Base Stats Each race has different base stats. Amarians (the race of Pariden) have the highest intelligence, Trogs (the race of Yithril) have the highest strength. The stats are the starting point for the sovereign, champions and your armies. It will be easier to use heavy armor and weapons if you have the strength bonuses the Trogs offer, likewise your units will have more hit points if they are
DerekPaxton
[quote who="Savoy3" reply="51" id="3032374"]Just an idea, but have you considered randomizing the game balance? It means every game will feel a little different, because that short sword hits just a little harder or softer, depending on which game you play.[/quote] Not really. We do have techs that are randomly available (so if you play 3 games oyu will have a slightly different tech tree each time). Meaning that you may be able to crafts Masterwork Short Sw
[quote who="Fearzone" reply="37" id="3032281"]Admit it, you guys are really playing Skyrim.[/quote] We were having our update meeting a few days ago and I was going around the table until I got to Paul, our Art Director, and I asked what he was working on. His answer was "I'm trying to get my enchanting up to 100..." Needless to say, this had nothing to do with FE.
Iteration is both wonderful and terrifying. It is the place where you take delight in the designs that are working out, and weep for the designs that sounded good but aren’t. It would be nice if I could sketch out a perfect plan, implement that plan and have an amazing game. But it takes work. One of our initial concerns when we started to playtest was that the game felt like War of Magic. Despite the changes, many of which wouldn’t b
[quote who="Magog_AoW" reply="37" id="3018940"]What a bunch.... What is that big black thing with red dots?[/quote] You cant see his costume very well, but he is the state of Michigan. [quote who="Goldmos" reply="38" id="3018941"]Is Brad taking the picture?[/quote] Nope, Brad is in the picture in his bathrobe. He is dressed as Arthur Dent.
[quote who="Thormodr" reply="32" id="3018777"]Stardock looks like a really fun place to work. [/quote] Stardock is a great place to work! And I'd like to point out that Toby is wearing girls pants, and Shafer didn't dress up (Boo!).
[quote who="seanw3" reply="24" id="3018455"]I couldn't party with Stardockians. I would be the geek in the corner that won't stop talking about the game. You guys probably hate talking about work, while your work is our play. [/quote] Nah, you would fit right in.
[quote who="Ausland" reply="4" id="3018115"]Too much fun.... Derek how could let this happen???!!! Tell everyone to get back to work and get me my FE Beta! Hup Hup![/quote] Do you know how hard it is to command respect and obedience when you have flippers and smell slightly of herring! I don't think anyone heard anything I said in the morning meeting.
Such a fun day. :)
Happy Halloween from the folks at Stardock. Be sure to check out Stardock's Facebook group to see more pictures. We are obviously very cool guys.
The point of the implementation phase is to get all the major features in and working as quickly as possible. It isn’t pretty, it isn’t always optimal. But we need to push through it so that we can start play testing and deciding what is working, what is outperforming (and therefor we may want to focus more on it) and what is underperforming (and may need to be replaced). It also leaves us with bugs. After implementation bugs become a daily task, every bu
"Come and see the violence inherent in the system. Help help, I'm being repressed."
[quote who="Tohron" reply="21" id="2995122"]A comment on random events - while many people enjoy the replayability they add, others can find this extremely frustrating. Let's say a player had started a game on max difficulty, with the goal of employing careful planning and diplomacy to pull off a minimal-defense expansion gambit in the early game. Through thorough planning and hours of delicate maneuvering, they manage to gain a bunch of cities with rich resources, and are j
[quote who="larienna" reply="28" id="2994855"]So you only harvest a 3x3 grid and building over these tiles "destroy" the yield?[/quote] Building on the tiles doesn't destroy the yield. The city has a permanent bonus based on its original tile yields. If you build on a river the city is better than one build in a desert.
[quote who="TheProgress" reply="5" id="2994529"]Dev Journal? More like, Dev Tease. Nice artwork though [/quote] Fair enough, here is some real info: https://forums.elementalgame.com/411840
Forget everything you know about the WoM economic model. Food is gone (as it exists in WoM), housing is gone, global population is gone, specialists are gone (improvements don’t use population), materials are gone, resource multipliers on city level up are gone, fixed build times are gone, unlimited improvements are gone (you can never make more than 1 of an improvement in a city). In Fallen Enchantress a city has one production queue. The amount of production a city
There are random events in Fallen Enchantress. They are rare. They don't make the player's life easier.
[quote who="pacov" reply="51" id="2994229"] Quoting Derek Paxton, reply 43 Today we had an argument about which was faster, running backward or skipping. Toby bravely agreed to champion the cause of running backward while we all agreed that Leo (who painted all the incredible spell paintings) was our most gifted skipper. Do these sorts of things happen at other companies? Ladies and gentlemen, I give you the 2011 Michigan Wolverines. I kid, i kid.
Today we had an argument about which was faster, running backward or skipping. Toby bravely agreed to champion the cause of running backward while we all agreed that Leo (who painted all the incredible spell paintings) was our most gifted skipper. Do these sorts of things happen at other companies? The results: [video]http://www.youtube.com/watch?v=FzX1xSh-8nY[/video] It's worth noting that I won $5 on the race.  
[quote who="AlLanMandragoran" reply="281" id="2990280"]Derek - how did you get a picture of my last family gathering? I farted in the pool and the outcome wasn't pleasant... Doth spell must henceforth be named "Flatulence"[/quote] hahahahahahahahahaha! :)
More spells are coming.
The 5 general "paths to victory" are: 1. Military- Players should focus on military techs, designed units and large trained armies and will be the most effective in fighting other players. Gold goes to unit wages and upgrades. 2. Magic- Players should focus on the magic tree and capturing mana shards to increase the rate they gain mana and to make their spells more powerful. Players are the most effective at short term powerful effects.
[quote who="DsRaider" reply="27" id="2987682"]Looks awesome Derek. You keep showing us that you know what makes games great. The Quest tree is something people have wanted for a long time. The only thing that I will be critical of is kingdom only use of rivers. Race specific resources didn't work so well for horses and wargs. Can't wait for the beta![/quote] Rivers aren't kingdom only. The kingdom have an additional early game improvement that they
We had some specific, and significant, goals for the User Interface of Fallen Enchantress. First we wanted a beautiful world to explore. Second we wanted a UI that got out of the way and allowed you focus on that world. It's always hard to decide what you want on the Main UI. There are a lot of moving pieces in a 4x game, a lot of things we could show. But ever
New version of the doc uploaded. Fixed the fact that Slow was listed twice (it was correctly a rank 1 water spell), added the spell type to Pull of the Earth (Tactical) and removed the rank name of Expert (though Im not so sure Im in love with them yet so they may change again). Thanks for the feedback! :)