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Endless Legend Community Patch

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5 years ago
Nov 10, 2019, 5:33:41 PM
LeaderEnemyBoss wrote:
Guvenoren wrote:

A new patch has been released, is this version of the ELCP compatible?

No, as always, you'll have to wait a day or so until I update ELCP.

Alright! So, I should uninstall ELCP or continue playing?

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5 years ago
Nov 10, 2019, 7:59:04 PM
Guvenoren wrote:
LeaderEnemyBoss wrote:
Guvenoren wrote:

A new patch has been released, is this version of the ELCP compatible?

No, as always, you'll have to wait a day or so until I update ELCP.

Alright! So, I should uninstall ELCP or continue playing?

Well if you download the new patch, your old savegame wont work anymore anyway and its very likely that the game wont even start. If you want to start a new game, you can uninstall elcp, download the patch and and verify your game files in steam just to be sure. You can also wait for the next version (beta will be out today) to continue your savegames.

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5 years ago
Nov 11, 2019, 8:24:20 PM

Hey everyone, an unexpected new official patch requires a new update for ELCP! You can join my [Discord Channel], if you want to have a chat. Further information for newcomers on [Page 1].




This update mostly just ports ELCP to EL v1.8.2. There are some smaller changes, most noticably a bugfix to a long standing (but until now undiscovered bug) that could heavily influence the price of diplomatic interactions in an unintended way. Especially the multiplayer community will notice, that diplomacy will become much cheaper than it used to be.


I will keep an eye out for the new Minor faction introduced by v1.8.2. On the one hand their assimilation bonus is rather weak, on the other hand, the unit is rather unique and possibly very strong. An interesting combination from a design perspective, but it may require some tweaks in the future.




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


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


Changelog for v2.4.3:

  • Ports the Community Patch to Endless Legend v1.8.2 S3
  • EL v1.8.2 adresses Urkan balance, however since ELCP already did this some versions ago (and in a different way), the new Vanilla changes have not been adopted
  • The nerf to Urkan Lice has been integrated though

General

  • Implemented a workaround for an issue where not correctly processed stockpiles could make a savegame unreadable
  • Fixed a bug that would cause Diplomatic cost reductions (from Seasons, Game Speed, Allayi traits, Draken Eclipse Effect, Mykara "Urkan diplomacy" tech) working in the OPPOSITE direction in some cases (thanks Энгримарин)
    • The bug affected diplomatic treaties that traded the following: Resources, Stockpiles, Cities/Fortresses, Technologies
    • While the bug occured only in specific situation on normal game speed, players that use different game speed settings will notice significantly altered diplomatic term costs as a result
  • Fixed a bug where renegotiating a diplomatic contract would sometimes fail for no reason and still eat the influence that both empires invested (thanks TrueValhalla)
  • Production automatization no longer uses some production AI improvements intended for AI-Empires only (this caused automated player cities to spam units)
  • Removed the unlocalized and buggy Dust Storm Weather Preset from the Sky-Shaker Facility

UI

  • The tooltip for retreating from battle now shows the correct amount of HP lost - 60% (thanks HighLordGrim)
  • Fixed some localization issues (thanks R0TEAM)
    • AI Reaction on losing Urkans (Vanilla)
    • The Quest "A World of Monsters" (ELCP only)

Balance [XML]

  • Increased the base damage of Burdeki from 10 to 14
    • The nerf in v2.3.3 was a bit too harsh, them being pure stunners didnt really pan out
  • Increased Diplomatic Points gained via diplomatic treaties from 0.05 to 0.075 per influence point spent
    • The nerf in v2.2.2 combined with ELCPs buffer mechanic made diplomatic victory a bit too hard to achieve

AI

  • AIs no longer gain an approval bonus on "Easy" and "Newbie" difficulties (thanks Triface)
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5 years ago
Nov 11, 2019, 9:55:13 PM

Thanks for the swift update also what does the new minor faction do? I can't seem to find details and theres no realiable way to spawn them in game. You mentioned their UU is powerful and I am curious.

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5 years ago
Nov 12, 2019, 10:59:50 AM
  • Removed the unlocalized and buggy Dust Storm Weather Preset from the Sky-Shaker Facility


Oh, interesting. So that's what the missing detail where. Was this bugg in the vanilla tempest or was it due to this mod?
Either way, would it be possible to implement the Dust Storm? Or is it completely unmanagable and best off removed?

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5 years ago
Nov 12, 2019, 11:16:23 AM

It was added in Inferno. The main reason why I took it out is because I dont understand what it was even supposed to do because there is no localization. I strongly suspect they just fiddled around with it, never finished it and then kinda forgot about it. Dust storms arent really that much different than normal fog, so Im not sure its worth the work from a gameplay perspective.

Updated 5 years ago.
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5 years ago
Nov 14, 2019, 2:18:34 PM

First of all thanks for your dedication and hard work. It is greatly appreciated. 

I do have a question though: Is there any way to increase the AI's aggression level (towards the player, but especially towards other AI factions)? 

In my games with ELCP theAI  tends to go for a wonder/quest victory, which makes playing against the AI less interactive. In my experience it is near impossible to kill a Mykara player with a good start and peacefull neighbours on another continent, spaming fungal blooms and hiding behind 3k fortification, while still keeping closeby factions in check. Spies really are the only option at that point, since the AI just won't go to war with one another. (I have to admit that I played Necrophages for my last couple of games. So diplomacy was no help either)

Otherwise I would need to disable wonder/quest victories which feels kind of bad, because it nerfs specific factions (like the Mykara/Allayi).

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5 years ago
Nov 14, 2019, 2:37:45 PM

I play on serious difficulty with the ELCP (fast game speed).


Does the difficulty setting affect the AI aggression level? Or just the time in which the AI can win?

Updated 5 years ago.
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5 years ago
Nov 14, 2019, 3:07:20 PM

Game speed affects everything, a faster game speed automatically nerfs military play since teching and building stuff gets faster in relation to army movespeed. Anyway: If you want war, why dont you bribe other empires to join you in your conquest attempts?

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5 years ago
Nov 14, 2019, 3:19:11 PM

Last time I played Necrophages, so diplomacy/bribing was not an option. ;) 


I know that the game speed nerfs military play, but I'm used to it from multiplayer sessions. In the future I might try to switch to normal game speed for single player. 

I was just curious, if other players ran into the same issues or if there was a way to tweak the AI. 


Anyway: Thanks for your quick answers! 

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5 years ago
Nov 14, 2019, 3:50:52 PM

Well in general the AI plays a bit less war heavy than human players. This is by design, since AI is compromise of offering a challenge and "role playing like a real empire". Also: AI behavior is generally tested on normal gamespeed, I really dont have time to make gamespeed specific adjustment and test them.

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5 years ago
Nov 16, 2019, 10:36:01 PM

Installed mac version update and couldn't get past new game screen. :( 


Had used 2.4.1 with prev version of EL, updated EL / validated game files (worked fine) reinstalled elcp (didn't work anymore)

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5 years ago
Nov 16, 2019, 11:58:00 PM
hazelsteacup wrote:

Installed mac version update and couldn't get past new game screen. :( 


Had used 2.4.1 with prev version of EL, updated EL / validated game files (worked fine) reinstalled elcp (didn't work anymore)

I need more information. Do you use the 32bit version of EL? Can you attach the latest Diagnostics html file? Visit our discord for more indepth trouble shooting!

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5 years ago
Nov 19, 2019, 8:33:55 PM

Dont know if this an patch problem or an vanilla ...

have built Altar of Auriga.. then unlock Tower of Truth and try to build Museum of Auriga...

but i fail on Museum of Auriga (other race was faster ..) and i got back things ... to this point all is nice ... but ..

have seen by looking of the town expansions i have built i have an Tower of Truth  already in the town ... but i have none seen .... (i speculate it was on the space the Museum of Auriga have ocupied ..) - i destroy it, as i dont see it ... and dont know the outcome if he stay "invisible" ...

Then i build another destrict ... and then i have the Tower of Truth back as build option in my town ... but .. look at the picture ...


can this be fixed. so the Tower of Truth dont come in the town center ... ?

another thing i found "odd" ...

If we get "+1 Extent of the Ice Shelf on Empire" it can happen, ships frozen in the ice near the coast .... nice (i like it ;) )

but we cant attack it then with ground units , even the ground units can walk on frozen ice .... little immersion breaking ...

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5 years ago
Nov 19, 2019, 9:12:15 PM
R0TEAM wrote:

Dont know if this an patch problem or an vanilla ...

have built Altar of Auriga.. then unlock Tower of Truth and try to build Museum of Auriga...

but i fail on Museum of Auriga (other race was faster ..) and i got back things ... to this point all is nice ... but ..

have seen by looking of the town expansions i have built i have an Tower of Truth  already in the town ... but i have none seen .... (i speculate it was on the space the Museum of Auriga have ocupied ..) - i destroy it, as i dont see it ... and dont know the outcome if he stay "invisible" ...

Then i build another destrict ... and then i have the Tower of Truth back as build option in my town ... but .. look at the picture ...


can this be fixed. so the Tower of Truth dont come in the town center ... ?

another thing i found "odd" ...

If we get "+1 Extent of the Ice Shelf on Empire" it can happen, ships frozen in the ice near the coast .... nice (i like it ;) )

but we cant attack it then with ground units , even the ground units can walk on frozen ice .... little immersion breaking ...

That tower thing is rather weird but could be a one time glitch. i only really try to fix reproducable bugs where I have good save games that show the bug "happening". The ice shelves thing: ship combat is coded seperately from land combat and making work what you want would be way too much work for the effort, sorry.

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