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Legendary Heroes - Pre-Beta video

Legendary Heroes - Pre-Beta video

Hi everyone!

Here is a lengthy play through of Legendary Heroes. Note that this is pre-beta and there will be a lot of improvements, especially visually, between now and release.

255,273 views 74 replies
Reply #51 Top

Frogboy, if you make another gameplay video, stick to the changes.  Chances are good that anyone watching such videos already knows the basics of how to play the game.  What we want to see is what's new and what's changed.

Reply #52 Top

How much longer until the beta????  Can't wait!

Reply #53 Top

 

Some ideas/suggestions

City improvement of a guard tower, that gets an attack in combat when the city is attacked, this can be manned by an archer you create.  By picking Fortress you get this build option.  The tower gets a bonus, when a hero who picks defender is at the city when under siege. 

Hero picks governor and city gets a production bonus (I guess this is in game now with -unrest), an increase in the kingdoms fame or only when he is stationed in a city.

New units like a trebuchet, war tower on wheels, etc

Mercenaries come to your city randomly based on fame and a roll.  They can be any type of unit that any one of the sovereigns can make.  It's a rare chance they show up.

Option to upgrade an outpost so you can station an arrow unit in it, when combat happens at the tower square.

Traveling merchant, who will show up rarely to offer goods you can't find.

 

Reply #54 Top

Governors should get some active skills too

Escape Battle

Enlist Militia - Spawns militia into tactical battles

Silver Tongued - Similar to flute, chance to cause all units to miss their next turn

 

Reply #55 Top

Just a quick question. Has outpost warden upgrade been fixed in LH?

Reply #56 Top

Are we going to see the Beta this week?

Reply #57 Top

Quoting ZombiesRus5, reply 54
Escape Battle

Enlist Militia - Spawns militia into tactical battles

Silver Tongued - Similar to flute, chance to cause all units to miss their next turn

Love #2 and #3, if only used during defense of cities.

#1, I'm not to sure about, would that mean giving up the city you are defending in that case, but keeping your army intact?

Reply #58 Top

Quoting Darxim, reply 51

Frogboy, if you make another gameplay video, stick to the changes.  Chances are good that anyone watching such videos already knows the basics of how to play the game.  What we want to see is what's new and what's changed.

I actually like to see him (an expert) play the basic parts too.

Reply #59 Top

Quoting Gammit10, reply 58


Quoting Darxim, reply 51
Frogboy, if you make another gameplay video, stick to the changes.  Chances are good that anyone watching such videos already knows the basics of how to play the game.  What we want to see is what's new and what's changed.

I actually like to see him (an expert) play the basic parts too.

He's definitely not an expert at playing the game.  Far from it.

Reply #60 Top

So really, the biggest gameplay changes are the swarm mechanic, how heros are obtained, and greater control over the sovereign's leveling up path?

Has any content been included? New monsters, quests, magic items, etc?

Reply #61 Top

I love the new features, but the video is a terrible sell, we need to see new features

 

WTF cares about shadows?  You'd think this was Fallen Enchantress Legendary SHADOWS!

 

 

Reply #62 Top

Nice video. :) LH looks really good.

But frogboy.... what do you do in tactical battles?  o_O XD

 

Reply #63 Top

Quoting Borg999, reply 60
So really, the biggest gameplay changes are the swarm mechanic, how heros are obtained, and greater control over the sovereign's leveling up path?

Has any content been included? New monsters, quests, magic items, etc?

apparently lots of undead monsters have been added.

Reply #64 Top

Quoting GFireflyE, reply 63



apparently lots of undead monsters have been added.

Ok, thanks, I remember that. Personally, I would rather have a variety of monsters, instead of all from one class/type.

With all those undead, I hope they include a "turn undead" spell. Probably would work best as part of life magic.

Reply #65 Top

Quoting Borg999, reply 64
With all those undead, I hope they include a "turn undead" spell. Probably would work best as part of life magic.

If they don't include it I'll make it.

 

Reply #66 Top

Quoting mqpiffle, reply 65



Quoting Borg999,
reply 64
With all those undead, I hope they include a "turn undead" spell. Probably would work best as part of life magic.


If they don't include it I'll make it.

 

Excellent!

 

Reply #67 Top

Another thought. In the demo, the player and AI start closer together. Much closer...

I like the idea of not having to take several turns to get from one end of the battlefield to the next, effectively reducing the OP of archers and mages, but this new set up seems to go completely in the other direction, turning the ranged units into "no shot or one shot ponies" before the get hacked to pieces by the AI opponent.

My suggestion to re-balance this issue, is to increase their base initiative by a bit.

 

Reply #68 Top

Pretty sure it's just the melee units that are moved closer - ranged units still spawn farther away.

Reply #69 Top

Quoting MutantDwarf, reply 68

Pretty sure it's just the melee units that are moved closer - ranged units still spawn farther away.

 

That's true, but at least according to Brad in the video, the ranged units start just a couple tiles farther away from the melee units. It just doesn't seem quite far enough.

Reply #70 Top

Quoting Borg999, reply 69


Quoting MutantDwarf, reply 68
Pretty sure it's just the melee units that are moved closer - ranged units still spawn farther away.

 

That's true, but at least according to Brad in the video, the ranged units start just a couple tiles farther away from the melee units. It just doesn't seem quite far enough.

 

Personally, I'd rather see strict range limits and ranged weapon users at a greater distance, but I'm not going to judge in advance. Best to see how it plays out. Literally.

Reply #71 Top


Can't wait to get my hands on LH. Especially excited about changes made to the Champions aspect of the game.

Reply #72 Top

Sorry Froggy, you really do suck at playing FE :D And I'm a total n00b non-lEEt player...

I love what you've shown us, tho'. I can't wait to see more. The best parts of course are the champion recruitment and tactical combat from what I've seen so far. Ya'all can definitely count me in on the buyers. I assume there's some way to slow down tactical so you can at least see what's going on? ("I lost that spearman unit, how, exactly?") And I really like having the Sov start with at least SOME minions (is there a potential rush situation there?). On a different note, it was not immediately obvious on the champ level-up: did you pick one or two paths? Either would be cool, mind.  But I'm not clear where you're trending.

Can't wait for the release.

Reply #73 Top

I did some searching to see if this question has been raised and answered yet, couldn't find anything.

With the new swarm mechanic looking quite powerful (in my first impressions, perhaps too powerful), is anything going to be changed about the Tarth racial ability?   The swarm mechanic makes having larger armies *extremely* valuable, which directly smacks the usefulness of the Tarth racial in the face.  

Also, another thought.

With the new champion paths starting at level 2 now, henchmen Governors are going to be very "powerful".  All it takes is a Fortress city, and we can pump out level 2 Governors to camp out in all our cities and give them -15% unrest each Gov.  Without influence anymore, what's going to stop this spam from happening?