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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  (50 - 60 of 86)
NakorTBR
NakorTBR Oct 16 2012, 4:03pm says:

Wow that is one intense shader. Did you write that yourself? You have an interesting look here.

+2 votes     reply to comment
KingHeftig
KingHeftig Oct 16 2012, 9:18pm replied:

I haven't yet gotten into writing shaders just yet. :) The in-game toon-shading came with Unity and I just adjusted the greyscale image (how the light is mapped onto the object). If you mean the profile header image here at Desura and on the boxshot, that's not really a shader, it's a screenshot I ran through the Ink Sketch filter on Paint.net.

+2 votes     reply to comment
Tssha
Tssha Oct 9 2012, 2:29pm says:

I love this game! It's even drawing me away from my newly installed copy of XCOM: EU, which I haven't even touched yet. I have a few suggestions though:

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1) Put in a number beside the buildings in the Enclave view which shows me how many of each building has already been built. This'll make it a lot easier to figure out which buildings I have yet to build.

2) Add a second number to the unit purchasing screen. So that, instead of 0, it's 0/0, or 2/4. The second number would say how many of that kind of unit you've trained and currently exist in the world. This'll make it a lot easier to balance the pops of respective units without having to change screens to count units out in the field, as well as replace losses incurred in the field.

3) Pop-up text on units in the recruitment window that shows all the unit's stats (attack, defence, HP, damage type and alignment) as well as any special stats like the number of build units that unit contributes to the Enclave when they start the day there. This'll help a lot with recruiting in the early middle game when you don't know how units compare to each other.

-------------------------------------------------

Sadly I haven't been able to duplicate any bugs, but most of them have been relatively minor. Keep up the good work though, I am now officially a fan!

+3 votes     reply to comment
KingHeftig
KingHeftig Oct 9 2012, 10:01pm replied:

Wow thanks :) I'm glad you're having so much fun!

I agree with all three points, those are excellent suggestions, I was always planning to add in better tooltips for just about everything, maybe even going so far as a sort of in-game 'Turtlopedia', eventually anyway, and better info right at the players fingertips is always a good thing.

Better recruiting/building UI and more detailed tooltips shouldn't be to difficult at this stage so consider them added to the to-do list!

And thanks for taking the time to comment! It always is nice to hear what players think! :D Especially when they think nice things! ;)

+2 votes     reply to comment
Arenlor
Arenlor Oct 7 2012, 9:06pm says:

The demo version is too gimped. Just make a time limited version (14 in game days maybe). You won't be getting money from me based on the current demo.

+3 votes     reply to comment
KingHeftig
KingHeftig Oct 9 2012, 10:09pm replied:

:( Sorry you didn't enjoy the demo model, I merely based it on my own personal favorite.

I always hated time-limited demos, and sometimes I'll pass them by completely because they are more frustrating than fun, the only one I didn't was Mount & Blade...because it was just pure awesome and worth the frustration... Perhaps after the game advances and gets more polish and content you may change your mind?

In any case thanks for your interest in the game and for commenting! :)

+2 votes     reply to comment
Arenlor
Arenlor Oct 10 2012, 10:11am replied:

Without acccess to said content, not likely. That's the problem with limiting access, I can't use the features to see if I like them. Time based demos have worked well with both Towns and Gnomoria.

+2 votes     reply to comment
KingHeftig
KingHeftig Oct 7 2012, 1:01pm replied:

Thanks for the feedback! I could have sworn I killed this bug already, guess not! What build are you using? And what exactly happened that caused this bug to manifest? Was it during a siege, just a nightly attack, something else?

Thanks for playing and I'll try and get this bug squished in the next update!

+3 votes     reply to comment
Zakk_Wylde
Zakk_Wylde Oct 7 2012, 3:08pm replied:

I was using the latest build. I had just made an attack to reclaim part of my territory but I forgot to deploy any of my units when I clicked the start battle button. I guess that made all my units retreat but they have been en route to my enclave for days now from a tile that was only one space away.

+2 votes     reply to comment
KingHeftig
KingHeftig Oct 7 2012, 3:31pm replied:

Awesome! Thanks alot! Sounds like it should be an easy kill. (Now watch as I enter the bug's lair and a hydra comes out...) But seriously this is exactly what I was hoping players would give me so that I can make the game better! So thanks again and enjoy the rest of the game.

+2 votes     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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Turn Based Strategy
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Single Player
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