Derek Paxton was on the latest episode of the Three Moves Ahead podcast.  Of course Fallen Enchantress was one of the topics!

October 30, 2012 Derek Paxton comes back to the show to talk with Tom, Rob, Bruce, and Troy about Fallen Enchantress, his massive revision of 2010's Elemental: War of Magic. He explains how he started reshaping Elemental, and how the project grew along the way. Tom is already a big fan, and even suggests that Fallen Enchantress may be close to Master of Magic-levels of greatness. Rob and Troy are a bit more reserved, and some arguments break out over diplomacy, the early game, and the tactical combat. Derek details his thinking on each of those points, and goes a long way to explaining why Fallen Enchantress works the way it does.

http://www.idlethumbs.net/3ma/episodes/fallen-enchantress-with-derek-paxton


Comments
on Oct 30, 2012


It works the way it does cuz its derek paxton. duh.

 

and i completely agree with the MoM comment

on Oct 30, 2012

Wow!

Derek, love the idea for random effects at the beginning of tactical battles, sounds cool for a patch down the road.

on Oct 30, 2012

oops, delete

on Oct 30, 2012

On the tactical battles portion, I kinda agree with the critics there isn't a lot of variety.  Positioning importance is a bit too simplified IMO, as archers have unlimited range on the tactical battle, a few spells or equipment like Throwing Knives have some limited range.  I think ranged combat needs more variety ... maybe heavier-damage ranged weapons that have shorter range, suppression fire that can reduce the attack strength of their target, maybe crossfire when attacking a target from multiple archers from multiple angles that offers successive shots increased to-hit chances, bows that can reduce another unit's initiative or at least tactical movement, etc.

on Oct 30, 2012

The comment about tactical battles felt lacking was spot-on. But oh well, I complained about that all beta long, so I'm not surprised that Derek hears about that from reviewers.

But on the other hand, the game is so quite modable - so the user base can make it better. The only thing I feel is really missing as an modding tool are fitting game modifiers that help abilities to scale with soldier number of the ability using unit. 

For example Heavensfall request for "Gamemodifiers for DefendableDamage that stack with group size." (https://forums.elementalgame.com/433089) would help modders so much. *pitchingit* 

 

 

on Oct 31, 2012


Great podcast! Excellant way to have a tour through Derek's brain in what he hoped/planned/executed in FE. Solid listen!

Some of the points mentioned requiring improvement that really stuck out for me were:

  • 'Building a second city is not spam'. LOL. Fantastic line and so true. However, that said, building 10 outposts and a second city within the first 100 turns IS spam IMO. The fact that the pioneers are still taking up the majority of the queue time takes away from troop construction. Would still really, really love if city construction and outpost construction were separated into two separate units: A more expensive one for cities, and a cheaper one for outposts. The cheaper one would be equivelant cost to the current pioneer. I recommend that scouts be the unit of choice for the cheaper one, giving terrain travel bonuses to help locate those quality outpost locations. 
  • Trading loot between champions. Totally understandable that moving loot from battle to battle would not be fun at all...I totally agree with Derek that this should not be possible. Adding incentive to delay or charge for equipment transfers would be a really neat idea. MoM had a vault that you could send to in the shop....maybe worth considering?
  • Tactical 'global' effects. VERY interesting idea. Would definately recommend being able to enter these battles with 'eyes wide open' though. Should know what effect is attached to the areas of the battle so that you are not hoodwinked by some unknown effect once the battle is underway.
  • The lack of tactics during battle. I understand that Derek wants FE to be primarily a 4x game, but there still appears to be sufficient demand to increase tactical battle complexity. Players are wanting to enter the battle as the 'under-dogs' and challenging themselves to come out on top through the use of the landscape and troop arrangements. It's really cool that different factions have diffent strategies towards combat and there are multiple ways of dealing damage of being protected against different types of damage...it would be nice if this aspect were heightened further so that no single SMASH strategy would be 100% effective.
  • AI and diplomacy is still lacking. 'Meh' really outlined that. They were right in saying that the monsters are still more scary than the AI factions and they hit the nail right on the head where heros are being separated from their armies. Imo, there needs to be more diplomatic options and better balancing of those options.
  • "Influence is Useless." Heard it twice and completely agree. Other than the few exceptions, influence really sits on the sidelines, and it's a real shame because it can have so much potential. I've posted comments before on this matter in other threads, so I'll be brief here, but I still completely think that the hiring of champions should have an Influence payment instead of a Gildar payment. In addition, there should be a balancing mechanic in place to make that the more heroes you have, the more expensive it is to hire your next hero.

Again, great podcast! Would love to hear more of this.