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Endless Legend Community Patch

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4 years ago
May 12, 2021, 10:55:43 PM
grumble314 wrote:
Thanks for the hard work making the game more fun but any particular reason the exe is point at discord instead of googledrive?

Its a test for my readers!


(fixed :p)

Updated 4 years ago.
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4 years ago
May 13, 2021, 11:34:15 AM

AM i completely blind? where do i download this? nothing in the the main post is a download link, the steam workshop doesnt have this mod.


Help?, i just want my fkin faction quest to not break on turn 1 FFS

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4 years ago
May 13, 2021, 12:27:46 PM
THERRIS wrote:

AM i completely blind? where do i download this? nothing in the the main post is a download link, the steam workshop doesnt have this mod.


Help?, i just want my fkin faction quest to not break on turn 1 FFS

there

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4 years ago
May 13, 2021, 4:23:56 PM
KnsCtyShufl wrote:
Guvenoren wrote:
KnsCtyShufl wrote:

Broken Lords - Turn 91.sav

Infinite end of turn. Just press end turn. 

Running any other mods?

No just ELCP.

Maybe you make use of an outdated ELCP version?

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4 years ago
May 13, 2021, 4:26:00 PM
LeaderEnemyBoss wrote:
KnsCtyShufl wrote:

Broken Lords - Turn 91.sav

Infinite end of turn. Just press end turn. 

I can not replicate your issue, and I tried multiple time intervals (immediate, waiting a few seconds, waiting a few minutes).

I tried a few times to get past that turn yesterday and it kept not advancing.  Loaded it today and it worked just fine. 

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4 years ago
May 13, 2021, 9:10:49 PM
Does the ELCP do anything with the Neptunian trait?
I'm using FCF and made a custom Broken Lords faction (having some fun with seeing how OP you can make a custom faction) and slapped the Neptunian trait on them.
According to the tooltip, it should give free (dis)embark, Shipyards should be unlocked, but my armies refuse to do so and I don't have the Shipyards tech unlocked.

My apologies if this is the wrong place to ask, I don't quite know where to begin searching for an answer.
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4 years ago
May 14, 2021, 12:11:16 AM
Bucketsmith wrote:
Does the ELCP do anything with the Neptunian trait?
I'm using FCF and made a custom Broken Lords faction (having some fun with seeing how OP you can make a custom faction) and slapped the Neptunian trait on them.
According to the tooltip, it should give free (dis)embark, Shipyards should be unlocked, but my armies refuse to do so and I don't have the Shipyards tech unlocked.

My apologies if this is the wrong place to ask, I don't quite know where to begin searching for an answer.

No, also I dont give support for 3rd party mods.

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4 years ago
May 14, 2021, 2:23:11 PM

This took longer than expected, but I can finally present to you the newest version of ELCP, compatible with patch v1.8.45 and Monstrous Tales! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers are on  [page 1]. You can also leave a [Paypal tip].




It's been a long time. ELCP is over three years old, EL itself is way older, and we still receive new content! This update contains many changes that accumulated over the year. A big one is the rework to Ardent Mages. I always felt, that their spells are rather pointless, except for stun ofcourse. With the newest version of ELCP one can use each spell only once per turn and the power levels of each spell has changed considerably. This should result in more variety in their usage. More changes may come, as I think the mages may be a bit overloaded on the tech front.


The world generator has received some updates aswell, first and foremost together with fellow community modder Xephi-Zero I made some efforts to get a bunch of custom maps working again. Old steam workshop mods like Hyrule 2.0 can once again be enjoyed!


There is - ofcourse - a lot more, as you can infer by the sheer size of the changelog. Kapaku Geomancers got an (in my opinion) interesting buff, Necrophages received incentives to hunt more instead of sacrificing their poor Militias. And naturally there are many, many bugfixes, some directly adressed towards new issues brought about by Monstrous Tales and the accompanying patch.


Download:


[Version outdated]




Changelog for v2.6.7:

  • Ports the Community Patch to Endless Legend v1.8.45 S3 - Monstrous Tales!
  • EL v1.8.45 has two stealth buffs, these do not come from ELCP:
    • Skyfins are now immune to lava
    • Magtay assimilation now grants +10% Fortification per assimilated village instead of a flat +10
  • Fixed a bug introduced by 1.8.44 that prevented quests that should spawn Units/Armies from progressing (e.g. Allayi Chapter 1, Forgotten Chapter 1)
  • Fixed a bug introduced by 1.8.44 where in multiplayer games, DLC units didnt get textured properly for clients that dont have the corresponding DLC
  • Implemented a workaround that (hopefully!) prevents multiplayer saves from "disappearing" under certain conditions
  • The MT-Quest "Legends Of Old" should no longer end prematurely
  • The MT-Quest "Wildfire" will no longer appear at the start of the game, additionally reduced the amount of Titan Bones Boosters needed for a peaceful solution to 3

General:

  • Fixed an old vanilla bug with Chapter 4 of the Wild Walkers main quest line, which sometimes rendered the quest unsolvable
  • Reworked the way ELCP establishes a connection between players upon joining a lobby, it should now work more reliably when many lobbies are open
  • Fixed updating all designs of an army not working correctly in the Military Screen due to a missing null-check (coded by community member baddl42)
  • Fixed bugs where the target cities of certain quests (like "To Feed the Hungry" and "Power and Prestige") wasn't saved correctly, so that on reload the objective could be fullfilled in any city (coded by community member baddl42)
  • Fixed available targets for ranged units not being displayed correctly during the targeting phase (coded by community member baddl42)
  • Fixed City Ownership being increased mid turn when saving and reloading (thanks baddl42)
  • Ongoing constructions are now being calculated before an old empire plan expires (thanks u/TheRealSkythe)
    • Previously it was possible that an ongoing construction in a city with only 1 turn left was delayed by one turn due to hard to explain timing shenanigans when empire plans got renewed
  • Autoexploring armies will no longer search quest ruins (and thereby accidentally unleash hostile armies and the likes)
  • Fixed an Issue where AI controlled Urkans couldnt find valid tiles to teleport to, leading to endless turns
  • Fixed two issues that could cause Urkans not being able to embark when they should be
  • Implemented a workaround for a rare issue where the weather manager wouldnt update the wind direction and strength correctly, leading to all kinds of issues like constructions not completing and savegames breaking
  • Fixed custom factions with the "Overgrown Cities" trait not being able to symbiotize factions with the Mykara Affinity
  • Fixed endless turns when razing an AI-controlled Mykara Capital early during a turn
  • The "Trust" ability now also activates at the start of a battlephase (visual update of the morale display only takes place once a turn is over though)
  • Fixed a rare issue where attacking an empty city with reinforcements wouldnt swap ownership correctly after the battle is won
  • Fixed Abbey of Anomalies being available to be build even when no eligible anomaly is around due to anomalies exploited by golem camps being erroneously counted as prerequisite
  • Fixes Desyncs sometimes occuring when certain quest armies with heroes in them are spawned
  • The Initiative order is now calculated after spells have been cast to accomodate for the Ardent Mages changes discussed below
  • Fixed a bug where spells wouldnt be cast correctly when an empty city with reinforcing defender was attacked

Worldgenerator:

  • Fixed missing tile IDs rendering custom maps unusable, this should make some older custom maps from the workshop work again (coded by community member Xephi-Zero)
  • Implemented runtime volcanization for custom maps (like Auriga) so Kapaku can start in volcanic regions
  • Implemented runtime continent data generation for custom maps, this will help the AI with decision making on custom maps
    • One obvious example are Allayi AIs, who dont know what to do with their skyfins on custom maps
    • It will also try to determine, which regions are wasteland regions, these will no longer be named and any non-wasteland tiles will be converted to wasteland to prevent weird stuff like Urkans settling in them
    • Mapmakers should be careful not to mix "normal regions" with Wasteland tiles
  • The Worldgenerator no longer treats Lava Rivers and normal Rivers as the same when it comes to spawn preferences, Lava-Morgawr should be less likely
  • Fixed some bugs and generally reworked the world generator spawn calculation, which should hopefully yield a bit more consistency between spawn locations when it comes to anomalies
  • Necrophages can now spawn in volcanic regions aswell
    • Since Necrophages are "agriculturally challenged" and have other means to aquire food, volcanic regions are actually rather decent for them

UI:

  • Tooltips of Technologies that unlock exactly one construction now correctly display passive effects aswell
  • Fixed a bug that would lead to player placement in the "wonder race" being displayed incorrectly as first place when reloading a game without restarting EL

Balance [XML]:

  • The Competitive Quest "A Cursed Bounty" now also rewards some Dust in order to compensate for its increased difficulty since last patch
  • Slighty weakened the Armies of "A Cursed Bounty", they will also wait longer until actually attacking a besieged city
  • The Pearl cost of the "Pearl Smithing" and "Pearl Crafting" Blessings has been reduced from 15 to 5
  • Urces Rumblers have had their production cost buff reverted, as even in their nerfed state they are still a very popular unit
  • Dust Bishop base attack increased from 8 to 16 and base damage increased from 30 to 36
  • Neros can now destroy Fungal Blooms with their "Flood" ability
  • Ardent Mages Pillar cost no longer scales with game speed; the old "fast" gamespeed cost is now the new default
    • Since Pillar duration is fixed (10 turns), their value dropped rapidly the slower the gamespeed was, this change makes them equally valuable at all gamespeed settings
    • In practice this means: no change on fast speed, sizeable buff on all other speed settings
  • Reworked Ardent Mage Spells in order to make the useless ones (all except stun) more useful and vice versa
    • Arcana of Renewal is now an Era 1 tech (down from Era 4) and is unlocked from the beginning in place of Arcana of Agility
    • Pillar of Speed now only lasts 2 turns but cost got reduced by 70%, because in most situations a short duration cheaper speed boost is preferable
    • Removed +2 Spell Level effect from "Secrets of the Virtuals" (Chapter 8 Tech); "Verda's Temple" (Chapter 4 Tech) and Sacrificial Amplifiers (Era 5) now grant +1 Spell Level each (should smooth out the spell progression)
    • All Spells can now hit allied and enemy targets, so watch your aim!
    • Reduced the baseline cost of all spells from 30 to 25 dust
    • Each Spell can only by used once per battle, additionally the cooldown of each spell (time before OTHER spells can be used) is unqiue to each spell now (used to be 2 turns for all spells)
    • Incantation of Defense: Doubled the Defense value granted, now lasts 3 turns, additionally the center target now has a chance to receive +10 Fortification armor (+20% per level)
    • Incantation of Haste: Now also adds +7 initiative per level to all targets aswell as +7 damage per level to the center target; Cooldown reduced to 1; Duration increased to 3 on level 5
    • Incantation of Enervation: Now stuns in a line instead of a circle, +1 range per level. No longer stuns 2 rounds at level 5. Cooldown increased to 3 (2 at level 5). No longer costs more dust.
    • Incantation of Deluge: Doubled the damage dealt, center target receives twice the damage
    • Incantation of Restoration: Now heals 45hp on the main target at level 1 (no AoE), level 2 grants aoe (66% of main target heal), further levels add +15 aoe- and +22.5 main-target-heal
    • Note: After Incantation of Restoration is cast, the game sometimes displays a floating damage number additionally to the healing numbers. This is a visual bug only.
  • Necrophages no longer gain cadavers from killing Militia
  • Necrophages now gain 1 cadaver for using sacrifice on a city (not doubled during Eclipse)
  • Necrophages now gain 2 cadavers for destroying or pillaging villages in addition to any cadavres gained from killed units (not doubled during Eclipse)
    • Militiafarming (letting your own Militia get killed by neutral armies) was a common, very time consuming and therefore annoying strategy in multiplayer games
    • The changes should incentivize Necrophage players to be more active on the map if they want to farm cadavers
  • Changed the game speed scaling for cadaver stockpiles from 6, 8, 10, 12 to 7, 8, 9, 10 cadavers per stockpile needed
  • Units with the Geomancy ability (Kapaku Geomancers) now generate a temporary patch of volcanic terrain beneath them at the start of each turn
    • Volcanic terrain patch has a radius of 1 (same as volcano former) and lasts 1 turn
    • This should give the rather weak Geomancer unit a bit more utility
    • This change provides and alternative way to get at least some volcanic terrain for Kapaku (e.g. when there are no strategic resources around)
    • Also works with Geomancers garrisoned in Cities or Camps
    • Temporary volcanic terrain does not count towards achievement or quest progress

AI:

  • Reworked Ardent Mages AI so it better works with the aforementioned balance changes
  • Taught Ardent Mages AI to do its first 2 quests "for real" so it can get associated troops and loot
  • AI controlled Cultists and Mykara now receive debuffs on difficulties normal and below so they hopefully dont snowball as hard in relation to other empires
  • AIs will no longer open the ruins of the "A Cursed Bounty" competitive quest when they feel too weak to survive the wrath of the Jotus
  • Refactored the old ELCP lastresort building AI, improving lategame turn times ever so slightly
  • Fixed an issue that could - once again - lead to the AI doing Settler spam, because it ignored settlers in Golem Camps when counting how many it already has
  • Fixed Urkans on support mission being confused about which army to support
  • Fixed some issue with ELCPs "make space for reinforcements AI" (coded by community member baddl42)
  • Made Cultists more likely to consider producing Preachers when they have no armies that can convert villages
  • Made some special AI adjustments for the Auriga Map so the AI is better at working around its quirks
    • Regions without villages will no longer cause bugs in the Strategic evaluation of the AI
    • AIs will now heavily favor researching shipyard, as the AI has problems dealing with Multi-Island-Regions otherwise

Modding:

  • Added a new debug command "/skynet", which - similarily to "/autoturn" - will make an AI player control the player empire, but turns will still have to be progressed manually
  • Added a new debug command "/CompleteQuest", which forces the completion of the currently active quest
  • Added a new Quest-BT-Node "Action_SendAICommand" which allows to send rudimentary commands to the AI via quests (like visiting certain ruins), see Ardent Mages Mainquest for examples


Updated 3 years ago.
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4 years ago
May 15, 2021, 8:07:51 AM

Looks great!


I wonder if UI scaling issues should not be discussed here - it's an integrated separate mod, right? Anyway, I'm using recommended 4K settings (--uiScale=3 --fontScale=2) and some icons are too small (like the ones in a city banner) but that's fine. A less fine thing is that circles around some buttons are not scaled and render inside those buttons. Like end turn, move everyone, options - the ones in the bottom right. Same thing with selected research.

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4 years ago
May 15, 2021, 12:04:45 PM
ilitarist wrote:

Looks great!


I wonder if UI scaling issues should not be discussed here - it's an integrated separate mod, right? Anyway, I'm using recommended 4K settings (--uiScale=3 --fontScale=2) and some icons are too small (like the ones in a city banner) but that's fine. A less fine thing is that circles around some buttons are not scaled and render inside those buttons. Like end turn, move everyone, options - the ones in the bottom right. Same thing with selected research.

Yes I know, thats some of the jankiness I mentioned in the changelog. Scaling currently doesnt work perfectly. Maybe I will take another look at it in the future, if I find time (or someone else tries their hand at it ;)).

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4 years ago
May 15, 2021, 3:20:56 PM

I just found out about this incredible mod from a YouTuber, SB, and I just want to say that your work, all of you, is just amazing!


Thank you for all your hard work.


Now, I will enjoy the fruits of your labor :)

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4 years ago
May 16, 2021, 4:40:52 AM

Amplitude has promised to incorporate bugfixes from ELCP into the game alongside with the MT release. Has this happened yet?
(I have asked in the original thread but noone answered.)

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4 years ago
May 16, 2021, 9:35:38 AM

Yes, several (older) bugfixes from ELCP found their way into the vanilla version, it is also noted in the changelog for version 1.8.44. But as the size of that changelog suggests, this is only a small part of what ELCP is, and ofcourse Monstrous Tales has introduced additional bugs, most of which are already fixed in the newest version of ELCP. 

Updated 4 years ago.
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4 years ago
May 17, 2021, 8:30:08 AM

What difficulty is the most adequate? This mod make AI better at the game, but hey still get all the cheats/bonuses?

What is the most enjoyable but double difficulty level? 

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