Stardock’s much anticipated PC fantasy strategy game, Elemental: Fallen Enchantress is about to go “gold” and its official release date has been set as Tuesday, October 23rd. The development team at Stardock, led by Derek Paxton (Fall from Heaven) with a campaign designed by Jon Shafer (Civ V), unveil Fallen Enchantress, a strategy game that brings the kind of detail and richness normally only seen in RPGs.

The world of Elemental was once filled with magic. All peoples made use of this sorcery; with it they built great kingdoms – Malaya in the south, Hallas in the west, fabled Al-Ashteroth in the East – all magnificent, and vastly different, civilizations. Then came the Titans, immortal beings who sought control of Elemental, and the magic contained within it. They waged war amongst the people, the land, and themselves – and in the process turned men into their vassals. Seeking control of the world’s enchantment, in the end they destroyed it. At the last great battle, the land itself was broken. Civilization perished, and the Titans vanished from the world entirely. There were survivors. This is their story…

Fallen Enchantress brings the story to players in this rich, story driven strategy game. Create a sovereign with unique talents and abilities along with a faction to align yourself with in an effort to bring the world under your control. Experience a challenging start as you attempt to conquer the land you intend to claim: monsters, bandits and other beings of dread await you as you set out to explore your territory. Other factions are pursuing similar objectives, raising the stakes and deciding the ultimate outcome: who wins, and who dies.

Fantasy strategy gaming on a massive scale, Fallen Enchantress hosts unique factions, unlockable unit designs, unforgettable quests and with randomly generated worlds and multiple paths to victory, you will never play the same game twice.

To learn more about Fallen Enchantress, please visit www.elementalgame.com.


Comments (Page 4)
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on Oct 09, 2012

I blame my success as a player on Sean and others who have posted some really good ideas, strategies, play-throughs, etc.  Since Tuidjy won't do it, I'll put up a saved game for all of us to play when .984 comes out.  That should address a couple of issues:

1)  You can call B.S. on someone cuz you'll be playing the exact same map as them.

or

2)  You can learn from all the different successful strategies, videos, screenshots, saved games, etc., that hopefully get posted in the forum.

and/or

3)  We can expose a few more exploits, cheese, AI malfeasance, etc., for Stardock to plug before release.

on Oct 09, 2012

harpo99999
derek, please lock the ai programmer(s) in a room and refuse to let them out until the monster ai will attack the NEAREST town/outpost that releases them

This already happens.

on Oct 09, 2012

harpo99999
derek, please lock the ai programmer(s) in a room and refuse to let them out until the monster ai will attack the NEAREST town/outpost that releases them, and afterwards has a bias to attack the faction that triggered the release ie a hatred of the side that caused the wandering so if a player releases a dragon near another player's town the dragon will target the player, BUT if it was released by an ai then the ai will be the target and not only destroy the outpost/town that released it bit continues to target/kill all units in it's sight range of that side, so the only defenses are to be faster than the monster OR kill the monster.

harpo

 

LOL!  Isn't Brad the only AI programmer?  Do you think Derek is tough enough to lock Brad up?  It would be like Relias vs. Verga.

on Oct 09, 2012

I'd also like to tender my  Congratulations!  -- to Stardock and the E:FE Development team, on setting an official release date of October 23, 2012. 

Stability wise, the game's been ready for awhile. I think we'll be quibbling over balance for years to come. At least, I hope we do.

This is pretty much the view that I have come around to.  With two more weeks and (probably) two more patches for bug-fixing and polishing, I think you will have an "Excellent" product at commercial release.  As things look now, I would predict a Metacritic score of about 85.  (What does everyone else think ?) 

I know that you will keep adding to this game; and I really think that you will have a major, long-running franchise with this "Elemental World".   It has been some  *Big Fun*  to play around with Beta-testing since the end of February; and watching the evolution of this game has been riveting too.   Thanks !       

on Oct 09, 2012

Trojasmic
Since Tuidjy won't do it, I'll put up a saved game for all of us to play when .984 comes out.

Hmm?  I did put a save before I started my last AAR.  Didn't the link work?

on Oct 09, 2012

Congratulations! Time to put those marketing people to work!

on Oct 09, 2012

Congrats guys !

 

Even if i'm not in the beta, I read with an extrem regularity all that is linked with FE from the begining of the beta. The game seems more than great. I just hope you calculated well this release date in order to have the time to iron out the bugs left. Just take the time needed.

We are not at a few weeks up or down now.

 

On a second hand I must admit that the waiting up to 23th will be... Difficult.

on Oct 09, 2012

Tuidjy
Quoting Mmrnmhrm, reply 40Just because I haven't discovered a trick to make the AI give away their gold or a spell bug that makes my unit unhittable doesn't make me bad or you good.

If you can't win above Challenging you are not at the "haven't discovered a spell bug that makes my unit unhittable" stage, you are at the "haven't figured out to use maces against chain mail" stage.

?

 

Acutally I'm more interested in general tips on the leveling options/traits to look for that can allow you to survive the early game (first 50 turns) the only way I can do it now is to stack my sov with the hero and choose targets VERY carefully.

still I get creamed by any weak unit with more than 3 units (which is all of them other than trolls etc)

any tips?  I've gone through the walkthroughs you set up but the leveling/weapon choices are a little vauge.

on Oct 09, 2012

Sierra Falcon
Acutally I'm more interested in general tips on the leveling options/traits to look for that can allow you to survive the early game (first 50 turns) the only way I can do it now is to stack my sov with the hero and choose targets VERY carefully.

I think I'm going to right a little guide about surviving the start.  It does not belong in this thread, though.

But as a rule, here are some quick and dirty pointers:

1. A weapon with counterattack is almost twice as good as one without for an early solo sovereign.  Rusty sword is a must.

2. Fortify + Blindness (Death 2) is a real life saver for someone from Krax.

3. Armouer + Stoneskin (Earth 2) makes a huge difference against basic mobs.

4. Really look at the move order.  Take EVERY advantage. See who moves next, try to get mobs to get in each other way, dash in an out between their moves.

5. If you have two heroes, see whom they chase. That one should run for as long as possible. The other one should separate one enemy, kill it, then move on to the next.

6. The equipment I get influences my choices.  In the last playthrough, Karavox became a dodger because I got the lucky skullcap and monk robe before turn 10. Nochd became a marksman, because I looted the Champion's lance, and Karavox was already a dodger.

7. As a rule, stack advantage over advantage, do not go for versatility: Fortify+Dodge+Blind / Frozen+Slow+High Initiative / Stoneskin + armor + hit points + gift of Iron

 

 

 

on Oct 09, 2012


I just can't say "way to go" I have fiddled around with creating custom maps and watched too many ai games each patch to know there are serious ai problems. Not "the ai can't beat me" types of problems but the ai can stall out and not produce anymore units or cities, essentially turning itself off, or it builds 5 towers in a 5x5 area wasting an unreal amount of resources and time on pioneers.

 

There is a fundamental problem with simultaneous turns and monster vs ai-player strategic map movement and you can't really fix the other stuff cause that underlying problem will always be there. Anyone doing an in-depth review is going to crucify you guys, don't get caught up in the christmas cycle you need to fix simultaneous turns and spend at least a few more months on ai.

on Oct 09, 2012

seanw3
And release the mod tools!!!

What he said, I was waiting for the fantastic UI in the mod tool before taking a look at it, and would be nice to have a 7 day head-start to find a few of the possible bugs, and getting familiar

Sincerely
~ Kongdej

on Oct 09, 2012

Tuidjy
I think I'm going to right a little guide about surviving the start. It does not belong in this thread, though.

I bet with dedication somewhere near release guides like this will be widely asked for, and read.

Sincerely
~ Kongdej

on Oct 09, 2012

There is a fundamental problem with simultaneous turns and monster vs ai-player strategic map movement 

Pretty sure that was fixed in .983. It was on the changlog and Fb said he would do it personally. Monsters move after players now. 

The AI might have a few bugs like that. I don't see those kinds of bugs being the crucify type. I get a pretty good competition from the AI overall. And remember, the AI gets bonuses to their economy when idle. Hard to say that is a bug. Stacking outposts is in the changelog for .984.

Not going to discourage this type of criticism though, because at the worst, it will make the game that much better.

on Oct 09, 2012

Having played the latest build released to us, and knowing you have a few weeks to tweak I can confidently say "You nailed it." TM, patent-pending.  Please do not stop the tweaks and communication so we can provide feedback up to the point of release.

As of now, I would give the game a solid 8.5-9.5/10.

 

FE is everything I wished WoM was, and way more.

on Oct 09, 2012

Not yet ready.

Three major things that SHOULD prevent it from releasing.

  1. Game still crashes for me after memory build up. Particularly after creating a new game (rare and slow when starting the gaming and loading from a save).
  2. Monster AI is horrible. I'm not the first one mentioning this so read earlier posts.
  3. When monsters do raze your town, the spot is lost forever to "salted earth" which should be fixed/removed.

Fix those three and I would say the game is launchable, though I will terribly miss not having a "vault" like Master of Magic did for items.

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