Brad Wardell's Blog


Trouble downloading? Read this

Published on Wednesday, October 24, 2012 By Brad Wardell In Fallen Enchantress

With the launch of Fallen Enchantress, our download servers are pretty pegged right now.  We're increasing capacity as fast as possible.

This is NOT an official recommendation but here's one way to solve it -- a download manager.

This is a program I've used to download large files before:

http://internetdownloadmanager.com/

Once you have this installed go to http://download.stardock.com and do this:

 

Reduced 63%
Original 891 x 287

 

 

Then in the program put the URL here:

 

Reduced 60%
Original 949 x 560

 

I download a lot of large files so I tend to run into this sort of thing.  Stardock Central is generally pretty robust but it's never been put under this kind of strain before. They'll have to improve it tomorrow before we start sending out the emails to existing customers.

We apologize for any inconvenience. This will likely be a moot issue within the next 36 hours (once the big wave is over). But in the meantime, if you are having issues, this should help.

Fallen Enchantress discussions on the net

Published on Tuesday, October 23, 2012 By Brad Wardell In Fallen Enchantress

Steam & Fallen Enchantress

Published on Tuesday, October 23, 2012 By Brad Wardell In PC Gaming

image

Fallen Enchantress got top billing today on Valve’s Steam despite not using Steamworks.  I plan to write at some length our experiences with Valve over the past year.  The short version is that Valve behaves with the kind of enlightened benevolence that earns the respect and trust of those who work with them.

My personal opinion is that the independent nature of Valve (they’re privately owned) has allowed them to foster a company culture whose ethics and earnestness are several steps above the average in our industry. It’s been a real delight to work with them.

 

To Beta Testers: Readying for today’s release!

Published on Tuesday, October 23, 2012 By Brad Wardell In Elemental Dev Journals

Greetings!

Today’s the big day. In fact, 2 hours from now 1.0 will go live.

Now, to save yourself pain and aggravation please do the following: UNINSTALL the beta. Completely.  That also means go into the my games\fallen enchantress directory and rename it to something else (or delete it entirely). Edit: ensuring that \program files (x86)\stardock games\FallenEnchantress is also cleaned out is a good sanity check from after the beta.

Don’t take any chances. Start from a clean setup.

Countdown: 1 day to release

Published on Monday, October 22, 2012 By Brad Wardell In Elemental Dev Journals

In less than 24 hours, Fallen Enchantress will be released in its 1.0 form! I'm in a bit of shock just thinking about it.  Two full years of development. It's hard to believe how fast the time has gone by.

Around 1pm EST on October 23, the game will be released.  If you order it sooner, it'll be the last Beta (0.99) and it'll upgrade to the 1.0 version.

I went around the office today to interview more people who worked on the game.  Here's their story:

Also, if you want to get a sneak peek at the user manual, here it is: https://stardock.cachefly.net/FE_manual.pdf

We'll have a few more goodies to show off tomorrow. Stay tuned and thank you again for all your support!

 

 

Fallen Enchantress: "Stardock has outdone themselves"

Published on Monday, October 22, 2012 By Brad Wardell In Elemental News

As some of you may recall, when Elemental: War of Magic was released in 2010, no one was more vocal or more specific in the shortcomings of that title than QT3's Tom Chick.

Stardock took the criticism of that game to heart when it "reimagined" a TBS fantasy strategy game that ultimately manifested itself as Elemental: Fallen Enchantress.  From the quick impressions:

Stardock has really outdone themselves this time. If you like turn-based strategy games, if you like fantasy, even if you like RPGs, don’t miss this one.

 Read the whole thing here.

Countdown: 2 days to release

Published on Sunday, October 21, 2012 By Brad Wardell In Elemental Dev Journals

Only 2 days left until release

I don't want to sound sappy here but we have been really touched by all the support we've gotten from you guys over the past couple of years that we've been working on this.

One of the motivations for making so-called "niche" games is that we really enjoy our tight knit communities.  We enjoy hanging out with you, listening to your ideas, arguing different game designs, etc.

Earlier today, we went "gold" which simply means 1.0. I like to think that games are never truly finished. They simply ship.  For me, that just means that 1.0 is the beginning of our journey together -- not the end.

In the meantime, let me share with you some of the things we've been doing since the last public beta and 1.0...

New Content

  • Trogs don't get +1 attack anymore, instead they have the Berserk ability that increases their attack but does damage each turn
  • Added the tough faction trait, +10% hit points for all units, Yirthril begins with it
  • Removed the Berserk spell
  • Curse is reduced from Death 2 to Death 1
  • Added the Shadowbolt spell (Death 2, does minor damage and reduced the spell resistance of the victim)
  • Added more tactical maps
  • Enabled Fallen Enchantress Scenarios
  • Enabled the Workshop

Bug Fixes

  • Fixed a missing icon for Zealotry
  • Fixed the Hurl Boulder ability
  • Upgrading units correctly costs the full resource costs
  • You can only select 1 faction weakness for custom factions
  • Fixed the likelihood of quests (so they will be better distributed instead of getting the Alchemy, Nobleman's daughter and Rats in the Ruin quests all the time)
  • Fixed floating cloaks
  • Fixed a pause when using Double Strike with a two handed weapon
  • Fixed an issue that can cause a quest location to not have a quest
  • Fixed an issue that could cause naked, headless custom sovereigns when restarting a game
  • Fixed crash bugs and hangs

Balance Changes

  • Spears ignore 50% of Defense instead of 33%
  • Reduced the max growth from Undying Curse from 9 to 5 units
  • Reduced the level of the named Wilding Shamans slightly and increased their upgraded versions
  • You can't get a Maul from a Bone Ogre anymore
  • You won't get crude clubs as loot anymore
  • Darkling Shamans can cast Shadowbolt
  • Troll Shamans can cast Curse
  • Reduced the power of Dirge of Ceresa
  • Faction traits rebalanced, starting faction points increased from 2 to 3.  The factions stay the same, but it makes it more balanced when creating custom factions
  • Binding faction trait split into Binding (elementals) and the Cult of a Hundred Eyes (trainable spiders)
  • Enchanters faction trait split into The Decalon (spellbooks and arcane monolith) and Enchanters (magic staves)
  • Master Scouts faction trait split into Master Scouts (no terrain costs) and Stealth (ignore by monsters)
  • Heroic, Betrayers, Master Smiths and Slave Lords faction traits cost 2
  • Removed the blocked buildings from the Slave Lords trait

UI Changes

  • Fixed typos
  • Fixed a missing string when trying to equip an accessory if you already have one equipped
  • Removed the unused context area at the bottom of the custom faction screen
  • Removed the unshadowed gap at the bottom of the screen when the intro book is up

I've gotten a lot of questions from people over the past couple of years about why we are giving away Fallen Enchantress to the early adopters of War of Magic. They say people won't remember War of Magic (it was 2 years ago). They say it won't "buy" good will back from those who didn't like WOM. 

It doesn't matter. The reality is, our job is to make some of the world's best PC games. Period. Regardless of the reasons, War of Magic didn't live up to that standard. And since we developed it internally, we had the ability to make good on that.

The budget for Fallen Enchantress was about twice that of War of Magic. I am a firm believer that people DO remember when companies backup their stated beliefs with deeds.. They remember when companies make good on their word. I think that in the *long-run* (and Stardock is one of the oldest non-public game developers in the industry so we think long-term), people will have confidence that we mean what we say: If you buy a Stardock game, it will be excellent.

A huge thank you

Tuesday is the big day. It's hard to believe that in the next week or so we'll have a pretty good idea of the fate of Fallen Enchantress. We hope that people out there like what we've done here.  We have you to thank for it.  Few games have had the opportunity to spend so long in a public, no-NDA beta where people could give their suggestions, criticisms and ideas. The game is better for it. And that couldn't have happened without your help.

We look forward to reading your feedback and deciding together what we should do next with this game that we love so much.

Countdown: 3 days to release

Published on Saturday, October 20, 2012 By Brad Wardell In Elemental Dev Journals

If you're a game developer, you're going to appreciate today's video.

In most games (and by most, I mean, pretty much all) the in game art assets are pre-designed 3D models. That is, when you play Starcraft or Civilization or your favorite RPG, the "tiles" were put together with Maya or 3D Studio or some other modeling program.

The Kumquat engine, and therefore Fallen Enchantress creates its in-game assets through the Tile Editor (where the components were made with Maya and 3D Studio).  

This is a big deal for modders because it means you can create your own quests, goodie huts, improvements, terrain, etc. without ever having to load up a 3D rendering program.  Even better, it's super easy to use.

If you know a modder, show them this video. As a lifelong modder, this is the kind of tool that I always wished I could have so that I didn't have to...you know, have any art skills to create cool new stuff.

 

Visit www.elementalgame.com to learn more about Elemental: Fallen Enchantress