ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
Thanks for another great update. Those AI changes look promising and impressive if they work even partially. Can't wait to wrap up my current game and try the new version. Also thanks for taking on board the idea with victory screens and notifications.
One other thing, maybe a question towards other players: do you think the improvements to the ai would now warrant a revisit of the bonuses it recieves on higher difficulties? I found my previous game on hard too hard and would easily have lost it were it not for luck and save game cheating. But normal is way too easy. (i wanted to create a middle ground with normal but handicap for me but messed it up I think).
Did you also change the way minor factions fight? Because I just got kitted by some Gaurans and it feels bad lol. If so, well done :D
Hah! I wish I could make the battle AI that smart on my own, but I have neither the time not the knowledge. So it was probably a "lucky accident", the only battle behavior tweeks we made are Units leaving reinforcement flags on their own.
Shadowhal wrote:
Thanks for another great update. Those AI changes look promising and impressive if they work even partially. Can't wait to wrap up my current game and try the new version. Also thanks for taking on board the idea with victory screens and notifications.
One other thing, maybe a question towards other players: do you think the improvements to the ai would now warrant a revisit of the bonuses it recieves on higher difficulties? I found my previous game on hard too hard and would easily have lost it were it not for luck and save game cheating. But normal is way too easy. (i wanted to create a middle ground with normal but handicap for me but messed it up I think).
The way players judge difficulty is so different, its really not a good idea for me to tinker with these values, especially when I dont even play some difficulties like hard. The only thing I would consider doing is nerfing the highest difficulty if the AI turns out to be not fun anymore because it always wins too fast. Since I watch the youtuber SB and his games on Endless I know this not to be the case.
I would suggest you to just build your own little difficulty minimod, where you can tweak the values of "hard" down a notch. Alternatively you can describe why you are losing, maybe I can give some advice ;).
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Is it possible to have an 'always run' option for units? Because it get tedious sometimes to double click every time. Especially at the later stage of the game. Also, how you fell about starting a Patreon? Can't use PayPal and I wanna buy you a few beers for this great mod I'm enjoying <3
Is it possible to have an 'always run' option for units? Because it get tedious sometimes to double click every time. Especially at the later stage of the game. Also, how you fell about starting a Patreon? Can't use PayPal and I wanna buy you a few beers for this great mod I'm enjoying <3
There is already a pregame option that lets you modify the default army speed (note that AI armies are also affected by this). You can also modify the army speed during a game by using the "SetArmySpeed" debug commando (single player only).
I never thought about setting up a patreon, mainly because I dont know if "worth it" as the userbase of this mod isnt that large. Maybe I will give it a thought.
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I'm planning on picking this title up during the Winter Steam Sale and wanted to know if you recommned this mod for a beginner. I think it's great that it doesnt block achievements and alters things like the AI in ways that the community seems to appreciate. Would you recommend someone like me installing it from the beginning or is there a benefit to the "vanilla" experience?
I'm planning on picking this title up during the Winter Steam Sale and wanted to know if you recommned this mod for a beginner. I think it's great that it doesnt block achievements and alters things like the AI in ways that the community seems to appreciate. Would you recommend someone like me installing it from the beginning or is there a benefit to the "vanilla" experience?
The main benefit to the "vanilla" experience is that its simpler (as in marginally less work) and easier (as in worse AI). I dont think you NEED an improved AI for the first match, since you will be mostly busy with grasping the game mechanics. Maybe its also good to play vanilla once, to appreciate all the QoL improvements the patch offers more ;). But to be clear: using ELCP right from the get go isnt harmful, and the AI is still pretty easy on the lower settings.
Updated 6 years ago.
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Hey everyone, the next version of ELCP is here! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers on the [first page].
After several large patches, this is a smaller one mostly dedicated to bugfixes and some AI tweaks. On the bugfix side the patch offers amongst others a fix to the prayer-bug (pearl costs not resetting), a fix to a siege related bug (missing fortification, cities not switching owners), and significant improvements to lategame AI turn times.
On the feature side, the AI will now be able to focus Victory conditions depending on their current progress and personality. This includes it being able to pursue a diplomatic Victory, something it basically wasnt able to do before. If an AI choses a Victory Focus, it will alter its teching and in some cases diplomatic behavior. Note: The AI does take the game's settings into account and can't focus disabled victory conditions. Additionaly, the AI will be smarter about evaluating technology gifts, and will in fact sometimes refuse them outright.
Remember, XML related balance changes can be reverted by my [Vanilla Balance Mod].
Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)
Changelog for v2.2.3:
General
Fixed a Vanilla Bug where in games without eclipse (disabled or no Inferno DLC) the orb cost for prayers wouldn't reset correctly at the start of summer
Also fixed the tooltip displayed for prayer costs, since it displayed wrong, nonsensical values based on an outdated formula
Fixed a bug where under specific circumstances a city battle was not recognized as such, resulting in missing Fortification-Armor (thanks SB)
AIs will no longer insist on trying to upgrade each of its armies when all human players are ready, this should speed up lategame turn times considerably (thanks SB)
When generating a path the game will no longer let ships path through district tiles
This mainly helps the AI, since they arent able to manually "path around" obstacles, which sometimes led to AI fleets being trapped in gulfs
When attacking a city that has defending armies on it, the strongest army will now always be chosen as the main defender
Previously the main defender was more or less chosen at random
Added a fallback for mod compatibility issues that would lead to heros and mercenaries costing 0 dust
Fixed a minor v1.6.10 issue, where elimination logos werent displayed correctly in some instances
Balance [XML]
Reduced the production and resource cost of the following colossi: Dust, Fire, Air
While both of the AoE capable colossi are in a good place, the other ones are rarily seen due to the opportunity costs in tech and their steep price
AI
AIs can now focus on a Victory condition
Currently Tech, Economy, Diplomacy and Military conditions are supported
Focus depends on the personality of an AI and how strong the AI currently perceives itself to be in that area
Once a focus is chosen, AI behavior may change (for example a Military Focus leads to more war declarations, Diplomacy Focus to the opposite)
Takes the game settings into account (so no Tech Focus without Tech Victory being enabled)
AIs will no longer readily accept any gifted tech willingly, and may even reject techs outright depending on the circumstances
Victory Warnings no longer lower allied AIs Attitude if Shared Victory is enabled
AIs will no longer react negatively to another player stealing pearls, if they cant actually see the pearl
Note: Empires that can see pearls in the Fog due to having access to the "Orb Hunter" trait may still react negatively if you do it too often
Additionally the Attitude hit due to the player "stealing" pearls in neutral territory near an AI's army got reduced by 50%
AIs can now offer prisoner deals on their own
Also made the evaluation of prisoner deals a bit more reasonable (they want less for releasing them, and value releasing their own prisoners higher)
Forgotten Heroes will now try to equip two different one handed weapons
Fixed an issue, that would lead to Skyfins idling around instead of collecting pearls and exploring
Modding
The Research and Negotiation Debuggers now display AI decision weights
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I've played a few games with this mod now, and it's a huge improvement for the AI. I'm really enjoying this mod so far. Really awsome work on this.
I saw your comment on SB's video about fixing a few more bugs and releasing an update soon. Do you know when that's coming?
A few suggestions for improvements:
Make it so Heros in the market don't spend their skill points (hopefully this is possible)
Add a few more spots for heros to the market
The current version 2.2.3 is the promised updated one ;)
I already did increase the number of heroes in the market a few versions ago and think its in a good place now. Game Design wise I like it it, when the player has to make decisions that arent obvious. This can be the decision between two suboptimal heros, because the market has been emptied by other players. Thats why I dont want to fill up the market too much, because then else it would be just some kind of hero-super-market where you can always find what you want.
I will think about removing preskilled heros.
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I've played a few games with this mod now, and it's a huge improvement for the AI. I'm really enjoying this mod so far. Really awsome work on this.
I saw your comment on SB's video about fixing a few more bugs and releasing an update soon. Do you know when that's coming?
A few suggestions for improvements:
Make it so Heros in the market don't spend their skill points (hopefully this is possible)
Add a few more spots for heros to the market
The current version 2.2.3 is the promised updated one ;)
I already did increase the number of heroes in the market a few versions ago and think its in a good place now. Game Design wise I like it it, when the player has to make decisions that arent obvious. This can be the decision between two suboptimal heros, because the market has been emptied by other players. Thats why I dont want to fill up the market too much, because then else it would be just some kind of hero-super-market where you can always find what you want.
I will think about removing preskilled heros.
I still don't think there are enough hero slots, not because it ever runs out, but because soo many of the heros are so bad it's possible to get an entire new crop of heros and not have a single useful govenor. This is why I would like more slots. I get why you think there's enough, because there would be plenty if so many of the heros weren't absolute garbage.
One other suggestion: make it so I can cross lava flows without taking damage if I'm on a road that I can use. In theory if they built a road they should build a bridge over the lava so I should be able to safely cross the lava.
People do not realise the insane and precious work you did and do for this game. Amplitude should pay you and include some of your stuff in the coming expansion in my opinion.
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