Elemental: War of Magic - Dev Journal: Armies

skavenhorde

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In this developer journal Derek Paxton takes a moment to explain how units have changed. Here are a few snippets:
Units matter. Fallen Enchantress comes with several base units already in the game, each designed to look unique and interesting for their faction. We want to make sure new players find units and see enemy units that look nice. We had some fun picking some starting traits for these base units, archers start with a trait that improves their accuracy. Defenders start with Ignore Pain, a trait that allows them to last longer in combat (all Tarth units get +10 to Defense when they are under 50% of their hit points, making their defenders even harder to take out), etc.

But that doesn’t mean we don’t support unit customization. Players can still design the armies they want to train. If you want to create archers faster, make a cheap version without the precision trait. Or make some elite units by loading up on your favorite armor and weapons. Just remember that units have an encumbrance limit based on their strength, so you have to make hard choices between massive shields, big weapons and heavy armor. Especially if you are playing one of the smaller races (each faction has different starting stats).
More information.
 
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Can't work out whether this is a good sign or not. One of the things I really didn't enjoy first time around with Elemental was that every unit just felt bland and there was no desire to experiment with different races. Unlike Master of Magic where every race played really differently.

I hope that there's a bit more difference. E.g. different starting stats for the very base unit or relatively unique trait selections (or at least a very different order in which trait selections unlock).
 
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Looks like something worth picking up and trying...Haven't played many games like that in general...
 
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Reading that, it sounds as if they've actually hired a designer this time.
 
Well, you know Paxton's pedigree right?
 
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