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 5)
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on Oct 09, 2012

FE came a long long way.

 

Best of luck with the release!

on Oct 09, 2012

Hi Rishkith,

Sorry to hear about your memory issue.  We're always looking to optimize memory. We had gotten your reports and are looking into them. Unfortunately, it's an exceedingly rare (based on the crash logs we get which are automated) issue.  That said, because we want to introduce larger sized maps in future updates, we will be doing a lot more in the memory area.

Regarding the monster AI, this is something I have been addressing. Bear in mind, there really isn't very much "AI" to monsters. It is a very delicate balance between having them be "too tame" and having them be too aggressive.  For that reason, I've been making greater use of the world difficulty.

Regarding the raze, this was addressed in 983 already. Monsters may destroy towns but they won't salt the earth anymore.

on Oct 09, 2012

Well congratulations. FE is a fun game.

I very much hope you have allowed enough time before release to fix some of the more serious outstanding issues which are obviously bugs and not design decisions (eg like my list at https://forums.elementalgame.com/433438, others probably have similar lists) plus as many as possible of the many little issues still being reported. I would really like FE to be well polished.

But regardless of whether you do or don't fix these issues I still hope you get great reviews. I'll be the first to cheer if you pull 85-90% Metacritic without fixing them! (I just fear it won't happen )

on Oct 09, 2012

@Mist, thanks for the kind words and your list.  In fact, most of what you mentioned on your list is addressed in this Thursday's public beta update (the bugs are anyway).

 

on Oct 09, 2012

seanw3
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.

 

I watched several ai games(.983) and the monster ai was targeting the square where the unit was before the turn and was missing the unit by moving into that square as the unit moved away, interceptions are more based on an unintended consequence of the npc and the monsters moving into the same square.

 

They are not going to get slammed for this specifically in the reviews but the ai problems as a whole will take it down several notches and this is the core of those problems. The turns should be completly serialized.

 

The monster ai, or lack thereof, looks schizophrenic at its best and the npc ai is still , as of .983, having problems to the point of essentially turning itself off(I mean that literaly watch a few ai games). The tower problem has existed as a known issue for a long time now and from watching ai games I believe is directly related to the simultaneous turn problem and the problems with pathfinding it causes. This is a single player strategy game the ai needs to work well, strategy game reviewers are going to consider all of these factors.

 

on Oct 09, 2012

I'm very happy with my time with the game so far. Frustrations generally occur from bugs and balance errors, not the game's fundamentals. I also can't wait to try out the campaign!

on Oct 09, 2012


Incredible job guys! This is quite an interesting game. I have been following it's development for years and am amazed that you have finally pulled it off! I have been playing since Beta 4 and consider the game unparalelled in it's depth. The graphics are great.

I am looking forward to many expansions over the years, not to mention mods. Quite a bargain all considered.

on Oct 10, 2012

I wish everyone at Stardock all the very best of luck and that sales do a big rocket on you.

It might be a little early, but sometimes you just have to go for it, otherwise we could still be here this time next year.

As I have said in previous posts, I am really starting to feel the game and with the right sort of handling at release, it could be a block buster.

 

It has been my pleasure to be a beta tester, and in some ways I will miss it.  

on Oct 10, 2012
I wanted to quote the above post [I haven't gotten a crash since 980]. I've gotten a couple of crashes with 983; aslo the 983 'patch' blew away my mount point causing a bit of a head-ache while I fixed it; so the patch installer itself is very buggy (in an annoying way). Also while I found 980 quite easy (on hard); I find 983 too difficult (even on easy) so if it were released in 983 condition I would be a bit unhappy. The basic problem (as others have reported) (there is a post with almost a verbatim expression of my frustration) if I try to expand monster clobber me and if I do not expand the ai decides I'm weak and multiple ai opponents will declare war. - The fix for these issues might be simple and further testing not needed but another month really wouldn't hurt (though I could understand that as you move into the holiday season it might be tough for a release).
on Oct 10, 2012

Gammit10
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.

This.  The game is already great; a little bit more polish will make it amazing.  I'm already spending all my free time playing FE

on Oct 10, 2012
I was going to edit my post but I can't; what I don't understand is that there was a comment by a developer that they might consider restricting when monsters can attack you (based on difficulty) but there also seems to be an implied difference in how monsters treat human players vs computer players (and I've noticed this myself where monsters will ignore computer players - in fact I used to try to use monsters as a method to keep computer players in check with absolute no success). What I fail to understand is why this difference in treatment exist ?
on Oct 10, 2012

Frogboy

Regarding the monster AI, this is something I have been addressing. Bear in mind, there really isn't very much "AI" to monsters. It is a very delicate balance between having them be "too tame" and having them be too aggressive.  For that reason, I've been making greater use of the world difficulty.

It isn't so much that monsters are too aggressive or too tame, it's the fact they are perceived by many in this forum to be unfairly ignoring AI cities/pioneers while making a beeline for the player's. Now whether or not the AI is actually being unfair is besides the point since the fact that you've got plenty of complaints about this matter shows that it's still a real problem nevertheless.

In the same vein, there's been feedback before that monster aggressiveness being completely "random" isn't a good thing, and I tend to agree with that opinion. Inconsistency is the issue here since it (1) isn't fun and (2) isn't believable when a monster simply ignores the AI city/outposts right next to it because of a lucky roll and instead goes for one of the player's much farther away. 

A much better solution is to implement simple behaviors for appropriate types of enemies (which again has been suggested before by others), or at a minimum just fix the monster AI to target the closest city/stack/outpost if it wants to attack. At least that makes some sense.

 

on Oct 10, 2012


Well, I'm playing beta about a week and game in it's current state seems definitely not ready for release. Tons of bugs, including major ones like CTD's, disappering graphics and UI elements, memory leaks making game unplayable in extended sessions or after just 3-4 save/loads, monsters completely ignoring AI factions, and so on. Add to this total imbalance between heroes and regular units - you can just steamroll AI players with heroes or achieve Quest victory when even mid-game units and gear are not unlocked, and this mid-game units are not comparable with heroes in power in any way.

 

I will love this game even more than Master of Magic when (if) bugs will gone and some balance will be achieved, but release now... i don't understand it.

on Oct 10, 2012

ildarz

... including major ones like CTD's, disappering graphics and UI elements, memory leaks making game unplayable in extended sessions or after just 3-4 save/loads ...

I think Stardock should have the load button active only after restarting the game

on Oct 10, 2012

ildarz

Well, I'm playing beta about a week and game in it's current state seems definitely not ready for release. Tons of bugs, including major ones like CTD's, disappering graphics and UI elements, memory leaks making game unplayable in extended sessions or after just 3-4 save/loads, monsters completely ignoring AI factions, and so on. Add to this total imbalance between heroes and regular units - you can just steamroll AI players with heroes or achieve Quest victory when even mid-game units and gear are not unlocked, and this mid-game units are not comparable with heroes in power in any way.

 

I will love this game even more than Master of Magic when (if) bugs will gone and some balance will be achieved, but release now... i don't understand it.

This is just total bull mister. I dont see the forums flooding with CTD posts. Monsters do NOT totally ignore AI factions, the disappearing cities and AI empires was fixed a couple of patches ago. The total imbalance that you talk about is no longer present. Play on hard, dense monsters and hard world difficulty and you will see that the world is dangerous and you cannot easily win the game anymore.

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