Hi folks,
Endless Legend Tempest is coming to Steam this week, on October 14th! We're very proud of what is by a wide margin the most ambitious Endless Legend expansion to date. In case you've missed our game design documents when we announced the new expansion, here's a closer look to the updated Morgawr faction and Naval warfare, both of which will be available to Tempest owners starting Friday.
Click here for Morgawr Major Faction.
Morgawr Major Faction
Morgawr awoke. Moved heads, limbs.
Widened the cracks in the cages that held them.
Freedom, after uncountable years. Morgawr swam, touching, rejoicing.
Freedom...
The Morgawr grew out of the laboratories of the Endless; the result of experiments whose success cannot be known as the original scientists left no discernible plans. Whatever sort of programming they were given by their Creators, it seems to drive them to radically evolve their society and their technology. As they cannot make fire and thus smelt metals and launch complex industrial processes under the sea, they must encroach on the lands in order to continue this march of evolution.
Tainted by organisms and experiments in the laboratories, whatever these beings were originally (there are clues they may not be originally from Auriga) they are now telepathic monsters who adapt easily to severe conditions. Part of that process is adapting the conditions to them; as they take over areas under the sea or on land aquatic bacteria and organisms grow from their mucus–rich skins and begin to feed on any existing local forms of life. Over time, regions are slowly converted to biospheres that are more agreeable to the Morgawr.
Due to their telepathic powers, though their society is made of individuals they have a strong tendency to think and decide simultaneously together. There is less of a sense of tribe, clan, or family, for once a mind loses its individuality among a community the sense of a smaller grouping is unimportant. Groups and packs tend to form around tasks and desires, so a group of Morgawr who wish to do something simply detach themselves and move together, knowing already what it is they wish to achieve and with whom they will do it.
Affinity and Traits
Faction affinity "Neptunian": The faction can embark and disembark their units anywhere for free from the beginning of the game. Embarked units are also stronger and faster than other factions'. |
Faction Trait "Hydrophilic": Exploitation tiles with rivers produce +1 and +1 . Exploitation tile with oceans or lakes produce +2 and +2 . |
Faction Trait "Sea Traders": The Era 2 technology "Imperial Highways" is not available, but the faction can research "Cargo Docks" an Era earlier. |
Exclusive technology "Breaching Wave": Available in Era 1, this technology provides +1 per fortress citadel controlled by the faction, and an additional +1 per revealed facility these fortresses contain. |
Faction Trait "Black Spot": A horrific curse is placed on the targeted empire, marking it for death! The Black Spot is a special diplomatic declaration. The targeted empire's can be attacked freely by any and all other empires, and killing its units grants Dust . It is possible to negotiate its removal with the instigator, and also to nullify it completely if you have enough influence. The Morgawr empire can only target one empire at a time, the cost of the nullification decreases each turn until it is practically free to nullify, and it will be possible to negotiate the use of a Black Spot on a third party as part of a diplomatic deal (rather like an "Ask to declare war on..."). |
Faction Trait "Cat's Paw" : The Morgawr are able to manipulate "lesser" beings into doing their bidding: any roaming Minor Faction army in sight can be selected and converted on the spot, at a cost in Influence. Other empires will not know that the Morgawr player is now in control of this army: Cat's Paw armies function in much the same way as Privateers. Indeed, like Privateers the cost in upkeep will be rather high: it will not be economically viable to keep these armies under your control for long periods of time. |
Faction Trait "Seeds of Dissent" : The Morgawr whisper malcontent into the ears of their enemies' most staunch supporters, stirring up bad blood until they turn against their former friends... Any pacified village (destroyed or not) within view can be selected and targeted with the ability (converted, hostile and pillaged villages cannot): the village immediately becomes hostile again, starting out with 2 units in garrison and an army adjacent to the village, ready to be targeted with the Cat's Paw ability... The cost in influence varies depending on where the village is (own, neutral or foreign soil) and the type of village, as well as scaling with the size of the empire. |
Exclusive technology "Mark of the Damned" : This technology unlocks a set of "Mark of the Damned" accessories which can only be applied to non-hero Minor Faction units. The affected units gain substantial attribute bonuses but can no longer regenerate and will lose life each turn. They cannot be sold, but can be disbanded as usual. |
Units & Abilities
Tier 1 - Support class - "Mastermind" Physically frail, these creatures use their superior mental abilities to manipulate others into doing their bidding. Their excellent vision range makes them ideal for scouting for the perfect city placement (given that their land units are slow this is important) and for spotting targets for the Catspaw and Dissent empire abilities.
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Tier 2 - Frigate class - "Vore" This abomination is slower and packs less of a punch than the Fomorian frigate, but is exceptionally tough and available one Era earlier, making it a very effective early-game naval-superiority unit. The ability to regenerate and retrofit behind enemy lines adds to its versatility.
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