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!
1. Settler's movement + 4 (Allayi and Clans +5) and vision +150% on turn 1 only.
2. Militia stats depends on population in city (+3 def/att and +1 damage for pop, and HP increases as pop^2: +1 HP for 1 pop, 4 for 2, 9 for 3, 100 for 10 etc).
3. Fixed slavery abuse in cultist city (only pacified villages grant bonus, not converted).
4. Reworked first faction skill of broken lords heroes. Now it gives +1, +2, +2 industry for pop.
5. Reworked necrophages' quest reward on chapter 1. Now reward is 240 dust.
6. Reworked vaulter's quest reward on chapter 1. Now it provides titan only, +20 +30 + 40 instead of +15 +20 +30.
7. Population buyout cost reduced by 25% for broken lords.
8. Reworked necrophages' quest chapter 2. Now it's passible easily.
9. +50% road income.
10. Vaulters unique city improvement winter shelters now aplies winter dust reduction immunity also.
11. Two dust era 3 technologies now available for Broken Lords at era 2.
12. Broken Lords Monument now provides +10 dust instead of +4.
13. Village rebuilding cost redused from 60 to 45.
14. All vaulters unique city improvements now require 10 strategic resourses.
15. At colonization city now has 0 defence.
16. Capital now has double defence recovery speed.
17. Urces base cost increased from 90 to 120.
18. Pillage speed doubled.
19. Pillage reward +50%.
20. Forification recovery bonus from defencive improvements greatly increased.
21. Now on marketplace available 10 non-exclusive heroes.
22. Stockpile bonus rescaled to 100, 350, 850.
23. WW unique defencive tech now available at era 2.
24. Shaman now provides 100% buf, has +25% HP and increased cost.
26. +1 range for fanatik ateshi.
27. Fixed quest bugs.
=================
was before:
Version 1.0.0 changes:
1. Settler's movement + 4 (Allayi and Clans +5) and vision +150% on turn 1 only.
2. Militia stats depends on population in city (+3 def/att and +1 damage for pop, and HP increases as pop^2: +1 HP for 1 pop, 4 for 2, 9 for 3, 100 for 10 etc).
3. Fixed slavery abuse in cultist city (only pacified villages grant bonus, not converted).
4. Reworked first faction skill of broken lords heroes. Now it gives +1, +2, +2 industry for pop.
5. Reworked necrophages' quest reward on chapter 1. Now reward is 240 dust.
6. Reworked vaulter's quest reward on chapter 1. Now it provides titan only, +20 +30 + 40 instead of +15 +20 +30.
7. Deep generators vaulter's unique improvement bonus increased from 10% to 20%.
8. Population buyout cost reduced by 10% for broken lords.
9. Reworked necrophages' quest chapter 2. Now it's passible easily.
10. +50% road income.
11. Vaulters unique city improvement winter shelters now aplies winter dust reduction immunity also.
12. Technology Dust refinery now available for Broken Lords at era 2.
13. Broken Lords Monument now provides +10 dust instead of +4.
14. Village rebuilding cost redused from 60 to 45.
15. All vaulters unique city improvements now require 5 strategic resourses.
Thanks you very much. I approve all the suggestions you have already did.
The game is much more funny now. The weaks races are playables and much more capables to rivalise with the strong races.
I propose here new suggestions to balance the game :
1. Wild Walkers
- Agashi Shaman : Give him his normal base cost (before you decreased it), but make his power give +100 % unit defense, and not +75%. Increase his health point of +25 %.
- Put their racial tech "Forest Defense" (+25 % defense in forest) from era 4 to era 2. It's a tech very rarely usefull, but it may interest a player if he fight in early game. No balance problem to put it at era 2.
2. Broken Lords
- At level 4 the Exploration empire plan give them -50 % population cost reduction. I propose to do that : make this bonus available at level 3, not 4. So, level 3 give them this -50 % population buyout cost, and level 4 give them +3 movement speed (we swap the two empire plan effects so).
- Put them the Dust Convert tech (with the building which give +10 dust per dust titles) at the place of the tech you picked from the era 3. It should help them a lot to have more dust earlier in the game.
3. Vaulters (and Mezaris)
- Make guardians able to use Teleport. It may open possibilities for heal exploits, but I don't think. Guardians are underused now and it would be good to see more guardians on field especially on mid games.
4. Necrophages
- The era 2 necrophage tech is never used, or very rarely. Why taking this tech when you can have the market which give a good bonus ? My idea is to change the tech to give to the Sacrifice a new bonus : Suppression of the expansion disapproval during the sacrifice time (coming from districts, not from new cities builded). With that, it will allow necrophages to build cities in any directions, not in triangle only. It's maybe overpowered but I find it intersted to test (any change can be reverted).
5. Ardent Mages
- Ardents mages have some pillars but we never use them. It's sad. One pillage should be available earlier, it could help mages a lot to build new cities. This pillar is the Food pillars, which can be reserach at late game, at a point no one would use it. I propose to put this technology at era 2, to allow a fast grow of new cities for the mage player who wants it. I think the effect can be very interesting.
- Ardents mages very rarely use their distance units (the kind of flying sorcerer). They are fragiles, they dont have shield. They should remain fragiles as it's their nature, but I think it would be good to make them more tactical to use by adding them +1 range. That's I propose : +1 range.
6. Roving Clans
- Their quest ligne is hard. In the first tech there is a quest which need to have 50 strats ressources and 50 luxury ressources. It's a LOT. I propose to reduce from 50 to 25 both. Another quest ask for destruction of a city. First it's hard to do as we have mercenaries only. Two, it does not really feat with a peacefull and trader nation. I propose to suppress it and replace it with something easy (as having a trade road of 50 dust per turn).
- Using mercenary is very expansive. They cost a lot, one mercenary generally cost the price of a hero at era 2. I propose to give a natural trait to Roving Clans which reduce of -33 % the hiring cost of any mercenary unit (logic for this civ, and usefull).
7. Drakkens
- Drakkens have interesting racial effects, and good units but I think they need a bit more influence per turn. So I propose that each district give them +1 influence per turn. 3 city with 4 empire give them +12 influence per turn. Not a lot, but always interesting especially at early game.
8. Forgottens
- Myst are very powerfull. Very fast, flyers, high intiative (so good againt archers, and good to pillage). It's not normal that they compose nearly 100 % of Forgottens armies. I am not sure of what to do about them as it's good to have them to attack distantes cities, or pillage. I propose to buff Assassins and Predators instead.
- These buff would be that : Assassins and Predators have +1 movement speed on the campaign map (so their are better for moving them to raid or anything). Assassins have +20 % attack stats. And Predators has +10 initiatives (if not they cannot use their special capacity).
9. Allayis
- They need more pearls. They lack pearls. So I propose that each district of level 2 produce one pearl each turn. A triangle districts (so 6 districts) will produce 3 pearls per turn. And Allayi have difficulties to have some cities. So this bonus is small.
10. Morgawrs
- The dock district is too powerfull for Morgawr . Halve his industry bonus for Morgawr. But halve his cost too (to make possible to build it at early game). This bonus is more made for Morgawr to be an imperial way building of the Sea, not this industrial booster.
- Morgawrs has great difficulities to colonise the sea and control one unique sea. It's a failture because it should be their core philosophy. Devs explained Morgawr as a Brittish Empire : one central sea well controled, with regions colonised all over this sea. To change this, I propose to give to Morgawr settler an extra speed ok +5 for 3 turns. It would allow them to go colonise distant regions more easily.
- Morgawr have no real problem to move on earth. -1 speed is not enough. I propose a hard malus of -3. If they want to counter it, they can buy equipement (speed necklaces) or they can use fast units (cavalery or flyers) from the mid game. They can too use the rivers, but without rivers it should be hard for Morgawr to move on earth.
- Is that possible to remove the speed bonus from roads, if they capture cities with roads ?
- To counter this malus, Morgawr LAND units (not sea units, as Leviathan) should have +4 speed on water. It will allow faster reinforcement of Morgawr between their cities. It will allow them to invade distant city, near cost, much easily. And it will help their settler and mastermind to activate quest and scout the seas.
11. Nerfing the rewards of easy quest & legendary quest
- There are few quest which break the game as they are super strongs.
- Legendary deed of Era 1 is a joke. It change complely how a game will goes. I propose to give malus from 120 to 50 (so potentially 25 turns of bonus, which is not bad).
- There is a random quest which give +1 extraction of ressources coming from luxury extractors. This is a very high bonus, completely random too. I propose to suppress this quest.
- There is a quest which give a superb titane reward (50 generally) for the first player to open a ruin in a region. So it's another pure luck quest. If you are close, you win the quest. And you don't win 10 but you won a huge reward. I propose to give a small reward of 20 titanes (or glassteal).
I have some thoughts and agrees/disagrees with Jojo.
Broken Lords
- At level 4 the Exploration empire plan give them -50 % population cost reduction. I propose to do that : make this bonus available at level 3, not 4. So, level 3 give them this -50 % population buyout cost, and level 4 give them +3 movement speed (we swap the two empire plan effects so).
I disagree with it. They already have 25% pop buyout reduction. At turn 40-50 you can buyout as many as you wish. I would change it to 20% even. Now 30 pop at 50 turn is legit.
- Put them the Dust Convert tech (with the building which give +10 dust per dust titles) at the place of the tech you picked from the era 3. It should help them a lot to have more dust earlier in the game.
It's questionable. Dust Alchemy will definitely help them, but it can be too OP.
-Also I'd like to see Prisoners, Slaves, and Volunteers (25% units and buildings buyout reduction) is available at the start instead of Advanced Armor for Broken Lords, if it's possible. It may be quite interesting.
Vaulters (and Mezaris)
- Make guardians able to use Teleport. It may open possibilities for heal exploits, but I don't think. Guardians are underused now and it would be good to see more guardians on field especially on mid games.
Totally agree. Now guardians are quite useless due to lack of movespeed (except of Neros) and their cost. This buff may change the situation at least for Vaulters.
-Also I'd change hero's faction skill tree. My suggestion: swap trade route effect skill and fortification recovery effect skill and buff it by +10 per turn, +20 per turn, and +50% recovery or +30 per turn.
Forgottens
- Myst are very powerfull. Very fast, flyers, high intiative (so good againt archers, and good to pillage). It's not normal that they compose nearly 100 % of Forgottens armies. I am not sure of what to do about them as it's good to have them to attack distantes cities, or pillage. I propose to buff Assassins and Predators instead.
I agree with buffing Predators and giving them +10 base initiative. I dont know how to buff Assassins. I can't imagine the situation when Assassins will be better than Mysts. I propose to reduce Assassin's base cost form 52 to 42.
Allayi
- They need more pearls. They lack pearls. So I propose that each district of level 2 produce one pearl each turn. A triangle districts (so 6 districts) will produce 3 pearls per turn. And Allayi have difficulties to have some cities. So this bonus is small.
I disagree with this suggestion. It will be ~10 pearls per turn at turn 30 and it's pretty OP. I propose to change Allayi's skill Auriga affinity giving them +20% pearls received when collecting at lvl 1 (for hero) and +30% at lvl 2 (for skyfin), if it's possible.
Nerfing the rewards of easy quest & legendary quest
- Legendary deed of Era 1 is a joke. It change complely how a game will goes. I propose to give malus from 120 to 50 (so potentially 25 turns of bonus, which is not bad).
I propose to give 60 resources as a reward for both legendary deeds at era I and era III.
- There is a quest which give a superb titane reward (50 generally) for the first player to open a ruin in a region. So it's another pure luck quest. If you are close, you win the quest. And you don't win 10 but you won a huge reward. I propose to give a small reward of 20 titanes (or glassteal).
I agree with Jojo here. 50 is too much.
Bugs
It seems that I found 2 bugs:
1. The army of WW can't move if there are some minor faction units.
2. The final (8) faction quest (to capture 3 cities) doesn't start for Allayi.
5. Resourse gain gamespeed multiplyer rescaled from 1.5 to 2.
6. Technology stealing +1 era per lvl, -17% cost.
7. Movement on sea: ships +3, morgawr +3, the rest +2.
8. Increased map size. Increased size of water regions, therefore number of fortress decreased. Recomended proportion land/water is 50/50 (total land area remains the same as it was at 70%). Normal size of map now provides all luxuries, small - 12, tiny - 9.
To reply on Jojo_Fr's and Light_Spectrum suggestions:
Wild Walkers
- Agashi Shaman : Give him his normal base cost (before you decreased it), but make his power give +100 % unit defense, and not +75%. Increase his health point of +25 %.
- Put their racial tech "Forest Defense" (+25 % defense in forest) from era 4 to era 2. It's a tech very rarely usefull, but it may interest a player if he fight in early game. No balance problem to put it at era 2.
Done
Broken Lords
- At level 4 the Exploration empire plan give them -50 % population cost reduction. I propose to do that : make this bonus available at level 3, not 4. So, level 3 give them this -50 % population buyout cost, and level 4 give them +3 movement speed (we swap the two empire plan effects so).
As Light_Spectrum I disagree. Empire plan is well balanced. I think there are other ways to boost BL. For exaple aproval boost, as they need more cities.
Put them the Dust Convert tech (with the building which give +10 dust per dust titles) at the place of the tech you picked from the era 3. It should help them a lot to have more dust earlier in the game.
Done
Vaulters (and Mezaris)
- Make guardians able to use Teleport. It may open possibilities for heal exploits, but I don't think. Guardians are underused now and it would be good to see more guardians on field especially on mid games.
Unfortunately impossible.
Necrophages
- The era 2 necrophage tech is never used, or very rarely. Why taking this tech when you can have the market which give a good bonus ? My idea is to change the tech to give to the Sacrifice a new bonus : Suppression of the expansion disapproval during the sacrifice time (coming from districts, not from new cities builded). With that, it will allow necrophages to build cities in any directions, not in triangle only. It's maybe overpowered but I find it intersted to test (any change can be reverted).
Need time to test.
Ardent Mages
- Ardents mages have some pillars but we never use them. It's sad. One pillage should be available earlier, it could help mages a lot to build new cities. This pillar is the Food pillars, which can be reserach at late game, at a point no one would use it. I propose to put this technology at era 2, to allow a fast grow of new cities for the mage player who wants it. I think the effect can be very interesting.
Need time to test.
Ardents mages very rarely use their distance units (the kind of flying sorcerer). They are fragiles, they dont have shield. They should remain fragiles as it's their nature, but I think it would be good to make them more tactical to use by adding them +1 range. That's I propose : +1 range.
Done
Roving Clans
- Their quest ligne is hard. In the first tech there is a quest which need to have 50 strats ressources and 50 luxury ressources. It's a LOT. I propose to reduce from 50 to 25 both. Another quest ask for destruction of a city. First it's hard to do as we have mercenaries only. Two, it does not really feat with a peacefull and trader nation. I propose to suppress it and replace it with something easy (as having a trade road of 50 dust per turn).
Need time to test.
Using mercenary is very expansive. They cost a lot, one mercenary generally cost the price of a hero at era 2. I propose to give a natural trait to Roving Clans which reduce of -33 % the hiring cost of any mercenary unit (logic for this civ, and usefull).
The only possibility i ve found by now is to reduce marketplace cost of units for all factions. It will also effect the price of units to sell.
Drakkens
- Drakkens have interesting racial effects, and good units but I think they need a bit more influence per turn. So I propose that each district give them +1 influence per turn. 3 city with 4 empire give them +12 influence per turn. Not a lot, but always interesting especially at early game.
I doubt if its a good idea to give extra influence to Drakkens as problem of force truce is not solved yet.
Forgottens
- Myst are very powerfull. Very fast, flyers, high intiative (so good againt archers, and good to pillage). It's not normal that they compose nearly 100 % of Forgottens armies. I am not sure of what to do about them as it's good to have them to attack distantes cities, or pillage. I propose to buff Assassins and Predators instead.
- These buff would be that : Assassins and Predators have +1 movement speed on the campaign map (so their are better for moving them to raid or anything). Assassins have +20 % attack stats. And Predators has +10 initiatives (if not they cannot use their special capacity).
Mysts have very little base cost, compare to their power. Offer to balance it. And additinally boost tech stealing ability as written before.
Allayis
- They need more pearls. They lack pearls. So I propose that each district of level 2 produce one pearl each turn. A triangle districts (so 6 districts) will produce 3 pearls per turn. And Allayi have difficulties to have some cities. So this bonus is small.
Need time to test if it possible, but dislike this idea.
Morgawrs
- The dock district is too powerfull for Morgawr . Halve his industry bonus for Morgawr. But halve his cost too (to make possible to build it at early game). This bonus is more made for Morgawr to be an imperial way building of the Sea, not this industrial booster.
Impossible
Morgawr have no real problem to move on earth. -1 speed is not enough. I propose a hard malus of -3. If they want to counter it, they can buy equipement (speed necklaces) or they can use fast units (cavalery or flyers) from the mid game. They can too use the rivers, but without rivers it should be hard for Morgawr to move on earth.
Disagree. Movement 3 is well balanced i think.
- Is that possible to remove the speed bonus from roads, if they capture cities with roads ?
Impossible
- To counter this malus, Morgawr LAND units (not sea units, as Leviathan) should have +4 speed on water. It will allow faster reinforcement of Morgawr between their cities. It will allow them to invade distant city, near cost, much easily. And it will help their settler and mastermind to activate quest and scout the seas.
Suggest to change as i write previosly:
- Movement on sea: ships +3, morgawr +3, the rest +2.
- Increased map size. Increased size of water regions, therefore number of fortress decreased. Recomended proportion land/water is 50/50 (total land area remains the same as it was at 70%). Normal size of map now provides all luxuries, small - 12, tiny - 9.
Legendary deed of Era 1 is a joke. It change complely how a game will goes. I propose to give malus from 120 to 50 (so potentially 25 turns of bonus, which is not bad).
Need time to test.
There is a quest which give a superb titane reward (50 generally) for the first player to open a ruin in a region. So it's another pure luck quest. If you are close, you win the quest. And you don't win 10 but you won a huge reward. I propose to give a small reward of 20 titanes (or glassteal).
Done (but need test)
There is a random quest which give +1 extraction of ressources coming from luxury extractors. This is a very high bonus, completely random too. I propose to suppress this quest.
I agree with Grinder, see no problem with it.
Also I'd like to see Prisoners, Slaves, and Volunteers (25% units and buildings buyout reduction) is available at the start instead of Advanced Armor for Broken Lords, if it's possible. It may be quite interesting.
Coming soon.
Also I'd change hero's faction skill tree. My suggestion: swap trade route effect skill and fortification recovery effect skill and buff it by +10 per turn, +20 per turn, and +50% recovery or +30 per turn.
I think vaulters srill tree needs deep changes if we want to make good governer. Discussible.
The army of WW can't move if there are some minor faction units.
Forest walking removed from game.
The final (8) faction quest (to capture 3 cities) doesn't start for Allayi.
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