Fallen Enchantress: Legendary Heroes FAQ

By on February 4, 2013 4:24:00 PM from Elemental Forums Elemental Forums

Derek Paxton

Join Date 03/2003
+111

 

 

What is Legendary Heroes?

It's an expansion for Fallen Enchantress that adds the following:

1. A new Champion progression system.  Instead of random traits your champions have a trait tree that they can use to select traits as they level  up, grow your champions the way you want.

2. The ability to recruit special non-human champions.  Champions aren't just humans anymore.  Rare opportunities or quests may unlock champions of various monster races that can choose traits and use equipment.

3. New tactical combat options.  Swarm gives a bonus for every ally that surrounds the enemy you are attacking.  Be careful where you stand as even weak creatures can become dangerous in groups (especially those with traits that improve their Swarm bonus).  Weapons all have special abilities and every faction has a special ability they can use in combat so even lowly spearmen have 2 special abilities they can use in addition to their normal move and attack options.

4. New monster types like the Banshee who is immune to physical weapons, or the Garagox who knocks enemies back with each hit (which makes it difficult to get swarm bonuses and control the battlefield).

5. New spells and abilities.  New range types have been added that allow for adjacent and line spells and abilities.  Use Wall of Fire in tactical to create a line, 7 tiles long, to block allies from enemy units.  Master necromancy to summon up to nine different skeleton units at once with the Raise Skeletal Horde spell.  Use Resoln's Wraith Touch to drain life from a nearby enemy or Altar's Rush ability to forfeit their attack to get an extra action.

6. A new scenario.  Relias has returned to warn the kingdoms of what he discovered in the East, but there is little time left.  The war has begun.

 

Who gets Legendary Heroes for free?

If you purchased War of Magic before 10/31/2010 then you will be receiving Legendary Heroes for free.  If you will be receiving Legendary Heroes for free you will receive an email from Stardock when the beta starts.

 

How much does Legendary Heroes cost?

If you own Fallen Enchantress then Legendary Heroes will cost $19.99.  If you don't own Fallen Enchantress it will cost $39.99.

 

Can I get Legendary Heroes on Steam?

Legendary Heroes is integrated with Steam.  So everyone that gets it will have it on Steam, no matter where they purchase it from (even if they purchase directly from Stardock).  Those players that will be receiving free copies will be receiving a steam key for the game.

 

How has the champion system changed?

The biggest change is in how you gain champions.  They are no longer waiting on the map.  Although I liked having them on the map to encourage players to explore, it made the champion part of the game to random.  It also disconnected the champion game from the core game (empire building), creating two separate games that were only loosely connected to each other.

In Legendary Heroes players have a new Fame attribute.  Fame is gained by building certain  improvements (though you can also get it from researching some techs and completing quests).  Completing the Tower of Dominion provides enough Fame to get your first Champion.  When you gain enough Fame 2 champions will present themselves to you for recruitment, but you can only pick one.  All the champions have been redone to make these decisions more distinct and interesting.

With this new system the amount of Champions you have access to depends on your empire choices, what techs you researched and what improvements you built.  Not on map generation.

Champions can still be gained through quests, though these tend to be special cases.

There are also a lot of new champion traits that can be learned.  Some that grant access to new spells and abilities, some that improve existing abilities.  For example all axes give access to the Cleave ability, which allows the unit to strike 3 adjacent enemies that are next to each other.  A champion trait increase the amount of damage done when Cleaving.  Others increase damage with fire spells, or the amount of healing done when casting a Heal spell.  Traits can reduce casting times or increase the amount of accessories a champion can equip.

 

Monster champions?  Does that mean I can give a bear an axe and enchanted pants?

Each of the monster champions is special, such as Huhrus the Ogre.  You can get him through a quest in both FE and LH.  But in LH he is a champion with the ability to pick traits when he levels (he starts with path of the warrior) and you can give him whatever weapons and accessories you would like.  Since he is an Ogre he gets all their benefits including having more hit points than a normal champion.  But he cannot wear normal armor, so there are pros and cons.

 

Have the graphics changed?

The graphics of the game have gone through considerable updates.  Redone forests, new rivers, new mountains, dynamic shadows, lower bloom, less terrain blending, improved lighting, better animations, etc.  Ground props have been dramatically reduced and overall the effect is to make the game cleaner and clearer.  It is easier to tell what a specific tile is and which tiles have special things on them.

Legendary Heroes has a new Art Lead, Kay Fedewa.  It is her first time working as a lead on a game and she has done amazing work making everything look both better and more distinct (often opposite goals).

Designer Note: The big lesson for me was that art, much like game design, isn't about one big change or fix.  It's a culmination of a lot of little things working together.  It's the entire scene.  Small things that wouldn't be noticed add up.  Where a player may notice that Legendary heroes has new mountains, those mountains are actually a half dozen changes all working together, none of which would be that significant on their own.

 

Are there more changes?

Lots of more minor tweaks and improvements.  There is a new game option slider for production pace (so you can modify it seperatly than research pace).  Screens have been added (an army screen for managing multiple stacks in one tile) or improved.  The battles result screen animates your xp bar and dings when a unit hits a level as well as showing any results of injuries or death so we don't need additional popups for it.

When you adjust the world difficulty it will change the levels monsters spawn at instead of just their hit points.  Turn it down to get weaker monsters and up to be facing level 8 bears and worse.

Since you don't have your "free champion" starting by you players start with their sovereign and a group of spearmen and club wielding militia.  In general this makes starting sovereigns a bit more powerful but it does a great job of showing off the new weapons abilities (since the spearmen and militia have different abilities) and it gets the player used to using armies.  He can start fighting with his starting units and by the time they die be ready to get some new ones trained.

We have also added a feature based on player feedback.  The ability to set a city to producing a resource (like additional gold), instead of just having the cities get a bonus when the queue was empty.  This is a more intuitive option for the player and works better for game play since we can seperate idle cities from those that have been intentionally to produce more of a resource.

There are more, new items, new weapons, new armor, new quests, etc.

 

 

Does the addition of these new mechanics make the game more complex?

Our goal is to take FE to the next level with the expansion.  To make it into a better game, not a bigger game.  So things that were confusing or overly complex were cut.  For example finding champions in the wilderness can be confusing for new players, the new system is both better designed and more intuitive. 

I've also removed cutting/blunt/pierce damage.  The goal of those damage types was to make the weapons different from each other.  To make an axe different than a hammer.  But the majority of players ignored or were unaware of the differences and were left feeling like battles were less strategic because the defense strengths or weaknesses didn't impact their strategy.

Now the weapons have special abilities.  Spears have Impale, which strikes an enemy and the unit behind them.  Axes have Cleave, which can strike 3 units that are all adjacent to the attacker.  Crossbows have been added to the game and they are powerful short range weapons, they strike through 5 enemy units in a line.  Even shields give a Shield Bash ability which does the units normal attack damage and can knock the victim back a tile (which is good for controlling swarm bonuses from your units and your opponents).  Because of these abilities, different weapons feel very different from each other and we no longer needed the stat differences that damage types offered.  In other words, stats differences are okay differentiators, game play differences are better.

I've also cut Influence and Faction Prestige.  Influence fell victim to the go big or go home rule.  It just wasn't important enough to feel like its own thing.  Removing it makes gold more important for diplomacy.  Faction Prestige is being replaced by a Unrest penalty based on the amount of cities in your empire.  The more cities you have the higher your unrest is.  This makes anti-unrest effects more critical as your empire grows and does a better job of balancing large vs small empires since it directly reduces production and research rather than just growth (as faction prestige did).

Part of removing Faction Prestige was the change to have the amount of unused food a city has available impact growth.  So now when you see a tile with high grain yields it isn't just a higher size that the city can grow to, but the speed at which it will reach that size.

 

Other links?

Website: http://www.elementalgame.com/legendary-heroes

 

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February 5, 2013 1:45:48 PM from Stardock Forums Stardock Forums

So much good in here.  I can't wait. Normally I'd post a wall of text but I'm left simply grinning here.

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February 5, 2013 1:46:18 PM from Elemental Forums Elemental Forums

Sounds solid.  I look forward to hearing more about this as time goes on.

EDIT: Can we get more terrain screenshots? It'd be cool to see before/afters as well.

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February 5, 2013 1:54:42 PM from Elemental Forums Elemental Forums

Thanks guy, it's been a blast to work with Brad and the team on.

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February 5, 2013 1:55:29 PM from Elemental Forums Elemental Forums

I'm curious about the Steam aspect. I've got steam but didnt pick FE up through Steam..is FE now a Steam game? Will I get my updates there as opposed to stardock.com? How does support work for people who dont have legends since the changes between the two are pretty dramatic ?

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February 5, 2013 1:57:03 PM from Elemental Forums Elemental Forums

Sounds like it will be very interesting. Love the looks of those mountains.

Monster heroes and units like Banshees is just bringing the game closer to traditional fantasy, and that's the right way to go in my opinion.

Hoping summoning monsters will find more of a niche with the advent of true trait trees for champions.

Edit: Saw the rivers on the website, much better than what it is currently!

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February 5, 2013 2:02:43 PM from Elemental Forums Elemental Forums

I am loving this so far.

Only request is a little more info on tactical combat, things like destructible walls and potentially sieges.

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February 5, 2013 2:02:55 PM from Elemental Forums Elemental Forums

I'm very excited about this.  I'm quite curious to see how battles differ, but, more than anything else, I hope the whole games comes together a bit more cohesively than in FE. 

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February 5, 2013 2:05:41 PM from Elemental Forums Elemental Forums

Lots of good changes, some things I think will need work to see if they're good ideas, and some things I wonder if the AI will be able to handle (Brad can't do everything)

 

Disappointed but not surprised by mandatory Steamworks, I understand the reasoning (Brad's explained it and it makes sense).   I am curious how folks who are getting the freebie are going to get Steam copies.  I do worry we're not going to get any more amphibious betas because of the DRM and Steam's updating hours being wonky.

 

Couple of early suggestions:

 

Please increase the number of races, at a minimum- Umber and Capitar need sovereigns and to be fleshed out, and I really would like to see the factions raised to 12.  I'd even support post-release DLC that did this.

 

Another thing I'd like to see- exotic weapons that have their own rules.  Maybe Tarth as gladiators would get a bonus to these weapons, or some unique research.

 

 

 

 

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February 5, 2013 2:07:15 PM from Elemental Forums Elemental Forums

Quoting enoeraew37,
I'm curious about the Steam aspect. I've got steam but didnt pick FE up through Steam..is FE now a Steam game? Will I get my updates there as opposed to stardock.com? How does support work for people who dont have legends since the changes between the two are pretty dramatic ?

If you bought FE directly then you should buy FE:LH directly to get the discount.  Buying it directly will still give you FE:LH on steam.  FE:LH is a standalone expansion, so it doesn't need to be in the same place FE is to work.

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February 5, 2013 2:13:54 PM from Elemental Forums Elemental Forums

Quoting Alstein,
Disappointed but not surprised by mandatory Steamworks, I understand the reasoning (Brad's explained it and it makes sense).   I am curious how folks who are getting the freebie are going to get Steam copies.  I do worry we're not going to get any more amphibious betas because of the DRM and Steam's updating hours being wonky.

Steamworks makes it easier for us to update, just because we only have to do it in one place.  Currently when I update FE I send an update to stead and we build our own updater and installer for it.  Steam also keeps everyone up to the latest version, which I know informed players (like those that are reading forum posts about the game) can tweak as they desire, but is invaluable for us for more casual players that may not be keeping up with latest versions (or ran into some problems patching).  It makes me sad when I see the number of FE 1.0 crash reports that we are getting to this day for problems we fixed long ago.

As for people that are getting free copies.  They will get steam keys provided by Stardock.

As for amphibious betas, Valve allows us to update ourselves, they aren't involved in the process.  So if we want to push out a patch at 2am on a Saturday night, we can do that.

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February 5, 2013 2:17:24 PM from Elemental Forums Elemental Forums

Heh? So everyone gets together on Steam now? 

But awesome stuff, maybe too much info too soon Gotta pace the info to keep the interest going ^^


3. New tactical combat options.  Swarm gives a bonus for every ally that surrounds the enemy you are attacking.  Be careful where you stand as even weak creatures can become dangerous in groups (especially those with traits that improve their Swarm bonus).  Weapons all have special abilities and every faction has a special ability they can use in combat so even lowly spearmen have 2 special abilities they can use in addition to their normal move and attack options.

With this are you going to up the army size? 9 is a skirmish, and it sounds to me you want to have a battle going with this whole swarm thing and cleave and whatnot.

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February 5, 2013 2:18:08 PM from Elemental Forums Elemental Forums


Sounds great, I really like the new tactical options!, spells! and undead types! And crossbows with a short range - yeah!

One option that I would like to see, but wasn't mentioned is line of sight - so that ranged units can't target units behind a line of trees or over a hill. This would go a long way towards balancing the advantage of ranged units. If units could maneuver unseen when not in the LOS of an enemy unit, that would be cool too.

An option for the town's defender to meet the enemy in the town (in a city map with streets and buildings) as opposed to fighting them outside the city walls would be interesting.

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February 5, 2013 2:33:07 PM from Elemental Forums Elemental Forums

This all sounds pretty good.  I'm pretty excited about the skill trees and the new monster champions.  Ogre champ sounds like fun.  Little confused on who is getting the expansion free, as it sounds different than what was told to us originally. Can't be too upset, giving things for away for free at all is far and above what any other company has ever done.  I must be remembering incorrectly,  I thought early buyers of WoM, not just preorders, were going to receive the 2 games.

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February 5, 2013 2:36:08 PM from Elemental Forums Elemental Forums

Wow, very impressed!  Good luck to you guys at SD with this.  Looks and sounds very cool (and fun).

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February 5, 2013 2:45:25 PM from Elemental Forums Elemental Forums

So far i'm impressed with the changes to heroes, and from what i'm seeing the civilization building portion of the game will be overhauled as well. Can't wait for the expansion, will preorder once it's available. Also I made an announcement on Reddit, you guys should do an AMA and throw some upvotes this way to get it some attention.

http://www.reddit.com/r/gaming/comments/17y6zf/legendary_heroes_first_expansion_for_elemental/ 

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February 5, 2013 2:48:48 PM from Elemental Forums Elemental Forums

How many of the new heroes are named after me?.... =D

Great to see, new terrain and all some stuff that looks cool, can't wait...

Sincerely
~ The King

Ps. I am totally not suffering from megalomania

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February 5, 2013 2:56:59 PM from Elemental Forums Elemental Forums

What will FE non-legends owners get from this? Is that game dead and no longer supported except from brads private homebuilds? What about the map pack I just bought like 3 days ago for FE..? Is that compatable in legends...? or refund?

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February 5, 2013 2:57:11 PM from Elemental Forums Elemental Forums

Those changes sound great. However, I'm not happy with making it Steam only. I understand the reasoning behind it, but I just don't like having to use Steam (or any other third-party client) to play the game. 

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February 5, 2013 2:57:50 PM from Elemental Forums Elemental Forums

A whole bunch of nice changes here. I like the direction you are going!

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February 5, 2013 3:04:13 PM from Stardock Forums Stardock Forums

Sounds great! Thanks for the announcement!

Only two concerns:

Will the system requirements remain the same with LH as they are for FE?

Since Swarm was mentioned several times, I assume it will be a major factor in tactical combat? Will there be options/abilities/spells available for countering swarm?

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February 5, 2013 3:06:15 PM from Elemental Forums Elemental Forums

Same hardware requirements. Game should run slightly faster on the same hardware.  However, it will require Steam to get updates.

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February 5, 2013 3:12:21 PM from Elemental Forums Elemental Forums

My jaw is on the floor.  My only complaints are being addressed; skill trees, weapon based skills, and better integration of champion discovery.  It always seemed weird seeing champions littered about the map.  They were much better in WoM when they moved about.  I like the LH solution..

BTW - bravo on integrating with Steam.  It's a wonderful platform.

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February 5, 2013 3:18:23 PM from Elemental Forums Elemental Forums

What do we do about getting a steam version if we own a non steam version of FE?

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February 5, 2013 3:19:33 PM from Elemental Forums Elemental Forums

Very impressive!  Really looking forward to this.  Seems everything is to be more "realistic" (as much as one can use "realism" in refering to a Fantasy Roleplaying Game.  (Choose any three of those words, LOL).

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February 5, 2013 3:22:58 PM from Elemental Forums Elemental Forums

 Steam!

For me that's the biggest single improvement, although there's a Lot that I like in the expansion contents too. Really looking forward to trying this out! This and Frog builds, yummy!

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