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Frogsquadron

Frogsquadron

8 years ago Oct 12,2016, 15:01:42 PM

Tempest - Sea Fortresses, Ocean Control, & Sea Monster!

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Hi everyone,



We're continuing our exploration of the features coming to Endless Legend Tempest releasing to Steam on October 14th! In case you've missed our game design documents when we announced the new expansion, here's a closer look to the updated Sea Fortresses, Ocean Control, & Sea Monster, all of which will be available to Tempest owners starting Friday evening.





SEA FORTRESSES & OCEAN CONTROL



An ocean region can contain between 0 and 3 fortresses depending on its size and topological importance: how connected it is to islands, continents and other oceans. Simply put the more “strategically interesting” an ocean is the more fortresses it will tend to have. It is possible to take control of fortresses through diplomacy, combat or quests. Fortresses have a garrison but do not have fortification so they need units to protect them.


Fortress Composition

A fortress is composed of a central “citadel” tile and up to 4 “facility” tiles which grant different kinds of bonuses to the fortress’s owner:






A fortress’s owner can garrison units in the citadel: units in garrison cost less upkeep and regenerate faster. Fortresses can be traded between empires at peace, in an alliance or negotiating a truce.

Capturing a fortress provides exploration (but not vision) of the citadel tiles of all the region’s other fortresses.


Roaming Fleets

At the beginning of the game, fortresses are controlled by a neutral faction of enigmatic and rather hostile creatures called Fomorians. Masters of sea-craft, it is from them that the other factions gain access to their warships.


Neutral-controlled fortresses periodically spawn hostile warships which gradually fills out their garrison. When there is no room left they will leave and begin to patrol their regions in an increasing aggressive manner. They will take back fortresses that have been taken by a Major Faction in their own and in neighboring regions.


Interactions with Fortresses

Empires can gain control of neutral-controlled fortresses either by destroying their garrison or by completing a quest for them (assuming they have researched Language Square). These quests will sometimes provide seafaring technologies or resources as well. It is possible to parley with each fortress of a given region independently.


Fortresses in neutral regions can be attacked if they are Fomorian-controlled or if the empire is at least in cold war with the owner.


It is not possible to Bribe, Convert, Pillage or Besiege a fortress.


Facilities

The bonuses provided by sea fortresses are “made flesh” in the form of Facility tiles adjacent to the central citadel. These can provide either strategic or luxury resources or a significant and world-unique bonus which increases as more facilities are captured. These “unique” facilities may not appear in every game and even less in all fortresses. They are definitely less common than the (non-unique) strategic- and luxury-resource facilities.



Facilities can start opened or closed. Closed facilities will be revealed as empires advance through the eras, prompting them to reevaluate their priorities. This dynamic should further emphasize the fickle and flowing nature of the sea and create a tense guessing-game between empires for those high-level facilities which still remain in their “closed” state late-game.


Apart from Science, Dust and Influence bonuses coming from their tiles, Facilities have specific effects:


Strategic Resource Facility (non-unique)

  • Provides its owner with 1 unit of its type of strategic- or luxury-resource at the start of the turn.

  • Extraction technologies are not needed.

  • The facility opens when its type of resource is revealed, across the map, to the most technologically-advanced empire.


Luxury Resource Facility (non-unique)

  • Provides its owner with 1 unit of its type of strategic- or luxury-resource at the start of the turn.

  • Extraction technologies are not needed.

  • The facility opens when its type of resource is revealed, across the map, to the most technologically-advanced empire.


Vision Facility

  • Increases by 2 the vision range of all fortresses belonging to the owner.

  • The owner's fortresses can detect invisible units within their vision range.

  • Opens when the most-advanced empire reaches Era 1.


Food Facility

  • Automatically creates a Food stockpile every 10 turns (on normal speed) for the current facility’s owner once the facility is opened.

  • The counter is never reset, even if the owner changes.

  • Opens when the most-advanced empire reaches Era 1.


 Industry Facility

  • Automatically creates a Industry stockpile every 10 turns (on normal speed) for the current facility’s owner once the facility is opened.

  • The counter is never reset, even if the owner changes.

  • Opens when the most-advanced empire reaches Era 1.


Science Facility

  • Automatically creates a Science stockpile every 10 turns (on normal speed) for the current facility’s owner once the facility is opened.

  • The counter is never reset, even if the owner changes.

  • Opens when the most-advanced empire reaches Era 2.

 

Luxury Boost Facility

  • This fortress grants +50% Luxury resource on all luxury resource facilities on empire

  • Opens when the most-advanced empire reaches Era 2.


Strategic Boost Facility

  • This fortress grants +50% Strategic resource on all Strategic resource facilities on empire

  • Opens when the most-advanced empire reaches Era 2.


Center of Influence

  • Increases the owner’s gross influence income by 10 and by a further 1% per fortress they control.

  • Decreases the other empires’ gross influence incomes by 10 and by a further 1% per fortress the controlled by the owner of the Center of Influence.

  • Opens when the most-advanced empire reaches Era 3.


Cargo Nexus

  • Increases by 5% the dust and science income provided by all of the empire’s sea trade routes.

  • Further increases this income by 1% per fortress controlled by the owner.

  • Opens when the most-advanced empire reaches Era 3.

 

Ship Efficiency Facility

  • The production cost of all the owner’s seafaring units is reduced of 10%.

  • Production costs are further reduced by 2% per fortresses controlled by the owner

  • Opens when the most-advanced empire reaches Era 3.


Dust Accumulator

  • Increases the owner’s gross dust income by 10 and by a further 1% per fortress they control.

  • Decreases the other empires’ gross dust incomes by 10 and by a further 1% per fortress the controlled by the owner of the Dust Accumulator.

  • Opens when the most-advanced empire reaches Era 4.


Vile tide Facility

  • The empire controlling this fortress will no longer be targeted by the sea monster.


Ship Optimization Facility

  • The attack attribute of all the owner’s seafaring units is increased of 10%.

  • The attack and defense attributes of all the owner's seafaring units is further increased by 5% per fortress they own.

  • Opens when the most-advanced empire reaches Era 4.


Sky Shaker Facility

  • This fortress grants the ability to periodically reset the weather layer to a chosen state.

  • Opens when the most-advanced empire reaches Era 5.



Ocean Control


Once an empire controls all the fortresses in an ocean region they gain control of the region itself. Controlling a region provides bragging rights but also significant benefits:

  • Team color: the region takes the color of the empire which controls it, much like a land region.

  • Naming Rights : It becomes possible to rename the ocean.

  • Trade Routes: The science and dust yield of ocean trade routes is doubled if they cross only self or friendly controlled oceanic regions.

  • Facility Resource Production: The strategic and luxury resource production of deposits in a controlled oceanic region is increased by 50%.

  • Fortress Vision Bonus: The vision range of all fortresses is increased by 3.

  • Regeneration: As on land, units in an ally controlled ocean region regenerate at a higher rate.

  • Retrofitting: As on land, units in a controlled ocean region can be retrofitted.

It is necessary to declare war on an empire in order to attack fortresses in an oceanic region that they control. However border policies do not apply on the sea: you can enter the oceanic region of an empire which has closed their borders!



SEA MONSTER


Behold...


The horror!



In mid-almost late game, a global competitive quest might start, mostly depending on the average number of technologies unlocked per empire. Empires can attempt to defeat the creature for a significant treasure... provided that they are powerful enough!


This boss-like creature has its particularities: powerful, strong regeneration abilities, 100% submersible (furtive), unit designs changing through the game.


It is composed of a massive maw and many appendages that must all be destroyed to completely annihilate the monster.




We hope you found this interesting! Back tomorrow with the content of the free update: Pacts of the Seas! 




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8 years ago
Oct 12, 2016, 3:34:25 PM
I dont thnik the rewards for killing it are not enough 

i watched a lp because i am so excited and he killed the mosntser and got like a rly low reward i think 100 dust and some luxery rescources 

maybe i shouldnt compare this monsterto the guardinas but it would be fair if the monster would be as much worth as a guardian (500-3000 dust )


Just want to make the expension better...

and what i saw looked great this is one of the only things where i wasnt fully happy about (loot) (the monster looks great)



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8 years ago
Oct 12, 2016, 3:39:25 PM

You're correct, we made the rewards for killing the sea monster more significant based on community feedback during the beta.

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8 years ago
Oct 13, 2016, 7:29:36 AM


I like the fact that you didn't show the screenshot of the monster in the open post. :)


GrubbyJJ wrote:

 *are not high enough

my english... :( :)

You can edit your posts, btw.

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8 years ago
Oct 13, 2016, 1:44:47 PM

I'm very keen on getting Tempest, only one more day :)


Some questions: Is it possible through eldritch invocation, use of arcane devices, a pointy stick or chumming the ocean to gain control of the sea monster? Or perhaps lure it into harassing another empire? 

Does it have a "lore" name other than Sea Monster? I saw a video where the different "units" of the monster have differing names, but what about the creature as a whole?

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8 years ago
Oct 14, 2016, 1:51:00 PM
GreyZ0mbie wrote:


I like the fact that you didn't show the screenshot of the monster in the open post. :)


GrubbyJJ wrote:

 *are not high enough

my english... :( :)

You can edit your posts, btw.

thanks :)

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8 years ago
Oct 14, 2016, 1:53:27 PM
Frogsquadron wrote:

You're correct, we made the rewards for killing the sea monster more significant based on community feedback during the beta.

thanks 

at themoment i am downloading tempest at the moment

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