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Endless Legend Community Patch

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4 years ago
Aug 9, 2020, 9:57:32 PM

Ok, thnks, worked. Used a special tool to clean everything up and it worked. So I didn't properly got rid of it the first time, or... it's because I unsubscribed to the ELCP that was on the steam workshop. Because I had subscribed it, thinking it was the same as this one, but.. it isn't? Or is it? I'm not sure; are you familiar with the one in the workshop? Is it the same as the one I got here?


Anyway, it's really appreciated. I'm just wondering why - since they (wel, sega now, I suppose) claim to be all for community involvement - why they didn't yet implement your bugfixes? Did anyone ever tell them they could just take it over as a patch. I mean, ok, for the balancing and some more controversial aspects, one might claim it won't suit everyone, but for BUGFIXES, specifically, there can't be really anyone against it, right?


The race dying/urkan missing wich caused the game to hang up on 'loading empires" when trying to replay an save, was really annoying. So I would think; anyone fixing this with a patch would be rather easy and straigthforward? Is there a reason they don't simply take the fixes here and make them into a minor patch?

Updated 4 years ago.
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4 years ago
Aug 9, 2020, 10:49:16 PM

the Steam workshop mod is pretty clear in its description. It is called ELCP Vanilla Balance and is a companion mod for ELCP, reverting most of the xml related balance changes (for those who want that). It does not contain the the ELCP core files and needs them to function.


I am in contact with Amplitude and do post bugfixes. They have implemented some of them in the past and will likely do so in the future. The issue - as far as I can gather - is that developers with experience of the EL codebase (which is old) are busy with their next game Humankind and ES2 (which is also in dire need of patches). They cant just "pay" me to do it because I am not located near them and my (to be honest sometimes amateurish) code needs to be reviewed by professionals. Also its "hacked" directly into the dll code using third party tools, since I dont have the proper source code, which they probably wont give me since - again - I'm not near them and a potential security risk. Some of my other fixes may make it into future patches though.

Updated 4 years ago.
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4 years ago
Aug 10, 2020, 8:49:18 AM

Well, thanks for the help. Well done. Your ELCP was a great help, and I hope most of it, eventually, some day, will be officially incorporated into the game.

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4 years ago
Aug 10, 2020, 10:17:48 PM

Hello again.

Has there been found a fix for the stutter? I reported the issue here https://tinyurl.com/yx996tgb

The stuttering has been going on for years and is (or was) apparently a known issue according to older posts.

Any hope in 2020?

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4 years ago
Aug 11, 2020, 12:04:22 AM

There are certain ai related stutters that can be fixed on a case by case base if I get a save where the issue is reproducable. There are other, general engine related stutters I cannot fix.

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4 years ago
Oct 16, 2020, 1:32:58 PM

Thank you for the save, I can reproduce the issue and have fixed it in my internal version. For you there is a workaround: just wait for like 5 minutes after loading thbe save, then raze the city. Everything should work fine afterwards. This is a Mykara Capital specific issue, so you dont need to wait every time ;).

Updated 4 years ago.
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4 years ago
Oct 16, 2020, 2:03:49 PM

Hi, I am new to Endless Legend, I have just bought the Entire Bundle. Reading reviews, many say Endless Legend is better with Community Patch. Is that still relevant with all DLC's?

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4 years ago
Oct 16, 2020, 2:15:14 PM

In short: yes. ELCP is DLC-agnostic, the DLCs dont "fix" any bugs or improve the AI, they "just" add new content (which sometimes even introduces more issues).

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4 years ago
Oct 17, 2020, 3:41:05 AM

Hey LeaderEnemyBoss. Hope you are doing well in these strange and stressful times. Any idea when the next release of ELCP will be?

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4 years ago
Oct 17, 2020, 9:01:30 AM

Probably not soon, I'm not working on it a lot these days except from the occasional bugfix here and there (from saves I get). 


I am probably the person that has the easiest time with a pandemic on the world. As a basement dweller not a lot changes for me really ^^.

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4 years ago
Oct 17, 2020, 12:36:33 PM
LeaderEnemyBoss wrote:

Probably not soon, I'm not working on it a lot these days except from the occasional bugfix here and there (from saves I get). 


I am probably the person that has the easiest time with a pandemic on the world. As a basement dweller not a lot changes for me really ^^.

Ah I see. Well no problem. Take care anyway. I look forward to its eventual release.

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4 years ago
Oct 27, 2020, 8:53:37 PM

ELCP 2.6.0.  Saved game available.

When a tile has Unspoiled Ruins (or Temple Ruins?) on Lava Flows terrain, Kapaku and non-Kapaku units walk through it differently.


1. I have Unspoiled Ruins in a Lava Flow tile.  The tooltip says: Move Cost: 2, and that it damages you on entry.

2. Kapaku Golem Riders walk over it, take 0 damage because of Inner Fire, but pay 2 MP.

3. Caecator walks over it, takes 0 damage because of Unspoiled Ruins(??) or winter(??), and pays 1 MP because of Unspoiled Ruins(??).


I expected the Caecator to also suffer case #2.
Conjecture: Inner Fire sees Lava Flow and takes code branch #A, lack of Inner Fire sees the Ruins and applies code branch #B?

And incidentally:
4. Golem Riders' actual movement distance is 1 hex shorter than its pre-move path planning.
Conjecture: Path planning thinks the Ruins bridges over the lava and sets MP = 1, but actual movement charges MP = 2.
Updated 4 years ago.
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4 years ago
Oct 27, 2020, 10:28:53 PM

Units not taking lava damage when walking over ruins/POIs in general was a change made by Amplitude/NGD back when inferno still received patches. The 2 movement cost are a bug though (I assume), but probably not ELCP specific. I would classify it as a minor issue, which I may or may not look into. 

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4 years ago
Nov 3, 2020, 12:49:18 AM

Here are a couple of odd quest completion triggers.

Both quests completed prematurely, before I finished the stated condition.

These could be old issues already known, in which case disregard.


ELCP 2.6.0, although I think it's not specific to ELCP.

Kapaku, late Era V.


1. Power and Prestige (for Era V Arts Council) says: Level up any District in Kentamys to L2.

In Kentamys, I finished an L1 Borough Streets, giving a total of 5 districts: L1 City Center, L1 Borough Streets, L1 Winter Borough, L1 Abbey of Aomalies, and the L1 Borough Streets.  They're all still L1.  Yet it completed the quest and paid the loot.  That same turn, I started building Arts Council in a different city.


I may have leveled up a district to L2 in a different city in the same turn.


2. Colossal Danger (for 50 Adamantian) sent a Skoros (with the neutral yellow icon) toward my capital.

I found it embarked on the sea, and sent a Boarding Vessel toward it.


Next turn, A Test of Strength (for Era V Neros + 2,000 Dust) created an L3 Neros.

I killed the Neros, and it completed both quests.  It paid the 50 Adamantian, even though Skoros is still alive, embarked in his rowboat.

Neros was my 45th tech, instantly advancing me into Era VI.

~~~~

I probably don't have a saved game that shows #1 clearly.

I do have a saved game for #2, from just before I attacked Neros.

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4 years ago
Nov 8, 2020, 8:42:53 AM

Any solutions to reduce multiplayer desyncs? Even with patch after turn 50 -> desync every 10-20 turns. Totally annoying.

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4 years ago
Nov 8, 2020, 11:36:28 AM
Helmniir wrote:

Any solutions to reduce multiplayer desyncs? Even with patch after turn 50 -> desync every 10-20 turns. Totally annoying.

Honest answer: Ignore them. It is very likely that the desync error message is buggy and ofdten gets displayed for rather harmless things. Only if you notice weird things happening you need to redo the lobby. 


Sadly its basically impossible to fix desync issue without savegames where the issue is easily reproducable with the way ELs engine is built.

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4 years ago
Nov 11, 2020, 1:18:01 AM

Hi!
I posted this on Reddit, didn't get an answer.
Is there a simple way to add handicap to certain races directly in game files? I love playing with random opponents, but some AIs perform poorly (Ardent Mages), and some are near constant winners (like Mykara, at least in my games). I'd like to edit their handicap in the game files once and for all.
Thanks.

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