Please vote
Published on May 2, 2012 By Istari In Elemental Dev Journals

If you have played Beta 3 of Fallen Enchantress and haven't voted, please do so.

https://www.elementalgame.com/journals

At the start of each beta, we collect the data from about 500 beta testers and use that to gauge progress.  It's all relative to each beta.


Comments (Page 3)
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on May 05, 2012

I also voted Good. I could pretty much play an entire game of this, unlike the last build in which I couldn't. Damage scaling for melee heroes based on weapons seems to be off, though. They need something which allows them to hit harder based on their level to compensate for how they can't bunch up like units can.

Most of the bugs I've encountered had to do with the quests.

In the Rust Golem quest, in which I had to kill all the golems that spawned on the map, some of the golems spawn in the water or in the ocean or behind impassable uneditable terrain. I've fished out some from the water using the Raise Land spells, but that still isn't all of them. Maybe check the spawning code to make sure they don't appear in the ocean because I don't think that is working as intended.

There are also a couple of typos in the quest texts. The one I remember is from a test in which a demon asked me a riddle: "The maker sells it, the buyer uses it not, and the user not knows he is use it." That's a paraphrase, but the error is definitely in the 'user' third of the question.

Other factions are still not much of a threat. I'm marching in with my fireballs and levelling whole armies without even needing an army of my own. Only thing which has been a real pain to beat is the Dragonlord and his many Deadly Dragons.

This game is going through some serious polish. It's already really fun to play, and I'm hoping it gets better. I love the text adventures (what I loved from King Arthur too) and wish there could be more. Is the lack of dynasty an intended omission for FE?

on May 06, 2012

I voted good for 0.912, but now need to vote Fail for 0.913.  Is there some way to change my vote?

on May 11, 2012

Various points

-Magnar's Raze city ability doesn't seem to work. If I take over an enemy city and raze it, half the pop does NOT get transferred to my capital.

-It should be possible to 'Single City' a game. There needs to be costs/benefits to spamming cities. I'd say dropping a city should require X Gildar and have a maintenance cost based on the distance to your capital and number of cities you have.

-It would be nice to change the color of your shards with a spell. Cersei can do it and it's crazy good.

-Death Magic and Life Magic needs to be better. Right now Earth Magic/Gilden rocks hard.

-Karavox's Silver Tongue doesn't seem to work, it stays grey on it even if I have influence/mana.

-There's an NPC with the Obession ability. It affects cities. But it can only be cast during tactical combat!!! Oops.

-Gilden's Iron Golems are crazy good. I mean like, they add a lot to the game. Every faction ought to have a 'special unit' like that.

-Going the route of 'mage king' is not really viable. Warriors are much stronger than mages in the early game because usually they don't rely on mana- when they die they don't lose combat effectiveness, and let's face it, when you're in the early game you don't have much mana to begin with. In later games you can recruit an NPC to do casting for you.

-"Spell Levels" ought to not be a trait you need to pick in level up, and they shouldn't be random. If you pick the path of the mage then you should get new spell levels automatically at certain levels.

-Monsters don't attack the AI. I saw a Forest Drake (Big one) activate and simply stand next to an Altair (red?) settlement for at least 4 turns, doing nothing. The creature literally moved next to the settlement, but it seemed like it couldn't attack.

-Enemy scouts seem able to explore the entire map, while my scouts die to the first monster that they see.

 

 

 

 

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