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So, I've played through once on normal. Feels basically like Fallen Enchantress II, only more casual.

The biggest difference I noticed was that cities were bland. Only one type exists, you don't get Conclaves and Fortresses and Towns, and while they level more, you don't get specialization choices. That was disappointing.

Also, you can no longer design units. Crafting still lets you create unique units, but this is a two-edged sword. Each unit has twelve potential gear slots, all of which you can craft. Furthermore, each piece of gear can have up to four enchantments crafted onto it (at least, that's what I could do at the end). That's basically sixty options you have with a base unit!

That's cool. What isn't cool is that there's no way to design a unit and then stamp out more of them. Got a great combo? You have to do the same sixty clicks over and over again if you want more of that kind of unit. That's a shame, because I really liked how you could design units in Fallen Enchantress and then build them as long as you had the resources.

I also was disappointed that the system in which you could research and add more members to a squad is gone.

Your sovereign is no longer a hero on the map. Since you start with a hero, this makes little practical difference, except that your sovereign can cast a limited number of spells in combat.

The different kinds of shards are now one kind of shard. Research has been replaced with a balance system that produces mana, researches spells, and levels up your sovereign, all at the same time, powered by those same shards. I didn't mind this. Again, though, it felt simpler. Not as many options.

Heroes can no longer specialize; each has their own upgrade track.

Army units, pioneers, outposts, and mines now cost logistics. This worked for me early in the game (I had to work hard for logistics), but mid-game somewhere I had more than I ever needed.

The little quests you could find on the map were fun. The loot systems was more rewarding, and crafting for my starting heroes was fun (though I didn't do nearly as much as I could have; I just didn't need to).

Autoresolve generally worked better for me than fighting battles manually. That was disappointing. I suspect it's because autoresolve doesn't take special abilities into account. I never auto-resolved an uncertain battle, but autoresolve would give me lossless victories in battles I couldn't possibly win myself without losses due to enemy abilities.

City screens were much easier to understand. The only real interface confusion I had was that I missed the enchantment pane in the crafting window for half the game.

The doomsday timer never got anywhere; I think it was near zero when I won.

Diplomacy was easy: don't engage them, let them come to you. Trade if you don't have mana, and if you have 100+ mana, buy favor. Once you get five favor, they automatically ally. Only the Swamp Giants didn't talk to me, probably because I never opened up their corner of the map (factions are locked away from each other).

Overall, while it was still fun, the game felt more casual. The text was more humorous than the darker, serious feel of Fallen Enchantress, and gameplay was simpler. I guess most of my disappointment came from how it backed off from things I thought Fallen Enchantress had done right.
It doesn't matter what this game has or has-not, how long it took to make or the size of the team, the game is still boring as hell to play, you can't get away from that.

I'm playing a little game called Thea: The Awakening. It's a small budget indie game, and it blows sorcerer king out of the water when it comes to game play.

What Stardock are seriously lacking is a game designer that knows how to make a good game, because most of their titles are lacklustre at best.
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Roccandil: So, I've played through once on normal. Feels basically like Fallen Enchantress II, only more casual.

The biggest difference I noticed was that cities were bland. Only one type exists, you don't get Conclaves and Fortresses and Towns, and while they level more, you don't get specialization choices. That was disappointing.

Also, you can no longer design units. Crafting still lets you create unique units, but this is a two-edged sword. Each unit has twelve potential gear slots, all of which you can craft. Furthermore, each piece of gear can have up to four enchantments crafted onto it (at least, that's what I could do at the end). That's basically sixty options you have with a base unit!

That's cool. What isn't cool is that there's no way to design a unit and then stamp out more of them. Got a great combo? You have to do the same sixty clicks over and over again if you want more of that kind of unit. That's a shame, because I really liked how you could design units in Fallen Enchantress and then build them as long as you had the resources.

I also was disappointed that the system in which you could research and add more members to a squad is gone.

Your sovereign is no longer a hero on the map. Since you start with a hero, this makes little practical difference, except that your sovereign can cast a limited number of spells in combat.

The different kinds of shards are now one kind of shard. Research has been replaced with a balance system that produces mana, researches spells, and levels up your sovereign, all at the same time, powered by those same shards. I didn't mind this. Again, though, it felt simpler. Not as many options.

Heroes can no longer specialize; each has their own upgrade track.

Army units, pioneers, outposts, and mines now cost logistics. This worked for me early in the game (I had to work hard for logistics), but mid-game somewhere I had more than I ever needed.

The little quests you could find on the map were fun. The loot systems was more rewarding, and crafting for my starting heroes was fun (though I didn't do nearly as much as I could have; I just didn't need to).

Autoresolve generally worked better for me than fighting battles manually. That was disappointing. I suspect it's because autoresolve doesn't take special abilities into account. I never auto-resolved an uncertain battle, but autoresolve would give me lossless victories in battles I couldn't possibly win myself without losses due to enemy abilities.

City screens were much easier to understand. The only real interface confusion I had was that I missed the enchantment pane in the crafting window for half the game.

The doomsday timer never got anywhere; I think it was near zero when I won.

Diplomacy was easy: don't engage them, let them come to you. Trade if you don't have mana, and if you have 100+ mana, buy favor. Once you get five favor, they automatically ally. Only the Swamp Giants didn't talk to me, probably because I never opened up their corner of the map (factions are locked away from each other).

Overall, while it was still fun, the game felt more casual. The text was more humorous than the darker, serious feel of Fallen Enchantress, and gameplay was simpler. I guess most of my disappointment came from how it backed off from things I thought Fallen Enchantress had done right.
Good review, thank you posting it. I ran into the same issues as well, an unoptimized UI, tactical battles that felt more tedious than engaging. Yes the cities felt very bland, also as a personal preference the square tiles I found to be annoying, prefer hex tiles.

I also found the game to feel a bit sluggish on performance with the mouse movement and clicks. I played it on an alternate PC - Dell 980 Optiplex with Nvidia 610 with 2GB of vram so it should have been snappy performance. I assume the textures were uncompressed on install because 3.2GB of space needed is pretty large for a game that does not show that much.

I am always a fan of random maps, exploration and finding goodies so that part worked pretty well.

*sigh* So many attempts at replicating Master of Magic and no one really gets it down. AoW3 does a pretty darn good job though : )

I did appreciate the quest writing, that was a refreshing change.

Your mentioning of tailoring units with equipment, if the devs added the feature of being able to save templates would go a long way in making the build up process much smoother. Even better if the template would tell us what materials are needed and does our on hand supplies are sufficient, what is lacking etc. Like what Alpha Centauri does.

Hmm, well I am glad I waited until it came over to GoG and on sale, I think at a higher prices the game does not hold its value.

I have read that two to three play throughs and most of the game material is revealed, no surprises after that, bummer.
Post edited January 16, 2016 by syncron09
I agree with everything you say on normal.

Things get much less casual with a speeded doomsday clock on insane difficulty.
It's still basically a dumbed down version of fallen enchantress.

I'm not sure who they were listening to ,but I did have some fun with it.
There are some small differences between characters innate abilities that's about it.
There is no real different feel between.

I like the fact that you can cast sovereign spells to effect the outcome.

I have to give the game a mediocre rating.
It was a bit too vanilla.