Best 1) Heroes/Cities/Items diversity. Lots of choices, nice hero skills and leveling is getting balanced from patch to patch. Cities are far more interesting to develop in beta 4. 2) Modding 3) Wildlands and lore. I would like to see more monsters/quests/random event but the fact is FE already has a rich lore right now. I love the wildland areas, they a nice additions to the game. Worst 1) Factions look the same, build the
galahorn
Hey Frog, At first, beta 4 is going a great way. Still some tunning to do but the concepts are nice. To answer your questions: 1) I would go for Fallen Enchantress and not for E: FE. For me, it doesn't change nothing but I think it could help the game's success on a marketing term. Elemental got tons of bad reviews and it might draw away potential new players that will read the first game reviews and just say, oh this is the sequel to that
Exactly and I am for this guardian unit thing 100%. Militias simply won’t last with one fireball and lore wise, it would be perfect. Finally, I don’t want to steamroll a whole faction in couple of turn: no fun; I want to reduce them to their capitol and then, if I am powerful and worthy enough, defeat them by killing their sovereign and the guardian (a semi-god please!) giving a prize (like the wildland bosses). Think this way. Only mid to late games are heroes able to take out a
Great idea it is. This would prevent AI faillure to defend their capitol citiy, early problems with monsters, give a lot of originality to every faction and prevent AI factions to be totally wiped out before mid to late game. I would see these guardians like demi-gods protecting their factions and they would fit into the lore (after the fall of the world, 8 demi gods rose and put their trust into promising lords to rebuild the world!). Even better, this idea would lead to more original diplom
Well, happy to see that AI has risen from patches to patches. Truly, monster AI is getting good and they can sometimes rock me at the beginning. But still, I only play on challenging AI and faction AI is far from par. Actually, if I can pass the initial expansion phase without getting destroyed by monsters, it's easy to clear the map even in challenging. The big issue now is to improve faction AI. Challenging difficulty should be a real challenge. The other problem is that you have no oth
After 2 full game as Tarth, challenging difficulty, large world with 8 factions, and one playing Altar (same settings) I have to say the game had a nice feel but faction AI is still under par on the long run. For exemple, in the first game, Altar had a score 3 times mine and expanded like crazy mid game. But I still managed to beat them quite easy: they kept sending me loads of troops, often without their sovereign or potent heroes and all their cities were underdevelopped. One good thing is
Played a couple of hours on large-all factions-challenging map with Resoln. My first impressions is that AI really got an overhaul here and that it truly feels more challenging in 0.913. No more roaming alone and taking entire factions with a sole hero anymore! Here is a couple of things I saw in my first 2 games (wrote them while playing) First game: So I launch as Resoln, build my second city and I am stupid enough to build an outpost not too far from a river krag. He beats
After playing couple of games of 0.912 I have to say many things are going in the right direction. But, after conquering the whole map in challenging with all factions, I will point out some flaws I saw, then the good points! I think AI is the main thing to address now, which is good news. AI can’t follow me right now. They don’t seem to loot the wild efficiently or to level up properly. While my heroes reach level 10 to 17, they still are at level 2-5&helli
Alright, the first idea doesn’t seem to interest players, and that’s fine! Just a suggestion and certainly not an essential thing. Anyways, SD is clearly balancing that stuff out: they’ve already scaled down the magic items a bit and upped the level requirement to use them and I guess that’s just the start. But what do you think about the city defense mechanism. For me, it’s the only crucial issue of the game right now; the rest can be addressed by adding
Hey, First, I have to say I enjoyed the changes that have been made in beta 3 so far. Even if the game still needs major balance/polish to be a challenge, the things they changed are clearly in the right direction. Like someone said earlier, we can only judge SD on what they actually changed and not on what is still to be changed! The new weapon’s concept is great; I also like the end of attributes and the new skilling system. All of these still need balance but the concep
I agree the concepts are right for the leveling but the items are too strong vs the ones you can research: why even take time to build an axemen troop while your hero with some armor and one magic weapon can destroy loads of regiments... Better just recruit lv 3, 5 and 9 heroes then pesky low lv units with bad equipment...On a third game on challenging, didn't even build a single troop and destroyed all factions with heroes and yes, a summoned fire elemental (that helped my sovereign). It
Well, on my second game of 0.91 (and yes, I played couple with 0.9 too) with challenging AI on large map with all factions on, I conquered easily all map just with heroes....Was really wierd, had more then 15 cities and was just doing building while conquering the map with 2 heroes (not together), then a stack of doom (with all vassals)...Died once to the AI titan monster (and it hurt: 30 turns of disability! I came back with 2 peons after). Really, wasn't that fun after a while, especial
Hey Not really sure, haven’t seen a crash yet or even a major slow at max graphics, turn 212, large map with all 8 factions on it…Guess it must be related to the cpu or graphic card you’re using. I had way more crashes in 0.86. Yes there is some bugs here and there (and I will make a list soon), but no crashes. Maybe publish your specs so they can address compatibility problems?
Great ideas here. I think this system could be implemented with the present XML code but maybe not exactly as formulated here. Like you know, every time a city gains a level, it gets access to new unique buildings (like mason, bell towers etc.). This could be the place to change things around for deep customization. The problem now is that unique buildings proposed in that list aren’t that significant to gameplay. Having, for example, access to a unique building that gives me 10% resear
Hi this is indeed a problem and while this post is open, we could propose solutions. Here is my thinking. Heroes should be able to xp while doing other things : some should be able to lead caravans and do merchant missions (like send them in your own or foreign cities for a gain in gold and in xp), others be diplomats (improving relations with some cities, exchange research, make peace, gifts plotting and raising revolt risk), spies and assassins (check the city production, the troops th
Indeed, factions have differences stat wise, and that’s an ok part that doesn’t really need a change. But like you point out, all units types look the same and the AI is simply copying players build. This problem is partly linked to weapon’s progression: lower lv weapons become obsolete very fast and there is no point of carrying earlier clubs and daggers when axe is discovered. If each faction had unique upgradable weapons (with some being common to many like swords) and ar
Black knights, Knights of the sun, Wolfriders, Brutes, Silverhealms, Equites, Iron guards, dragon guards etc, Eagle warriors, thugs, ruffians, Order of the (name related to the 6 elements?)
Black knights, Knights of the sun, Wolfriders, Brutes, Silverhealms, Equites, Iron guards, dragon guards etc, Eagle warriors, thugs, ruffians, Order of the (name related to the 6 elements?)
After playing a couple of games, I feel the game is truly going in the right direction, the graphics, the new gameplay, the lore, the new skills, the magic system, all of this is good. I played from the first day of beta and already like the changes from versions to versions. The rate of changes tells me that every patch will adress major gameplay tweaks and balance problem, wich is good. In this post, I won't talk about the AI: i