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20
Oct
2012
A new game sheet and more Thumbs Up! E-mail
Fantasy Kommander - Eukarion Wars (UD) (view all articles)
Written by Fabio   
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Big News!
Fantasy Kommander - Eukarion Wars is on "Steam Greenlight" (concept section).
Please help us with your Thumb Up!!!


 

 

Here you can read the new description of the game and some new screenshots!

Help us! Vote us! Give us your feedback!
http://steamcommunity.com/sharedfiles/filedetails/?id=103535127

 

Short Description

Epic War, Hexagons, Turn-Based Strategy, Boardgame, Rpg, Miniatures, Dragons, Demons, Mystery, Heroes, Kaos, and Legendary Adventures... if you like these words you can't miss Fantasy Kommander!

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Introduction

Do you remember SSI (Strategic Simulation Inc.) and its great games?

If the answer is yes, you can't miss this game because everything in it reminds of the incredible gaming experience that SSI created in its titles.
Great turn-based strategy and RPG games such as Panzer General, Fantasy General or Pool of Radiance inspired and guided us in the development of our project. However, with "Fantasy Kommander: Eukarion Wars" we've tried to do better than our masters, adding depth to the gameplay, to the story and the setting for this genre.

If you're not familiar with SSI, but you're looking for a strategy game with an elaborated battle system, a deep storyline, and a huge setting, you probably don't want to miss this game too.


The Game

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Basically, "Fantasy Kommander: Eukarion Wars" is a turn-based strategy game with rpg elements, but it can also be defined as a "Fantasy Wargame" or an "Advanced Computer Boardgame".

The gameplay is based on a traditional hex map, with a wide variety of terrains and units available. Most of your interactions with the game will be through the mouse. You will select, move, fight, and analyze units on the Battlefield or in the HeadQuarter (HQ) using a simple point-and-click system.

"Fantasy Kommander: Eukarion Wars" is an operational-level game: units approximate squads, with most of them consisting of about a hundred soldiers, though some (e.g. heroes, dragons) represent single entities. Every unit is like a rpg character with its own characteristics and special abilities that you can increase as soon as they level up.

The Battle System is very detailed and is based on several Combat Tables, which take into account, among others:

  • the strength ratio between the Attacker and Defender
  • the state of health and morale of the units
  • the terrain and many other tactical factors

An important factor during a battle, is the orientation of the units: attacking the enemy on the flank rather than the front can make the difference between victory and defeat.

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For all these reasons, and many other that you will discover in the game, maneuver your army carefully, and keep in mind that in order to become a great Kommander you must be able to take the right decision at the right time.

The game features single player campaigns following a intricate plot (see "The Story") as well as multiplayer battles with varying objectives and several game modes. In these multiplayer challenges, the player can decide to take part in quick battles using ready-to-fight armies, or battles preceded by management phase where they have to strategically plan their army taking into account varying financial resources.

 

Main Features

  • Turn-based strategy/RPG game
  • An elaborate and detailed Battle System that considers the strength ratio between the Attacker and Defender, the state of health and morale of the units, the terrain and many other tactical factors
  • A deep and involving Storyline set in a world inspired by the European Middle Age and enriched by the Fantasy narrative tradition
  • 4 Single Player Camapaigns with 25 Epic Battles, 3 Heroes, Powerful Enemy Generals, and multiple Side Quests
  • Over 70 different Units to enroll, upgrade and unleash in Battle
  • Every Unit is like a Rpg charater with many stats and abilities that you can manage and upgrade
  • Incredible spells
  • Hordes of Enemies
  • Multiplayer Battles with different gameplay modes and objectives.
  • Hours and Hours of pure Strategy and Rpg fun!

 

The Story

The plot develops during the single player campaigns, on and off the battlefields. There are 4 campaigns available, three of them take place in the great Empire of Adamantia, invaded by the forces of Kaos, and one in mysterious and unknown lands.
Players play a Kommander at the beginning of their military career, thrown into a titanic battle that is devastating the entire continent of Eukarion. Successive events, dialogues, and plot twists are carried on through the messages that Emperor Karl and the Great Council of Mages send to the young general who will have to find out, fighting hard battles, the final objective of the Abyss.
Players won't be alone in facing this incredible war adventure. Three great Heroes of Humans, Elves, and Dwarves, will follow and assist them in their trials, challenges, victories and defeats.
The game has been fully voiced in English and it's been conceived to give emphasis to the characters, friends and foes, that players will face on their adventure.

 

The Setting

We put a lot of care in the development of the setting, creating a huge fantasy version of Medieval Europe. Empires, kingdoms, history and aesthetic on the map that you can see down here are the result of studies and researches aiming at a coherent fusion between reality and fantasy, following the great tradition of European epic and fantasy literature. "Fantasy Kommander: Eukarion Tales" shows how Medieval Europe could have been if Orcs, Magic, Dragons, and demons of the deep abyss were real.

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The Multiplayer System

Players can engage in several types of 1-to-1 online challenges:

  • Scenario
    Relive heroic battles that made the History of the Eukarion continent. Each player has a fixed role in the battle: the units can be already placed and some very specific tasks have to be completed.
  • Short campaign
    Challenge your adversary in a sequence of consecutive maps.
  • Skirmish
    Select the map and place the units the way you want. Each map has a fixed group of units for each faction.
  • Head Quarter
    Both players start in the Head Quarter, with a fixed amount of money. They can then manage these resources to build and upgrade their own army to take in battle.

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      As always, feel free to ask me anything!

       

       

      Comments  

       
      #19 Clayaog 2013-03-12 01:52
      Someone pointed out that money for upgrades wasn't very easy to come by in earlier games. Will there be the ability to overrun or replay lower levels to get bank & exp. raised?
       
       
      #18 Fabivs 2012-11-04 18:32
      Quoting Impetigo:
      I am sorry for some histerical notes in my comment. But colors realy hurts my eyes ((( and I really want to sratch my eyes off then see that. Also before wright comment I sow prev version of commander series... the colors realy too "acid".
      D3 = diablo 3 ;).

      P.s. Please add webmoney to pay system. have no pay pal (((
      p.p.s. I look forward to release.


      No problem, comments (positive and negative) always help to develop a better game.

      We'll try to improve the graphics very fast in order to release the game in the coming months.

      We'll add more payment methods also.

      Thanks agai for your feedback 8)
       
       
      #17 Impetigo 2012-11-04 13:46
      I am sorry for some histerical notes in my comment. But colors realy hurts my eyes ((( and I really want to sratch my eyes off then see that. Also before wright comment I sow prev version of commander series... the colors realy too "acid".
      D3 = diablo 3 ;).

      P.s. Please add webmoney to pay system. have no pay pal (((
      p.p.s. I look forward to release.
       
       
      #16 HansMitraljez100 2012-11-03 17:23
      Quoting Fabivs:
      Quoting Flamethrover:
      I dont know why but graphic in Kaos Kommander (old one) was much more better this looks little bit strange.

      Units are perfect. Maybe i think those orc shamans suck and maybe some other but nevermind.

      Thanks for your work!

      Game is great!
      Just one question what about undead units?


      We're working to improve the graphics.

      Don't worry about undeads, there are a lot of undeads in FK-Eukarion Wars :lol: !

      I hope to have the time to talk about them in this diary before the release.


      No problem! I cant wait!
       
       
      #15 Fabivs 2012-11-03 10:07
      Quoting Flamethrover:
      I dont know why but graphic in Kaos Kommander (old one) was much more better this looks little bit strange.

      Units are perfect. Maybe i think those orc shamans suck and maybe some other but nevermind.

      Thanks for your work!

      Game is great!
      Just one question what about undead units?


      We're working to improve the graphics.

      Don't worry about undeads, there are a lot of undeads in FK-Eukarion Wars :lol: !

      I hope to have the time to talk about them in this diary before the release.
       
       
      #14 HansMitraljez100 2012-11-02 19:59
      I must agree with Flame about graphic.

      But dont worry it looks I am going to have hours of fun!
       
       
      #13 Flamethrover 2012-11-02 19:49
      I dont know why but graphic in Kaos Kommander (old one) was much more better this looks little bit strange.

      Units are perfect. Maybe i think those orc shamans suck and maybe some other but nevermind.

      Thanks for your work!

      Game is great!
      Just one question what about undead units?
       
       
      #12 Fabivs 2012-11-01 18:35
      Quoting fergusferret:
      Quoting Fabivs:
      What I can say at this point of development is that we did (and we're doing) our best to make/finish a good turn based fantasy strategy/wargame that can capture your mind and your soul for a short period of your life ;-)


      not to put a dampener on this part of the message but are we going to see anything about the ranged machinery and some of the magic users not seen in the rest of the diary?

      I cannot see that we are going to be bereft of the catapults from the game or magic users from the human side.., or are we losing the catapults from game?


      Dont' worry War Machines are on the battlefield!

      Not sure if I'll have the time to speak about them here in the dev diary before the release, but I'm sure you'll not be disappointed by their destruction power in the game 8)
       
       
      #11 fergusferret 2012-10-31 22:34
      Quoting Fabivs:
      What I can say at this point of development is that we did (and we're doing) our best to make/finish a good turn based fantasy strategy/wargame that can capture your mind and your soul for a short period of your life ;-)


      not to put a dampener on this part of the message but are we going to see anything about the ranged machinery and some of the magic users not seen in the rest of the diary?

      I cannot see that we are going to be bereft of the catapults from the game or magic users from the human side.., or are we losing the catapults from game?
       
       
      #10 Fabivs 2012-10-31 09:05
      Quoting Kazys:
      I just wanted to let you know that I'm sorry for being so negative here. Because it should also be said that I fully appreciate the incredible amount of work, love and dedication you and the AoG team have put into this game, and that if not for the lack of campaign choice I know I would get hours of enjoyment out of it when it comes out.

      Without having tried the game, the only potentially helpful criticism I can think to offer is that a slightly greater emphasis on the RPG element would have been nice. I can see that you've brought everything much further forward than in the previous games, I just would like to have seen that aspect come just a little further still.

      Such as having a heavily customisable character creation process, and a separate screen accessible from the map dedicated specifically to the "Hero" character and levelling them, including things like multiple, powerful Hero-specific skill/spell-tree specialisations and special abilities to advance, and perhaps even an inventory system unique to the Hero. Things like that, that place a greater emphasis on the player's presence within the game, making their character stand apart from the rest of the units more clearly, to help the player feel more personally involved rather than feeling like a detached semi-omnipotent force merely overseeing and controlling. Does that make any sense?

      That all said, the lack of the Kaos Campaign is a huge problem for me, so I can only hope that the Kaos expansion will be right behind the first release as close as possible. Because I am so looking forward to playing the game--I just need that essential missing piece to enjoy it properly.


      Comments and feedbacks (positive and negative) are always more than welcome.

      What you say makes sense certainly: it's the essence of a good "rpg-player-avatar-oriented-experience".

      What I can say at this point of development is that we did (and we're doing) our best to make/finish a good turn based fantasy strategy/wargame that can capture your mind and your soul for a short period of your life ;-)
       

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