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!
It's been a while, but a new version of ELCP is finally here! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers can be found on [page 1].
As we enter the third year of ELCPs existence, I still find myself being drawn back to the game from time to time. This patch has been brewing for a while now, and it brings some interesting changes. First and foremost there are - once more - many bugfixes, some to issues which were show stoppers. Most importantly Urkans should now finally no longer able to die or "disappear", which typically lead to broken saves. The whole buggy security and mod-checking complex has been reworked aswell. Mod load order is now preserved correctly when loading a save/joining a multiplayer lobby, leading to less bugs. Using the steam-invite function no longer ignores hash checks. If you suddenly are unable to join multiplayer lobbies via steam invite, chances are your installation has some issues, a complete reinstall could help in this case. Last but not least, older savegames now remain functional in multiplayer, even when ELCP or other mods get updated. All in all these changes should lead to a more stable multiplayer experience.
Featurewise the biggest newcomer is probably the custom scaling UI. This feature (programmed by community member whateverelse) is highly experimental and may have some quirks, but it should finally allow HighRes users to adjust the UI more to their liking.
As a final note: I know there is now also a version of EL that comes with the XBox Game Pass. I have no clue if ELCP is compatible with this version, and I have no way of testing it. If you are a Game Pass user, try it at your own risk ;).
Fixed an issue where Heros of eliminated Empires wouldnt get released from prison properly
Entering Peace, Alliance or Truce now automatically cancels all ongoing Fungal Bloom dismantling actions with the other Empire
Fixed custom Ardent Mages that have no spells causing never ending AI battles
Fixed the reworked version of the "Body and Blood" Quest not working correctly (thx Iceberg)
Fixed a bug introduced by Symbiosis, that caused Tower of Truth and Tower of Fidelity not to do any retaliation damage
Performance: As a Mykara, clicking on a city or a bloom when many blooms have been grown will no longer freeze the screen for a moment
Performance: Spread out the computation load for AI diplomacy a bit, which should lessen the amount of hitching at the start of the turn somewhat (mainly during lategame)
Performance: Introduced a new pregame Setting: "Visibility-Update-Speed"
Controls how often the Fog of War is recalculated, can be used to improve performance in CPU limited (lategame-)scenarios slightly
Will have minor game play impact, where sometimes it takes a few frames for the fog to update correctly
Fixed a Bug where the upgrade notification for Fungal Bloom Towers would bug out if the blooms where destroyed at the same time the popup happens
Fixed a Bug where the Mykara Symbiosis feature would not work at all when the Player doesnt use the "Shadows"-DLC
Spectators can no longer raze Cities overgrown by Mykara
Fixed a few bugs with the price calculation on the Market
Urkans can now longer "drown" (they will untame and relocate instead)
Urkans can no longer settle on ice shelves
Embarked Urkans that get untamed and burrow away now lose their "embarked" status properly
There is now a "last resort" relocate function when no free regions are found. In this case the Urkans will teleport to a random location, but will not settle
This is only of relevance when an Urkan is untamed during the lategame on a fully settled map.
Fixed a long standing bug where certain quests couldnt progress even though they should because the game didnt create proper deep copies of certain objects
This bug affected many quests, for example a common occurance was the Vaulter Main quest Chapter 3 not progressing after the Winter Shelter has been built
This bugfix is not retroactive, it wont fix broken quests affected by the bug in your ongoing game
Fixed a whole bunch of bugs/security issues when it comes to joining multiplayer lobbies
When using the steam invite feature, mods, hash checks and version checks are no longer ignored
When the game detects missing mods, it will now try to respect the mod loading order the host has chosen instead of ignoring it completely (which can lead to all sorts of bugs and Desnycs)
Multiplayer savegames now remain playable if EL/ELCP or any of the attached mods get updated
Improved the ELCP World Generator Setting "Volcanize Kapaku Regions"
The Spawning algorithm now prefers volcanizing a selected Region where a Kapaku spawns instead of trying to move Kapaku to already present volcanic regions. This helps to better spread Kapaku empires out according to the world generator settings
Volcanized Regions now correctly spawn bonus resources and lava rivers
UI
When selling stacks of units, the correct tooltip for that transaction is now shown on the market
When loading a multiplayer game, the background size of the player status display now scales correctly with the number of players
Holding down the "Shift"-Key while enqueueing a new technology will now insert this technology at the front of the research queue
Added custom UI scaling as a new, experimental feature (programmed by community member whateverelse)
You can now set custom UI- and Font-Scales for the Big Screen User Interface
To do this, you need to use the "--uiScale=" and "--fontScale=" startup parameters (without the quotation marks)
If you dont know how to setup startup parameters in steam, see here: https://support.steampowered.com/kb_article.php?ref=1040-JWMT-2947
"--uiScale=" typically needs to be about 50% larger than "--fontScale=", you may need to try around a bit (restart EL after changing the numbers)
"Big Screen User Interface" needs to be activated for these parameters to work correctly, dont use them without it! Delete the parameters to reset the changes.
For example: "--uiScale=3 --fontScale=2" is a good choice for 4k resolution, other resolutions need different values
There are some minor quirks and bugs with this feature (some icons dont scale, weird circles on certain buttons), but overall it should work fine
Balance [Core]
Introduced a new ruleset "Weaker Settlements" that determines, how strong the defenses of newly settled Cities are
Newly settled Cities will no longer have any Fortification, Fortification regenerates in the following turns as usual
Additionally, Settlers created from razed Cities will transfer 0 Militia to a City settled by them.
Milita growth per turn is limited to 1 for the first 3 Turns after settling.
Via Setseke resettled Cities are not affected by this.
This Change is intended to make cities less effective offensive tools and settlers a more risky investment, it should also make the popular (multiplayer-) razing strategies riskier.
Is activated by default, can be deactivated in the pregame settings
Balance [XML]
When a city is conquered, its new Ownership now depends on the size of the city (1 and 2 Population Cities will immediatly have 100% Ownership!)
In addition with the new "Weaker Settlements" ruleset this should make attacking small Cities enticing, as they now can be immediatly razed for a free Settler.
Several changes have been made in order to promote the use of the pillage feature
The "PillagePower" of a Unit is now double that of its fortification damage
Pillage Recovery has been doubled
This effectively makes pillaging twice as fast (for faster rewards) but also halves recovery times (for less impact on the receiving players end)
The Fortification Damage bonus confered by the Privateer techs has been reduced by 1 to compensate
The Fortification Damage bonus confered by the Forgotten trait "Practiced Pillage" and their Symbiosis trait "Shadows and Dust" has been reduced to 1 to compensate
Several commonly used Infiltration Actions have been nerfed
Reduced the power of "Damage Fortification" 4 to 75%, "Damage Fortification" 5 no longer lasts for several turns
Reduced the duration of "Decrease Vision" 4/5 to 4 turns (normal speed)
Reduced the duration of "Steal Vision" 4/5 to 6/8 turns (normal speed)
Reduced the duration of "Decrease Battle Morale" to 2/4/6 turns (normal speed)
Fotios' Ward and Skoros' Heal abilities no longer scale with game speed
The Minor Faction unit "Gauran Minotaur" now has the "Faster Pillage 2" Capacity
The Minor Faction unit "Nidya Arpuja" now has the "Flying Slayer 2" Capacity
Tower of Truth and Tower of Fidelity have had their pearl cost reduced by 50% (down to 5/10)
The Myst Capacity "Faster than shadows" can no longer damage fortified units with its secondary bounces (they can still act as a "conductor" though)
Mysts have had their production cost increased by about 20%
Neutral Urkans now prefer sitting next to ruins, in order to give Mykara a slight edge in getting them
Delayed the Victory Warning Alert for the Diplomatic Victory a bit
Reduced the base price and the price inflation of non-hero units on the market; additionally the price tendency of all non-hero units is now linked together
This should make selling cheap to produce units weaker and incentivize mercenary usage
Furthermore you can now drive down the price of mercenaries by selling units (or drive it up by buying them)
The Competitive Quest "A Cursed Bounty" was slightly reworked
Increased the strength and scaling of the Tetike armies
Searching the wrong ruin no longer displays an error message (it was never true anyway), it instead spawns another Tetike army that attacks the player
Searching the correct ruin still grants the searching player the reward, but all living Tetike quest armies will try to attack that players empire
This change should make this quest a bit more interactive, as you can no longer completely ignore the spawned armies and just grab the reward
The Cooperative Quest "A Plague of Savagery" will occur a bit later in the game
AI
Fixed AIs not respecting blooms when pursuing Victory Quests
Slowed down the AIs auto quest solvers on difficulties below hard in order to make low difficulty games a bit more "chill"
AIs are now able to use Fotios' Ward ability
AIs will now consider buying the corresponding Luxuries on the market when attempting to tame an Urkan
AIs will now consider units in production when deciding whether to change minor faction assimilations
On Turn 1, AIs will now split off their military units and send them exploring immediatly
Fixed a minor issue that could lead to (neutral) naval armies locking up, stealing each others job assignments
Adressed some pathing issues for naval and catspawed armies
When a City is hit by a "decrease production" infiltration action, AIs will no longer try to counteract by assigning workers or stockpiles to that city (thx ThanatoastArigata)
Some more performance tanking pathing issue fixes
Improved AI spy usage once more
Decrease Population will no longer be used on Cities below 13 Population
AIs will no longer use currently active actions (like Decrease Morale or Steal Vision)
AIs will no longer try to save influence for different matters when a spy is at infiltration level 5
Modding
The ELCP change to where units can be sold can now be deactivated via xml editing (UnitSellingInOwnedTerritoryOnly in Public/Registry.xml), this setting is disabled in the Vanilla Balancing mod
Questtriggers now also work on quests that immediatly finish on start ("Preludes")
Questvariables can now explicitly saved as Global Variables by setting the "ToGlobal"-Attribute to "true"
Questarmies can now be spawned with a level according to the highest reached era instead of it depending on the turn number by setting ScaleWithMaxEra="true"
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Hi, I've just downloaded the community patch for the first time and started a new game. Out of the first 7 ruins I searched, 6 gave nothing. Is this a feature of the patch? (I haven't seen it mentioned anywhere.)
I have not played much of EL, I do play a lot of Endless Space 2. I just recently got the last two expansions for EL. I think what I am trying to ask, is this Community Patch something I can delve into right away? I have played a little EL, not really finished a game. I kind of want to jump in and have this Community Patch in. I just feel like, I am going to miss out something that was in vanilla or would I truly apprecate this mod, after skipping the vanilla experience.
Most of the features in the mod fix bugs, or make the AI less stupid. If you want to exploit problems with the AI, then don't use the mod. The mod does make the game a tiny bit more challenging but you can just play on an easier difficulty if you're struggling.
Does the new patch attempt to fix the sea regions being rather unvaluable?
I actually played a scattered map, with a lot of open seas. I hardly got any resources from controlling 80% of the worlds seas. It felt strange, as I recall they used to give a handsome amount of value from actually controlling them.
If at some stage you have time for it, I wondered if you could make it that scrolling the map with the mouse (map edge) isn't interrupted by the cursor hitting an interactible such as a city name box and others? I guess I could just scroll with the keyboard instead
Something that is also a tad annoying later in the game is that minor factions run out of quests. Personally I've addressed that by increasing the maximum instances per empire in the file, but maybe worth doing that in ELCP as well?
This probably isn't fixable, but ruins which have quests active cannot be searched if conditions aren't met, even during dust eclipses or if they've never been searched before.
I am not interested in adressing small annoyances of your first post, sorry.
As for your savegame: The elcp version you are using is heavily outdated, you are using 2.4.3, current version is 2.6.0. Please start a new game on a current version and see if everything works like it should.
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OK so I started a new game and the blooms progress initially and one completed but then I started several and they have now all stalled again... I also still don't get a popup on turn 20 saying that I should choose an empire plan...
Only happens with Allayi and Mykara for me, haven't had any issues with standard factions
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