If FE releases a new DLC Pack, I would like to see one with 20+ new creatures/monsters along with new tactical battle maps and tactical map tiles (for creating new tactical area maps) Map Examples Example: Tactical battle that occurs in a swamp with water barriers and bridges. Example: Tactical battle map of a heavily forested maze that reduces the maximum range of all ranged attacks to 5 tiles. Example:
Edwin99
Yes, archers could be improved. As an Xpyre said, the Tarth fraction should have a an archer oriented research and build strategy. The AI needs better archer counter tactical strategies. For me its usually a choice of do I target enemy archers first with a ranged attack or cast Gust of Wind to protect my units. If the human player is using archers then counter with mounted units or ranged units. Just once, I wish that the AI would use a ranged based attack strategy again
I wrote two spells based on the Spider's web ability. The first, a simple web spell is level 1 and costs 10 mana. The second spell, Giant Web, has a radius of 6 tiles and affects all units; enemy and friendly, within that radius It can be resisted. What should the casting time, level and mana cost be? Currently I have it as a level 4 spell with a casting time of 2 and a cost of 50 mana.
I would like to see an expansion pack focused tactical battles & tactical battle maps - aka Warhammer miniature battles that would allow players the option to play short standalone battles using a point system for building their army. Then I can open FE for a long campaign game or a short battle. Perhaps, give the players a deck of tactical cards to play that affect the battle or the abilities of the engaged units.
With the release of FE I restarted work on Path of the Arachnid. First on the list was adding Arachnid Magic abilities so I can test the spells. Then came two simple spells; Web and Greater Web. Web affects only one unit, while Greater Web has a radius of 1 and affects all units (Enemy and Friendly) within the radius unless they resist. This spell was easy to create as its based on the existing Tangled Spell. Used wisely this spell can allow you to divide the enem
I found that my problem was in the AutoUnlock line. Added this and the spell appeared. 1
How do you add spells to a spellbook in FE? Looked for a Core SpellBooks.XML but did not see one.
[quote who="DsRaider" reply="14" id="3267059"]Quoting Edwin99, reply 13b. Support for Blocking Terrain: Line of Sight (Moderate) Really really hard. What would actually be moderate would be to add tiles that increase ranged dodge. So if your on a forest or fortified tile you have a better chance to dodge ranged attacks. The current engine doesn't support LoS at all. [/quote] I was assuming that existing code; in first link below, could be used as the starting point
Re: Archers The use of Archers in FE could be enhanced by adding; a. Support for missile ranges. (Easy) b. Support for Blocking Terrain: Line of Sight (Moderate) c. Extra Abilities for Expert Archers: i.e. Veteran Archers shoot 1x, Expert Archers shoot 2x (i.e. expert archers load and shoot faster) d. Extra Ability for trained Veteran Melee Units (i.e. Arrow Shield - Units don't move and hold shields above their heads to receive defe
Perhaps, an FE Expansion pack will enhance tactical battles with improved in-game and optional stand-alone tactical battles (aka Warhammer). For the existing game I would like to see; Greater variety of tactical maps - rivers with bridges, in-city maps, ravines with archers on higher elevations, etc. (simple) Terrain that blocks line of sight and ranged attacks, not just movement. Range limits for missile weapons - i.e. Short Bows
I like your strategy. It really shortens the learning curve and maximizes staff productivity & job satisfaction. From my perspective one reason why it works for your company is because you are not a pure game developer. You release tools (I really like Start8 and Fences) and are the game publisher too. As for project X, I wonder if it is an TOEE/X-COM RPG tactical game built on the the artwork/creatures/tools developed for FE?
While I am awaiting the release of FE, here is my wish list for a FE RPG that incorporates the mythos and creatures of Fallen Enchantress. 1. The focus of the FE RPG would be tactical combat and the "dramatic" effect of player actions/decisions on the world around them. Example: PCs discover that a town is to be attacked. They can influence the outcome of this battle by 1) recruiting other NPCs to defend the town and/or 2) assit in the the defense of the town; howe
Looking forward to the new tactical maps. Great job.
"So cosmetically, don’t put up a wall expecting it to block line of sight or weapons. This is something we hope to change in a future version ." Thank you.
If you do another game in the FE universe I would ask you to consider a RPG game with turn based tactical combat; simialar to that offered in the TOEE, coupled with dramatic world changing consequences for player actions/inactions. Example: Player learns of planned assault on a keep. If they avoid side quests and reach the keep in time they can assist in its defense. If they arrive late they enc
Really great post that highlights the key areas for game a game design success. I look for decision events that have major effects on game play. In wargame design for Patton Goes Easy, the focus was on giving the Axis AI a selection of vastly different strategies to achieve victory in Western Europe: Russia First (historical), UK First, Spain + Mediterrean First, and Turkish-Russian Strategy. In RPG content for purchased software, I like decision events that
Suggestion: Option that allows only champions to enter a tactical map and prevent army units from entering dungeon/cave/castle ruins. That said, its a major improvement over the 1st beta. After the additional AI strategies are added, it should be even more challlenging. Note: The work for FE could be used to build a Fallen Enchantress RPG.
I would like to see a quest that affects both the questor and the questee. Example: The witch asks the PC to defeat nest of spiders and bring her spider silk in exchange for gold - this gives the witch spider silk armor and she gains +2 levels She then asks the PC to bring her the venom sack of a giant spider in exchange for gold - this allows the witch to cast Spider Venom and she gains +2 levels Then the witch asks the
Thanks seanw3. That opens up potential for many interesting quests. Example: Encounter Hut with a old mystic, much respected by all the Kingdoms. Slay the mystic and all the kingdoms declare war on you. Part 1: At a quest hut, the Player encounters a merchant tells of a legendary mystic; honored by the people of all the Kingdoms/Empires, that guards, a powerful magic sword. 1. I will seek out this mystic. (leads to Part 2) 2. Th
Can a quest affect your fraction's reputation? Example: Sire, my sovereign requests your assistance. The prince has been kidnapped by trolls. Will you rescue him? Yes, I will seek out these villans and rescue the prince. (If successful, your fraction's repuation increases - AI less likely to attack you) Yes, I will rescue your prince; however, I expect to be suitably rewarded (If successful, you receive a reward) No, I have
Spells: Summon Spider (Tactical) Web (Tactical) Summon Huge Spider (Tactical) Summon Dire Bear (Tactical) Wind Storm (Tactical - Air - Strong Winds reduce range of all archery attacks to 3 tiles) Summon Wolf Pack (Tactical) Summon Wolf Horde (Tactical - summons a company of wolves) Darkness (Tactical - Maximum attack range for all attacks is 1 tile, Maximum Viewing Range for All Units is 1 tile)</li
[quote who="seanw3" reply="113" id="3206418"]It would be nice to have city battles use a map that is chosen based on what level fortifications the city has. The better the fortifications, the more favorable the map is to the defender. [/quote] Agreed, Build a moat and the battle field has a moat & a drawbridge that the defender can use to reduce the number of attacking units. Build a castle and you have walls behind which you can place archers or
Nice. After the release of Elemental, will you incorporate some of the elemental backstory & functionality into your forthcoming RPG game?
[quote who="Kalin" reply="99" id="3159745"]+ Fireballs ..... will also damage friendly units in range [/quote] Getting more like D&D all the time. PS: I would like to see tactical summons spells for Wolf Pack (squad of wolves), Wolf Horde (company of wolves) & Dire Bears for those that select the trait: Path of the Druid and research the Nature Spellbook.
I would like to see an option for Champions/Sovereigns to change weapons in battle.