My Fallen Enchantress thoughts

I know I'm pretty late to the party, but I thought I'd post my thoughts on Fallen Enchantress, as a huge fan of Elemental.  Yes, Elemental did have issues, but I can't deny that I had fun playing it.  I think I beat 2 or 3 maps, and that equates to at least 30-40 hours or so of gameplay.  Elemental didn't dethrone Age of Wonders: Shadow Magic or Heroes of Might and Magic 3 like I'd hoped it would, but it was playable.

Other games and hobbies and life basically kept me from giving Fallen Enchantress a good go when it launched, but I keep reading the update emails from Stardock, and every time a new version came out, I'd download it and think "I need to get around to giving this game a good shake" but then Shogun 2 or something else would distract me.

ANYWAYS long story short I've played a couple games of Fallen Enchantress now, and just thought I'd post my thoughts on the game.

Both my games have been on "Small" maps and I started out with "Challenging" for all the settings.

First of all, wow is this game pretty.  Even more gorgeous than Elemental, which I thought did a great job in the art department on most counts.  One thing Elemental fell really short on was special effects for Spells in tactical combat, and wow does Fallen Enchantress fix that.

One thing I'm puzzled about is the "Autoturn" option and why it's on by default.  I've tried playing with it turned on and as a strategy gamer it just confuses the heck out of me.  I'm surprised this wasn't just removed for Fallen Enchantress.  Also, can we do something to "pretty" up the lower right corner of the GUI?  Everything else is so stylized, but in the lower right corner I just have this big black box for the minimap, and three really non-descript buttons for "Spells", "Govern" and "Turn".  Not even a spellbook icon, or a govern hammer, or some pretty green vines, or alternatively nasty viney thorns around the "Turn" button?  The rest of the game screen is so pretty!

I didn't read the manual to the game, I just jumped in based on what I knew about Elemental and other strategy games.  This game is SO much more intuitive than previously.  No mysterious hidden numbers anywhere.  No more building tons of housing elements in your city.  Tooltips are everywhere, and they (mostly) tell you all the information you need to know.

For example, when I started Fallen Enchantress I had no idea what "Unrest" was.  First time I floated the cursor over my "Production" and saw that Unrest was a negative factor, it didn't take me long to then go look at what "Unrest" was, what was causing it, and how I could get rid of it, since it was obviously BAD.  In Elemental information like this was so hidden!  In my very first game after not too long most of my towns were in the single digits for Unrest.  Building Outposts to extend my domain between towns was the only thing I didn't figure out on my own.  I had to run into an Outpost built by an AI before I realized I could extend my domain with Outposts.

City Building is a lot more fun without the monotonous upkeep tasks.  Pick your upgrades, and build.  It's very cool balancing between upgrading tiles such as Clay Pits or Shards, building or upgrading the town itself, training new units, and concentrating on growing the town itself.  Town Enchantments add a whole new level here as well, and I was having fun with them.  There did pop up one thing that frustrated me, which is the Town Upgrade screen.  When a town levels up, you get a pop-up window asking you to upgrade the town, and you can't do anything until you choose.  I had quite a few cities, and it was hard to tell what city had upgraded, and I couldn't look at my empire as a whole before I made my decision.  I'm somewhat dismayed as to why the Town Upgrade screen can't be cancelled, with a button on the town to decide your upgrade path later.

I love the Hero system in Fallen Enchantress.  I really can't say too many nice things about it.  I actually like the roulette of skills that Champions get when they level up.  The positive and negative abilities are very cool, and it's fun to see you can use some of these on units that you design.  About the only thing that would make it better would be the ability to recruit new Champions from a building in a town.  In both of my games I was pretty much stuck with my Sovereign and one Champion throughout the game.  I finally found a third in my first game but the game was practically over by then, I was already dominating the map.

Research is a bit strange to me, and maybe it's because I was on a small map.  At the beginning, it's slow going, and each item researched it really important.  I was a little puzzled by the research pacing though.  By mid-game I already didn't really care that much about anything that I was researching.  There were several times when I finished researching something, and I really didn't know what to pick next, because I didn't really need anything on the tech tree.  I was winning, but the two other powers on the map still had about 2/3 of my Power rating, so they weren't completely conquered yet.  I deliberately didn't want to go for the Spell of Making victory, since this was a small map I wanted the thrill of conquering my opponents.  On bigger maps with more opponents perhaps research is a bit more of an arms race, and is a more important factor.  At the same time though, by the time I'd finished my first Small game, I'd researched the entire military tree, and 4/5 of the other two trees.  This makes me think that on a larger map, you'd have all three research trees completed before the game was anywhere close to being completed.

Tactical Combat was similarly a lot more intuitive and a lot more streamlined.  It was relatively easy to tell how difficult my opponents were before starting combat, and during tactical combat.  Tactical combat is very very fun now.  Spells are more interesting as well, with a lot of tactical options.  Even my largest combats seem to go by so quickly that only the largest and most powerful spells get cast, though.  Generally in a large combat, my Sovereign might get to go 3 or 4 times.  So "Slow" only gets cast on the most powerful unit.  "Haste" only gets cast on my most damaging unit.  Area effect spells are given much more priority over single-attack spells, even if they do less damage, simply because you may only get to cast one per combat.  A lot of spells simply aren't used.  For example, I had a spell that would infect other units with negative spells cast on that unit.  I never really cast this spell, because first I'd have to cast a negative effect on that unit to begin with, then cast the "infect" spell, and then it would take multiple turns to infect everyone on the field.  By the time all that had happened, chances are the battle is over.  It's more effective to simply fireball instead.  Again, maybe on larger maps with more powerful armies, this changes.

For me, tactical combat became the most fun around mid-late game.  I had my Sovereign, a Warhammer unit I'd designed as my "grunts", a more elite unit with magic weapons I'd designed as heavy hitters, a few stacks of archers, an Ogre from an Ogre camp, and a unit I'd designed with a ranged magical attack.  I had a really diverse army with lots of different units.  However, previously to that all my combats could have mostly been won with my Sovereign and a few stacks of archers.  Not really all that interesting.  It'd be nice if players had more variety earlier in the game.  I did have spiders I could train from the beginning which was nice, but that was all.  I also feel that Archers are a little too powerful.  As soon as I got Archers, tactical combats lost any sense of risk.

I'm looking forward to starting even a harder game, on a larger map with some more opponents.  I'm really looking forward to the next expansion, too, although amusingly other than a building to recruit Champions from, I already really like the Champion system as it is now.  If there were anything that I'd be improving in the game, it would be the different types of units you could recruit and more special abilities for them, and making tactical combat a little more tactical.

Any other thoughts?  Stuff I got wrong or things I should look into exploring more?

11,607 views 5 replies
Reply #1 Top

Excellent feedback Murrdox!

 

I agree with your observations about the "turn this off immediately" auto-turn feature, city building progression (much improved!),  research pacing (glacial to blazing), combat pacing being a little "fast", and tactical combat variety being enjoyable in the mid to later game wholeheartedly.

 

Keep in mind that at the end of every research tree there are repeatable techs which provide % improvements in every different kind of thing, from mana income to troop accuracy so you never truly run out of stuff to research.

 

There is a slider for research pace which will change the rate of research, but beware that when you are starting out and are only creating 1-2 research per turn those first few "techs" will be forever to arrive. You may end up playing your entire game in leather and spears though.

 

I especially agree about the early army composition. I really WANT to be using more built units myself. I think that both of us need to bump up the difficulty setting a notch to give the AI the boost it needs to field more armies of units. Then one stack of (mostly) non-city trained units probably won't be enough to cover the entire early game.

 

I play on large maps with 7 opponents challenging AI/ challenging world (affects monster toughness, etc). The larger world has it's own benefits and drawbacks:

1) The game takes longer (my current game is on turn 158 and hour 16 of playtime).

2) When you start to "win" the steamroll effect is even more pronounced. Definite drawback. I rarely play a game to utter completion. The mop up is tedious. However, I play strategy games to experience that tipping point of underdog to champion, and larger maps also take longer to reach this critical point of enjoyment.

3) There is danger of a remotely placed AI winning via diplomacy or the spell of making, providing more time pressure to explore and gain access to the entire map.

Give a larger map size a try and see which you prefer!

 

Welcome to the forums, we could use more well spoken assessments to help guide the direction of the game.

Reply #2 Top

There did pop up one thing that frustrated me, which is the Town Upgrade screen. When a town levels up, you get a pop-up window asking you to upgrade the town, and you can't do anything until you choose.

There is one thing that still works: the arrow keys. So you can scroll the map around to get yourself oriented. The choose-now-before-doing-anything-else popup is still annoying, but this helps me some.

I also turned off Auto-Turn; the way it is implemented is horrible. It's surprising because I'm impressed by so many little touches throughout the game.

 

Reply #3 Top

Thanks for the tip about the arrow keys!

Playing my third game now.  I have a much better hold on the beginning of the game at this stage.  Lots of fun stuff happened at the beginning of this game which is making it really enjoyable.

Completed a goodie-hut quest which resulted in an award of a Wolf Summon.  So I got a wolf companion for my Champion.  Then my Sovereign obtained a Training collar from a random bit of treasure.  She happened to be right next to a giant Cave Bear, so I entered into combat with it with the intent to capture it.

I was pretty pleasantly surprised in this combat... I made my first move to position myself such that the bear couldn't reach me to attack (I was only level 1, it could have easily killed me) and such that I could move in to use the collar next turn.  Low and behold... the Bear didn't take the bait!  Instead of charging right in like I assumed it would, it moved tentatively forward, ensuring that I couldn't get to it, and it would be able to get the first strike next turn.  Good AI!  Fortunately eventually I was able to out-maneuver it and use the collar.

Then a couple turns later I got a lizard egg from a bandit camp, and was able to summon a lizard to fight as well.

So very early in the game I had a Champion with a wolf, and my Sovereign with a Bear and a Lizard.  Pretty fun starting army.  Pretty random as well, since it depends on random quest rewards and loot, but still illustrates that finding these types of items early in the game is really fun.

Another thing I like about this game is that there seem to be enough resources to go around.  I don't see the problem in Fallen Enchantress that you sometimes run into with Galciv2 or Civ5 where you just happen to start in a relatively resource-poor section of the map. 

Reply #4 Top

nice writeup.

Autorun is confusing even for me soemtimes, and I played with it from start (funny, not seeing it turnable off - trying it for next game).

 

I just had an idea when you tol us about maiming skills for heroes...

 

How about levelling up for a hero with maiming abilities would give option to get special abilities which require body parts sacrificed or body being damaged - for mages, loosing one eye could grant some premonition ability or something...just a thought...

 

and it would add a lot of "flash" and "life" to characters and flavour to our realms and champions....

Reply #5 Top


ANYWAYS long story short I've played a couple games of Fallen Enchantress now, and just thought I'd post my thoughts on the game.

Lol and then he goes into a Wall of Text a mile long. lol  sorry tldr.