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!
What about giving stealth just on heroes but not on the army? I think that'd be a fair trade incase you wanna use the hero for scouting or something, but can't use your army for it so it can't really be used for aggressive military purpose except probably to scout ahead, but then you're still wasting a hero without an army until merged.
There is already a single stealth item. I wont touch the item for now, note that there will be one more way to gain detection in the next patch, because the Jotus Tetike will receive true sight.
Updated 6 years ago.
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Oh yeah, you're right! I had forgotten about that one!
I don't think detection on Tetike will help that much given how situational it is for someone to have them. I still think it'd be good to find a way to shift Ghost Force into something more balanced as otherwise it just doesn't feel right keeping it in the game, in my opinion atleast.
Yes there is already one very usefull ring. I use it very often use on fast heros (as the Flying hero, or one Allayi hero) to take safely Eclypsed ruins and pearls all over the map.
I got an idea. What about giving another category of heroic skill ? There are some great heroic skill rarely used by players.
These skill could too be given by few elite equipement (like hyerium ring). Today, it's super rare to use these precious ressources into one item. If these items could give one interesting skill, these items would be really more attractive.
Exemples of skills from heroes :
In these 4 skills, I think Friendly Banner would be the closest effect of a Stealth effect. You are not at all stealh, you are just ignored by Neutrals, like Skyfin are. It can help in certain situations. What do you think ?
Yes there is already one very usefull ring. I use it very often use on fast heros (as the Flying hero, or one Allayi hero) to take safely Eclypsed ruins and pearls all over the map.
I got an idea. What about giving another category of heroic skill ? There are some great heroic skill rarely used by players.
These skill could too be given by few elite equipement (like hyerium ring). Today, it's super rare to use these precious ressources into one item. If these items could give one interesting skill, these items would be really more attractive.
Exemples of skills from heroes :
In these 4 skills, I think Friendly Banner would be the closest effect of a Stealth effect. You are not at all stealh, you are just ignored by Neutrals, like Skyfin are. It can help in certain situations. What do you think ?
These are probably decent ideas, but if I start rebalancing all these accesories nobody uses now, I wont be done for another week ^^. I may do it one day, but for now, I think there are more urgent matterrs (mainly AI related ones).
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That's some good ideas! I forgot about those things, even if I play Allayi a lot (probably why), definitely agree the Friendly Banner would fit the idea of "Ghost Force", e.g being ghosts. Take your time LeaderEnemyBoss!
Also just out of curiosity, what more AI related things needs to be tackled?
That's some good ideas! I forgot about those things, even if I play Allayi a lot (probably why), definitely agree the Friendly Banner would fit the idea of "Ghost Force", e.g being ghosts. Take your time LeaderEnemyBoss!
Also just out of curiosity, what more AI related things needs to be tackled?
Well for one the AI currently doesnt use some of the new Symbiosis features well or at all. Mykara dont know how to use fast travel/tunnels. All AIs dont use Urkans in an aggressive manner because they cant make use of the army form (they only teleport it somewhere and thats where it sits for the rest of the game even when the AI is losing wars around it). Also the way the AI goes about aquiring Urkans is very "dumb, basically mashing its face against them until they are finally defeated.
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Ah, as I expected. I haven't noticed the Mykara thing, although in my serious game they've been sitting at 200-300 global score for over 100 turns despite having had an excellent start and a big continent to expand, as well as producing less food then even me as Allayi. So something feels wrong overall with them, but might just be a unique case for me.
The Urkans stuff I can consent too, the AI also seems to have no idea what's a good location to put the Urkan on and seems to favor edges, but I've had the AI just as likely to put it on the edge of their city to the edge of my city, meaning I could easily attack it with full reinforcements whilst the AI couldn't defend. Don't know if there's any fix for that, maybe have the AI always try favor middle of the region?
The biggest thing I've been annoyed at is as you said about AI bashing their dumb faces against the Urkans until someone eventually captures it, going in blindly and beelining for them, ignoring anything else in the way (other factions that can kill them due to Cold War or trespassing or neutral armies getting in the way) and then just suiciding until there's no more lice and the Urkan is low HP, without even using the luxury resource taming. It's even more dumb when the AI does that when you control one of the Urkans and without thinking just suicides their armies into a well defended Urkan.
The Urkans positioning within a region is currently completely random. And im not joking, it quite literally picks a random tile in the region and settles it there. It was the same for the golem camp in vanilla.
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Found an AI bug, where it tries to attack converted village and fails, probably because Cult is already dead. Can you do something about it? Mikara.sav
I'm sure you've answered this question a few shy of a thousand times, but how does your mod, with all its changes to the ai, handle custom factions?
If I make a custom faction based on necrophage, am I to assume it will make use of the necrophage ai regardless of what abilities they're given? Or, if given teleportation and sea buffs, will they be able to teleport and have aim for a strong navy?
If I use the "freeform custom faction" mod available on steam, increase the faction point limits, and use the mod to fully merge two seperate factions, like necrophage and Kapaku, will they be using the "base" faction's ai or is it somehow modular based on abilities? Or would that mod, to your knowlege, somehow brick your ai changes?
I'm sure you've answered this question a few shy of a thousand times, but how does your mod, with all its changes to the ai, handle custom factions?
If I make a custom faction based on necrophage, am I to assume it will make use of the necrophage ai regardless of what abilities they're given? Or, if given teleportation and sea buffs, will they be able to teleport and have aim for a strong navy?
If I use the "freeform custom faction" mod available on steam, increase the faction point limits, and use the mod to fully merge two seperate factions, like necrophage and Kapaku, will they be using the "base" faction's ai or is it somehow modular based on abilities? Or would that mod, to your knowlege, somehow brick your ai changes?
I try to make faction specific stuff rely on specific traits as much as possible. But in the end, custom factions are always a bit of a gamble, so I can't guarantee anything.
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I try to make faction specific stuff rely on specific traits as much as possible. But in the end, custom factions are always a bit of a gamble, so I can't guarantee anything.
Thanks for your work on this mod, it revitalized my interest in Endless Legend (which was a bit of a struggle coming from ES2)! The AI/UI/QoL improvements really make the game easier to enjoy and more interactive :)
I'm wondering if there might be an update in the future with optimized display of empire traits? Currently it's a big list with temporary effects like boosters added at the bottom and barely discernable special abilities hidden between things like 'Technology X unlocked on Empire'. When playing the Ardent Mages for example this can be painful (pun intended).
It'd help a lot if empire traits had a similar color coding scheme like units do for faction/class/weapon, something like faction/building/booster perhaps? Instead of color coding which could be difficult to read, a better organisation with linebreaks and headers or with temporary effects added above the permanent ones would also be a big plus.
Found an AI bug, where it tries to attack converted village and fails, probably because Cult is already dead. Can you do something about it? Mikara.sav
You really have to be a bit more specific, which AI, which village, in which region.
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You really have to be a bit more specific, which AI, which village, in which region.
Theros (AI) - Broken Lords, region Amund, Eyeless Ones village right next to the city. Screenshot.jpg
Battle never resolves, turn never ends.
Thank you. What a weird bug indeed, no idea how that could have happened. Anyway in my internal build I have added a new check when loading the game that finds "leftover" converted villages and fixes them. I can give you a link to a current beta build if you desperately want to continue your save.
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No worries, it was some sort of test game (haven't played since Tempest). Looks like ELCP is a rare case of must have mod, huge thanks to anyone involved in it's creation.
No worries, it was some sort of test game (haven't played since Tempest). Looks like ELCP is a rare case of must have mod, huge thanks to anyone involved in it's creation.
Yes I no longer play any vanilla games. I consider this to be the vanilla we should have gotten.
You may already know this. There is a bug where the AI will always have a settler unit retreat, even if there are a dozen armies nearby that could reinforce. This happens when the settler unit is by itself. This bug also has a bug. When playing as the Alayi, during an eclipse the AI settler will retreat on the first action as described above. However upon the second action point, they will fight with full reinforcement. Of course, then the AI will suicide the settler without any hesitation. This battle behavior might explain why they always do a retreat twice (once per turn) under normal circumstances instead of reinforcing.
(the AI is already doing just fine on endless difficulty, so feel free to not fix this) ?
You may already know this. There is a bug where the AI will always have a settler unit retreat, even if there are a dozen armies nearby that could reinforce. This happens when the settler unit is by itself. This bug also has a bug. When playing as the Alayi, during an eclipse the AI settler will retreat on the first action as described above. However upon the second action point, they will fight with full reinforcement. Of course, then the AI will suicide the settler without any hesitation. This battle behavior might explain why they always do a retreat twice (once per turn) under normal circumstances instead of reinforcing.
(the AI is already doing just fine on endless difficulty, so feel free to not fix this) ?
Yeah I probably wont, because the problem is, making the AI actually consider fighting with a settler in play would necessitate intelligent management of the settler during the battle itself. Too much of a headache imho, there are lower hanging fruits ;).
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