A trip through the fantasy worlds I enjoy

 

 

What is Legendary Heroes?

It's an expansion for Fallen Enchantress that adds the following:

1. A new Champion progression system.  Instead of random traits your champions have a trait tree that they can use to select traits as they level  up, grow your champions the way you want.

2. The ability to recruit special non-human champions.  Champions aren't just humans anymore.  Rare opportunities or quests may unlock champions of various monster races that can choose traits and use equipment.

3. New tactical combat options.  Swarm gives a bonus for every ally that surrounds the enemy you are attacking.  Be careful where you stand as even weak creatures can become dangerous in groups (especially those with traits that improve their Swarm bonus).  Weapons all have special abilities and every faction has a special ability they can use in combat so even lowly spearmen have 2 special abilities they can use in addition to their normal move and attack options.

4. New monster types like the Banshee who is immune to physical weapons, or the Garagox who knocks enemies back with each hit (which makes it difficult to get swarm bonuses and control the battlefield).

5. New spells and abilities.  New range types have been added that allow for adjacent and line spells and abilities.  Use Wall of Fire in tactical to create a line, 7 tiles long, to block allies from enemy units.  Master necromancy to summon up to nine different skeleton units at once with the Raise Skeletal Horde spell.  Use Resoln's Wraith Touch to drain life from a nearby enemy or Altar's Rush ability to forfeit their attack to get an extra action.

6. A new scenario.  Relias has returned to warn the kingdoms of what he discovered in the East, but there is little time left.  The war has begun.

 

Who gets Legendary Heroes for free?

If you purchased War of Magic before 10/31/2010 then you will be receiving Legendary Heroes for free.  If you will be receiving Legendary Heroes for free you will receive an email from Stardock when the beta starts.

 

How much does Legendary Heroes cost?

If you own Fallen Enchantress then Legendary Heroes will cost $19.99.  If you don't own Fallen Enchantress it will cost $39.99.

 

Can I get Legendary Heroes on Steam?

Legendary Heroes is integrated with Steam.  So everyone that gets it will have it on Steam, no matter where they purchase it from (even if they purchase directly from Stardock).  Those players that will be receiving free copies will be receiving a steam key for the game.

 

How has the champion system changed?

The biggest change is in how you gain champions.  They are no longer waiting on the map.  Although I liked having them on the map to encourage players to explore, it made the champion part of the game to random.  It also disconnected the champion game from the core game (empire building), creating two separate games that were only loosely connected to each other.

In Legendary Heroes players have a new Fame attribute.  Fame is gained by building certain  improvements (though you can also get it from researching some techs and completing quests).  Completing the Tower of Dominion provides enough Fame to get your first Champion.  When you gain enough Fame 2 champions will present themselves to you for recruitment, but you can only pick one.  All the champions have been redone to make these decisions more distinct and interesting.

With this new system the amount of Champions you have access to depends on your empire choices, what techs you researched and what improvements you built.  Not on map generation.

Champions can still be gained through quests, though these tend to be special cases.

There are also a lot of new champion traits that can be learned.  Some that grant access to new spells and abilities, some that improve existing abilities.  For example all axes give access to the Cleave ability, which allows the unit to strike 3 adjacent enemies that are next to each other.  A champion trait increase the amount of damage done when Cleaving.  Others increase damage with fire spells, or the amount of healing done when casting a Heal spell.  Traits can reduce casting times or increase the amount of accessories a champion can equip.

 

Monster champions?  Does that mean I can give a bear an axe and enchanted pants?

Each of the monster champions is special, such as Huhrus the Ogre.  You can get him through a quest in both FE and LH.  But in LH he is a champion with the ability to pick traits when he levels (he starts with path of the warrior) and you can give him whatever weapons and accessories you would like.  Since he is an Ogre he gets all their benefits including having more hit points than a normal champion.  But he cannot wear normal armor, so there are pros and cons.

 

Have the graphics changed?

The graphics of the game have gone through considerable updates.  Redone forests, new rivers, new mountains, dynamic shadows, lower bloom, less terrain blending, improved lighting, better animations, etc.  Ground props have been dramatically reduced and overall the effect is to make the game cleaner and clearer.  It is easier to tell what a specific tile is and which tiles have special things on them.

Legendary Heroes has a new Art Lead, Kay Fedewa.  It is her first time working as a lead on a game and she has done amazing work making everything look both better and more distinct (often opposite goals).

Designer Note: The big lesson for me was that art, much like game design, isn't about one big change or fix.  It's a culmination of a lot of little things working together.  It's the entire scene.  Small things that wouldn't be noticed add up.  Where a player may notice that Legendary heroes has new mountains, those mountains are actually a half dozen changes all working together, none of which would be that significant on their own.

 

Are there more changes?

Lots of more minor tweaks and improvements.  There is a new game option slider for production pace (so you can modify it seperatly than research pace).  Screens have been added (an army screen for managing multiple stacks in one tile) or improved.  The battles result screen animates your xp bar and dings when a unit hits a level as well as showing any results of injuries or death so we don't need additional popups for it.

When you adjust the world difficulty it will change the levels monsters spawn at instead of just their hit points.  Turn it down to get weaker monsters and up to be facing level 8 bears and worse.

Since you don't have your "free champion" starting by you players start with their sovereign and a group of spearmen and club wielding militia.  In general this makes starting sovereigns a bit more powerful but it does a great job of showing off the new weapons abilities (since the spearmen and militia have different abilities) and it gets the player used to using armies.  He can start fighting with his starting units and by the time they die be ready to get some new ones trained.

We have also added a feature based on player feedback.  The ability to set a city to producing a resource (like additional gold), instead of just having the cities get a bonus when the queue was empty.  This is a more intuitive option for the player and works better for game play since we can seperate idle cities from those that have been intentionally to produce more of a resource.

There are more, new items, new weapons, new armor, new quests, etc.

 

 

Does the addition of these new mechanics make the game more complex?

Our goal is to take FE to the next level with the expansion.  To make it into a better game, not a bigger game.  So things that were confusing or overly complex were cut.  For example finding champions in the wilderness can be confusing for new players, the new system is both better designed and more intuitive. 

I've also removed cutting/blunt/pierce damage.  The goal of those damage types was to make the weapons different from each other.  To make an axe different than a hammer.  But the majority of players ignored or were unaware of the differences and were left feeling like battles were less strategic because the defense strengths or weaknesses didn't impact their strategy.

Now the weapons have special abilities.  Spears have Impale, which strikes an enemy and the unit behind them.  Axes have Cleave, which can strike 3 units that are all adjacent to the attacker.  Crossbows have been added to the game and they are powerful short range weapons, they strike through 5 enemy units in a line.  Even shields give a Shield Bash ability which does the units normal attack damage and can knock the victim back a tile (which is good for controlling swarm bonuses from your units and your opponents).  Because of these abilities, different weapons feel very different from each other and we no longer needed the stat differences that damage types offered.  In other words, stats differences are okay differentiators, game play differences are better.

I've also cut Influence and Faction Prestige.  Influence fell victim to the go big or go home rule.  It just wasn't important enough to feel like its own thing.  Removing it makes gold more important for diplomacy.  Faction Prestige is being replaced by a Unrest penalty based on the amount of cities in your empire.  The more cities you have the higher your unrest is.  This makes anti-unrest effects more critical as your empire grows and does a better job of balancing large vs small empires since it directly reduces production and research rather than just growth (as faction prestige did).

Part of removing Faction Prestige was the change to have the amount of unused food a city has available impact growth.  So now when you see a tile with high grain yields it isn't just a higher size that the city can grow to, but the speed at which it will reach that size.

 

Other links?

Website: https://www.elementalgame.com/legendary-heroes

 


Comments (Page 5)
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on Feb 05, 2013

Derek Paxton


Sorry if my language is confusing.  If you purchased WoM before the end of October 2010 then you get FE:LH for free.  I'll update my response to be more specific.  Thanks for the feedback.

Thanks Kael. 

The banshee looks amazing by the way.  Can't wait.

on Feb 05, 2013

Eh, nice. I won't say no to free stuff.

And that said, i really need to get a game or two done in FE, still haven't managed that...

I do wonder, will dynasty system come back? If nothing else, as something that modders can enable and tweak, with AI recognizing it or being moddable to understand it...

on Feb 05, 2013

Sounds pretty good to me, all positive steps that make the game better.  I was looking for some more faction differentiation though.  (I was spoiled by Master of Magic)

 

PS: The shadow world creatures should gain a foothold into this realm and become a faction

on Feb 05, 2013

I'm pleased but a LITTLE disappointed.  I hoped there would be more meddling enabled.

It seems diplomacy in any strategic game these days is completely meh.  The game that showed me how unremarkable all the others were, was Gal Civ 2.  Want to prop up factions by supplying them arms?  Go ahead.  Want to be a big scum bag and start wars and then sell arms to either side - sure.

I imagine why most games ignore this ability to meddle is 1) Its probably hard to code AI to handle it, let alone use it.  And 2) It is easily unbalancing (i.e. easy to trick the AI).  But FE is a SINGLE PLAYER GAME.  For too long a game being single player has been perceived a flaw, when in reality it is an asset.  If I hate an exploit, then I don't use it.  If I find it fun to use and I still want a challenge, then I play on a harder difficulty.  Balancing is much less critical.  Look at Skyrim.  If I really want a sword that will kill anything I touch, then I can make one in the Construction kit in 5 min - the point is again - there are more opportunities for fun mechanics since everything doesn't have to be balanced to the exact nanometer.

So I was hoping a FE expansion would introduce the ability to meddle.  Off the top of my head, you could cast spells that would remove the fog of war from discovered areas - Scrying.  Seeing the collection of nations at war in realtime is much more exciting than seeing nothing outside of my borders.  Perhaps you can build mercenaries and sell or give these to other nations.  Yes, you can presently give them more liquid aid, but seeing a bunch of money disappear is a lot different than seeing units that I provide turn the tide of a war.  Maybe I can take some of these mercenaries and disguise them as bandits.  They would have some weakness as opposed to regular units (perhaps smaller stack size, and a chance of discovery if they every lose a battle), but then I can secretly wreck havoc on nations (even friends) without having to declare war.

 

But there is no reason I couldn't also meddle through magic.  Maybe there is a spell that lets me cast another spell normally limited to my realm anywhere in the world.  Maybe there is only a small chance of telling who casts it, but then I could be completely neutral and through a well placed spell stop a larger nation from swallowing up a weaker one.

 

Maybe I can cast "Capture" on the strategic map which when cast on a monster and that monster is slain within one turn allows me to hold it in a magical prison.  Why?  Because then I can cast Release which will drop the monster anywhere I wish at full health.  Maybe there is an improved version of the spell that allows me to take full control of the monster as it goes on its merry rampage.  Maybe I can cast confuse anywhere in the world on an army and take control of that army for a tiny number of turns.  All of this can be balanced by costs and conditions, and as I said before the balance doesn't have to be exact.  As long as its fun - and darn it, meddling is FUN.

on Feb 05, 2013

Looks very interesting and exciting. New mountains look great. Also Steam is the right direction.

 

on Feb 05, 2013

Wow I come back from Hiatus and FE has the new expansion announced, exciting timing.  Will the emails for beta be out March 5th then?

 

 

It's disappointing to hear that Steam will be a requirement.  Sadly not everyone can run Steam in offline mode, that includes myself.

on Feb 05, 2013

In Legendary Heroes players have a new Fame attribute 

I must've whined about this for 3 years straight. I finally feel vindicated

I must say, the new Heroes look great. I'm disappointed though about the lack of flying units and everything else we were all expecting to get from the expansion. Anyway, I'd be willing to buy at full price the next one if it FINALLY contained flying units, boats, improved tactical battles... and the mirror plane!  

on Feb 05, 2013

Almost all of this sounds great.

My only concern is the new unrest mechanic based on the number of cities. This seems very much like the Civ3 method of penalizing expansion which I found the opposite of fun. In Civ3 the penalties were sufficient that distant expansion was likely to always be a losing proposition no matter how much you tried to overcome the corruption/unrest. The Civ4 approach was far superior because it hit the player with significant short term gold penalties (and therefore research too) when they expanded but meant a good player could plan for and overcome these penalties to end up with a strong empire in the long term. In particular distant settlements weren't doomed to be pointless by unsolvable corruption/unrest.

I strongly suggest the Stardock reconsider this, or if they must stick with unrest penalties for expansion then they need to make sure there are lots of ways of reducing unrest so that large content/productive empires are still possible in the hands of a player who plays/builds/researches appropriately.

on Feb 05, 2013

Leo in WI
One more question. I take it current mods will be unable to work with LH, any chance the new game is going to have some upgraded modding tools and/or mod selection upgrades?

I imagine most the code will stay the same. Some small things may change and the more complex mods such as Stormworld and Affliction will need a lot of updating to reflect the mechanical changes. This is just an expansion not a rewrite.

I was thinking about a mod that increases the amount of tactical abilities but I guess I will just work on something else now. I have tons of other ideas. One of the best things about this reveal is it tells me what I shouldn't be trying to mod.  

 

on Feb 05, 2013

Nice to hear I'll be getting a Steam key. Automatic updating is too awesome for me to complain about the negatives of steam.

on Feb 05, 2013

Oh. My. God. 

SKILL TREEEEEEEEEEEEEES! STEAM! IMPROVED GRAPHICS! SO MUCH GODDAMN AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!

on Feb 05, 2013


Just an FYI there is a Japanese anime called The Legend of Legendary Heroes, I hope they don't have an issue with the title unlike another company

I seriously can't wait to see this expansion!

on Feb 05, 2013

GFireflyE

quoting post
 

Can I get Legendary Heroes on Steam?

Legendary Heroes is integrated with Steam.  So everyone that gets it will have it on Steam, no matter where they purchase it from (even if they purchase directly from Stardock).  Those players that will be receiving free copies will be receiving a steam key for the game.



Holy crap! (yes, this is my PANIC face) I think I totally mis-read this. I took it to mean that steam will also support this expansion.

PLEASE don't tell me you REQUIRE steam to run this?!? Cause I don't have a steam account.....nor do I ever want one. I don't want a third party to have the control of telling me what software I am and am not allowed to run. I don't want automatic updates overriding or corrupting my mods. I don't want that stupid gaming engine taking up my very VALUABLE memory dedicated for FE. I don't want having to be online to play an offline, SINGLE player, game.

 

 

 

You can turn that stuff off, good sir. Steam is not the horrible mess that people make it out to be. In other words, you won't lose anything by coming in to the fold. 

 

AND YOU DON'T HAVE TO BE ONLINE TO PLAY STEAM GAMES. You just have to have a ONE-TIME connection to verify files and ownership. That is it. Oh and Steam does not detract from performance, I don't know where you're getting this all from. 

on Feb 05, 2013


A step in the right direction!

Awesome work with RPG elements.  The weapon skill traits works well, reminds me of skills used in mmorpgs, for example using a sword gives you certain skill set that can be used in a combination of attacks, hmm that's an idea!  Which it works awesome for turn based tactical combat, while the cutting/pierce/blunt damage modifiers would work better in rts or first person type fighting.  I like how champions comes to you which in most cases make sense that champions look for a liege to serve and of course the rarity of finding champions locked up in dungeons, injuired or any other event that becomes either random or a quest sounds perfect!  I think fame is a great way in implementing this because just thinking if I created another Ironeer kingdom and now there is 2 of them!  Which kingdom should the champion serve?  Usually the more famous kingdom unless they hold a grudge against them.  Equiping some ogre with a big dragon bone sounds interesting!

I do agree with others about the governor path being something I myself would not choose if its abilities requires them to be stationed to get the benefit, I think a good idea is that having them gives them a certain bonus but having them stationed just strengthens the bonus!  Just in case I want to retire them   I was hoping to be able to multi-path/class, good way to implement that would be that they are not able to be a very good in one path but can be a multi tasker!  I could not see in the picture but will we be able to choose a specialized class?  The screen shot posted seems to hint at it with necromancy but if it has a complex build, for example I could choose from the mage path class called necromancer-->summoning(death summons)-->pestilence or cleric-->healing-->protection-->summoning(life forces), etc.  Just shooting out some ideas!  Almost forgot but equipment would work well in that sense to make it unique and sought after, well that can be just the specialized weapons but general weapons should be able to be used by everyone, just going to have other penalties again most of this ideas comes from me playing way too much mmorpgs

Impressive, the artwork actually is very nice and different even though I felt it lacked, now I see the engine can create something very interesting and different then others.

Overall keep it coming along cause you guys doing a great job!  Like in anything it takes time so not expecting miracles, just expecting progression, which you guys are proving more and more and a lot more then other gaming companies...

on Feb 05, 2013

So much steam hate.  Great platform in my opinion.

Can't wait, maybe get another few hundred hours in...

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