A trip through the fantasy worlds I enjoy

Beta 4 

Beta 4 focuses on cities.  But that really means it focuses on the games pace.  Production, economy and research come from your cities.  When we change them we change the game.  First let's talk about a few of the design issues we have been wrestling with:

1.            Lack of city specialization.  Materials and Food are okay, but in general you want to build the same things in every city, or at least the player's preference outweighs the strategic benefit (so it feels like you just want to do the same thing everywhere).

2.            We need more improvements.  We want to double the amount a given city may have.  We want more choices, we want there to be a bigger difference between a city that focuses on infrastructure and one that produces troops.  I want a player focusing on infrastructure to never be able to run out of things to build.  And I want to do it without:

a.            Making improvements take forever to build.

b.            Making cities even larger than they already are (in fact I want to shrink cities).

3.            Basing the economy, research and production directly on population is painful/impossible when cities can grow from 1 from 600 population.  Whatever bonus we give for those resources on a 10 population city become 60 times as high on a 600 population city.  Lesson 1: To control game pace, control your ranges.

4.            City enchantments are a tightrope walk.  To good and you have to place them on every city, it becomes busywork.  Not good enough and you never use them.

 

I wish fixing it was a simple thing, but we needed a few pieces to make it all work.

 

Step 1: Starbases?

Outposts can be upgraded to give bonuses to anything in their Zone of Control.  They can boost allied units attack, reduce the attack of enemies, modify movement costs, scare away monsters, provide bonuses to the attached city, etc.  They are not destroyed when an enemy moves onto them, instead they are flipped to that enemies control and represent your control over the land itself (monsters still destroy outposts, I highly recommend you upgrade them with Wardens to keep the monsters at bay).

Outposts have a limited distance they can be built (or summoned) from each other, so you can't pepper the field with them.  But their ZoC's can intersect (with the right upgrades) and their bonuses are cumulative, allowing you to build strong defenses if you desire.

 

Step 2: Much like a bad Star Trek episode, it's all about the Queue

The production queue is a precious resource.  Everything in Beta4 builds faster, but there is a lot more to build.  As with Beta3 City Improvements and Units train in the queue, but Wild Improvements and Outpost upgrades go into the queue as well.  You can drag items around in your queue if you want to reorder them (and it remembers how much production you had on items you may move back in line).

The biggest change in Beta4 is that even though production is much faster, there are always things you want to build.  You can play as Pariden and drop outposts early on, but you will be making a hard choice to start claiming those resources vs making units or improvements in your cities.

Multiple cities are always good.  If you can defend them and you have the land to claim it's always a good option just because it gives you more queues.  The minimum distance between cities has been reduced in Beta4 to support more cities, closer together.

 

Step 3: Improvement Upgrades

In Beta4 improvements can upgrade.  Your Cleric upgrades to a Shrine which upgrades to a Sacrificial Altar (for Empire players).  Since the old improvement is replaced by the new one, we get a few benefits:

1.            City size stays relatively contained.  We added 40 new improvements and cities are about half the side they are in Beta 3.

2.            Cities look more advanced as they upgrade to higher tier buildings.  A cleric is a modest building, the Shrine is more pronounced, the artists can go all out on what the Sacrificial Altar looks like.  Upgraded buildings don't get lost in the jumble of the same buildings the rest of your cities have, they look more unique and specific to their purpose.

3.            You can't get to the higher tier buildings of particular types unless you have built the earlier versions.  You can't build the Treasury Vault unless you have gone through the economy boosting improvements on the way.  So you have to decide, do you want to build a Study, then School, then College and University?  If you do you won't be getting access to the best economy improvements without spending the time to go through the base one and their upgrades.  You are rewarded for specializing your cities and your cities build lists become very unique from each other.  Build lists also don’t become huge since you only see the highest tier you have access to (you only see the Pier, not the Dock and Harbor it upgrades to).

4.            Faction achievements and World Achievements are at the end of upgrade chains.  You can't build the Ironworks just because you unlocked the tech for it, and you can't build it in every city.  It will only show in a city that has specialized in what it does.

5.            Resource improvements upgrade too.  The first shard shrine only produces 1 mana per turn.  With the correct techs you can upgrade to ones that produce more mana.  The same goes for Crystal and Iron mines.  If you have enough iron mines to train your units maybe you don’t need to tech up the side of the tree to unlock these improvements.  But if you do want to have your iron come in faster, the research options are there for it.  This fixes a big issue for us by allowing us to control the pace of mana and resources as the game goes on, we can trickle it in in the beginning, then ramp it up as the player gets access to more expensive units and more costly spells.

 

Step 4: City Specialization

All cities start as villages.  When the city gets to city level 2 you pick a specialization for that city.  It can be either be a Fort, a Conclave or a Town.

 

Fort- Units trained in forts start at a level higher.  Forts are the only cities that can build walls as well as having access to improvements that improve defenders and improve trained units.

Conclave- Conclaves generate more research than other city types and have access to special magic and research improvements.  They gain additional bonuses from Essence (more about that later).

Town- Towns are the heart of your empire and are the source of your food, growth and money.  They also have a larger ZoC than other city types.  Towns have access to a series of improvements that improve the food production for all cities in your empire and they are cumulative with each other.  So Forts and Conclaves will never be able to reach the highest city levels on their own, they will need towns to support them.

 

The improvements for each city type are generally in that tech tree (Fort=Military, Town=Civilization, Conclave=Magic).  So players that are doing alot of teching in one area will find that they can get more advanced improvements for that sort of city.  If you have researched 90% of your magic tree and 0% of your Military tree you will have more high tier conclave improvements available than you have Fort improvements (in fact you will only have 1st tier Fort improvements available).

Choosing what sort of city you have opens up lots of new improvements to that city as well as determining what sorts of improvements the city can unlock at city level 3, 4 and 5.  The real magic comes in the intersection of the upgradeable improvement chains (which keep players from building everything everywhere) and the city types (which modify the effect of other improvements).  Maybe you want a food boosting town or a fort that creates super soldiers.  Or maybe you want studies in every city because you like studies (even if they are more productive in Conclave cities).

Note that studies are available everywhere.  Our point isn't to lock these city types down.  You can get research and money from non-town cities.  You can train units in Conclave cities.  The point is to open up new ways each type can specialize.

 

Step 5: The Economy

I love the idea of all the economics inputs coming from the population.  At one point I had a design where there were citizen types, unrest controlled how many were rebels, craftsmen produced special things.  It was a beautiful, intricate, stupid design.  Lesson number 2: If it's fun to design, it probably isn't fun to play.

Instead of getting money, research and production from the population, they now come from the city level.  A village (city level 1) produces 1 research a turn, a level 5 city produces 16 research per turn.  Of course these are modified by improvements, enchantments, etc.  But that is the extent of our range.

Because of that change tech costs drop to more normalized values.  A player with a large population isn't researching at 20x the rate of a player with a normal population.  He may be going twice as quickly.

Improvement costs can normalize since we know the ranges for a large production based city.  And they are close enough that they stay reasonable for a production focused city without being laughable for a moderate city.

Gold (*cough*, I mean Gildar) values were normalized since we control the ranges, meaning item costs in shops can come down.  Sell prices stay the same but now that money means more.  A gildar per turn means something to small and large empires alike because to don’t through a growth curve from starving for money to drowning in it.

 

Step 6: Essence

The final step is the addition of a new tile yield, Essence.  Essence appears much like Grain and Materials and is more prevelant around mana shards.  Only about half of the city locations have any essence nearby, and only about half of those have spots with 2 Essence.  3 Essence tiles are extremely rare.

There are chains of improvements that require essence before they become available.  The Cleric/Shrine/Sacrificial Altar chain I mentioned above is only available in cities with Essence.  Conclaves have access to Alchemy Labs and other improvements that give bonuses based on the amount of Essence in that city.  The Guardian Idol improvement requires Essence and is 1 per faction (it starts as a monument, upgraded to a Guardian Statue and then to a Guardian Idol), it is a powerful city defender that can cast any spell your sovereign can cast.

There are two improvements that can increase the amount of Essence in a city.  One is a level up option in Conclave cities.  The other is only available to Pariden.

The biggest advantage of Essence is that a cities Essence determines how many enchantments it can have.  City enchantments no longer have a maintenance cost and there are more of them and they are more powerful than before.  If you found a city on a place with essence the first thing you should do is get some enchantments on it.  Inspiration and Enchanted Hammers are good early ones that exist in Beta 3 (though in Beta4 the amount of their bonus depends on the amount of essence in the city).  Additional City Enchantments like Set in Stone (+100% production but no research), Blood Sigil (Withers all attackers, Berserks all Defenders) and Sovereign's Call (+1 Growth per Essence) allow you an additional decision on how to specialize your cities.  Trust in Glyph of Life to protect your Conclave from attackers, use Pit of Madness to speed the research in your Town.

Essence effectively becomes the most flexible tile yield, doing nothing on its own, but allowing you to reach in and play with the cities configuration.  Maybe you want it focused on gold and growth but dispel those enchantments and switch it into battle mode when enemies come near (enchantment maintenance is gone, but these spells still cost mana to cast so "respecting" your city isn't something you should do lightly).

 

Step 7: Balance

I find myself carefully considering the build options in my cities.  That doesn't mean it will be perfect.  I'm very curious to hear from all of you on what enchantments you use most and which you don't use at all.  Do you focus just on one sort of city type or play with a mix?  Do you chase down improvement chains to the end, or do you pick a variety of improvements in your cities?

In a few weeks you will have a chance to play and I'm excited to get your thoughts.  Until then we have work to do, mostly in making sure all the information is being displayed in an easy to understand way, and generally polishing the entire game to smooth the edges.

 


Comments (Page 11)
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on Jul 12, 2012

Droghar

I don't much like champions surviving defeats, but if that is going to persist, they need to:


Not be able to defend cities while convalescing (immobile), regardless how few hit points they have
There should also be a loot penalty - if I defeat a champion in combat I want at least some of their gear. That would add a lot more risk/reward to champion encounters. If a champion dies against wild creatures, the loot should be available at their lair or on the spot of battle.

 

I agree with the loot, is a little weird to defeat an enemy champion equipped with a mighty axe and loot only few gildar...

on Jul 12, 2012

When defeating a champion there could be a chance to grab some of his equipment. Also some of the fallen champions equipment might be damaged/broken.

A recovering champion should not be able to defend a town - or if he does and falls again should die for good.

If he does not partake in the battle the victorious conqueror should have the option of killing/imprisoning the recovering champion(s).

on Jul 12, 2012

Markus Aurelius
When defeating a champion there could be a chance to grab some of his equipment. Also some of the fallen champions equipment might be damaged/broken.

A recovering champion should not be able to defend a town - or if he does and falls again should die for good.

If he does not partake in the battle the victorious conqueror should have the option of killing/imprisoning the recovering champion(s).

 

I like these ideas.   Something needs to be done to make the defeat of a champion sting more than it currently does.

on Jul 13, 2012

RooksBailey

Quoting Markus Aurelius, reply 152When defeating a champion there could be a chance to grab some of his equipment. Also some of the fallen champions equipment might be damaged/broken.

A recovering champion should not be able to defend a town - or if he does and falls again should die for good.

If he does not partake in the battle the victorious conqueror should have the option of killing/imprisoning the recovering champion(s).

 

I like these ideas.   Something needs to be done to make the defeat of a champion sting more than it currently does.

 

Yes! Definitely!

There's nothing like a good ole ransom! I would pay my entire treasure vault to get my most powerful champion back. On the other hand, I would leave a chumplet there to rot. Please do implement the capture of champions. Killing them endlessly is preposterous, and a bit annoying. It makes much more sense that they would be imprisoned.

on Jul 13, 2012

This is what happened in HOMM4 - when a hero was defeated they would go to the nearest prison, and you needed to capture the city with that prison to get the powerful hero back.  But a ransom would help too - maybe automatically (ie. always happen) you would always be able to buy a defeated champion back for a certain amount of diplomatic points of whatever kind (gildar, crystal, influence, horses, wargs, technology points, going to war with another player) - basically anything that can be used currently for trading could be used for paying ransom.  Based on their level and equipment, etc. there would be a price to buy a champion back that would apply, peacetime or wartime.  And since Elemental seems to apply "gentleman's rules" for combat etc., I think it would be quite reasonable that a player would get no option to kill champions - unless maybe a time limit applies - the higher the champion's level the greater the time they have before they are automatically executed?

on Jul 15, 2012

What do you mean by Beta 4? Is that a new beta version (not 0,915 or whatever number)?

Will my current beta version 0,915 or whatever number update to Beta 4 when it comes out, or has it gone live?

For a novice of the thing with Betas this "Beta 4" and beta version number is very confusing so please, someone, clearify it for me.

 

And how many beta versions are there gonna be, until Beta 19 or so? Seems like this game has been in beta for a very long time, when is the final product due to be released???

on Jul 15, 2012

StevenAus
This is what happened in HOMM4 - when a hero was defeated they would go to the nearest prison, and you needed to capture the city with that prison to get the powerful hero back.

Ah, HoMMIV, a game that didn't get nearly enough credit for being a great game because it had the unfortunate legacy of following HoMMIII.

 

Also, to Nitram, Beta 4 refers to the "4th major update" to Fallen Enchantress. For example, "Beta 3" was an update centered around developing heroes and adding more flavor to the gameplay. We're currently still in "Beta 3" right now at FE 0.915. The Beta# labels are just a conceptual way of saying what core gameplay/additions the FE team is implementing and would like feedback on (well, they still want feedback on everything, of course). So Beta4 will be all about changing how cities affect gameplay in the FE world. It is currently not available to us, last I heard it was going to be released "Summer 2012" ish. I can hardly wait!

on Jul 15, 2012

Nitram99
And how many beta versions are there gonna be, until Beta 19 or so? Seems like this game has been in beta for a very long time, when is the final product due to be released???

To my knowledge the "Star-Dockians" put it out on beta rather early, mostly so the community could get a good feeling for the game, and start finding and coming with troubleshooting, I am rather new to Star-Dock beta's. (Or any beta for that reason).

Sincerely
~ Kongdej

on Jul 15, 2012

They put out Beta 1 early, but not before a lot of work had been done since they started working on the game.  Each Beta has had a specific purpose, and some minor purposes.  Bug fixing and balancing have been done all the way along.  I think for the first betas it has been 1. start (was there a specific goal for this beta apart from proving that they had learned the lessons of the previous game and they already had a fun game to play?), 2. champions (I think), 3. faction specials/differentiation and Beta 4 is going to be city specialisation, UI improvements etc.  Then there will probably be a Beta 5 where everything comes together to a mirror shine, bugs are virtually eliminated and the game is polished to perfection and super fun status.  Then after the release there will be some sort of MP released, maybe as a server where people don't have to be online at the same time (except perhaps for battles) and they get notification when it is their turn, something like that.

Can anyone pull up some old posts on the priorities of the different numbered beta processes so far?

Anyway, I think it has been one of the most thorough and participative betas for any game that you'd care to mention.  And I think the end result will be fantastic!

on Jul 15, 2012

So to make it even more clear, is Beta 4 the same as beta version 0.915....?

Why have different number names and version names, makes it rather confusing for the unwise, like me.

on Jul 15, 2012

No Beta4 obviously isn't out yet. The next patch will be the beginning of Beta4. The current 0.915 version is the last patch of Beta3.

on Jul 15, 2012

Nitram99
So to make it even more clear, is Beta 4 the same as beta version 0.915....?

Why have different number names and version names, makes it rather confusing for the unwise, like me.

Beta 3 started from 0.911 (i think, or its 0.910) through all up to 0.915.
With that I mean 0.915 is Beta 3,
and the start of beta 4 will be an update from 0.915.

They probably should help everyone out with putting this somewhere in the game or the filename as long as they use these names

Sincerely
~ Kongdej

on Jul 15, 2012

Prediction: Beta 4 starts with version .991

on Jul 16, 2012

Is there any news concerning the first release of Beta4 ?
  Or am I just blind and can not see it / find it ? 

on Jul 16, 2012

No release date. Derek said "in a few weeks" in OP. So end of July somewhere.

We're closing in

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