This is the patch that is supposed to be out “soon”
http://forums.elementalgame.com/434823

Given the concept of the Sovereign and the mini-RPG in general, you would think that a focus of the game would be that spending on military in the early game would yield out sized results. I think that single largest impediment (other than stealth, which I guess needs to be removed) to this working is that the AI isn’t playing the same game which makes the player think/feel that he is at a disadvantage if he has to pay a military tax very early on.

I have never gotten anything from any. What – the – heck! Seriously! That must be nice!

Also about towns getting invaded by monsters. It would be nice if the town didn’t get razed, but rather that you lost control and if you took it back then it would be not too damaged. The end result of a wilds gone out of control would be your mega stack (or stacks) going around from town to town putting down monsters … this could be moderately fun.

There are two good quests from refugee camps; one gives you a set of pioneers (Ok, but not brilliant) while the other asks you to defeat a bunch of bandits (which a good hero can do on his own) and gives you a unit of archers. In the last game, I got the latter quest twice fairly early, which was brilliant.

Yea, one unit of those archers are capable of taking out pretty much any weak->low med armies as long as you have at least one other unit to keep certain fast creatures off them (or a couple other units to attract range attacks if fighting multiple range units. They’re pretty much a game changer the second they’re found, if found early enough.

Just won as Ceresa on a medium map against 3 other Challenging AI opponents. I’ve played each iteration of the game since the initial Elemental release, in hopes that it would eventually become the game that Brad had promised when I pre-ordered Elemental 3 years ago. Thanks to Brad’s belated recognition of the true state of the original game, and his willingness to bring Kael on board to kick things into better shape, the game has gotten incrementally better over the intervening years. Unfortunately, for me, it still falls short of the bars set by both Master of Magic and Age of Wonders. I don’t have the energy to write a complete review, but here’s a basic rundown of what I found positive and negative about Fallen Enchantress:


THE GOOD THINGS

Flavor: I was pretty disappointed when I discovered that the alleged successor to MoM would not feature any true fantasy races, just various kinds of humans, vaguely divided into “Kingdoms” and “Empires.” And in the original Elemental they indeed turned out to be painfully, terribly bland. Kael has worked wonders with that material, though, and has brought to bear the same dark tone and suggestive writing that was on display in Fall From Heaven. At the same time, he worked hard to differentiate the factions mechanically. The result is a game world that, while still too flat and bland for my taste, is at least different from any other fantasy game world out there, populated by interesting factions that feel genuinely unique.

Unit customization: This hasn’t really been done well since Alpha Centauri, and it works pretty well in FE. The best part for me is that Kael has created custom units for each faction that you can use “off the shelf” when the right tech is researched, and each is tied into its home faction with a bite-sized chunk of flavor text.

RPG aspect: Tooling around the map, leveling up your leader and champions, and tricking them out with loot can be an engaging parallel exercise. Leveling up in particular is very well done, with a variety of paths and perks to choose that really lend a sense of purpose and personality to each character.

City growth: Although the mechanics behind city growth are needlessly complicated, the results of a city leveling up can be interesting, especially when it comes to the distinction between a Town, a Conclave, and a Fortress. Add to this the fact that a given city can host 1 city enchantment per Essence, and you end up with cities that feel pretty specialized, a plus in my book for any 4X game.

THE BAD THINGS

The world: It’s boring. So boring. There is pretty much nothing of interest or distinction about the landscape and its various “features.” Generate a hundred maps, and each will feel like the same flat surface broken into chokepoints by a regular pattern of ridges and rivers. I don’t know if it’s the 3D engine, the terrain generation algorithms, the barren appearance of everything, or what; all I know is that none of the table-like islands I’ve conquered have had any geographic character to speak of. FE’s random map generation does not come close to MoM, or AoW, or Warlock, or any of the Civ games, going back to the original Civilization. These are the most boring maps of pretty much any 4X game, ever. And for a game ostensibly set in a thrilling fantasy world, that’s a major lack. It should be noted that Kael’s “Wildlands” – custom-built map zones – are in fact interesting and unique, but they feel shoehorned into the surrounding terrain.

Magic system: This may just be a matter of taste, but I want all of the spells tied to the magic research tree. Every other fantasy 4X does it that way for a reason. I can’t tell if FE bucks its predecessors here just to be different, or if there is some sound reasoning behind the choice, but the end result feels unintuitive and confusing. Recruited champions could still know spells that have not yet been researched, but those spells would only become available to all spellcasters of the proper school when researched (cf Age of Wonders). In general, the magic side of the game feels like it lacks a coherent underlying philosophy.

Champion injuries: When a champion loses a battle, it is assigned a random injury and then has to spend some a few turns recuperating in your nearest settlement. This sounds cool at first, until you realize that it both lowers the tension level of any given battle, while making you feel like you’re saddled with the Legion of Handicapped Heroes. There is no leader or champion death in the game, which imo is an awful mechanic in a game about fantasy warfare. Yes, I will grow attached to my heroes and may not want them to die, but when they actually cannot die, just become lamer with each lost battle, guess what? I wish they were dead so at least my losses would feel dramatic. In any case, the random injuries break immersion when they have no apparent relationship to the fight at hand (cf my assassin who contracted pneumonia after fighting a fire elemental).

Diplomacy: Influence is a redundant resource that apparently exists for purposes of flavor. Influence and gildar can both be used to purchase favor with an AI player, so why have them both in the game? In any case, the end result of this purely numerical approach to diplomacy is that it feels more like cold math than negotiation. Brad’s talent as an AI coder was never applied to the diplomatic aspect of Galactic Civilizations II, and it remains missing here.

Tactical battles: These are just about as bare bones as tactical battles can get. Although enjoyable to a point, after that point the lack of terrain effects (beyond simple chokepoints), and the lack of range penalty for ranged attacks render tactical battles a mostly tedious and uninteresting exercise.

Roads: Roads just pop up between your cities and outposts when you research certain techs. The roads themselves conform to a ruler-straight grid, as visually uninspiring as the rest of FE’s landscape, but the real drawback here is the way this mechanic kills immersion. I understand the need for certain abstractions, but if it takes me literally years to build a single granary, while a massive continent-spanning road network appears overnight, in a single stroke you’ve erased whatever feeling I might have had that this world is being built up piece by piece from the ashes of the Cataclysm.

End-of-turn auto-move: When you end your turn, any units on pre-set paths will carry on, but if they reach the end of their pre-set path with movement points remaining, the game will not stop to tell you, so you lose those movement points. Both Civ V and Warlock will auto-move your units, but not end your turn if you have any with movement left, and prompt you to check on those units. It’s frustrating that FE does not do the same.

Event log: The column of icons on the right side of the screen is supposed to be a handy and helpful guide to what has been happening in your empire (or kingdom), allowing you to click on a given event and jump to the associated map tile. This icon stack is missing the only two icons I want to see on it: one that will show me the site of an outpost that has just been razed, and one that will take me to a city that is idle. I realize that an idle city’s icon on the left side of the screen shows a little “ZZZ” when it is idle, but it is a royal pain to have to scroll up and down to check for those cities once the number of city icons overflows the vertical limit of my screen. Alternatively or in addition, it would be helpful to get a warning dialog if I end my turn with some cities still idle (which could be checked on or off in options, of course).

Limited AI players: I was frankly stupefied when it finally sank in that the AI players do not pursue quests or clear out monster dens. This realization sapped my desire to continue playing. Without an AI that plays by all the same rules as the human player, FE just isn’t a 4X game in my book. How am I supposed to have a feeling of accomplishment when my opponents are not playing 40% of the game? It’s a drag to negotiate enemy territory in the late game that’s completely overrun by wandering monsters. I’m still flummoxed by the rationale for this “feature.” Talk about a dead world.

Minor niggles: Why are XP awards so all over the map? How is it possible that I get a defending archer unit in a city before I’ve researched archery? Why is the land uninhabitable after a city is razed? Why are the hotkeys so dodgy, and in some cases non-functional?


I lost what faith I had in Stardock as a game developer back when the original Elemental was released, but I have held out hope through each successive version of this game that it would eventually, against all odds, deliver on its original promise. Fantasy 4X is my favorite genre, and I really want to like this game, despite the way Brad handled the whole debacle and made those of us who pre-ordered feel like utter dupes. For me, Fallen Enchantress 1.0 has too many problems to sustain my interest. I have the greatest respect for Kael and his team for the great work they have done to date, and I will definitely check out the promised expansion when it arrives, but until then there’s not enough in this game to keep me playing.

^^ Very well said, Jason, I agree with everything you wrote.

On some of those flaws you mentioned:

I’d like to see injuries have a chance to heal over time. While it’s not my idea of the best solution, they are putting a new healing potion in 1.01 that will remove random injuries- I think you’ll be able to buy that.

I’m ok with the magic system, but I would like to see more researched spells, and some more variation in spells from game to game. I feel like more can be done with magic, but more can always be done with magic.

The AI issues do irritate me as well, the quests thing is confirmed that they play by different rules in two ways, the AI doesn’t nail every quest/goodie hut, in order for the player to find them later (I think that shouldn’t happen on challenging, that’s what wildlands are for), and the AI rolls to see if it can finish a quest instead of fighting it out (I think that could be handled better, the AI should at least have to head to a quest spot before rolling) Then again, even GalCiv 2 had an area or two that the AI played by different rules, it’s less than other games, but it’s not entirely gone.

The monster issue, judging by a post in the Elemental forums- I suspect that the monster spam is more due to an AI design flaw than an intentional design feature.

Diplomacy: more needs to be done here. I think even Brad would agree on this one.

Militia and Fortifications/Outposts- this is an area that I think needs revamping, it’s just poorly designed and in some cases micromanagement-heavy.

That said: I do have issues with city growth. I think prestige is largely unimportant and irrelevant, you hit your food caps way too quickly, and levelling up your cities isn’t important enough.

This is pretty much the reason I haven’t already bought this game. I will still buy it eventually, buy AI not playing by / not fully using all the rules and options available to the human player is such a let-down for what purports to be a strategy game with good AI.

I’ve heard the developer defend this decision, saying that the AI going after quests / monster dens led to a boring game by making it a race to deplete the map. But surely there must have been some compromise between that and having the AI not play that part the game at all? Let them go after this stuff, but not overly aggressive? Have new quests / dens spawn every now and then, so that the map doesn’t ever end up depleted?

This would be top of my wishlist to see changed in a future patch!

After playing a lot this weekend I sadly agree verbatim with everything you have pointed out Jason.

But I think that many of these complaints could be addressed with a few patches + expansion, so I haven’t given up hope that FE will still be able to compete with Age of Wonders:SM as my go to strategy/fantasy game.

I want this game to be great. I like the fantasy setting and I think that the RPG+Strategy mesh can be greater than the sum of their parts. As noted above I think that some new ideas were nicely added to strategy games and that is a big plus (eg: leveling ans specializing towns, essence). While there are some parts of the UI that need work (like the pop-ups that obscure very important events) by and large the vast majority of the UI is really nicely polished. One note: you did a great job on the implementation of zooming on the main map, well done, one feature request I wish it had filters (eg: only show icons of recruitable heroes, only show monsters that are ‘weak’).

However, in its current state I just don’t enjoy playing the game. I feel like I am fighting the random number generator an awful lot – and the consequences of these ‘fights’ are so large that the game is far less pleasant, IMO.

I got sufficient value out of the game that I am willing to buy an expansion to see if it helps, but I’ll probably wait for reviews before purchasing.

FE smokes AoW despite its current flaws for me for one simple reason: it has an AI. Triumph never figured out how to make an AI.

It’s true that the complaints of the AI not playing the same game as the player are somewhat funny (even if they are totally valid), because the 4x fantasy genre have an history of AI being really bad, or not playing the same game/by the same rules, or cheating in industrial quantities. In other words: nothing new.

Talking about AI flaws and possible cheats, this thread is an gold mine
http://forums.elementalgame.com/435073

Jason, thanks for posting such pretty in-depth analysis - whether or not you want to call it an actual review, it answers a lot of questions that presented themselves.
Looks like I’ll have to wait for a decent sale before getting FE, if at all.

I held back from getting Elemental until I could get it for a little more than $5 (by then I knew of course what to expect - or rather what not to expect) and even with a bucketload of patches, it was a horrible game.
I was sure Kael could improve on the game, but had my doubts on how much exactly - as someone (Turin?) wrote, there’s only so much you can do when the material you have to work with is basically useless.

Anyway, your pros-and-cons post addressed most questions I would have come up with if asked for a list - thanks!


rezaf

That is true enough! But it feels different in Elemental, probably because the struggle against the map is such a large portion of the game. IDK.

What a great thread. The following post summarizes the findings.

The thread made me think that in reality the design of FE (world full of monsters that want to kill you that makes exploration and colonization tricky, having to manage and level up the heroes, buy equipment for them, knowing that quests to do and when, etc, and all that on top of the normal 4x game) isn’t very AI-friendly.

I’ve been using his thread to find ways to make the AI smarter. It’s a great thread. Some of his conclusions I’ve verified as false (the AI doesn’t seen the map unless FOW cheat is on in the coredifficultylevels) and monsters do pick on AI players as much as humans.

But there are definitely areas that can be improved and, on challenging, bugs to be fixed.

I will say that if someone is playing on “easy” it’s really not, imo, fair to complain that the AI isn’t going on quests or taking goodie huts. That’s a really easy way to make “easy” easy without making the AI play fundamentally differently. On challenging or higher, the AI grabs goodie huts greedily.

I enjoy it so far. So hope you squash them bugs for the time I play on harder difficulties :)

Upgraded graphics on the 3D models, or just reverting to 2D would be nice though.
But it doesn’t affect the gameplay so no big deal.

Edit: nice of him to playtest on hardest to see if he can detect issues, I guess it would’ve been nicer if that was done during the beta :)

Probably the biggest thing people will notice in v1.01 is performance. But as people get into it, they’ll hopefully notice just little touches here and there to fill things out, little annoying bugs fixed, that kind of thing.

While Stardock does have two other major game related efforts going on. We look at FE as a pretty good foundation to make future fantasy related titles. The engine itself, which I can’t take any credit for, works amazingly well.

While the campaign scenario isn’t my cup of tea, I’m impressed with just how different it is from the sand box. That was all done with the mod tools. Anyone could have made that without access to source code.

Must say great damn game Brad :) Im so happy I kept my faith in Stardock :)

I’m enjoying the game immensely.

I don’t understand why there aren’t more reviews? Doesn’t QT3 usually review games like this?