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Endless Legend Community Patch

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6 years ago
Apr 5, 2019, 6:01:52 AM

@LeaderEnemyBoss


Thank you so much for making this, it improves on an already great game. I really hope Amplitude gives you some sort of kickback/reward for your outstanding work.


I agree with buffing mercenaries/privateers to make them more viable, but am unsure of the best way to do so. Perhaps adding more late game mercenary designs that use exotic resources? *shrug*

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6 years ago
Apr 6, 2019, 1:30:34 AM

Hey everyone, a new patch has been released, so it's time for a new version of ELCP! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers in the [Page 1].




Next to the obligatory port to the newest version of EL and some bugfixes, this patch brings more Symbiosis-related balance changes.


Urkans have been an contentious subject their since introduction. Many (me included) think they bend the Meta around them. Urkans are extremely strong military units throughout the game, having two or even three of them usuall means the game is won. The all-around nerfs they received should bring their stats down significantly, making them hopefully more of a "nice option" instead of the mandatory win condition they currently are.


The Mykara have also received some more attention. This time the focus was on making two of their main mechanics - Fungal Blooms and Symbiosis - synergize better with each other. To achieve this, many buffs have been handed out to most of the Symbiosis traits. Most of them should now work well with Blooms in one way or another. I still have more ideas for them, but for now it's time to assess their current state of balance.




Downloadlink (Installer) || Downloadlink (Zip) || Downloadlink (Mac)


Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)


Changelog for v2.3.8:

  • Ports the Community patch to Endless Legend v1.7.5 S3
  • EL v1.7.5 fixes some issues that conflict with fixes on my own, specifically: -Mykara got Cultivation as a starting tech similar to ELCP, however v1.7.5 replaces Topography with it, while ELCP replaces Search Party (ELCP Change will stay!) -v1.7.5 completely removes the Sisters of Mercy Hero from the game if Mykara are involved, I have made another fix that is less "ruthless" (see below) -v1.7.5 makes overgrown cities not affect empire approval anymore, however they still do generat expansion disapproval; ELCP's change removes expansion disapproval, but lets the cities still affect empire approval (I decided to go with the v1.7.5 variant) -I went with my variant of the Urkan-Screen-Bugfix because it only deletes the buggy queue when necessary (see below)

General

  • Queued up skills in the Urkan training screen will now be resetted upon loading a game (thanks CptBeerlesang)
    • This is a workaround for a bug where the Urkan panel would become unusable if a game was saved and later loaded with skills preselected but not purchased
  • More fixes to endless AI turns, asdafsfaafs! (thanks KnsCtyShufl)
  • Fixed some buggy Fungal Bloom related winter effects
    • Fixed one winter effect not correctly reducing dust income of Fungal Blooms
    • Fixed Winter effect immunity preventing bonus resources from being gained on blooms (thanks Cornebre)
    • Fixed some negative resource modifiers adding resources instead of deducting them from blooms (thanks Cornebre)
    • Fixed an instance where Food-Reduction-Immunity (from winter shelters) protects against industry loss on blooms for some reason
  • Stockpile duration no longer scales with game speed
    • This would allow to produce Industry stockpiles for less construction than they give on game speeds Slow and Endless, which is why I consider this a bugfix
  • Fixed an issue where sometimes the AI would kick in for human player empires and revive fallen heros without even asking (thanks Xephi-Zero)

UI

  • ELCP now has a russian localization by community member "GGLikeNP"
    • The tranlation may lag behind sometimes, but we try to keep it up to date
  • Integrated the "Status Panel Fix" by community member "Fluffiest" (https://steamcommunity.com/sharedfiles/filedetails/?id=1686216508)
    • The mod fixes the display of some previsously missing and/or erroneous combat effects
  • Symbiosis-City-Trade terms now display the respective symbiosis trait in their tooltip
  • Symbiosis-Effect description now have colorful icons to make reading them easier
  • Made the Luxury-Icon of the new Urkan tame cost display on the Urkan label a bit darker, so it's easier to read

Balance [Core]

  • Introduced a new Ruleset for Fungal Bloom Interactions during peace: Symbiotic Blooms
    • When activated, other empires can interact with bloomed ruins, if they are in peace or allied with the Bloom-Owner
    • In return, Mykara can overgrow ruins (and ruins only) in regions owned by other empires, if they are at peace or allied with them and the borders are open
    • Note: AIs may grow suspicious if you keep doing it, especially if its close to their cities
    • Is active by default, can be deactivated in the pregame menu

Balance [XML]

  • The stats and abilities of Urkans received a round of nerfs to give them more of a tanky supportive role, instead of the game deciding super weapon they currently are
    • The base defense of all Urkans has been reduced by 24
    • Urkans no longer wear era appropriate hidden armor (but keep their weapon)
    • Reinforced Carapace no longer increases defense
    • The Defense effect of Healing Secretion has been reduced from 20% to 10%
    • The Damage and Attack effects of Berserker Blood have been reduced from 15% to 10%
  • Overgrown Cities have their Empire-Scale-Factor (impact on plan and luxury cost) reduced by 50% once more (down to 25% now)
  • You can no longer order the construction of Fungal Blooms if you dont have positive Food gain in your capital city
    • This is done to prevent and Exploit where the "A Noble's Duty" skill of the Sisters of Mercy hero would allow the player to spawn infinite Blooms
    • Note: with some micromanaging of your pops you can still get use out of "A Noble's Duty", since blooms will finish constructing once started, no matter your food gain - it just doesnt allow for literal infinite blooms anymore
  • City improvements that boost FISDI on tiles now work on regional Fungal Blooms when built in the capital (affects buildings like geomic labs, plow factory, etc.)
  • The following Symbiosis traits have been buffed:
    • Forgotten now grants +3 Fortification Damage to all land units, unlocks the pillage technology if possible
    • Morgawr water bonus now works on Fungal Blooms, unlocks shipyard technology if possible
    • Vaulters science bonus now works on Fungal Blooms
    • Broken Lords dust bonus now works on Fungal Blooms
    • Wild Walkers industry bonus now works on Fungal Blooms (if located on a forest tile), units are now camouflaged on forest tiles
    • Allayi now grants bonus pearls on succesful ruin search (from the Pearl Sensitive trait but also works on eclipse ruins)
    • Kapaku now grants bonus science on succesful ruin search (from the Endless Fascination trait but also works on eclipse ruins)
    • Roving clans now grants the "Insider Trading" (full market knowledge) and "Cuts both ways" (gain dust from other players market actions) traits, unlocks both market techs if possible
    • Cultists grant an additional 50 Fortification and 1 Militia to ALL cities (even overgrown ones), also buffed the xp bonus to +100xp on creation
    • Necrophages Military Upkeep reduction doubled
  • All Mykara units have had their base production cost reduced from 80 to 60
  • Ipotanes have had their base damage increased from 20 to 25
  • The Snare ability of Shamblers now also triggers on counter attacks
  • Broken Lords Ryders now have Life Drain 3 instead of 2
  • Reduced the strategic cost and base production Cost of Scythers
  • Stockpile facilities now give a free stockpile every 14 instead of every 10 turns (normal game speed)

AI

  • Made AIs less naive about building up a Navy; they will no longer waste resources into shipbuilding, if they perceive to be no chance of gaining anything out of it due to other empires dominating the seas
  • AIs can no longer unfairly steal Urkans of players they are in truce with (thanks Idle309)
  • Fixed an ELCP bug where AIs would value truces offered to them too highly (due to me failing at copy-paste...)
  • Fixed an issue introduced in v2.3.5 that causes the AI to reject offers that include resource deals, allthough the diplomacy gauge displayed as positive (thanks SB)
  • Added missing attitude score modifiers for betrayal of friends and allies
  • Mykara scouting AI now takes regions into account, that can only reached via fast travel

Modding

  • Militia Count of overgrown cities is no longer forced to 0 via hardcoding and can be modded in .xml now (by default overgrown cities still have no militia though, this is not a gameplay change!)
Updated 6 years ago.
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6 years ago
Apr 6, 2019, 6:03:07 AM

Another superb patch. Lots of smart changes.

The nerf on military strenght of Urkans was very needed. And the buff of Mykaras was too, mandatory !

EVERY players have expressed than Mykara are very underpowered. You're saving this faction, literally unplayable in multiplayer.

I invite anyone who has not done so, to install this jewel !

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6 years ago
Apr 6, 2019, 7:44:06 PM

I was convinced when I saw "Allows the use of steam workshop mods without disabling Achievements" and "Assimilation effects are now displayed in the tooltip of Villages as well". The rest was icing on the cake that I've been looking for!

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6 years ago
Apr 8, 2019, 4:50:48 PM

I think I might have found a problem with the newest version (2.3.8) of the community patch.

Having played three different 3-4 continents, huge world, slow speed games - the AI doesn't seem to build any cargo docks. So if you dont have a road connection, external trade routes are not possible. Most of the AI's seem to have the cargo dock tech however.

Has anyone else experienced the same issue?


edit:typo

Updated 6 years ago.
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6 years ago
Apr 8, 2019, 7:38:05 PM
icarium wrote:

I think I might have found a problem with the newest version (2.3.8) of the community patch.

Having played three different 3-4 continents, huge world, slow speed games - the AI doesn't seem to build any cargo docks. So if you dont have a road connection, external trade routes are not possible. Most of the AI's seem to have the cargo dock tech however.

Has anyone else experienced the same issue?


edit:typo

I would require more inforemation, for example: what difficulty do you play? In general AIs will build cargo docks eventually, but they may just be busy with too much other stuff to do so. You can ofcourse always send a save.

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6 years ago
Apr 9, 2019, 6:00:00 AM

Morgawr - Turn 213_missing_AI_cargo_docks.sav


Here is the save game file. My game settings are huge world, slow speed, 8 factions, 50% water, 2-4 continents, hard difficulty level. As you can see, there are no external trade routes active despite having peace with most factions. I can't find any AI cities with cargo docks built. The same problem has persisted for 3-4 games already, using this and the previous version of community patch.


Thanks for the outstanding mod BTW, The Community Patch takes Endless Legend from 7/10 4x game to 9.5/10 level at least!

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6 years ago
Apr 9, 2019, 4:00:46 PM

I have had a look at your save, of all the players you are in peace with:

- red actually has cargodock in Acareyn, but that city is too faraway to establish trade (oceanic traderoutes can "jump" one ocean region max, it could trade with a city in Cajnor for example); you also both have closed borders to each other

- orange doesnt have cargo docks tech

- green is crippled and its only oceanic city is too far away from your oceans anyway

- teal has some oceanic cities, but they are very underdeveloped, and even with cargo docks, they would be too far away from you to be useful


By securing all the nearby "ocean and coastal real estate" for yourself, you made it unlikely for ocean trade to happen with other empires. Your best bet would be to give orange the tech and hope he builds cargo docks in Tevan, since that is the only friendly coastal city that neighbours your oceans. Alternatively settle Cajnor and build a dock there. Dont forget both partners need to open their borders for trade.

Updated 6 years ago.
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6 years ago
Apr 10, 2019, 4:44:42 AM

Wow, thanks for the analysis! I managed to start inter-faction trade by settling a city in Canjor. However for some reason trading the cargo docks technology to orange wasn’t possible, for some reason the tech wasn’t among choices to sell in the diplomacy negotiation window :/

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6 years ago
Apr 10, 2019, 8:25:15 AM
icarium wrote:

Wow, thanks for the analysis! I managed to start inter-faction trade by settling a city in Canjor. However for some reason trading the cargo docks technology to orange wasn’t possible, for some reason the tech wasn’t among choices to sell in the diplomacy negotiation window :/

Whoops, totally forgot, Morgawr have a special dock technology, that cant be traded to other factions (due to it being an era earlier).

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6 years ago
Apr 10, 2019, 8:41:01 AM
LeaderEnemyBoss wrote:
icarium wrote:

Wow, thanks for the analysis! I managed to start inter-faction trade by settling a city in Canjor. However for some reason trading the cargo docks technology to orange wasn’t possible, for some reason the tech wasn’t among choices to sell in the diplomacy negotiation window :/

Whoops, totally forgot, Morgawr have a special dock technology, that cant be traded to other factions (due to it being an era earlier).

Ok, that makes sense. Perhaps these difficulties in setting up inter-faction trade (and totally nullified trade routes during winter) are a welcome drawback to Morgawr, who otherwise seem to be quite a powerful faction currently, especially with rare strategic/luxury resources setting.

BTW, is it thought that the current strategic resource yields from ocean fortresses is well balanced? Do the resources setting in world generation options affect fortress production in any way? It seems that by controlling the oceans one can pretty much steamroll other factions via much better strategic/luxury yields. For example in my savegame only the red AI (drakken) has made any proggress in claiming the oceans on hard difficulty level.

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6 years ago
Apr 10, 2019, 11:39:41 AM
icarium wrote:
LeaderEnemyBoss wrote:
icarium wrote:

Wow, thanks for the analysis! I managed to start inter-faction trade by settling a city in Canjor. However for some reason trading the cargo docks technology to orange wasn’t possible, for some reason the tech wasn’t among choices to sell in the diplomacy negotiation window :/

Whoops, totally forgot, Morgawr have a special dock technology, that cant be traded to other factions (due to it being an era earlier).

Ok, that makes sense. Perhaps these difficulties in setting up inter-faction trade (and totally nullified trade routes during winter) are a welcome drawback to Morgawr, who otherwise seem to be quite a powerful faction currently, especially with rare strategic/luxury resources setting.

BTW, is it thought that the current strategic resource yields from ocean fortresses is well balanced? Do the resources setting in world generation options affect fortress production in any way? It seems that by controlling the oceans one can pretty much steamroll other factions via much better strategic/luxury yields. For example in my savegame only the red AI (drakken) has made any proggress in claiming the oceans on hard difficulty level.

Fortresses have already been toned down in ELCP. Morgawr are in general expected to be dominant on the seas, I see no problem with that. Their weakness is usually their land cities being susceptible to war. If you dont feel challenged, you should rather increase the difficulty and (imo) deactivate shared victory since it makes AIs more docile in the end game.

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6 years ago
Apr 10, 2019, 12:44:29 PM
LeaderEnemyBoss wrote:

Fortresses have already been toned down in ELCP. Morgawr are in general expected to be dominant on the seas, I see no problem with that. Their weakness is usually their land cities being susceptible to war. If you dont feel challenged, you should rather increase the difficulty and (imo) deactivate shared victory since it makes AIs more docile in the end game.

Ok, many thanks for your advice! One question concerning the 'disable shared victory' part - does that mean that if AI's are allied with the player, they may adopt some docile tactics in the endgame if they think they'll easily win alongside the human player? Or is there some other reason or weird effect going on, that makes having the 'shared victory' option easier for the human player?

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6 years ago
Apr 10, 2019, 12:56:22 PM
icarium wrote:
LeaderEnemyBoss wrote:

Fortresses have already been toned down in ELCP. Morgawr are in general expected to be dominant on the seas, I see no problem with that. Their weakness is usually their land cities being susceptible to war. If you dont feel challenged, you should rather increase the difficulty and (imo) deactivate shared victory since it makes AIs more docile in the end game.

Ok, many thanks for your advice! One question concerning the 'disable shared victory' part - does that mean that if AI's are allied with the player, they may adopt some docile tactics in the endgame if they think they'll easily win alongside the human player? Or is there some other reason or weird effect going on, that makes having the 'shared victory' option easier for the human player?

No its mainly they'll try to stay allied  for winning instread of trying to stop the leading player.

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6 years ago
Apr 12, 2019, 1:51:10 PM

Ardent Mages - Turn 302.sav


My friend had a possible bug to report (savegame attached). It is most likely a vanilla EL problem that hasn't been fixed.

There is an advanced winter effect:


-15% Health Regen in Non-Allied Region on Armies
+15% Health Regen in Allied Region on Armies
+15% Health Regen in Owned Region on Armies


As I understand it, the effect *should* slow down or quicken up health regeneration depending on where your armies are. Instead the effect is, at least in non-allied regions that all the units get normal reg 5% minus 15% health per turn, that is 10% *damage* calculated from maximum hp per turn!


It is unclear whether it is the winter effect or the description that is bugged. In the latter case, there are two *big* problems, namely that the player doesn't get any further warning or notice when his armies are destroyed on the map (for example when sailing many turns from one continent to another), and that the AI doesn't have any idea how to conserve his armies! It seems many AI's lost huge amount of troops because of this winter effect.

Could it be possible to fix this in the Community patch?


There is also a smaller similar problem with the Morgawr faction quest, there in phase 6 you have to have an army who have special sacrificial totems that deal 5% damage per game turn. I guess here it is working as intended, but the problem is that the description of 'cursed' effect on units is -5% health per turn *in combat*.

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6 years ago
Apr 14, 2019, 1:31:20 AM

Hello, I created an account both to say thank you and to report a bug.


First off, thank you for creating this mod, it really is amazing. The ai attacking with 30+ units is really fun. They never attacked with more than one army in vanilla in my experience. The greater activity in diplomacy, trades, and coalition wars also makes the world feel much more alive. I love it.


As for the bug, I'm sorry if it has been reported already. But I've played two Mezari games and both times I had trouble with the game locking up when enemy units attacked my Titans. Default game settings for everything (but no symbiosis), Serious Ai. It doesn't always occur, but sometimes when a Titan gets attacked, he does his counter, and then the battle locks up instead of moving on to the next unit and there is no way to resolve the battle effectively locking the game.


It happened 3 times but only 2 of them I actually remember now. I'm tempted to say it is a bug with the unique Titan counter skill because I've used other claw units with no problems. Of the two occurences I remember, they both involved countering multiple enemies with both the skill and claws and then the lock happens. I haven't tried using Sword Titans.


Anyway, that's the only bug I've encountered in 5 games so far. Love the mod. Thanks again.


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6 years ago
Apr 28, 2019, 2:00:32 PM

Hi LeaderEnemyBoss,


let me start this post (my very first one in this forum) by applying a big "Thank you!" for all your dedication to the ELCP.

Your work is awesome.

Well ... actually it's AWESOME!


I bought this game a long time ago - and didn't like it for some (now) unknown reasons. It gathered dust in my steam library ... until now.

Meanwhile, many patches, add-ons and most importantly your ELCP later, I realy love it and slowly but surely purchase all the available DLC.


My latest acquisition was "Symbiosis", the fresh (and unfortunately last) add-on. I am currently playing my first campaign with the 'Mycara'. 

Which is where I ran into an ... issue? ... potential bug?


I am not sure what's actually going on. I guess, the developers tested the new campaign on show stoppers, so the observed issue might be caused by the ELCP. After all, the DLC is quite new and you might not have been able to level all quirks. So what is happening?


I have finished the 3rd quest after which the player should get "Zolya's Blade". I actually didn't pay enough attention to the available weapons in the outfitting screen directly after the quest.

It's only now, while preparing for the 4th quest, that I realize: the blade is not listed in the available equipment! (I have tried it with a Mycara hero, of course.)

Hence I am unable to continue the faction quest.


Is this a known issue with the vanilla campaign?

Could it be a bug in the ELCP?

Either way ... could you have a look?


The only other mods I am using are "Palette Expansion" and "Endless Heroes". (Could the latter be the source of the issue?)


Here a link to my save game, if you are interested (or any other rare forum visiter):

https://www.dropbox.com/s/3pk208nmp8rdyhe/Mykara%20-%20Zug%20147.sav?dl=0


--


Unrelated to this issue as feed-back and question:

I am usually dominating games on 'normal' difficulty level (with the ELCP obviously) to a point where I find them too easy.

However, cranking up the difficulty to 'hard', I get my but kicked ... constantly!


This is really impressive AI coding work! (I guess, you are not giving the AI additional benefits, correct?)


While I do love the challenge (I am trying to beat the game on 'hard' again and again; one time I will succeed!), is the difficulty increase possibly a little bit too steep?

Or do I have to expect an equally harsh increase at the 'Serious' level and all steps are evenly distributed?


Again: Thank you for all your great work! I hope you still enjoy your doing and will continue to support the ELCP for as long as possible in the future!


Cheers,

Deggial


P.S. As a potential work around:

Is it possible to edit the save game? Could I just add the blade manually to my object list?

Would this disable achievements - if it is possible at all? (Not that this really matters ... but still. I like them ;) )

Updated 6 years ago.
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6 years ago
Apr 28, 2019, 3:59:34 PM

Zolyas blade requires 6 Hyperium to be constructed. If you dont have 6 Hyperium, it wont show up by default (there is a "show missing resources" button in the loadout menu to show eqipment with missing resources though).


As for AI bonuses: ELCP doesnt give additional bonus resources to AIs beyond what vanilla gives (hard AI get some bonus resources by default). The main difference is, that the vanilla AI isnt really able to utilize its bonus resources well, while the ELCP AI on the other hand is. I know some players find the jump from normal to hard a bit too steep, but trying to finetune the "perfect difficult increase" for all players is basically impossible so I wont really engage in that. I have found many players that struggle with hard make one or more of the following mistakes: Looking too much at point values, being too scared of AI empires with higher points, being too passive, not using diplomacy to build diplomatic blocks and trading techs/resources, not using a bunch of other game mechanics when appropriate (market for luxuries, stockpiles), understimating the importance of empire happiness (probably not a huge issue for mykara). 


As a Mykara you specifically want to make sure you get one or more Symbiosis bonus going asap. Do this by early warfare or by early peace & city deals.

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6 years ago
Apr 28, 2019, 5:27:36 PM

Wow, that was quick!


And: Oh my gosh! What a noob mistake! (Well, I am actually one; I hope, this will be forgiven! ;) )

I even know about the buttons (and used them for "obsolete items"), but didn't relate them to my problem.

Well, issue solved. Thank you for the advise! :)


Regarding the steep jump:

I understand your hesitation regarding balancing. It's a tricky topic, especially when different players give feed back.

Personally, I wouldn't mind a mild reduction in AI bonuses for the 'hard' difficulty level. That is the nasty consequence of making the AI better ... it doesn't need as many "artificial" help as before. But it's your call (of course!).


Speeking of help: Thank you for your tips.

You do hit the mark here.

I use the market (not often enough though), but never buy stockpiles.

I ignore diplomacy most of the time. (So much to research. Who needs all this stupid talking to other people? I want to conquer them anyway. Dead people don't talk. But on 'hard', this didn't turn out so well so far ...)

At least the happieness issue is on my radar - but oftentimes I do not know when to stop expanding. (Didn't I see a nice ressource deposit over there?)


Anyway, I'll try to embrace your good advise!


Cheers,

Deggial


(And nice to see that the forum is not as dead as suspected. It's still silent enough here, though. I guess this is the downside, if one picks up a game so long after it's peak time. Put at least, the available DLCs are quite cheap during sales now ...)





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