I'm glad we can upgrade troops, but not this way. Just picture it; you spot an enemy army heading towards one of your cities. You scout the army and see that it consists mostly of troops with battle axes, leather armor and small shields. "That's all right", you think, "I'll just train a squad of archers, they should be able to handle that". Only to discover that by the time they get to your city they're wearing plate and large shields all of a sudden, making your archers almost completely useless. And what's worse, it didn't cost your enemy anything (other than research he was doing anyway). I may be exaggerating a bit here, but my point still stands: Upgrading shouldn't be automatic, shouldn't be free, and preferably couldn't be done in the field, only in a city.


 

Good points here.  I also like the fact that we can upgrade units, but I absolutely agree that there should be a cost to upgrading.   Either time/money or both.   I would be more real if you had to go to a city, but that might just be too much micromanagement.   

And they should either go back to a city to upgrade or upgrade like the ships in GC2 (stay in play for so many turns until upgrade complets) if you get attacked before completion then your using your old equitment.