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!
I'm relatively new to the original game, but I've played it for quite a while in 2015-16 with guardians exp.
My question/request is, if it's possible to create multipple hero types for each faction, like Support hero for Broken Lords, using the Bishops ingame appearance, just with some minimal changes to differentiate them and the same for other factions, so they can have at least 2 different type of heroes to select and at the same time, implement a new mechanic for slightly forcing players to use their own factions heroes, so there will be an actual meaning for playing a certain faction. My idea is that if an opposing major faction hero leads the army, then it's moral will be lowered by 1 point and if an army is led by the same faction hero, it gets +1 moral. It's not too big of a negative, but it's still significant enough to give some meaning for heroes faction affinity.
My ideas of bonus hero types (only core game, since I don't own any expansions):
Ardent Mages - Infantry (with similar stat priorities as their base infantry unit, maybe even some changes in the skill tree for more offense orientation)
Broken Lords - Support (with same syphoning ability as the bishops) / maybe a Cavalry, but Support would be much cooler and usefull for them
Cultists - Archer/Support
Roving Clans - whateer :) (I've no experience with them.)
Vaulter/Mezari - Infantry/Cavalry (maybe a Titan Hero for infantry, but a Cavalry would be more suitable as the Dawn officers are a better base for a hero, that the Titan)
Necrofage - Flyer/Support (Necrodrone/Proliferator based heroes, naturally they should lose their core unit abilities, like the infantry hero loses disease)
Wild Walkers - Support/Infantry (Shaman based support is more suitable, but a Tenei Walker based hero is also fitting, same decision as with the Titan)
Drakken - Infantry/Flyer/different Support (Infantry is easiest with the Drakkenlings as a base unit, but A flyer hero could be interesting too, just it would need a new modell, that is probably quite a lot of extra work; the different support is a non-healer, Ardent Mage-like support mage with AoE capacity maybe)
Thes are my ideas, for expansion (DLC) factions, I think, using the same system of taking one of their unit as a base is a good way of doing things.
Also, I think it's better to use existing Heroes and redesigne them instead of adding even more, so like Certain factions could be rebalanced for having 25% of one type of hero with govrnor capacities, 25% same type hero with army leading capacities, 25% other hero type governor capacities and 25% other hero type with army leading capacities.
Don't know how many heroes does each faction has, but with these numbers, 8-8 with the 2-2-2-2 partializing would be the best.
I'l use broken lords for example, because I like them and play them the most: 2 slightly different infantry governors, one with only dust capacities, one with more dust and a bit of combat related capacities, like we're giving each hero to pick 4 points of capacities, then all 4 points for full governor and 3-1 or maybe 2-2 governor - combat related capacities for the other hero, then full combat infantry heroes -> one with full defensive capacities, like 2-3 armor boost and 1-2 health/ resistance /general army boost. and one with 2-3 armor boost and 1-2 offensive boost, like attack/ piercing boost. Naturally, the same ratios for Support heroes, maybe, for supports, they could be more hybrid/offense related, than defense, like for the army leading version, even the defenseive has only 2 points may on armor and the other 2 points are in attack/ pircing boost.
As an extra thing, I also miss a single thing: healing availability for all the races. Drakken Hero is just plain overpowered for being able to heal. Broken Lords suck until era 2 bishop, because of no regen, but then they steamroll with no health loss/ same for anyone that gets eyeless ones assimilated early on. 1-2 of them in a 4-6 army creates miracles easily.
I'm playing the latest beta 2.3.41. In my latest cultist game I also encountered the endless turn resolvation problem. Attached are the savegames: endless turn 54 and two autosaves before the incident.
Thank you very much for this amazing mod! It has turned Endless Legend from a decent game to the best 4x ever.
Hey everyone, another week, another update! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers in the [Page 1].
This patch again fixes some gamebreaking issues, some Vanilla, some due to weird interactions of ELCP with new(ish) Vanilla code.
However there is more. For one the Mykara have received some more tweaks. I was always confused, why a faction with mediocre at best military capabilities is dependant on mechanics that require warfare (Symbiosis). The goal of this patch was, to make peaceful play as a Mykara less awkward and more rewarding. It is now possible to aquire Symbiosis in a peaceful way via heavily restricted new form of city trading. Additionally friendly empires can no long exfoliate all your blooms.
On the AI side of things, the Ardent Mages have received extensive changes to their pillar and spell usage AI. Both of these faction specific abilities should be (hopefully) used in a more intelligent manner.
[version outdated]
Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)
Changelog for v2.3.5:
General
Fixed yet another source of AIs taking endless (hue) turns (thanks callmewoof)
Cultist villages in neutral Urkan controlled regions can now be attacked when at cold war with the cultist empire
Losing an overgrown city no longer deassimilates the minor faction, if the player has further bloomed villages of that type
Fixed the Forgotten-Urkan-Training-Screen-bug (displayed faulty dust values instead of the real luxury training cost)
Fixed Privateers/Catspawed Armies not being able to attack Urkans (resulting in a buggy war declaration panel if the Urkan was unclaimed)
Balance [Core]
Urkans can be attacked during cold war again
The "Fungal Exfoliator" constructible action no longer removes Fungal Blooms of friendly empires
Balance [XML]
Mykara now have "Cultivation" as a starting tech instead of "Search Party"
Mykara have now the ability to peacefully aquire, overgrow and integrate cities of other players via diplomatic treaties
The Mykara rely heavily on their "Overgrown Cities" - Trait and the bonuses Symbiosis provides, while not being particularly good at warfare
To enable peaceful options for Mykara players, they have received a special version of the diplomatic city exchange
When at peace or in an alliance with the negotiation partner, empires with the "Overgrown Cities" trait can aquire one, and only one city of them
Peaceful city trading is not possible, if the faction of the other empire has already undergone symbiosis, furthermore capital cities can not be traded that way
The AI has been teached to make use of this new feature, note that AIs will generally demand a hefty price for trading away a city, depending on how important the city in relation to their general empire size is
Removed the 50% reduction to Urkan Taming cost for Mykara that was introduced in the last patch; Added the same effect to the "Urkan Politics" technology and increased it to 60%
While the blanket buff introduced last patch is stronger, the effect is more fitting for the currently underpowered "Urkan Politics" tech
Improved the lower starting position FISDI limit for cultists slightly, for Forgotten and Mykara significantly
AI
Fixed an ELCP-Issue with how the AI places its Urkans during peace time - Never code after 3a.m.!
Reworked Ardent Mage AIs usage of the faction specific abilities:
AIs will no longer stagger Pillars but place them all on the same turn in order to save money
Pillars will also be used more frequently and in greater numbers
The Battle AI is now smarter about Spell usage and is able to use them when the cooldown is ready, and not only at the start of a battle
The Battle AI will no longer waste dust on spells when it deems the Battle to be won or lost
The Battle AI will try to avoid hitting enemy units with buff spells, the same goes for friendly units with damaging spells
Reworked the tech weights to make sure the Ardent Mage AI is more likely to use its faction specific abilities
The Mykara AI will focus stronger on food gain (via teching and using its pops accordingly)
AIs will be a bit more greedy with their strategics before flooding the market with them, especially on higher difficulties
AIs will no longer be able to immediatly spend resources they just offered in a diplomatic proposal
AIs no longer count Settlers as military Infantry design, this should make AIs more likely to research faction specific infantry units
Increased the likelyhood of Drakkens to use force diplomacy actions (again...)
Modding
The Encounter Debugger now displays spell weights
Updated 6 years ago.
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I'm playing the latest beta 2.3.41. In my latest cultist game I also encountered the endless turn resolvation problem. Attached are the savegames: endless turn 54 and two autosaves before the incident.
Thank you very much for this amazing mod! It has turned Endless Legend from a decent game to the best 4x ever.
I loaded the save with the freshly released v2.3.5 and it works fine. Try it, if you still experience issues, come back ;).
Nevensky wrote:
EL won't launch after applying patch on Mac :/
You should probably join our discord, there are experienced mac users there, I am certainly not one of them.
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I'm relatively new to the original game, but I've played it for quite a while in 2015-16 with guardians exp.
(wall of text)
All these suggestions are out of scope for ELCP and better suited for general workshop mods. There are already some mods out there that add new heros, just try those instead.
As an extra thing, I also miss a single thing: healing availability for all the races. Drakken Hero is just plain overpowered for being able to heal. Broken Lords suck until era 2 bishop, because of no regen, but then they steamroll with no health loss/ same for anyone that gets eyeless ones assimilated early on. 1-2 of them in a 4-6 army creates miracles easily.
I think you heavily overvalue healing abilities. They are nice to have, but really not that important in the long run. There are also two minor faction units (ceratan drider, eyeless ones) with good healing abilities and decent passive effects, so you can always cover your healing needs there. Additionally there are the Sisters of Mercy who have a strong regen passive.
Updated 6 years ago.
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Then my feel of healing requirement might be because I play Broken Lords mostly, that get a significant advantage with early healing - no payed heal requires or at least much less.
Then my feel of healing requirement might be because I play Broken Lords mostly, that get a significant advantage with early healing - no payed heal requires or at least much less.
Sure, broken lords are a bit of a special case. But I think there are enough options to get healing going if you really want it (aforementioned minor factions, just buying a drakken hero as army leader is also an option, sincer your bl hero is suited to be a governor anyway).
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First of all I would like to thank you for all the work you put into this patch LeaderEnemyBoss. You do an amazing job. I kinda wish we had a mod like this for Endless Space 2. Anyway I want to get on with what I want to post. I want to talk about mercenaries and Privateers. Me and a few friends of mine that play EL pretty often all feel that at the moment Mercenaries and Privateers can use some QoL improvements and some general buffs and/or gameplay changes. Here is what we have got so far and i'll explain the reason for each point before hand. Here are our current problems with them.
I'll talk about the mercenaries first. The mercenaries system is really an interesting idea in EL, but me and a few others feel that the it can use a little work. The main problem with mercenaries atm is that the mercenaries pool is a little too small at the moment and at the rate at which mercenaries get replaced is very slow. They also do suffer pretty badly in terms of scaling, so it’s not a great idea to hold on to a mercenary unit all game. As for privateers we just feel that they become available a little too far into the game. It's a cool system it just comes late. The changes that we came up with are these.
Makes access to Privateers in Era three as a new tech.
Mercenary Corps get all an additional affect to give a stat increase to Mercenaries by 25-40%
Increase the amount of mercenaries on the market that can be available
Increase the rate that mercenaries get replaced in the market after brought.
Make it so mercenaries can be retrofit.
We believe that all of these changes would greatly improve mercenaries and privateer. However im not sure how doable point 5 is, but if it could be done it be great. I could think of one or two more things that would be awesome to add, but maybe wait for EL2 for those ideas since they are a bit more complex. Anyway that's pretty much it.
So there's been a problem with the Kapaku for me ever since I downloaded the ELCP. They don't have food anymore, even on Volcanic Tiles. They only have some food on Anomalies with high food yields, other than that every tile has 0 food (even volcanic).
Only certain volcanic tiles will have food. This is to limit their enormous growth potential. I have played with this mechanic and I am doing fine you just need to find areas where there is food or use your research options to get it.
The normal land tiles that have food like forest tile will yield food when you volcanize them.
First of all great work! This mod improves the gameplay very much.
I have 1 question. How about translation for new strings added by ECLP. Are you intrested in that? I could translate them to russian, so my friends who dont know english, dont ask me every other game about those. Texts like you cannot sell units in neutral and enemy zones or Mercenary Corps buyout reduction. There are not allot of those but still they kinda mess up immersion. So if you can give me those strings you've added i could translate them, if it's easy to include language choice in installer.
First of all great work! This mod improves the gameplay very much.
I have 1 question. How about translation for new strings added by ECLP. Are you intrested in that? I could translate them to russian, so my friends who dont know english, dont ask me every other game about those. Texts like you cannot sell units in neutral and enemy zones or Mercenary Corps buyout reduction. There are not allot of those but still they kinda mess up immersion. So if you can give me those strings you've added i could translate them, if it's easy to include language choice in installer.
I gladly accept any fanmade translations! Join my discord (see frontpage) so we can coordinate better. Language choice in the installer wouldnt even be necessary, since EL already has seperate files for all language versions.
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