Fallen Enchantress: Weapons

By on March 31, 2011 1:02:28 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
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There are currently 124 weapons in Fallen Enchantress including 17 base weapons.  The base weapons are the normal weapons you will encounter and equip your armies with.  One of our design goals for FE was to make every weapon valuable and distinct.  So there is a reason you may want to use a broad sword instead of a mace, or a spear instead of a dagger.

To accomplish that we needed to add more depth to weapons, they needed to be differentiated by more than their attack rating.  The following table is the weapon stat spreadsheet in the editor (where it breaks down the base weapons so I can compare and tweak numbers).  There is a lot of new information in this sheet.  But the primary information I wanted to show is the stats on the comparisons on the individual weapons.

Type- This is the damage type of this weapon.  Armor has the ability to have different defense values against different damage types.  Plate mail is better against blunt weapons and chain mail is better against cutting weapons.  The elemental types are also damage types so magical weapons can do fire, lighting, cold or poison damage, and magical armor or items can provide defense against those attacks.

Armor Piercing- This means that they negate 2/3 of the opponent’s defense (spears, pikes and yew longbows).  They are excellent against heavily armored opponents.

Strength Mod- This is a modifier to the amount of unit’s strength bonus.  100 means it doubles their strength bonus (the massive Maul is deadly in the hands of Trog units).  Shortbow’s negate the strength bonus entirely (you don’t get to use your strength bonus when using a bow).

Production- How much production time the weapon adds to the units train time.  Improvements can decrease this time (having a weaponsmith in the city) and are a good idea when you are considering building large groups of units with advanced weapons.

Weight- Weight limits are used in FE.  This is the big reason why you don’t simply want to put the best armor and weapons on all your units.  At some point you will have to decide if you want that huge maul or tower shield or full suit of plate mail.  Especially if you are playing as the Wraiths (base stats are faction specific in FE, so the Trogs can get away with more equipment than other races).  Mounts also increase a units carry capacity so another reason you may want to invest in mounts (besides the increased movement) is to be able to use more armor and bigger weapons.  As mentioned in an earlier designer journal you can give traits to units you design, so if you want to make heavily armorer unis with big weapons, prepare to add some traits for strength (as compared to the other cool things you would add with traits, it’s all hard decisions).

Combat Speed- In FE on each combat tick all units get to add their combat speed to their initiative.  When they get to 100 initiative they get an action (this is all behind the scenes, in game players simply see a queue of units in the order they get actions).  The higher the combat speed the more frequently the unit gets to act, and it allows us to be more granular about creature speed.  The base speed is 12, but weapons can affect speed so that a unit with a dagger will get more (ie: if you are a heavy spell caster, carry a dagger or a staff, not a Maul).

Those are the base weapons, but that’s only the start.  Now that we have more depth in what weapons can do we can really go wild with them for magical weapons.  We are creating a dangerous world and we need reasons for the players to risk their units exploring it.  One reason is to find magical equipment.

We added Staves that make spell casters more powerful, swords that do lightning damage based on the wielders level, bows that do more damage vs beasts, etc.  We have a unique great sword that is stuck in one of our elemental lords (good luck getting that one).  We have weapons that poison victims they strike, Slag Teeth that are like short swords with increased crit chances, the Druss Blade that ignores armor, etc.

There are common, uncommon, rare and unique weapons.  There are a lot to find and we want players to be discovering new ones as they play and replay the game.  We won’t have Diablo style drop rates (you won’t be swimming in magical equipment).  Instead we want every magical weapon you get to be something special and interesting.  You should have a few to spread around to your champions by the mid to late game, and you can share them with units that can use them best or pile them all on one champion so he becomes even more powerful.

And this is open to modding.  There are a lot of bonuses to give, and they can be impacted by things like the wielders level (as in the sword that does +1 lightning damage per level of the wielder), only have their bonus apply against certain creature types (this is part of the conditional gamemodifier work we did for traits), vs damaged units, vs units with a higher or lower specified stat, etc.

But my favorite ability is that weapons can apply a spell when it strikes an opponent.  This came out of the requirement to be able to have weapons that poison opponents.  Instead of simply applying a poison effect the weapon applies a spell, so we have the capabilities of the entire spell system open to us for what weapons can do (more about all the new spell functionality later).  Weapons can blind opponents they hit, they can weaken them, they can curse them, whatever the modder wants to make a spell to do, the weapon can apply.

So if you started reading this article and thought that 124 weapons was a lot of weapons, it’s only a fraction of what the game can do and the interesting things we can create.

 

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March 31, 2011 1:13:16 PM from Elemental Forums Elemental Forums

Cool....

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March 31, 2011 1:13:35 PM from Elemental Forums Elemental Forums

and first,,,,finally

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March 31, 2011 1:20:11 PM from Elemental Forums Elemental Forums

Nice.

One thing though wouldn't shortbows have a little bit faster combat speed than longbows?

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March 31, 2011 1:26:24 PM from Elemental Forums Elemental Forums

damn it iam always first

maybe critical attack can be added too, that every attack has a special critical effect :

cutting=aoe dmg , pierce = ignore armor , blunt=double dmg

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March 31, 2011 1:42:30 PM from Elemental Forums Elemental Forums

In the Original Elemental game, I found that there was too much weapon and nothing special about each of them. In the end, I always ended up equiping my soldiers with maces because they were the most strongest and accessible weapons that could be found.

In my point of view, each weapon should have special ability or manuvers that can be used with it to give a personality to each of them. Else it's just min-maxing stats and players will find the 2 or 3 best weapons and stick to it.

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March 31, 2011 1:43:52 PM from Elemental Forums Elemental Forums

Hot damn, Derek, you're getting me really excited about this.  Just please please please have coop multiplayer, I wanna go out and explore the game with my friends

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March 31, 2011 1:48:03 PM from Elemental Forums Elemental Forums

We will see a Lilarcor sword.

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March 31, 2011 1:54:49 PM from Elemental Forums Elemental Forums

Fraction specific base stats - cool - now we have a reason to choose a Trog over a "human."

I wonder if Wraiths will have race specific traits?

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March 31, 2011 2:01:52 PM from Elemental Forums Elemental Forums

This is great. Especially the part where there will finally be unique equipment and a reason to explore. Yay!

 

This is slightly off topic, but I read through your live interview Derek and there was a question or comment on how playing through the game as any sovereign with any race or faction essentially felt like the same experience. You responded by saying that to make each game unique, the world was randomized (nice) so the player would be exposed to different things each game to keep things interesting - but you didn't comment at all on actual differences between races or factions.

Aside for stat variations, will there be meaningful differences between the races and factions? If so, what can we look forward to?

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March 31, 2011 2:04:11 PM from Elemental Forums Elemental Forums

Hawt diggidy dawg, I'm excited!

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March 31, 2011 2:08:29 PM from Elemental Forums Elemental Forums

Looks cool so far. More specials would be nice though. The Staff getting a defense or dodge bonus would be nice... especially because it looks pretty weak. I'd like to know what backswing does. And with the addition utilizing unit stats like Str to determine carrying capacity, I hope there will be training options to alter their base stats somewhat.

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March 31, 2011 2:14:42 PM from Elemental Forums Elemental Forums

Quoting ,

Combat Speed- In FE on each combat tick all units get to add their combat speed to their initiative.  When they get to 100 initiative they get an action (this is all behind the scenes, in game players simply see a queue of units in the order they get actions).  The higher the combat speed the more frequently the unit gets to act, and it allows us to be more granular about creature speed.  The base speed is 12, but weapons can affect speed so that a unit with a dagger will get more (ie: if you are a heavy spell caster, carry a dagger or a staff, not a Maul).

Absolutely wicked! And the weight as well, is there a penalty for being too heavy, like toward your combat speed? Or is it just assumed you only carry enough without hampering your abilities?

I saw the pike, but it doesn't look like it has added range. Is there going to be anything special about carrying a weapon so long, like a bonus vs mounted units? If you're looking for more pole-arms for flavour I would suggest Halberd, Partisan, Bardiche, Glaive... and there are plenty more on the internet. Pole-axes for slashing, pole-hammers for bludgeoning.. etc.

 

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March 31, 2011 2:17:14 PM from Elemental Forums Elemental Forums

I was wondering if you could add equipment that boosts the power of magic directly. I'm talking about magic staffs, wands, magical orbs, etc. Magic foci basically. Their effects could range from boosting int (thereby increasing the power of some spells) to other special effects (maybe the staff allows the user to cast unique spells).

Don't get me wrong. Having a sovereign running around with an Elementium Karrazan might be impressive and all, but I find I don't use my sovereign for physical combat very much. I find they make much better spell casters, so I would get more use out of a "staff of power" than a powerful sword.

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March 31, 2011 2:22:02 PM from Elemental Forums Elemental Forums

Quoting TheProgress,
This is great. Especially the part where there will finally be unique equipment and a reason to explore. Yay!

This is slightly off topic, but I read through your live interview Derek and there was a question or comment on how playing through the game as any sovereign with any race or faction essentially felt like the same experience. You responded by saying that to make each game unique, the world was randomized (nice) so the player would be exposed to different things each game to keep things interesting - but you didn't comment at all on actual differences between races or factions.

Aside for stat variations, will there be meaningful differences between the races and factions? If so, what can we look forward to?

Yeah, I ducked the question because we aren't talking about faction differentiation yet.  But yes, one of our goals is to make sure that playing as one faction feels different than playing another.  Different stats for different factions is a part of that, stay tuned to hear more.

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March 31, 2011 2:25:28 PM from Elemental Forums Elemental Forums

This post gave me a bit of a nerd boner

I have a question about those spell effects, can they also be made exclusive to critical strikes? I think you could make some really cool weapons with a special effect that doesn't happen every time...

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March 31, 2011 2:55:14 PM from Elemental Forums Elemental Forums

I have a ton of requests/ideas here.

 

Idea, borrowing from Din's:

Legendary Armor Sets: Create groups of equipment: like say, Ceresa's Set: A Cloak, Staff, Sandals

 

If you gain multiple pieces of the set, you get an additional bonus.

Maybe have spell effects also apply to the user of the weapon (% chance on hit, % chance on crit)

Certain weapons should affect defense when used vs certain weapons:

 

Flails should half the defense bonus of shields

axes/maces should half the defense bonus of parrying, but be vulnerable to dodges.

 

A mud I used to play has a wiki if you want to see some logical effects (just search the weapons)

http://avendar.wikidot.com/skill:parry

 

Also look up the individual weapons, dodge, and shield block.

 

I'd love to see a dual wield trait for heroes with various levels of ability in it.

 

Hopefully throughout the patching process for FE: new toys get thrown into the game undocumented, so we always keep surprised.  I hope this applies to spells also.  Keep throwing us curveballs.

 

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March 31, 2011 2:58:09 PM from Elemental Forums Elemental Forums

awesome guys. this is just what the game needed: a separation of the ideas of weapon role (technology) and quality (magic). it's pretty much how i would have done it. like someone mentioned, i would have preferred the emphasis to be placed on weapon reach and turning abilities rather than damage types (ie, spears get first strike against enemies in front, but can't counter attack units attacking from the flanks), but that's largely minor. the damage thing seems like an attempt to import the gal civ rock paper scissors approach, which has it's merits, but ignores the fact plate is largely better than chain mail. surely if leather is better than plate against arrows, then it looks ridiculous, but if plate is always better than no one will bother thinking about damage and just take the "best" armour.

also, where's the lance? ie, a specialist mounted only weapon that makes for devastating charges.

but yes, great. especially the racial stats. give one race more movement, another better defence, another more hp. much prefer this to separate technology trees.

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March 31, 2011 3:03:07 PM from Elemental Forums Elemental Forums

Awesome!

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March 31, 2011 3:05:09 PM from Elemental Forums Elemental Forums

YES! This is the way it should have always been. Nice job!

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March 31, 2011 3:07:34 PM from Elemental Forums Elemental Forums

Quoting Derek Paxton,


Yeah, I ducked the question because we aren't talking about faction differentiation yet.  But yes, one of our goals is to make sure that playing as one faction feels different than playing another.  Different stats for different factions is a part of that, stay tuned to hear more.

As a question for modding Derek: Since we can attach Spells to weapons, would we also be able to attach traits?

Ala; First Strike, Fleetness, Crushing, et al.

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March 31, 2011 3:09:06 PM from Elemental Forums Elemental Forums

Quoting Sethai,
awesome guys. this is just what the game needed: a separation of the ideas of weapon role (technology) and quality (magic). it's pretty much how i would have done it. like someone mentioned, i would have preferred the emphasis to be placed on weapon reach and turning abilities rather than damage types (ie, spears get first strike against enemies in front, but can't counter attack units attacking from the flanks), but that's largely minor. the damage thing seems like an attempt to import the gal civ rock paper scissors approach, which has it's merits, but ignores the fact plate is largely better than chain mail. surely if leather is better than plate against arrows, then it looks ridiculous, but if plate is always better than no one will bother thinking about damage and just take the "best" armour.

also, where's the lance? ie, a specialist mounted only weapon that makes for devastating charges.

but yes, great. especially the racial stats. give one race more movement, another better defence, another more hp. much prefer this to separate technology trees.

 

There could be ups and downs to both.  A best option will present itself, and it probably should be plate, but as long as counter-counters exist, which I think will happen, it won't be a problem

 

Oh: another thing I want: a weapon switch command.  Design your troops with two weapons, costs 1 action to switch from bow to sword, or pike to sword.

 

I'd like to see pikes have a 2-square reach also , and maybe a penalty for 1-square attacks.

 

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March 31, 2011 3:23:59 PM from Elemental Forums Elemental Forums

freak yes!  take another thing off my wishlist.

hero skill trees (traits) = check

common/uncommon/rare/set item types = check

better quest system = ???

better dynasty system = ???

better tech tree = ???

better city specialization = ???

better UI = ???

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March 31, 2011 3:54:15 PM from Elemental Forums Elemental Forums

Super Cool. I can almost taste the strategic depth this all adds.

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March 31, 2011 3:57:45 PM from Elemental Forums Elemental Forums

FE will be so cool.

So Derek... Is it possible to add spell effects to ranged weapons?

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March 31, 2011 4:27:23 PM from Elemental Forums Elemental Forums

Thank god finally some meat! When is the beta?

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