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What is Siege of Turtle Enclave you ask? Only one of the most unique strategy games ever made! Through the course of the game the player must collect resources, build and upgrade mighty structures, train a wide variety of troops, cast spells, conquer territory and wage war against a mighty foe in this innovative 4X strategy game! It's safe to say players will have their hands full, as the enemy is as cunning as he is numerous! Take command of your troops and fight in action packed battles featuring a unique real-time-turn-based hybrid system! Deploy the right unit for the job, as these battles also feature a dual-rock-paper-scissors mechanic, and diverse and powerful unit-specific abilities for added depth and excitement! No two campaigns will be the same, as the map is randomly generated for players to explore and conquer each time a new game is started! This game is currently in Alpha and is under heavy development, be sure and follow it's progress as awesome new content and features are added!
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0 comments by KingHeftig on Jan 23rd, 2014


Let's start off with the new and revitalized Agricultural System, as many of you may know crops were a part of SoTE since the first Alpha, but it was a tedious and mostly unrewarding undertaking and since there were so many other elements demanding my attention Agriculture in general fell by the wayside. But no longer! The system was re-designed to be a lot less micro-managy and more powerful, to make it worth the player's while. Now crops are 'Cultivated' at the Alchemist's Lab and once this is done players can plant as many as they like, you no longer have to 'forage' or 'extract' seeds to plant one or two crops. Also, once a crop has matured it will either offer a passive benefit or require you to 'assign' it to one of your armies, and once it has been assigned it will confer it's benefits on the army until the army is destroyed or you re-assign the crop to another army, so you won't be stockpiling crops by growing and harvesting and re-planting etc... The crop will in essence be grown, harvested and carried to distant battle lines automatically. Also most of the benefits and or effects of the crops have been re-balanced to scale with the armies using them, for example; Tomatoes used to restore 10HP when used in Battle, when they were implemented Peasants had 20HP, so that was a lot, but know units can easily have over 100HP even in the Stoneborne Tier, to address this Tomatoes now restore 25% of a units Max HP, so they are just as useful for Grunts as they are for Battlemages. Similar adjustments have been made to all Stat-effecting crops as well. Two new crops; Shadeweed and Luna Blossoms, have also joined the assortment of crops the player can grow, each offering power advantages to your forces if you are lucky enough to discover and capture the hidden groves in which they grow.

New Crops

Ok! Now onto the new Magic System! Some of you may be familiar with the Grand Spells that you can research at the Library and cast with the Sorcerer's Tower on the world map to gain bonuses, protection, or to cause other effects beneficial to your cause, though it was a somewhat bland and uninteresting system that didn't have such a massive impact to the main game. It's gotten an upgrade. Previously, players would spend Crystal to cast a spell, but now players must generate Mana from Crystal and use that to cast spells instead, this can be done once a Sorcerer's Tower has been built. Depending on how much Crystal a player wants to refine into Mana will determine it's efficiency, with more Crystal reducing the rate, to increase efficiency players may add raw resources into the reaction to help stabilize it, each turn the resources and Crystal are deducted from stores and Mana is channeled into your reserves. The rates and resource amounts are still new, and need more testing to balance out but I like how the system feels so far. But the changes don't stop there, oh no, now to cast spells on the world map players must build Beacons, which the Sorcerer's Tower uses to channel spells across the map to the player's desired target. Beacons help expand a players 'Magic Influence', the Sorcerer's Tower will generate some influence surrounding the Enclave itself, but to cast a spell across the map you'll have to build Beacons to expand the influence over the tile you want to effect. Beacons also must be upgraded to channel more powerful spells within their radius, for example; a simple Timberhewn Beacon would be sufficient to cast Eye of Elements to reveal nearby tiles to the player, but you'd need a Ironwrought Beacon to cast, say, Hand of Winter to bring death to your enemies. I've also added 3 more spells, special spells that you must cast 'on a Beacon' and then the spell will effect all tiles within a 2 tiles from the Beacon, potent stuff.

New Magic System Components

Lastly, but certainly not leastly, I've added an Auto-Resolve button to the engagement interface before entering battle, it's still warm from coming off the forge, and needs a good deal more polish and testing for it to be even close to an accurate faxcimily of manually fighting the battle, but it's there none the less. It's perfect for those times that 2 owls attack your Arcane Citadel and 12 Battlemages, or worse, a full stack of enemy elite engage your Enclave Peasents...meh...had way too many of those fights...But no more! I'm not really sure why it's taken me this long to add the Auto-Resolve, but it's finally here and here to stay.

New Crops

That sums up this patch fairly well, and I'll wind down now. Thanks so much for reading and for being a fan, it's so exciting being this close to the end, but it's a little sad too, Siege of Turtle Enclave has been such a major part of my life for nearly three years, I'm going to miss working on it when it's finished.

Thanks again and take care until next time!
~ Heftig.

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v0.5.4 Experimental Mac Demo

v0.5.4 Experimental Mac Demo

Feb 24, 2013 Demo 0 comments

Emphasis on 'experimental', this download contains the zipped 'app' of the Demo of Siege of Turtle Enclave, not the installer, the way I understand Mac...

Siege of Turtle Enclave Alpha v0.3a

Siege of Turtle Enclave Alpha v0.3a

Jun 7, 2012 Demo 1 comment

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Siege of Turtle Enclave Alpha v0.2a

Siege of Turtle Enclave Alpha v0.2a

Mar 26, 2012 Demo 2 comments

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Siege of Turtle Enclave Alpha v0.1a

Siege of Turtle Enclave Alpha v0.1a

Feb 2, 2012 Demo 0 comments

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Post comment Comments  (20 - 30 of 86)
Tomos123
Tomos123 Feb 3 2013, 1:50pm says:

1.aldso are the natural units diffrent from the owls and turtles?

2.Also how many netutal units are goi g to be in the final release?

+1 vote     reply to comment
Tomos123
Tomos123 Feb 3 2013, 1:49pm says:

and whs about graohil updates?

+1 vote     reply to comment
KingHeftig
KingHeftig Feb 3 2013, 6:16pm replied:

There won't be much in terms of graphics updates, maybe a tweak here or there during beta to smooth out some rough edges so to speak. But the game pretty much looks as good as it's going to.

+1 vote     reply to comment
Tomos123
Tomos123 Feb 3 2013, 1:43pm says:

1.will you be able to pick what map you want in skermish mode?

2.you said that after after each alpha and beta you will have a d2mo does that mean some of the new features in the alphascand betas you will add to the demo?

3.any idea of how llng will the campain be?


4.will the beta be avaible to eberyone besides to people that preorder?

5.will the menu be improved not just th3e inb game inferce?

6.are the owls diffrent to the turles?

7.and in sker,ish mode will there b2e an option to play as the owls?

8.can you chose whitch units and herors you want to battle afgaist in slermish mode?


also im defilly preordeting this!

+1 vote     reply to comment
KingHeftig
KingHeftig Feb 3 2013, 6:14pm replied:

1: Yes.

2: Sometimes. Like if there is a change made to how battles work the demo gets the change also. But if I add a new unit or technology to one of the end-game structures (only early-game buildings are in the demo) then that unit/tech won't be in the demo, things like that.

3: I have no idea! When the game is finished and I have a chance to play all the way through to victory then I'll be able to estimate, and if players tell me how long it took them etc.

4: The demo of the game is currently available to anyone with a Desura account, this demo will continue to be updated as the game approaches completion. The full version of the game will only be available to people who buy it.

5: The menu will included in the interface improvements.

6: I'm not sure what you mean, as far as game mechanics go; yes, the units fight and behave exactly alike, only the mesh is different.

7: Maybe! :)

8: Yes!

Thanks for your support! Let me know how you like it after you've played it a bit, specific player feedback is invaluable at this point in development.

+1 vote     reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 10:58am says:

one last question
will you update the interface ij the future becuse it look abit bare?

+1 vote     reply to comment
KingHeftig
KingHeftig Feb 3 2013, 12:46pm replied:

Yes, the interface is going to get lots of love during Beta! :)

+1 vote     reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 10:56am says:

3will you have heroes with soecil powers?

4.will therevbe lotdv of units to chose from in the final relese?

5.with the maps woll there have pointsv of interst that engourge gou to dexplore the maps(like a natural creture guarding a weapon or something?

6.will there be any more free alphas or brtas?

7.will tge conquedt mod2 be diffrent to tge other modes?

8.will you have sides quests(maybe like their on the ,ap amd you have tp find them lr something)?

again thanks

+1 vote     reply to comment
KingHeftig
KingHeftig Feb 3 2013, 1:00pm replied:

3: Heroes already have special powers, some having a more pronounced effect than others :)

4: Yes. Dozens.

5: There are already 'Goodie Huts' that award the player with special units, crops, techs, and Heroes when the player captures and purifies them, and more are planned for future updates. But they only have typical enemy troops guarding them.

6: No more 'free' alphas or betas, though each release will have an accompanying Demo that includes limited content so players can get an idea what the game is about, how it plays, and so forth.

7: Yes :) more info coming soon!

8: Side quests are beyond the scope of this game at this time, so very probably not.

Don't hesitate to ask more questions, Q&A is fun!
Thanks again for your interest! :D

+1 vote     reply to comment
KingHeftig
KingHeftig Feb 3 2013, 12:46pm replied:

3: Around 50+ Turtles (that the player can control) and 40+ Owls (controlled by the A.I.).

4: The game already has Heroes, and Villains too.

5: Updates usually come out every other month or so.

6: Yes, I'll be outlining all the specific details about Conquest mode in an upcoming news post, probably in the next few weeks.

+1 vote     reply to comment
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Siege of Turtle Enclave
Platform
Windows
Developed By
KingHeftig
Engine
Unity
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Released Sep 26, 2012
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