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Fallen Enchantress: Legendary Heroes

Posted on Sunday, May 19, 2013 by Derek Paxton

The full story of Legendary Heroes is a long one, but it started with a promise.  In November of 2010 War of Magic had shipped, it wasn't doing well and Brad promised to provide 2 free expansions to anyone who had purchased it.  This is a very unusual thing for a company to do, but as an outsider it impressed me that Stardock was that committed to their games and their customers.

So I went to Michigan to meet with Brad and I accepted a job at Stardock making video games for a living.

Even though War of Magic released in August of 2010 the full team was working on it for support, balance and pacing issues until February of 2011.  That's a long time to have the full team on a game after release, and at the end it was tough to step away from it (the temptation is always to spend a few more weeks to make it better, but it needed an overhaul).

I didn't mind spending November and December on support because it gave me time to work on the design for Fallen Enchantress.  My wife went in for back surgery in December, and her mother sat with her during the day, and I stayed with her at night.  Much of Fallen Enchantress was written at her bedside with occasional breaks as she drifted in and out of her medicated haze.  That sounds a bit dreary but it wasn't life threatening, and I fondly remember working on design docs all night in the quiet hospital.  Plus they gave me all the jello I could eat.

Fallen Enchantress was scheduled to take 9 months and come out about a year after War of Magic.  There was a lot that I wanted to change so I broke the plan into two expansions.  The first expansion was focused on everything outside of the player's empire, the world, tactical combat and magic.  The second expansion was supposed to be focused on everything inside the player's empire, faction differentiation, the economy and cities.

We started on Fallen Enchantress late in February on 2011.  By the first week of July we were feature complete with everything that was planned (ie: we were through implementation and into the iteration phase).  We started playing the game and we gave it to our alpha testers.  Everyone's response was the same.  They liked the new stuff, but the game still felt too much like War of Magic.  It was the death blow and the worst possible news I could hear (made even worse because I knew it was true).

So I went to Brad.  The only solution I could figure out was to make both games as one, to redo everything, to double the time (and therefor the budget) to 18 months instead of 9.  Remember, we were giving this game away for free to many, many people.  We already knew there was a good chance the game wouldn't make any money even with a 9 month time frame, and that after we spent twice as long on the game we would still owe everyone another expansion.  It was my worst day at Stardock, not because of anything anyone else did or said, but because my plan had failed.  Brad and I talked and he agreed that we needed to double the time on the game.

So off we went.  Faction differentiation, cities and the economic model got designed and we went back into implementation to get it all working.  The economic model was the hardest, it may seem easy to design (I designed a few dozen of them) and they aren't noticeable if they are done right.  But when they are wrong they sink the entire game.  They went through 3 major iterations until we found one we liked (at one point Brad and I were sending a economic designs back and forth daily).

In October 2012, after 20 months of development time, Fallen Enchantress was released.  We spent the next month on support before starting work on Legendary Heroes.  Of course we kept patching FE throughout, but for the next 4 weeks after release the full team did nothing but fix bugs and balance on FE.

During the development of FE Brad and I both kept running lists of things we would like to do.  When we sat down to start Legendary Heroes we compared lists and then started work.  We also read comments and suggestions form the forums, from reviewers and from the team.  As you know the focus was on integrating Champions into the empire game, making champion progression more fun and improving tactical combat.  And we added lots of new content and options along the way.

At a personal level I also made a big step after Fallen Enchantress released by moving to Michigan.  During the entire development of FE Brad was kind enough to allow me to stay at his house.  Once FE was released my wife quit her job, got a new one in Michigan and moved.  How many wives would leave a job of 15 years so their husband can follow his dream of being a game designer?  She is a wonderful person and I wouldn't have any of these opportunities without her.

But back to the game.  Expansions are a different animal than making new games (even though Fallen Enchantress is billed as an expansion to War of Magic, I don't consider it one).  We know what we have, we get the chance to round off the rough edges and go deeper with the things we really enjoyed.  It's an ambiscious expansion that changes a lot of things.  It may have been safer to let it be FE with more content.  But we couldn't pass up the opportunity to improve the game.  Go big or go home continued to drive us.

We released the beta and all the feedback, both positive and critical has been appreciated.  Some folks like Parrottmath supply fixes with their bug reports which is a dream come true to a game developer.  But everyone who posts here, plays or talks about the game is a part of our community, and we make these games for you.

The following is an incomplete changelog of the changes from Fallen Enchantress to Legendary Heroes.  The actual changelog is over 200 pages long.  There are also lots of smaller tweaks and changes that simply don't get updated into the changelog.  I may change something a dozen times while I'm trying to find a good balance, and going to update the changelog each time would slow me down.

 

Features

Swarm- All melee units get a bonus to accuracy and damage for every ally that surrounds the enemy they are attacking.

Fame- Clearing lairs, completing quests and building some improvements gains Fame for your faction.  When enough Fame is earned champions will offer their services to you.  Two champions are always offered and the player can only select one.

Champion level up system.  Champion now have access to a trait tree that they can pick from when they level up.

Produce resources in your cities.  Instead of constructing improvements and training units you can set your cities to produce additional wealth, research, growth or mana.

Huge Map type.  Our biggest map size yet.

Steam Integration- Cloud saves of games, lots of new steam achievements and automatic patching.

City Count Penalty- You now get an Unrest penalty in all of your cities based on the number of cities in your empire (the more cities, the more unrest).  This makes Unrest a bigger issue for larger empires and helps equalize the production and research of large empires vs small empires.

Food Growth Bonus- Cities with access to more unused food get a growth bonus.  This way high Grain cities can not only grow to a larger size, they will get there faster than low grain cities.

Lots of new tactical arenas.  In general enemy armies start a lot closer to each other so the battle can start immediately (and ranged units are in immediate trouble if you don't bring units to defend them).

Added a Production Pace slider to the game setup options.  Player can now modify the research pace and the production pace seperately.

The World Difficulty slider now effects the level of monster in the world.  Set it down to have monsters start out at a lower level than normal, or up to have them start out higher.

When you create a map with the map editor you can now play it immediately (you don't have to exit the game and reload first)

MaxTotalTileYield can now be set in ElementalDefs.xml (for modders)

New unit upgrade system so that they can be upgraded along specific weapon types

Added Kulan of Umber as a starting sovereign

Added General Carrodus of Capitar as a starting sovereign

 

Each faction has a special ability

Altarian- Rush ability allows them to use their attack to go again

Ironeer- Guarded Strike ability allows the unit to attack for half damage but puts the unit into a defending stance

Kraxis- Fortify ability increases the Dodge and Accuracy of units in fortified tiles (as it was in FE)

Mancer- Mancer units get +1 Movement and +1 accuracy per level

Pariden- Soul Spark does lightning damage at range, but costs mana

Quendar- Flame Tongue does fire damage to an enemy within 1 tile

Tarth- Double Strike allows the unit to attack twice at -30 to Accuracy

Trog- Berserk ability puts the unit under AI control , but the unit gets to go immediately and gets a bonus to attack and Initiative.  Berserk units can't cast spells.  Berserk doesn’t do damage per round anymore.

Urxen- Urxen units get double the normal swarm bonus

Wraith- Wraith Touch ability drains a small amount of life from an enemy within 1 tiles and gives it to the attacker

Weapon types have special abilities

Axes- Cleave ability allows the attacker to strike up to 3 enemies that are adjacent to him.  Cleave damage can be modified by traits. (axes still backswing)

Spears- Impale ability allows the attacker to strike an enemy and an enemy on the opposite side. (spear still ignore a percentage of armor)

Club/Hammers- Crushing Blow ability does double normal damage, but the attacker loses their next action.  Crushing Blow damage can be modified by traits. (blunt weapons still have a chance to knock victims prone)

Swords/Daggers- Swords and daggers allow the unit to counterattack when attacked (as in FE)

Shields- Any unit with a shield can shield bash an enemy, doing normal damage and knocking them back a tile

Added Crossbow class weapons.  Crossbows are ranged weapons that are slightly slower than normal bows, but they allow a special attack called power shot that allows them to fire through multiple enemies in a straight line (the amount of enemies depends on the type of crossbow)

Spells/Abilities can now be dodgeable (if this tag is set on spells like Throwing Knives, Hurl Boulder and Spit Acid the caster must hit the victim for the effect to take place)

Added support for the Line range type- Spells and abilities can now target a line of tiles at a specified length

Added support for the Adjacent range type- Spells and abilities can now target a selection of units next to the caster but adjacent to each other

Added support for spells that are multiplied by the count of units in the casters stack- This is used by abilities like the Quendar's Flame Tongue ability so group of trained units can use spells.

New Monsters

Banshee- Undead ghost that is immune to physical damage and attacks with the Horrific Wail spell, which damages all enemies

Brood Hunter- These half spider creatures are fast and armed with a longbow.  They are usually found with spiders than immobilize and weaken enemies so they can pick them off at range.

Brood Warden- Armored half spider creatures that are even better defenders to Brood Wardens and can quickly close with their pikes and high movement.

Cindercorpse- Burning undead corpse with the Inner Fire ability (ranged fire attack)

Hergon- Half wild boar, half brick wall.  Hergons have high movement and everytime they attack a unit they knock it back a tile, messing with defense lines and attempts to control the battlefield.

Hergon Sow- A smaller version of the pushy male of her species.

Lich- Powerful undead spellcaster.  As if dark wizards weren't bad enough, they get worse when they die.

Lightbringer- A strong Spirit equipped with an Angelic Longsword and the ability to use Soul Spark and Blinding Light

Skeleton (3 variations)- Skeletons are weak but they often come in large numbers and with dangerous weapons

Wisp- A weak Spirit able to use the Healing Light and Soul Spark abilities

Armored Sentinel- An animated suit of armor with immunity to poison, crits and swarm and the arching Shield Bash ability

New Champions- All the champions have been redone for Legendary Heroes to make them more unique.  But the following champions are brand new and can be gained through quests or they may offer their services.

Raza the Wild- Wilding Shaman and powerful mage.  He has access to the same Coal Stones ability as his wild kin.

Kasst- Fast Brood Warden warrior with an innate resistance to magic.

Tuatha- Troll hero with innate regeneration and a love for giant weapons.

Huhrus- The Ogre from the FE quest, but now he is a champion so you can equip him and have him learn traits as he levels up.

Gallowman- An undead master of necromancy.

Nen Ratcatcher- A darkling shaman, master of death magic and with his brothers aptitude for Shrink spells.

Ascian- A great cat and former assassin for Lady Umber.

Mausolos- The tomb guardian, a massive stone golem and defender with the ability to cast Death Ward in battle.

Corinne the Archivist- A ghost champion

Pellion the Bright- A lightbringer champion

Warboar- Vicious creature, but if it is beaten it can be made into a mount

New Spells/Abilities

Blinding Light- Surrounding enemies must save or be blinded.  Special ability of the Lightbringer.

Blink- Teleport to any location on the battlefield.  Ability granted by the Flickering Ring.

Break- Assassin attack that does normal damage and removes the targets defense for 3 turns.

Call Lightning- Does lightning damage to all units within the radius.

Channel Lightning- Does the units attack as lightning damage.

Command- Commander ability that allows another unit to take a turn immediately.

Consume Spirit- Special ability of Gallowman, does damage and grants mana if it kills the unit.

Cure Plague- Used to complete a quest.

Death Ward- Tactical version of the strategic spell with a limited duration.  Allows a unit to be reborn if he dies within 5 turns.  This is a special ability of Ancient Grave Elementals and Mausolos.

Eviscerate- Assassin ability to attack an enemy for an automatic critical hit.

Guard- Defender ability to add a unit's defense to up to 3 adjacent allies and it puts the unit in the defensive stance.

Gust of Wind- Blows back up to 3 enemies that are adjacent to the caster.

Healing Light- heals all allies within 1 tile of the caster.  Special ability of Wisps.

Inferno- Tactical version of the strategic spell that surrounds the caster with inferno tiles and damages anyone in them.  Special ability of Fire Elementals.

Inner Fire- Does fire damage at range.  Special ability of Cindercorpses.

Lightning Bolt- Does 10 lightning damage to all enemies in a 5 tile long line.

Lightning Form- Unit transforms into lighting, shooting through 5 tiles and damaging all enemies in those tiles.  Unit ends the action at the end of that line.  Special ability of Ascian and Bragni.

Rain of Arrows- Bow only attack that strikes all enemies within the effected radius.

Raise Skeletal Horde- Summon 9 different skeletons into battle.

Raise Skeleton- Summon a lowly skeleton.  Raise Skeleton has no casting cost.

Rescue- Defender ability to switch places with an ally in tactical combat and take another action.

Riptide- Do damage to up to 3 adjacent enemies.

Shadowshift- Assassin ability to Switch places with an enemy and take another action.

Summon Air Elemental- Summons and Air Elemental, if used in Tactical it knocks back enemies around the elemental.

Summon Crag Spawn- Summons a Crag spawn and dumps stinking mud in all tiles around him, reducing movement of anyone in them.

Summon Delin- Summon Delin, the Pyre of Man for 3 actions.

Summon Grave Elemental- Summons a Grave Elemental, if used in tactical all surrounding allies receive Death Ward for 5 turns.

Summon Ignys- Summons an Ignys.  If used in tactical all surrounding enemies take some fire damage.

Summon Lightbringer- Summons a Lightbringer.  If used in tactical all surrounding enemies must save or be blinded.

Summon Wisp- Summons a Wisp.  If used in tactical all surrounding allies are healed.

Wall of Fire- Added a tactical version of the Wall of Fire spell.  It sets fire to a line of tiles 7 long.

Withstand- Defender ability that makes the unit immune to magic damage for until its next action.

Autumnal Equinox ability (heal all allies half of the units current hit points)

Vernal Equinox ability (poison damage to all enemies for half of the units current damage)

Tectonic Shift ability (teleport to any location on the battlefield, surrounding enemies take damage equal to half the units defense, and stinking mud surrounds the unit)

New Traits

Abjuration- Unlocks the Cloak of Thorns, Protection from Cold and Protection from Fire spells

Aeromancy- Unlocks the Gust of Wind, Lightning Bolt and Obscuring Fog spells

Armor Proficiency- Defender ability to carry additional weight

Axeman- Warrior ability to do increased damage with the Cleave ability

Bleed- Assassin ability to have damaged units take damage per turn, traits can modify the amount of damage done by bleeding.

Cautious- Allows this units army to escape from combat

Compassion- Mage ability that increases the amount healed with heal spells

Geomancy- Unlocks the Gift of Iron and Sunder spells

Ghost- ghosts take no damage from physical attacks

Greater Necromancy- Unlocks the Raise Skeletal Horde and Horrific Wail spells

Hydromancy- Unlocks the Gentle Rain, Frozen Bones and Riptide spells

Immune to Swarm- This unit is immune to its enemies swarm bonuses.

Innovation- Commander trait that gives the player an immediate +100 research

Missing Finger- Injury that reduces the amount of accessories this unit can equip

Necromancy- Unlocks the Raise Skeleton spell

Pack Tactics- Monsters with this trait get double the normal swarm bonus (typically this goes to wolves)

Pyromancy- Unlocks the Soulburning and Incinerate City spells

Reap- Unit gains life whenever he damages enemies, traits can modify the amount of life received

Revenge- Unit gets +1 attack each time it is struck in battle

Savant- Mage ability that reduces casting times by 1

Spirit- spirits take half damage from physical attacks

Tinker- Unit can equip an additional accessory

Volcanic Rites- Mage trait which increases the amount of damage from fire spells

Wealth- Commander trait that gives an additional 500 gildar when selected

Calloused Hide- +1 Defense per level

New Items

Amethyst Collar- Can be used to tame a twisted unit to your control.

Angelic Longsword- Longsword that does additional damage vs Undead.

Bacco's Hammer- A very crude hammer, but it gets better as the wearer levels.

Blessed Hammer- Hammer that does additional damage vs Undead.

Brood Cuirass- A spider curiass that retains some of its makers spell resistance.

Brood Vambrace- A sharpened vambrace that improves the units attack.

Butcher's Axe- Heals the wielders life each time it strikes an enemy.

Crossbow- Ranged weapon with a special attack that fires through up to 3 enemies.

Dagger of the Leech- Heals the wielders life each time it strikes an enemy.

Flickering Ring- Allows the unit to cast blink once per battle.

Guardian Blade- Short sword that does double the normal counterattack damage.

Heavy Crossbow- Ranged weapon with a special attack that fires through up to 5 enemies.

Padded Vest- A very cheap vest, better than nothing, but not by much.

Perfect Crossbow- Enchanted crossbow with increased initiative and attack.

Ring of Ash- Increases fire damage of the wearer's spells.

Ring of Calling- Increases the level of the wearer's summons.

Ring of Restoration- Increases the potency of the wearer's healing spells.

Ruined Chain Shirt- Still being worn by the skeletons of elementals, and starting sovereigns.

Pendulum Axe- Late game axe that does bonus cleave damage.

Soldier's Boots- +1 Initiative, available for unit design

Soldier's Gloves- +5 Accuracy, available for unit design

Soldier's Cloak- +10 Magic resist, available for unit design

Scaled Cloak- +25% Fire Resistance, available for unit design

First Aid Kit-2 Hit Points and +1 Healing Rate, available for unit design

Rations- +3 Hit Points, available for unit design

Equinox- Longsword granted from killing Morian, +20 hit points, enables the Autumnal Equinox ability, enables the Vernal Equinox ability

Sunderer- Great axe granted from killing Abeix, each strike reduces the targets defense by half for 5 turns

Tectonic Bulwark- Tower shield granted by killing Torax, unit is immune to swarm, enables the Tectonic Shift ability

Delin's Ember- Accessory granted from killing Delin, +12 fire attack, +50% fire spell damage, +100 fire resistance

New Quests

Random events are more common in Legendary Heroes including several large game effecting events.

Ascian- You discover ancient tomes about Lady Umbers assassin, you can follow the trail, but it's a dangerous path.

Bacco the Beggar- A drunk challenges you to single combat.

The Banshee- A necromancer attempts to save his wife form dying.  But the life his magic gives her is worse than death.

The Mausoleum- A recent storm has opened up a crypt that has been long closed.

Ongr the Unbound- An abomination has been loosed in the world.  Although armies would do well to avoid him, the one that kills him can claim his sword.

The Riddle- Mimbly is back, and he isn't any less insulting.

Night of Haunted Dreams- On the night of Shirayn's resurrection the veil between this world and the next is drawn back and the dead flood into the world.

The Plague- A plague has spread across your empire.  Will you deal with it by finding a spell to sure it, separating the diseased or burning them alive.  Each option offers its own challenges.

New Scenario

Relias returns from the East to find that the invasion of the fallen hordes has already begun.  General Carrodus can't stand against the threat alone and Lord Markin has withdrawn behind the Northern Fence.  Found cities and raise an army or the Kingdoms will fall.

Balance

Physical attack types (Blunt/Cutting/Pierce) consolidated just to Attack

Removed Influence

Sovereigns all start with a party of Militia and a party of Spearman

XP formula is completely new to not be as influenced by combat rating.  Previously if you beat something that the game thought was tougher than you, then you would get exponentially more xp.  Now that rating modifies the amount of xp (you still get more if you are fighting tougher things), but not are severely.

Governor path changed to the Commander path (it has the prior upgrades for improving your empire as well as upgrades to improve your army)

Stinking Mud converted from a spell to a Crag Spawn ability

Arcane Veil is now a Defender ability

Aura of Grace moved from Air 1 to Air 2

Battle Cry is now a Commander ability

Broken Loyalties now costs gold instead of influence

Burning Hands now has an adjacent range (it can hit 3 adjacent units)

Moved Contagion to the Black Quire tech

Crushing Blow damage can be modified by traits

Most cooldowns moved to 5 turns instead of 3

Flame Wave moved to Fire 5

Moved Mantle of Oceans to Water 3

Switched Noble Legacy to boosting Dodge instead of Hit Points

Reduced the damage from Shadowbolt (the amount of resistance dropped is now based on the casters level instead of the damage)

When an Earth Elemental is summoned in battle he automatically shockwaves all surrounding enemies

When a Fire Elemental is summoned in battle it is surrounded by Inferno tiles

Familiars and Imps gain the Spirit trait

Flying now negates any move modifier from forests, jungles, etc

Counterattacks default to only doing 50% of the casters normal damage

Swordsman traits increase the amount of damage done when counterattacking

Companies reduced to a size of 6 instead of 7.

Adventurer sovereign history gives bonus fame from completing quests.

Tower of Dominion provides Fame and negates the City Count Penalty in the city it is built in.

Adventurers Guild provides 1 fame per season

Almshouse provides 1 fame per season

Amethyst Vault provides 2 crystal per season (instead of 1)

Archivist provides +50% research when the city is producing research

Embassy’s negate the City Count Penalty in the city they are built in

Guild Grocer improves hp by 5% (instead of 10%)

Infirmary gives trained units the endurance trait (instead of +1 growth)

Mining Guild provides +2 metal per season (instead of 1)

Pyre of Anniellum provides +2 fire instead of +1 fire and +3 mana and it unlocks at level 5 (instead of 4)

Tenfall University moved to unlock at level 4(instead of 5)

Reduced the unrest penalty from Slums to 5% (instead of 10%)

Tower of Dominion allows the city to ignore the unrest penalty from the amount of cities in your empire

Warehouse gives +50% gildar when producing wealth

Wood Shield moved from Training to Leatherworking

Spearmen are now trainable from the start of the game

Henchmen now use the best available equipment.

Henchmen cost Fame to train.

Increased the cost of quest maps

Reduced the amount of research given by the lost library form 20 to 15

There are more creatures in almost all of the goodie huts (larger battles are more common now).

Increased the cost per labor to rush from 1 to 1.5.

Berserker weapons berserk the units wielding them (making them uncontroalble in tactical combat and blocking spellcasting)

Added the “None” option to monster lair placement

Lowered the amount of monsters around the starting location.

Apiaries reduce Unrest in your empire.

Pastures improve the hit points of units in your empire.

Ancient temples improve Research for your empire.

Reduced epic tech pacing form x4 to x3.

Relias starts with the Discipline trait instead of the Veteran trait.

Most world achievements grant Fame.

You can't build Stables (and start collecting Horses) unless you have Mounted Warfare.

You can't build Kennels (and start collecting Wargs) unless you have Warg riding.

Sand Golems can use the Crushing Blow ability.

Shadow Wargs can use the Rush ability.

Removed the min turns required to raze cities.

Reduced the Mace, Spear and Battle Axe damage slightly.

Removed casting time from all summons except the largest (death demon and delin).

Moved the summon spells out of the spell ranks and into the Mage tech tree so casters that want to specialize as summoners can spend their trait upgrades doing that.  They will get access to lots of summons, but not to non-summon spells.

Reduced the Monk staff from 7 attack to 6.

Reduced the Crude Club from 6 attack to 5.

Reduced research from Conclave level 2 from 4 to 3.

Added a cooldown to the Wisp Healing Light ability

Mounts add additional training time to units trained with them

Reduced Wolves init slightly

Reduced Bragni's weapon to a Boar Spear

Add lots of new AI units

Reduced random event frequency

Reduced Flame Dart damage down to match the description

Lightbringer's blinding light ability when summoned is now resistable

Switched the Treasury vault to correctly give bonus gildar when Producing Wealth

Removed Dodge 3

Moved Rain of Arrows under Precision 3 instead of Charge

Removed the cast time from the Demonic Ally spell

Maul reduces accuracy by 15% per attack, instead of by 15 points

All tactical summons that effect surrounding enemies can now be cast anywhere (instead of just beside enemies)

Holhiarn Pike does bonus Impale damage instead of giving an accuracy bonus

Decreased starting point min distance from 12 to 10

Decreased min distance between improvements from 4 to 2

Now when you get a shield from a goodie hut it won't allow you to equip it form the item popup if you have a 2 handed weapon equipped (since it would leave you without a weapon)

Switched the Braided Belt from Blacksmithing to Armor

Attacks on prone units always hit

Prone units show their counterattack hit chance as 0%

Yithril's Great Axes faction ability (renamed to Axe Mastery) gives them dual wield versions of all the axes.  They cost more to produce and buy but they have higher attack and init.

Remade all the FE champions

You now have visibility for 1 tile outside of your borders

Increased the default players on the Huge map from 8 to 10

Administrator III trait lowers the unrest in all cities by 5% (instead of just the city the champion is in)

Increased the CityCountUnrestPenalty from 2 to 3

Golden Belt gives 25% Splash damage

A full suit of Chain Mail gives -2 init

A full suit of Plate mail gives -6 init

Warriors get an Endurance trait that increases their hit points

Spell Leech has a 5 turn cooldown to fix an infinite mana exploit

Broke magic staves in Fire and Cold staff categories for unit design

Eye of Abeix trophy increased to +50% growth and +5 init for defending units

Head of Amhah trophy increased to +50% growth and -50% unrest

Heart of Delin trophy increased to +50% growth, defending units are immune to fire and trained units get fire resistance

Heart of Morian trophy increased to +50 growth and +50% hit points for trained units

Horn of Sarog trophy increased to +50% growth and +1 fame per season

Head of Torax trophy increased to +50% growth and +3 attack and defense for defending units

Fist of Vetrar trophy increased to +50% growth, defending units are immune to cold and trained units start with Cold resistance

Storehouse increased from +40 food per grain to +50

Rusty Armor gets increased defense but becomes rarer

Aegis Robe Defense increased form 5 to 6 and it gains +5 Dodge

Increased the CombatRatingToExpMultiplier from .05 to .06 (ie: increased the amount of xp gained from combat)

Reduced Charge from +3 to +2 and instead the training cost

Scholar moved from a talent to a profession

Padded Breastpiece added as a designable equipment

Reduced Stables from from 1 horse per season to 0.5

Reduced Kennels from from 1 warg per season to 0.5

Moved the Adventurer’s Guild from Heroes to Breon’s Letters

Arctic Wolf Cloaks no longer require a tech

Removed the Resistance bonus form the ring of embers, of the glacier and storms

Increased the training cost of mounts

Removed the init bonus form the Athican longsword

Decreased the amount that increased production pace increases production

Increased the strength of the bandits from the Bandit Lord ability

Increased the Noble profession from -5 Unrest to -10

Increased the Scholar research bonus from +10% to +20%

Reduced Warlock from +50% spell damage to +25%

Reduced the Fame from quests from 20 to 15

Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points

Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack

Defender gives +10 defense when defending instead of +5

Impulsive gives +2 init instead of going first in battle

Muscle gives +1 to attack and -1 to init instead of just +1 to attack

Strength is no longer a unit design trait

Reduced base trained unit accuracy from 70 to 60

Reduced maces init from -3 to -4

Reduced Battle Axe attack from 15 to 12

Reduced Boar Spear attack from 11 to 10

Reduced Short Sword attack from 10 to 9

Reduced Pike attack from 16 to 15

Reduced Longsword attack from 18 to 14 and +2 init

Reduced Great Axe attack from 21 to 17

Reduced Maul attack from 25 to 22

Removed the Heroes tech

The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)

The army that didn't attack starts in defensive stance in tactical combat

Kasst increased from 1 move to 3

Increased the xp given from combat slightly

Reduced the level and hit points on Hergon Sows

Increased the dragon level int he Ghost Helm quest from 7 to 12

Razing cities does slightly more damage to surrounding terrain

Increased Ascian to 4 moves

Reduced the training cost of the Fast trait form 20 to 15

Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)

Increased all Sharp weapons form +1 crit chance to +5

Increased all Razor weapons from +2 crit chance to +10 crit chance

Reduced Bread to 8 healing

Reduced Healing Nectar to 20 healing

Reduced Mushrooms to 8 healing

Reduced Healing Potion to 30 healing

Reduced Iru Elixir to 40 healing

Reduced Salted Pork to 12 healing

Reduced Restoration Potion to 60 healing

Reduced Tilda Herbs to 12 healing

Increased the Aid spell to 8+2 healing instead of 4+2

Reduced the accuracy penalty on Double Strike from -30 to -20

Increased the Heal spell from 8+2 to 16+2 healing

Fixed an issue with the Leech Dagger and the Butcher’s Axe not stealing life

Increased Thunderstrike mana cost from 28 to 38

Thunderstrike damage increased form 5+2 to 10+2

Wellspring increased healing from 12+4 to 24+4

Removed the casting time from the Wither spell

Increased the damage on the bleed ability form 1/2/3 to 3/6/9

Increase Vital Strike critical hit chance form 1/2/3 to 5/10/15

Spectral Chain Shirt made uncommon instead of rare

Ophidian Scale Shirt made rare instead of ultrarare

Mirror Shield made uncommon instead of rare

Obsidian Shield made rare instead of unltrarare

Shrill Shield made rare instead of ultrarare

Champions Cuirass doesnt randomly drop anymore

Impenetrable Plate Cuirass made rare instead of ultrarare

Obsidian Helm made rare instead of ultrarare

Impenetrable Tower Shield made rare instead of ultrarare

Obsidian Tower Shield made rare instead of ultrarare

Shield of the Sentinel made uncommon instead of rare

Defeating Sarog rewards Sarog’s Axe

Defeating a War Boar grants a war boar mount

War board mounts give +3 to attack and init for the first action of combat

Ophidian from the Alchemists Offer quest starts at 3rd level

Fixed an issue raising burning hands for 8+2 per fire shard instead of 4+2

Regeneration heals all damage each season instead of fixed amount

Tweaked tactical unit battle placement

Increased the Lethal traits from +2/+3/+4 attack to +3/+4/+5

Added the Revenge trait to the Warrior tree

Removed the level prereqs from armor

Treasure chests always give uncommon items now (instead of having a chance to give uncommon or common)

Tax Office now gives +20% gildar when producing wealth instead of +25% gildar when the queue is empty

Increased the reward from the Ghost Helm quest to an Ivory Helm

Added the Calloused Hide trait to Tuatha

Generally increased the attack on champion only weapons

Generally decreased the level requirements on champion weapons

Commanders can learn Chain Mail proficiency

Shard Altars require Shard Harvesting (Shrines moved to Immortal Codex and Temples to Ereog's Journals)

Stables reduced from 1 horses per 2 seasons to 1 horse per 5 seasons (same with wargs)

Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts

Reduced the amount of Warg and Horses resources in the world slightly

Decreased Pike to 14 attack

Decreased Boar Spear to 9 attack

Added the Incineration Staff and the Ice Staff to sovereign customization

Improved the defense of Rusty Armor (its just a little worse than normal plate mail now)

Panca Archers reduced to a Longbow instead of a Balanced Shortbow

Increased base champion accuracy from 75 to 80

Increased Sovereigns Call from +1 growth to +2 growth

Removed the level prereq from the Turtle Charm

Reduced pop required for city levelup from 50/200/400/800 to 50/150/300/600

Reduced the amount of unrest from levels above low on the tax slider

Higher level monsters now give more xp to keep leveling from slowing down at higher levels (if you are killing higher level stuff)

Removed the defense from monks robes and increased the dodge form +5 to +10 (this is mostly to get the monks robe out of the auto upgrades since it was making units require crystal)

Shrills are now more likely to be found in mixed groups (not 3 fire shrills but 2 fire shrills and an earth shrill, etc)

Removed the cooldown from the Fire Shrills Embers ability

Removed the cooldown from the Water Shrills Slow ability

Removed the cooldown from the Air Shrills Static Blast ability

Reduced the damage on Static Blast slightly

More variety of tactical maps in deserts

Units don’t start so scattered on desert maps

Pariden Monk special unit loses Armor Proficiency 2 and gains Lithe

Ward of Health increased to ++7 hp (from +5 hp)

Champion's Spear is now a Common drop (instead of Uncommon)

Ruined Chain Shirt Defense increased to 5 (from 3)

Removed the wage cost form Knights of Asok, Mercenaries (gained from the camp) and Hunters

Rain of Arrows can now be used if you have allies in range (though it won't hurt your allies)

Reduced the init of shrills slightly

Switched Crow Demons from Graceful to Stand Firm traits

Knights of Asok increased from a group of 3 to 4

Reduced the mana cost of the Confusion spell from 80 to 40

Propoganda reduced to +1 gildar per essence (instead of +2 gildar per essence)

All spears/boar spears/pikes reduced to 33% armor piercing (from 50%)

Dual Burning Axes is now Uncommon (instead of Common

Book Of Mastery moved to behind the Third Book of the Magi (from a 5th rank tech to a 7th rank tech)

Lightning Bolt damage increased to 8 (+2 per level) instead of a flat 10.  Increased the casting cost from 20 to 25

Storm loses its casting time and its mana cost increased from 18 to 24

Increased the amount of darkling guards on Deorcynsse

Birth of Summer and Bloom of Twilight reduced to 200 mana casting cost (instead of 300) and moved up to Sorcery (instead of Third Book of the Magi)

Blindness reduces the victims dodge by 25% as well as accuracy

Burning Hands damage increased to 10+2 instead of 8+2

Curgen's Volcano mana cost reduced to 1200 (from 2000)

Casting time removed from Curse

Flame Wave casting time reduced to 1 turn (from 2 turns) and damage increased to 8+2 instead of 4+2

Guardian Wind mana cost reduced to 4 (form 9) and Dodge vs ranged bonus increased to 25+5 instead of 15+5

Nature's Call has its range removed

Storm casting time removed

Removed the Potential 2 and 3 traits

Moved Medic and First Aid form the Defender skill tree to the General skill tree

Increased Champion (and sovereign) base hp slightly

Dragons always drop rare items when defeated

Obsidian golems, forest drakes and dark wizards drop uncommon items when defeated

Hundreds of other changes.

 

AI

Overhaul of AI for use with Legendary Heroes

AI more flexible with its tax rate

AI does a better job of choosing its technologies based on world conditions

AI's focus on defending cities varies based on which player it is playing as

Fixed stupid bug that negated all the intelligence behind city upgrading (the order of the items in the vector is was choosing from got randomized by the function that gathered them resulting in random choices). This alone makes a huge improvement.

AI much better about choosing units to train (you should see a lot more mounted units)

AI now bases its economic / miltiary trade offs more based on what player it is playing as

AI bases whether to train pioneers versus letting a city upgrade to the next level on what player it is playing as

AI places more value on the perks a unit design has when deciding what unit to train

AI much better at differentiating the stats of a unit when picking what design to use based on what type a unit it is (i.e. archers / vs. melee, etc.)

AI unit design algorithm updated based on the tactical battle setups in LH

AI unit design algorithm now takes into consideration the personality of its sovereign

AI uses strategic spells more often (still not often enough, working on this)

Fixed AI bug where an AI player could bribe another AI player to declare war on a third player without taking non-aggression pacts into account

Fixed AI bug that made it hard for AI players to ever go to peace with one another

AI monsters more intelligent in tactical battles (no more webbing ranged units)

AI smarter in relations

AI smarter about when to ask for peace

Monster AI tweaks

Monster behavior improvements

Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases

Fixed AI bug where AI would declare war soon after having made peace

Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)

Razing cities does slightly more damage to surrounding terrain

Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)

UI

New Battle results screen with animated xp bars that ding when you level up.  This screen also shows any injuries or effects from the battle so that we don't need additional popups.

When you have a unit selected and mouse over another tile it shows you the path the unit would take to that tile as well as how many turns it would take.

The Faction Power window now displays the attitude of that player to you.

Added an Army management screen when multiple armies are on one tile.

Switched the minimap and removed the unnecessary features from it (forests, mountains and chasms) so that the relevant info is more clear.

The Turn button will now glow yellow if the player can end the turn, but has idle cities.

New Bear model and medallion.

New Bear Cub model and Medallion.

Adjusted the stats that show up in the unit info window to more usable ones (set these to be controllable form xml in case modders would like to change the ones displayed).

New Mountains.  New texture, no more environmental creep onto mountains, no more mountaintop snow.

More defined terrain.  Less animation blending makes the terrain of individual tiles easier to see and less muddy.

New lighting with less bloom for more crisp varied colors instead of the washed effect in FE.

All units are larger on the strategic map, so they are easier to see.

Reduced the amount of ground props to make the map more clear and to make game impacting terrain features more recognizable.

New Rivers.  The banks have been removed, the flow speed has been halved and the surrounding vegetation and rocks have been dramatically reduced.

Removed the troop count from the spell selection window (In case you were wondering what those seemingly random numbers were at the bottom of the unit medallions).

New Leather armor designs for Tarth.

New Leather armor designs for Yithril.

Leather armor now supports cloth color (so they are all trimmed in the faction's cloth color).

Added dynamic shadows to units.

Fixed an issue where heavy black outlines would show up around grass and other textures with transparency.

The unit details wnd now plays the music theme of the owner of the subject unit, and doesn't change the music at all if accessed from a tactical battle.

The Kingdom victory screen now shows if some of the victory options are disabled in that game.

New ground decals for the goodie huts and lairs to distinguish them from the environment.

Changed U and C hotkeys to cycle through all units and cities respectively, regardless of if they are idle

When a city is selected, the 'R' hotkey now rushes production

Changed Tab hotkey to cycle through all idle units AND cities

Consolidated places where armor pieces are shown in the UI to just show one piece that represents the whole set (you can still design with specific pieces in the unit design window)

Switched the order of the appearance tabs in the create sovereign window to the order most players go through

New water, reflective, partially transparent, instant water! (just add water)

The city HUD now shows how many turns are left in constructing/training

The tile info window now shows the owner of owned terrain

In tactical combat the button for the spell or ability you are using remains highlighted

New selection tiles in tactical

Better looking river banks

Pedestrians are no loner displayed in tactical battles

Added Mountains back to minimaps

Steam notifications now popup in the upper left corner instead of over the turn button

Added a new quest completion window

Consolidated all the upgrade actions into a single upgrade button

Added a new unit upgrade screen

Added icon category icons to the train screen (so you can see what type of unit they are)

Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen

New texture for Ongr the Unbound

The spellbook remembers the last strategic spell you cast and starts there when you reopen it

Battle window now states what city is being attacked, if a city is being attacked

The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected

Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1).  Now we display them greyed out all the time.  This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.

Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)

Curses are now displayed on the city details screen

The player is now notified when someone casts a curse on his cities

Started adding back some light props (you will need your amount of groundcover set above 'None' to see them)

Fixed an issue where resources could show redundant information in the info pane

Added a crest, faction name, and tint area to the conversation popup wnd for when a nation speaks to you


27 Comments

Legendary Heroes: Game play example

Posted on Monday, May 20, 2013 by Frogboy

Disclaimer:

This is an example of a game of Fallen Enchantress: Legendary Heroes. For my own personal enjoyment, I create my own backstories and motivations for what occurs in a given game.  In reality, Fallen Enchantress games are played in a “sandbox”. That is, the world is randomly generated and what happens changes from game to game.  This story is about one particular game. The world you see described here will never happen again nor will the events ever be repeated because each game is different.

A brief history of time

When the world was young, Elemental had an external impact that would alter its history.  The last Mithrilar, one of the guardians of the universe, impacted the world gravely wounded. For millennia, he would sleep unconscious without realizing that trace amounts of his essence was seeping into the world.  This essence, called by many names, shall be labeled, for our purposes as “magic”.

The rise of the Magi

This magic permeated the world and in time, every living thing made use of it in ways both marvelous and terrible.  The first sentient beings to master its use were called The Magi.  Their civilizations would spread across the entire world.  The various continents of Elemental would see a myriad of different sentient beings rise and fall.

On the continent called Anthys, the Magi of the race of men reigned supreme and they undertook to construct the Forge of the Overlord, a mechanism of magic so powerful that it could alter reality itself.  Its construction caught the attention of the mightiest known beings in the universe – the Dred’nir.

 

RightWall_FE

The Magi were powerful and wise beyond all other mortals

The Titans

The Dred’nir opened a portal to Elemental and entered the continent of Anthsys. They laid claim to the Forge of the Overlord and in time, the entire world.  The Titans ruled the world for a long while until one day, the Kingdoms of Men from the West, led by Sorcerers capable of channeling magic from the shards that the Titans had used to trap the magic of the world were able to overwhelm the Titans.  But this victory came at a great cost – the cataclysm destroyed all civilization around the world and laid the land in waste.

CityDefeat

Eventually the Magi strongholds fell to the Titans

The Fallen Enchantress

When civilization began to rebuild, it was Queen Procipinee who did the most to heal the land. Despite her great works, the people never fully embraced her and this led to the west being fractured amongst many kingdoms. Procipinee, being something of a seer herself, foresaw that an Empire of Sorcery would one day dominate the world if it were not stopped sent her agent Lord Relias into the East to find the great Oracle who might find a way to prevent her vision from coming true.

Sorceress

A younger Queen Procipinee

Unfortunately, Relias’s quest transformed the Oracle into the Fallen Enchantress who became a queen of the undead.

War of Magic

The eastern sub-continent of Anthys is now dominated by Empires of the Fallen – beings that were created by the Titans of old who hate their original templates – men. They have begun to invade the West in the hope of eliminating the Kingdoms of men entirely.

Legendary Heroes

Across the world, Legendary Heroes have begun to arrive from the wilds in the hopes of preventing the rise of the Empire of Sorcery. This is their story.

Of Magesta

 

image

Young Magesta with her mother, Procipinee.

 

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The only child of Queen Procipinee. Magesta was a powerful channeler from an early age.  In time, she would become Procipinee’s most trusted agent other than perhaps Relias.

However, when Lord Relias returned from the East he seemed a changed man. Gone was the free spirited adventurer and in its place a much more sober, serious young man.  More concerning, Relias urged Procipinee to unite with the other Kingdoms of the West the thwart the Empires of the East. But those petty kingdoms had no legitimate claim on the throne.  They refused to acknowledge Procipinee as the rightful heir of West.

Relias’s willingness to do whatever it took to unite the West bordered on treason. To find out Relias’s intentions and, if necessary, destroy him, Procipinee has sent Magesta into the fray to ascertain what Relias is up to…

Beginnings

image

The western part of Anthys has already seen much of the land descrated through death magic. The tel-tale signs of otherworldly violet trees and blue-green grass were all she needed to know that that the Fallen had arrived in the west.

Soon after the founding of a New Pariden, Bannon Heighsley, Procipinee’s magistrate, arrived. 

image

Heighsley has knowledge of water magic which allows for the casting of the inspiration enchantment. The effect of this enchantment, at this stage of the mission, is to double the research done in New Pariden.

image

Not far from the south, a recent earth quake has revealed an ancient Temple of the Magi.  The books contained in this will allow for scholars to recover knowledge much faster.

In order to do this, the scholars must be able to safely access it.  This means an outpost needs to be constructed. Luckily, being Procipinee’s daughter, Magesta has access to the spell, Arcane Monolith. For 50 mana, she can summon an outpost.

image

Magesta summons an arcane monolith.  Scholars soon begin to restore the temple.  Meanwhile, Magesta heads into the dead woods of the western wastes.

Across the wastes she finds hope. The land is fertile, even if it reeks of death magic.

image

The land is dominated by a banished ogre that has taken up refuge. It should be dealt with before colonization occurs.

Also near by is a Crag Spawn, a remnant of a dark time before the Magi.

image

Through its defeat, Magesta realized she had come to a turning point in her career.

image

She knew now that her destiny was the be a Sorceress.  She would walk the path of the Mage like her mother before her.

Adversaries

She had not located Relias yet but the Empires had found her.  Both The Trogs of Yithril – brutish, troll-like beings and the demonic elves of the Quendar of Magnar had become powerful in this area of Anthys.

image

image

image

However, eventually, Magesta did find Relias.

image

Magesta’s emissary reported that Relias has lost hope that Procipinee will be practical. Whatever legalities that Procipinee might claim to rule the West were not convincing to the other lords of the west. Her father, Amarian III, was respected by all the leaders. But he, like most of the host that traveled into the East, were lost with the cataclysm.

Relias was seen by many as a uniting figure for the Kingdoms.  Already, Capitar and the Ironeers had allied with him.  The question would be, what would Magesta, daughter of Procipinee do about this?

 

 

 

 

 

 

 

 

 

 

[To be continued]

7 Comments

Brad Wardell on the Geeks with Wives Podcast

Posted on Friday, May 10, 2013 by Island Dog

GeeksLogo256Stardock's Brad Wardell is on the latest podcast from Geeks with Wives. A wide range of topics are discussed from gaming to comics, so be sure to head over and download and listen to episode 83 at the link below.

 http://geekswithwives.com/geeks-with-wives-podcast-episode-83/





 

1 Comments

Legendary Heroes Scenario: Concluding the War of Magic

Posted on Monday, May 06, 2013 by Frogboy

Once upon a time…

imageThousands of years ago, the world of Elemental was filled with magic.  This was the time of the Magi.  In their quest to create ever more powerful magical devices, the Magi foolishly created The Forge of the Overlord.  It allowed its users to bend the fabric of reality entirely.  It also brought their world to the attention of the Dred'nir, immortal Titans who lived beyond the world.   They arrived and utterly destroyed the Magi and enslaved mankind.

In an effort to keep future Magi from thwarting them, the Titans concentrated the world’s magical essence into pieces of an ancient crystal that they brought with them. This had the effect of cutting the rest of the world off from magic and the land and people slowly become increasingly mundane. 

Rise of the Channelers

However, one day, a powerful Sorcerer was born who could channel the magic from the crystals scattered throughout the world.  This allowed for some fledgling kingdoms in the western part of a continent called Anthys to resist the Titans.  The Titans, recognizing the growing strength of their foes, used their magic on those races of men under their thrall to create new races that men now collectively call “The Fallen”.

Many of these new races used their newfound abilities and power to flee Anthys entirely and exit our story. However, three of them went on to become lethal servants of the Titans – The Quendar, the Trogs, and the Urxen.  The Quendar were the Titan’s most trusted servants. The Trogs their loyal soldiers and the Urxen their tireless workers. 

Still, the free Kingdoms on the west of Anthys, led by Sorcerers who rivaled the Titans themselves and aided by Tandis the Arnor continued to grow.  The Titans, therefore, sought to open a gateway back to their homeworld to bring reinforcements. When word of this reached the Kingdoms, they launched an all out attack to stop it.

The Cataclysm

In the great confrontation between the combined might of the Titans and the entire host of the West, the gateway device was destroyed while in the midst of opening a portal and the resulting blast was so vast that the seas poured separating the remaining east and west from one another. It also laid the lands in waste. This became known as the cataclysm.  The Titans were gone but so were the Kingdoms.

Fallen Enchantress

[SPOILERS from Fallen Enchantress BEGIN]

A century after the cataclysm, civilization is beginning to creep back into the world. The lands have been overrun by foul creatures, bandits and ancient Elemental Lords who were awakened by the cataclysm.  The most powerful of the fledgling civilizations is Pariden, led by Queen Procipinee, the most powerful channeler of her age.  She has had a glimpse of the future – a terrifying one in which an Empire of Sorcery will arise and consume the world.  To learn of a way to stop her vision from becoming true, she sends her most trusted adventurer, Relias, into the shattered east to seek out the lot Oracle of Cyndrum.

Relias sails to the East and meets Procipinee’s agent in the East, Karavox to help guide him to the rumored location of the immortal Oracle. Relias soon learns that Karavox has betrayed Pariden and the Kingdoms of the West.  First, by keeping secret the resurging Fallen who have set up their own empires and secondly, by establishing his own Empire called Kraxis. 

Despite his difficulties, Relias finds the Oracle and attempts to free her only to discover that the Titans had placed a curse on her that transforms her into the Fallen Enchantress. The enchantment begins to raise the dead from around the world to serve as her minions. Relias, having discovered the mechanism of how the Empire of Sorcery is to begin, escapes back across the sea.

[SPOILERS from Fallen Enchantress END]

Legendary Heroes

Our story starts out where Fallen Enchantress leaves off.  In some ways, it is a retelling of the early chapters of Elemental: War of Magic (2010 PC game Stardock released but has discontinued).  But this time, it’s the full story and it plays not as an RPG but as a strategy game.  Legendary Heroes is a knock out, drag out, fight to the finish between the Empires and the Kingdoms.  You’re teamed up with the Kingdoms and the Empires are all teamed up as well. 

Unlike the Fallen Enchantress scenario which could be finished in around 20 hours, we have no idea how long Legendary Heroes will take except to say a LOT longer because it’s a huge world to conquer.

 

18 Comments

Happy and Sad

Posted on Friday, April 26, 2013 by Frogboy

IMG_2129Stardock’s lead game developer, Cari “Elf” Begle, who led the effort in Galactic Civilizations I, The Political Machine, Galactic Civilizations II and part of Fallen Enchantress (until she went on maternity leave) will be leaving us on May 1 to focus on being a mom.  She’s one of the most wonderful people I’ve ever met. She’s an amazing developer, a kind hearted person and is always eager to take on new challenges. She was the one who did most of our network programming (including the multiplayer in The Political Machine and was critical in fixing the MP issues Demigod had when it first launched).

For now, that leaves me as the interim lead game developer at Stardock until we can find someone to try to step into her shoes.

CariElf will still be around, but not in any official capacity.  I’ll miss her daily presence. She always brightens up any room she’s in with her infectious positive attitude and excitement to do something new.

As a reminder, our jobs page is here: http://www.stardock.com/about/jobs.asp

35 Comments
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