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Countdown: 9 days to release

Countdown: 9 days to release

It’s a rainy Fall Sunday here in Michigan.  The team play tests and play tests. We’re in the final polish phases for the game. 

Today’s video shows the tactical unit placement updates.  In the current public beta, the algorithm for placing units left something to be desired.  Now, ranged units and defenseless units are explicitly shoved to the rear which results in a much more satisfactory experience.  Also, the AI has gotten a lot better at tactical spells and autoresolve has gotten a lot better.

Here’s today’s clip:

In 9 days, we hope you find Elemental: Fallen Enchantress to be the most satisfying 4X fantasy strategy game experience…well if not ever then in many years.  Be sure to let us know what you think.

www.fallenenchantress.com

94,303 views 36 replies
Reply #26 Top

Autoplacement of units in battle is fine by me, if it puts tanks in the front.

Reply #27 Top

As many I'd prefer setting the units by my own - but hey that's some stuff maybe for 1.2 - for now it's fine.

 

So thank you for the updates, when will there be a Beta update for us to play with these changes and see if they break anything? Today? Please?

Reply #28 Top

It will be interesting to see if it deals properly with custom ranged units as well as the built in archers. I've learned that I can research Enchantment a lot faster than Archery and have designed custom ranged units using Ice staffs and Incineration staffs. These are fairly expensive to build so it's quite frustrating when they are placed front and center in tactical combat where they can sometimes be killed before I can move them to the rear

Reply #29 Top


Having abused the pillar of flame spell recently, and the more expensive version of the spell (200 mana for 10 +10 per shard  vs 48 mana for 4 +4 per shard) I am glad the ai doesn't spam this spell. It would be game breaking if it did because then you'd need 10 to 20 armies running around at all times and heroes would never survive. ever.

 

This was my response when ythril got rich and started runing his armies around everywhere to take over the world. He eliminated all the other ai's while i struggled with my three settlements against the environment. Don't know how he managed to not get killed by the wilderness beasts, i think the next patch (released today cross fingers) will fix this.

When you have a mana income of 30+ per turn, it's very easy to flameroast everyone but magnar.

 

Reply #30 Top

Well, that's something that we can report after the last beta update, if there are bugs with the new setup.  I will not say more about that now, because I have already said too much of nothing much in too many posts over the last few days. =)

I am also looking forward to the garrison troops having a better armor regime, hopefully that will be in 0.984. =)

Reply #31 Top

...autoresolve has gotten a lot better.
End of quote

That's great to hear.  Auto-resolve in War of Magic was basically an auto-lose button.

Reply #32 Top

The placement looks good but I would still prefer to be able to move units into the ranks.

Also, please have units start in auto-defence mode.

Reply #33 Top

Awesome!  Any news of making it easier to heal wounds for heroes?

Reply #34 Top

I agree.  Units should be defending even before they get their first turn.

Reply #35 Top

Quoting Das123, reply 33
Also, please have units start in auto-defence mode.
End of Das123's quote

What he said ^_^

Sincerely
~ Kongdej

Reply #36 Top

I like unit customization (even though I sometimes just work with the prebuilt ones) and to some extent I like micro-management. But not everything needs to be micro-managed and sometimes the game just needs to progress. This autoplacement of units is a great compromise.