DerekPaxton DerekPaxton

Fallen Enchantress: Armies

Fallen Enchantress: Armies

                Units matter.  Fallen Enchantress comes with several base units already in the game, each designed to look unique and interesting for their faction.  We want to make sure new players find units and see enemy units that look nice.  We had some fun picking some starting traits for these base units, archers start with a trait that improves their accuracy.  Defenders start with Ignore Pain, a trait that allows them to last longer in combat (all Tarth units get +10 to Defense when they are under 50% of their hit points, making their defenders even harder to take out), etc.

                But that doesn’t mean we don’t support unit customization.  Players can still design the armies they want to train.  If you want to create archers faster, make a cheap version without the precision trait.  Or make some elite units by loading up on your favorite armor and weapons.  Just remember that units have an encumbrance limit based on their strength, so you have to make hard choices between massive shields, big weapons and heavy armor.  Especially if you are playing one of the smaller races (each faction has different starting stats).

                Traits are new to Fallen Enchantress and are so much fun to design units we have some unlocked from the beginning of the game.  Initially the design required the player to have certain techs before they unlocked traits and trait slots.  But now players start with a trait slot and a small selection of traits they can use.  Later techs unlock new traits and additional trait slots, so late game units can really specialize.

                One of my favorite new features of the unit design system is upgrades.  When you design a unit you can pick the weapon or armor it will have.  Or simply select for it to get the best possible of that type.  Defenders, for example, always try to get the best armor that player can produce.  So whenever you train some defenders they will have the best armor available at that time.  Players can also upgrade their units, so that if new armor becomes available the player can upgrade his existing defenders (for a moderate cost of course).

                Design your own units, and watch them grow with your empire.  Leveling up champions is fun, but players that decide to rely more on their armies have lots to do too.

 

 

ps. the above screenshots are just me messing around with unit design.  I'm sure the artists are going to give out a long sigh when he see my screenshots (sorry Paul and Akil!) since I didn't match armor or include full sets.

 

206,029 views 83 replies
Reply #76 Top

Quoting noobshot, reply 48

Quoting jecjackal, reply 43anyone notice the training times on the units in the pictures above? 32 turns! ouch.

yes quite ridicoulous. lets hope training times will be altered. i really hate to be sitting on a town waiting eons for 1 troop to produce. id rather have unit producing be somewat constant and not slow that way you can accually field and move around forces quite fast. to offset factions having good amounts of troops is to have a really nasty tough world that to explore it you need those troops. but waiting 32 turns for a unit to produce is ANTI FUN.

all in all though thx derek for the dev journal so +rep to you. thank you for your vision to make FE a great game in the making. keep up the hard work and it will pay off in the pc gaming community im sure of it.
End of noobshot's quote

Any chance training times and production will be noticeably different between cities? One thing that always bugged me about E:WofM magic was the fact that two cities, one of pop 200 with 10 workshops and a blacksmith and one with pop 5 with only 1 workshop could each crank out a soldier or a building at the same rate. The only thing that altered this slightly were a couple higher level buildings that hardly ever played a role in the game. It would be great if cities had noticeably different production rates for units based upon infrastructure and pop.

spelled it out a little more clearly in this post awhile back:

https://forums.elementalgame.com/401657

Reply #77 Top

Didn't read every single comment so maybe this has been brought up but....

 

While you're thinking about the subject of unit customization, it would really be cool if the clothing slots and the armour slots were distinct. That way if I want to have my sovereign, champions or army units to wear a robe or a vest or something over their regular armour piece I can. This would add a lot ot the ability to make distinct looking units without needing to sacrifice stats. As it is the clothing is there, but you can't use it for more than 50 turns because the armour quickly replaces it.

Reply #78 Top

I wonder if people really use the customization option of armies so much. I know they did for Galciv2 ship models/moo2 ship design but that's pretty cool... Honestly I rather spend more time on champions/sovereigns/spells... which are cooler than armies.. but i suppose it doesnt hurt to have them.

I rather tho resources be channelled into making magic system more complicated and flexible then on this though. 

 

Reply #79 Top

Quoting luketan, reply 78
I wonder if people really use the customization option of armies so much. I know they did for Galciv2 ship models/moo2 ship design but that's pretty cool... Honestly I rather spend more time on champions/sovereigns/spells... which are cooler than armies.. but i suppose it doesnt hurt to have them.

I rather tho resources be channelled into making magic system more complicated and flexible then on this though. 

 
End of luketan's quote

I customize all armies. And I also customized all ships in Galciv 2. This to me is an important part of the game and resources should be used for this to make them better. Just as resouces should be put in to make the Magic system better and to make other aspects of the game better.

No one except the Devs know how much "Resources" they have to allocate for different areas of the game so arguments about allocating resorces for this or that is pointless.  Some people will like certain aspecs of the game and want a lot of resources but to that and taken away from other parts of the game that they don't like and others will have the opposite view.

Reply #80 Top

Quoting Flamebeard, reply 77
Didn't read every single comment so maybe this has been brought up but....

 

While you're thinking about the subject of unit customization, it would really be cool if the clothing slots and the armour slots were distinct. That way if I want to have my sovereign, champions or army units to wear a robe or a vest or something over their regular armour piece I can. This would add a lot ot the ability to make distinct looking units without needing to sacrifice stats. As it is the clothing is there, but you can't use it for more than 50 turns because the armour quickly replaces it.
End of Flamebeard's quote

I agree, and I am sure they will easily fix it later on.

Reply #81 Top

I like to customize units generally, it depends on my mood and why I'm playing (such as if I'm working on a tile design or something).  It may be interesting to have lower defense armors provide other benefits (or have versions of them that do) so you don't end up with everyone in full plate other than when your strapped for cash.  It would also have the benefit of armor slots not being only about increasing your defense stat. Any of the other stats could be just as viable for adjusting.

Reply #82 Top

Will there be racial specific traits? I.e. traints that are only available to certain races?

Reply #83 Top

How many times do I have to read this before the beta magically appears on impulse?