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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  (70 - 80 of 86)
alienfreak99
alienfreak99 Feb 11 2012, 1:07am says:

Are you gonna add a different system for leveling heroes?

+2 votes     reply to comment
KingHeftig
KingHeftig Feb 11 2012, 6:28pm replied:

Probably not, unless the game changes in such a way (during development) that the Hero System in place now no longer fits well. As it stands now the current system will only undergo 'tweaking', perhaps a stat or two might be added (for more depth and variety), the EXP rewards and requirements may be changed for better balance, and each hero will have their own 'Special Ability' that will be increased by their 'Power' stat. However suggestions are more than welcome :)

+2 votes     reply to comment
alienfreak99
alienfreak99 Feb 11 2012, 11:27pm replied:

I meant something rather than continuously clicking on the Exp button.

+2 votes     reply to comment
KingHeftig
KingHeftig Feb 12 2012, 12:26am replied:

Oh! Hehe, that's actually a 'Cheat'. Those can be turned on and off in the Options section of the main menu. Heroes are supposed to gain EXP only by participating in battles. The Cheat button (in the Options screen) is a little confusing (I implemented it in a hurry...), when the button reads "Cheats"; they are disabled, when it reads "No Cheats"; cheats can be used in the game. Sorry for the confusion on my part! But yeah, that's not the way the actual game is supposed to work, unless you play with cheats just to slaughter enemies without worrying about the economy and stuff.

+2 votes     reply to comment
alienfreak99
alienfreak99 Feb 9 2012, 11:37pm says:

I love how this game has Turtles and Owls two of my favorite animals.

+2 votes     reply to comment
KingHeftig
KingHeftig Feb 10 2012, 12:05pm replied:

Indeed! :) They are among my favorites as well. Where I live I see both all the time, which was partly responsible for the inspiration of the game. So far there are only Box Turtles in the game, and one Red Eared Slider) but I'm planning on including a few more varieties (like the imposing Alligator Snapping Turtle, it has spikes man!) So stay tuned!

+2 votes     reply to comment
alienfreak99
alienfreak99 Feb 10 2012, 5:54pm replied:

sweeet!

+2 votes     reply to comment
KingHeftig
KingHeftig Dec 10 2011, 9:14pm replied:

Thank you for your interest! :) I had hoped that my meager skills at pixel art and modeling would be considered at least passable, and a comment such as yours is quite gratifying! Thanks!

+2 votes     reply to comment
keato02
keato02 Feb 4 2012, 5:38am replied:

e realy like your way of making the game, the fighting seems fun and i love your art and modeling

+2 votes     reply to comment
KingHeftig
KingHeftig Feb 4 2012, 6:17pm replied:

Thank you very much! :) I am endeavoring to make the fighting even more fun and have a bunch of new units and buildings that I'm planning on adding, so stay tuned!

+2 votes     reply to comment
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Siege of Turtle Enclave
Platform
Windows
Developed By
KingHeftig
Engine
Unity
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Release Date
Released Sep 26, 2012
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Style
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Turn Based Strategy
Theme
Fantasy
Players
Single Player
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Indie
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