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!
The rule can currently not be disabled due do lack of demand. The rule is mainly to prevent players selling armies as soon as they sense danger to deny experience to the enemy. Attacks, harass, etc. outside your territory needs to carry a risk.
Updated 4 years ago.
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Alright, but it doesn't make sense why it can't at least be an option to turn off, especially if you're looking for the most vanilla experience possible. Maybe disbanding should still be an option.
Here's a suggestion I think is valid though. I noticed this patch fixes bugs not normally fixable through mods. I'm not sure if it's been suggested before and can't be done or if it's simply an oversight, but is the naval spawn point bug an issue that's being looked at?
I'm not the only person who's become a victim of this naval spawn point bug, where selecting a spawn point for boats can sometimes end up on the wrong tile and become stuck there/invisible for the rest of the game. This results in boats always spawning/teleporting on the selected tile permanently (in my experience I seldom notice when I do this accidentally), and afaik there's no way to reset the naval spawn point back to the original location.
I don't know how much discussion there is about this bug and I'm not much of a coder, but as far as I can tell, the game only checks whether the anchor point tile you selected is an ocean til that's being exploited. It doesn't seem to check whether it's actually OWNED by you, or even in the same region. Since it's ANY exploited ocean tile, you can set the spawn point on yours, or even your enemy's fortresses (and cities!!!) so long as you have that part of the map explored (you don't even need visibility!).
I think appending a check to ensure the selected naval spawn point is in the same region is all that's needed.
Anyways, whatever happens, I hope my one criticism doesn't betray how much I appreciate this patch. It's excellent, and has significantly enhanced my experience playing this game. Thanks~
You always have to keep in mind that I do this in me free time and every additional option, every little change takes time that I dont really have.There was a time where I tried to please everyone, but what happens is you get 10 people in your channel asking for minute changes/options all the time. I had to learn to say "no".
This is also the reason, why I typically operate under the rule "savegame or it didnt happen" in the case of bug reports ;). Do you happen to have a save where your issue is reproducable?
Updated 4 years ago.
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Yeah, time is finite, totally understandable. Like I said, I totally appreciate this patch as it is. It's so good that I'll never play the game without it, for sure.
I think the bug could be reproduced in literally any current save, though. All that's needed is a naval spawn point.
Maybe there is a future where I find the time to read the modding tutorials and make a bugfix, myself ¯\_(ツ)_/¯ Certainly no promises
I can see a lobby using 2.5.6 version of your mod. Guess Jojo_Fr (player) tests an upcoming patch?
There is a beta test channel in my discord which is now public. It contains the latest beta version, which parts of the multiplayer community are typically quick to adapt. The next full release (2.5.7) will probably appear in the coming week.
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I found a bug which may or may not have been reported.
Any quest reward units (including those of player factions) awarded are different from their default unit templates - therefore they cannot be retrofitted
Magtay units are not counted as minor factions units for quest requirements
I found a bug which may or may not have been reported.
Any quest reward units (including those of player factions) awarded are different from their default unit templates - therefore they cannot be retrofitted
Magtay units are not counted as minor factions units for quest requirements
Quest reward units get assigned the default template if it hasnt been changed yet (and has been researched in case of faction units). This is vanilla behaviour and is hard to change. Magtay bugs should have been fixed, I would require a savegame where the issue is reproducable for taking action.
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Found a bug. I attacked an enemy urkan that was crossing the sea, once I killed him I obviously captured him, but I can't move him. All I can do is to turn on auto explore and hope he reaches land. Any potential fix for this?
I loaded your save and was able to move your embarked around just fine on the next turn. Its possible that this has to do with being on a newer internal version. If you want, you can try out the current beta in the beta channel of the discord server.
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I loaded your save and was able to move your embarked around just fine on the next turn. Its possible that this has to do with being on a newer internal version. If you want, you can try out the current beta in the beta channel of the discord server.
Just knowing that you were able too is enough for me to trust you :D I'll wait for stable version.
I think I've got another but that i can replicate too. One moment. I will post a new fresh variant.
Found a new bug, this is rather bizarre and I have never seen it before so it might not be on demand. But I can see this being a big problem in multiplayer if an accident happens. I recently lost my urkan to the neighbouring faction. They released it. I attacked the urkan, but the game demands me to "be at war with it". If I cancel, fine, if I do it again however, the game new pop up window locks me out from proceeding. Forcing me to restart.
The problem with your save is that it doesnt show the actual bug happening, but only its consequences. I would need an earlier to reproduce the bug.
Yikes. Well, I don't think I have anymore saves of this campaign. I finished it after all. So it's all I have. It came so sudden too. So sorry about not having a proper reproduction.
Also, about the notification thing, I think it was just auto pop up, not end turn notification. So ignore that.
A friend of mine reported, the sea monster (Quest: There's something out there) joined a fight on enemy side, when he was attacking a hostile city in land fight. As a result game crashed. No save file available. My friend played the Dust Lords and attacked an Allayi city.
Bug was not replicable, past reloading autosave and attacking same city again, everything worked as intended.
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