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Endless Legend Community Patch

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4 years ago
May 17, 2021, 11:09:55 AM

I've read the most funny post about ELCP

https://www.reddit.com/r/EndlessLegend/comments/n1t0i0/elcp_ruined_the_game_for_me/


Basically OP complains that mod makes Impossible difficulty actually challenging. They moved the difficulty down one notch but they can't go lower because they've already "proved themselves" and it's still too hard.


Now you can say that this person creates problems for themselves by refusing to play on appropriate difficulty but it made me wonder if maybe it's a good idea to rename difficulty levels. Maybe turn "Newbie, Easy, Normal, Hard" into "Easy, Normal, Challenging" etc, and give better descriptions? The ones in the game make little sense ("If this was Henry V, the French would win at Agencourt"). Some mods do that like the famous XCOM Long War labels the lowest difficulty level as "Normal" and tells you not to try anything higher. This might help people realize that with the mod they actually have to work for their victory. Save them from lost time and frustration from losing to a difficulty level they already "mastered".


Edit: now I see that ELCP dev saw that thread and commented. So they know about it anyway. And of course such major change in naming is not something you just flip in an update.

Updated 4 years ago.
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4 years ago
May 17, 2021, 3:54:34 PM
glorsh66 wrote:

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? 

Pretty much, cheats are still in place on difficulties above "normal", but the AI is generally more competent. What is most enjoyable is highly subjective. If you are completely new, "normal" is a good start. If you have experience with the genre, "hard" might be more up your alley. I would say most players that want a challenge are happy on "hard" or "serious" difficulty. But you have to figure that out for yourself in the end.



ilitarist wrote:

I've read the most funny post about ELCP

https://www.reddit.com/r/EndlessLegend/comments/n1t0i0/elcp_ruined_the_game_for_me/


Basically OP complains that mod makes Impossible difficulty actually challenging. They moved the difficulty down one notch but they can't go lower because they've already "proved themselves" and it's still too hard.


Now you can say that this person creates problems for themselves by refusing to play on appropriate difficulty but it made me wonder if maybe it's a good idea to rename difficulty levels. Maybe turn "Newbie, Easy, Normal, Hard" into "Easy, Normal, Challenging" etc, and give better descriptions? The ones in the game make little sense ("If this was Henry V, the French would win at Agencourt"). Some mods do that like the famous XCOM Long War labels the lowest difficulty level as "Normal" and tells you not to try anything higher. This might help people realize that with the mod they actually have to work for their victory. Save them from lost time and frustration from losing to a difficulty level they already "mastered".


Edit: now I see that ELCP dev saw that thread and commented. So they know about it anyway. And of course such major change in naming is not something you just flip in an update.

In the end this is one guy, I dont really see the need to do a big reframing of the difficulty names and descriptions just because someone complained. Someone always complains. I think my time is better invested into other things.

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4 years ago
May 17, 2021, 8:42:50 PM

I am receiving the XML error that prevents saving ever since I bough the new DLC every game (at least 5 times) on turn 50.  I have tried disabling all my mods.  I do have ELCP 2.6.7 installed, and I am reporting this bug over there in case it's an ELCP issue.


Every turn 50, the new competitive quest to kill as many urkan lice as possible fires.  After that, I am unable to save.with the XML error.  I know this is a common error and I know the solutions for it.  I am running EL elevated.  I've deleted the cache.  I've made the save folder not read only.  I don't have an antivirus.


The urkan lice quest also fires even if I disable urkans, always on turn 50.  And I am unable to save after the urkan lice quest fires.


Any ideas?

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4 years ago
May 18, 2021, 8:50:37 AM

https://drive.google.com/file/d/1-idDwir1OxlWBwh4Pxj6ldCzWqTHEZgj/view?usp=sharing


This game has mods active.  I thought I had found a combination of mods that didn't cause the error, but I was testing them on a Tiny map with 2 players.  This is a large map with 14 and it caused the error.  I think the map size or number of opponents might be causing the issue.  


I did get the Tiny 2 to save on turn 50 with ELCP, so it probably isn't your fault.


https://drive.google.com/file/d/1D5u5qe9TsNm_7qmiB0Jlpo7_dn11sTfa/view?usp=sharing


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4 years ago
May 18, 2021, 11:47:29 AM

I cannot load your save because the mods are attached as community mods and not as workshop mods. However I see you use full world customization. That mod is known to cause issues when very large map sizes (larger than possible in vanilla) are combined with very large player numbers.

Updated 4 years ago.
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4 years ago
May 20, 2021, 7:06:23 PM

Found an Bug (imho)

It is an quest to retrive an wounded hero in an ruine ...

I was going to the ruine ...

The Army was renamed then to "Army of the Hero" (or such thing ..)

Then on my way back to the Town (the quest then go in 2nd Part > bring back this army in X turns to any town of you) the army going in throuble and was destroyed

The info window pop-up that the quest fas failed .... and the game become unresponsable .... only Task kill help (music still playing)

As i have no save from this i was thinking it is no use of this as bug report ...

Lucky i have an autosave just before the enemy army attack .... so this time i stay out of trouble ... fine ...

Make it back to my ground - and then i make an (for bug report lucky) mistake ...

I merge this "army of the Hero" with my main army with my actual Hero(to not fail on the last meters) to become an stronger army ...

But as result the army titel "army of the Hero" get lost "again" and the quest failed - window pop-up - unresponsive - kill task ...


Have here an save JUST before the army merging .... you musst move the "army of the Hero" TO the main Army 2 move points away to merge and then the "bug" should happen ..


RegardsMykara - Zug 67.sav

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4 years ago
May 21, 2021, 11:06:17 PM

I do think i have a bug with 'ELCP Vanilla Balance' mod on steam. Some of the new quest with the latest patch when they appear, causes the save files to break.

Can't save because of it. It's odd that when I finished of those quest I could save again. i only played with those two mods.

I now play with this mode only without the "Vanilla Balance" and it works fine. 

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4 years ago
May 22, 2021, 11:02:26 PM

I don't know whether this is ELCP, but it appears that the final phase of the final Broken Lords Main Quest "A New Frontier" is broken. The quest requires three Altars of Channeling built in cities, but will only count the first altar built while ignoring any that are built afterwards. I've managed to reproduce this twice in two separate games, attached is one just before Altars are built.


Broken Lords - Turn 153.sav

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4 years ago
May 23, 2021, 9:23:47 PM
R0TEAM wrote:

Found an Bug (imho)

It is an quest to retrive an wounded hero in an ruine ...

I was going to the ruine ...

The Army was renamed then to "Army of the Hero" (or such thing ..)

Then on my way back to the Town (the quest then go in 2nd Part > bring back this army in X turns to any town of you) the army going in throuble and was destroyed

The info window pop-up that the quest fas failed .... and the game become unresponsable .... only Task kill help (music still playing)

As i have no save from this i was thinking it is no use of this as bug report ...

Lucky i have an autosave just before the enemy army attack .... so this time i stay out of trouble ... fine ...

Make it back to my ground - and then i make an (for bug report lucky) mistake ...

I merge this "army of the Hero" with my main army with my actual Hero(to not fail on the last meters) to become an stronger army ...

But as result the army titel "army of the Hero" get lost "again" and the quest failed - window pop-up - unresponsive - kill task ...


Have here an save JUST before the army merging .... you musst move the "army of the Hero" TO the main Army 2 move points away to merge and then the "bug" should happen ..


RegardsMykara - Zug 67.sav

While I can confirm that the quest ends if you merge your armies (which actually is a bug and shouldnt happen, the new army should get the "special name"), I can not reproduce your crash. However I see that you use the full world customization mod with extreme settings. This mod is an unstable mess and responsible for half the unreproducable bug reports here. Dont use it (or dont complain when stuff breaks).



Hakkor wrote:

I do think i have a bug with 'ELCP Vanilla Balance' mod on steam. Some of the new quest with the latest patch when they appear, causes the save files to break.

Can't save because of it. It's odd that when I finished of those quest I could save again. i only played with those two mods.

I now play with this mode only without the "Vanilla Balance" and it works fine. 

I would need more information (which quests dont work?). Also a save from before the turn where the quest startet would already be helpful.

Updated 4 years ago.
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4 years ago
May 24, 2021, 10:29:05 AM

Yea - have thinked the same and already started a new Game without the "Full World customization" Mod ... give nice options, but this dont help is it unstable ...

Thanks for looking in the file anyway :)  (and good to found another bug ..)


Regards

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4 years ago
May 24, 2021, 11:10:24 AM
FailWStyle wrote:

I don't know whether this is ELCP, but it appears that the final phase of the final Broken Lords Main Quest "A New Frontier" is broken. The quest requires three Altars of Channeling built in cities, but will only count the first altar built while ignoring any that are built afterwards. I've managed to reproduce this twice in two separate games, attached is one just before Altars are built.

I have had a look at your save and can reproduce the issue. I have fixed it in my internal build. As for your save: if you want to proceed with the quest, you will have to resort to cheats. Start the game with the "--enablemoddingtools" startup parameter, load the game, chose the faction quest as your active quest, hit [Enter] to open the chat window and type "/CompleteQuest" (without the quotes). This will force complete the currently active quest. You can save afterwards and restart the game without modding tools enabled (it will deactivate achievements).

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3 years ago
May 29, 2021, 7:43:29 PM

LeaderEnemyBoss, thank you so much for continuing to update ELCP and fixing bugs that appear with new patches of the game. Thanks to you, I have the opportunity to enjoy a great game in better quality. These fixes, including thoughtful balance adjustments, bring the game closer to the ideal it should be!

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3 years ago
May 30, 2021, 3:37:22 PM
Darpaek wrote:

I am receiving the XML error that prevents saving ever since I bough the new DLC every game (at least 5 times) on turn 50.  I have tried disabling all my mods.  I do have ELCP 2.6.7 installed, and I am reporting this bug over there in case it's an ELCP issue.


Every turn 50, the new competitive quest to kill as many urkan lice as possible fires.  After that, I am unable to save.with the XML error.  I know this is a common error and I know the solutions for it.  I am running EL elevated.  I've deleted the cache.  I've made the save folder not read only.  I don't have an antivirus.


The urkan lice quest also fires even if I disable urkans, always on turn 50.  And I am unable to save after the urkan lice quest fires.


Any ideas?

I have this exact same issue. I compared our saves and the only mods I have in common are Endless Heroes, though we both have ELCP installed of course. One weird thing is that I played before past turn 50 with the same mods and didn't have any issues. I might of just forgotten something though. 



Here is the exact error I get when it happens from Diagnostics.


06:44:23:637STACKTrying to save an kiaju army without units.

06:44:23:638STACKException caught. System.InvalidOperationException: There was an error generating the XML document. ---> System.InvalidOperationException: The type QuestBehaviourTreeNode_Action_SpawnArmies may not be used in this context. at System.Xml.Serialization.XmlSerializationWriterInterpreter.WriteListContent (System.Object container, System.Xml.Serialization.TypeData listType, System.Xml.Serialization.ListMap map, System.Object ob, System.Text.StringBuilder targetString) [0x00000] in :0 at System.Xml.Serialization.XmlSerializationWriterInterpreter.WriteElementMembers (System.Xml.Serialization.ClassMap map, System.Object ob, Boolean isValueList) [0x00000] in :0 at System.Xml.Serialization.XmlSerializationWriterInterpreter.WriteObjectElementElements (System.Xml.Serialization.XmlTypeMapping typeMap, System.Object ob) [0x00000] in :0 at System.Xml.Serialization.XmlSerializationWriterInterpreter.WriteObjectElement (System.Xml.Serialization.XmlTypeMapping typeMap, System.Object ob, System.String element, System.String namesp) [0x00000] in :0 at System.Xml.Serialization.XmlSerializationWriterInterpreter.WriteObject (System.Xml.Serialization.XmlTypeMapping typeMap, System.Object ob, System.String element, System.String namesp, Boolean isNullable, Boolean needType, Boolean writeWrappingElem) [0x00000] in :0 at System.Xml.Serialization.XmlSerializationWriterInterpreter.WriteRoot (System.Object ob) [0x00000] in :0 at System.Xml.Serialization.XmlSerializer.Serialize (System.Object o, System.Xml.Serialization.XmlSerializationWriter writer) [0x00000] in :0 at System.Xml.Serialization.XmlSerializer.Serialize (System.Xml.XmlWriter writer, System.Object o, System.Xml.Serialization.XmlSerializerNamespaces namespaces) [0x00000] in :0 --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Serialize (System.Xml.XmlWriter writer, System.Object o, System.Xml.Serialization.XmlSerializerNamespaces namespaces) [0x00000] in :0 at System.Xml.Serialization.XmlSerializer.Serialize (System.Xml.XmlWriter xmlWriter, System.Object o) [0x00000] in :0 at QuestBehaviour.WriteXml (Amplitude.Xml.XmlWriter writer) [0x00000] in :0 at Amplitude.Xml.XmlWriter.WriteElementSerializable[IXmlSerializable] (IXmlSerializable& serializable) [0x00000] in :0 at QuestManager.WriteXml (Amplitude.Xml.XmlWriter writer) [0x00000] in :0 at System.Xml.Serialization.XmlSerializer.Serialize (System.Xml.XmlWriter writer, System.Object o, System.Xml.Serialization.XmlSerializerNamespaces namespaces) [0x00000] in :0 at System.Xml.Serialization.XmlSerializer.Serialize (System.Xml.XmlWriter xmlWriter, System.Object o) [0x00000] in :0 at QuestBehaviour.WriteXml (Amplitude.Xml.XmlWriter writer) [0x00000] in :0 at Amplitude.Xml.XmlWriter.WriteElementSerializable[IXmlSerializable] (IXmlSerializable& serializable) [0x00000] in :0 at QuestManager.WriteXml (Amplitude.Xml.XmlWriter writer) [0x00000] in :0 ----------



EDIT: I think I might actually have another independent issue with the save button doing nothing. Backing up a save, deleting the "Save File" folder, relaunching, and moving the saves back seems to fix that. Think it has something to do with swapping between cloud saves and local saves.

EDIT2: I'm not actually sure what is causing my other save issue. I thought it was swapping between steam cloud and local saves, but I didn't do that and it happened still. Sometimes my ESC key doesn't work and when I try and click save it does nothing. 

EDIT3: I tried disabling freeformcustomfactions and that seems to fix the xml error, likely a conflict from that overwriting files. Still have my other problem though that wasn't happening before. Do xml files overwrite fully or get merged by the game?


EDIT4: If anyone is reading this with a similar issue, there is a mod with an outdated reference file you need to update. For me it was FreeformCustomFactions. Basically just copy the relevent stuff from Endless Legend\Public\ELCP\Endless Legend.xml and change the file structure to match the changes.

Updated 3 years ago.
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3 years ago
Jun 7, 2021, 10:16:10 PM

The last one took longer, this one is quick starter! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers on [page 1]. You can also leave a [Paypal tip].




Now that we got MT running and working, it's time for a first balance pass (and some more bugfixing). Several of the newly introduced quests have received alterations in order to make them a bit more interesting. One might even say more ... monstrous! Ofcourse one reason for the their rather "tame" design was probably, that the Vanilla AI can not solve these quests on their own (or help the player in getting rid of nasty world effects). As I have done in the past with other quests, I rectified the issue here aswell. AI players will now happily do all the newly introduced global quests (and some others aswell for good measure).


Next to a bunch of other balance changes there is also exciting news for map makers and those who want to be. The two community members Fluffiest and Xephi-Zero have taken it upon themselves to revive the map editor and the mapping community. The project has just been completed, they can now proudly present: [ELCMT]. It supports all the new(-ish) DLC features that were missing in the old templates aswell! ELCP also made some adjustment to the world generator. Most of the older custom maps still in the workshiop should now once again work. And ofcourse we hope there will be new ones aswell!


Download:

Win64-Installer || Win64-Zip || Mac-Zip




Changelog for v2.7.0:

General:

  • Fixed units not being able to be garrisoned in regions without minor faction villages (custom maps)
  • Fungal blooms now get destroyed immediatly if the capital city of a Mykara player is razed -This adresses an issue where autosaves of the turn immediatly after a Mykara Capital was razed would not load correctly
  • Closed borders now properly prevent armies from teleporting in via Fungal Blooms
  • Fixed savegames on the Auriga map sometimes being unloadable due to missing villages
  • World effects from Global Events now also affect Fungal Blooms
  • Volcanoformers of the "A Land of Fire and Ash" cooperative quest no longer spawn exclusively close to the Regions of the first player
  • Lice of "Infestation!" no longer spawn exclusively near the first player
  • Fixed "Infestation!" often not being completable
  • Fixed some Global Quest armies sharing variable names leading to situations, where killing one army could solve several ongoing Quests
  • "A Helpless Hero" no longer ends prematurely if the army carrying the hero is transfered to the target city or to another army (the new army will continue carrying the hero)
  • Fixed the final Chapter of the Broken Lords faction quest line not progressing as intended
  • Fixed "Thunder Below" sometimes ending prematurely
  • "Circuses and Bread" can now trigger for Forgotten

Worldgenerator:

  • Removed world generator constraints from Morgawr and Kapaku, so both of these factions can now spawn on fully randomly generated maps aswell
    • I found these settings always way too restrictive, specifically the Morgawr never appeared randomly in fully random maps, no matter how much water they had
    • It is still advised to provide at least some water for Morgawr but it should be up to the player to decide this
  • Fixed "SandstoneSwirls"-Terrain not bein part of the "DesertDry"-Biome (this could lead to minor visual bugs in custom maps with desert regions)
  • Added support for Lava Rivers in custom maps
  • Fixed Drift Ice and Coral Reef tiles being bugged in custom maps
  • The world generator will now automatically disable elements of a custom map depending on which DLC are enabled, this improves backwards compatibility of custom maps
    • For example Lava Rivers will stay normal rivers without Inferno, sunken ruins und fortresses wont appear without Tempest
  • Added proper support to restrain the maximum number of possible Empires on a custom map
    • Players should be disallowed to set up more Empires than there are spawn points present in a custom map, as this will cause the loading process to fail
    • Map makers ought to use the "MaxNumberOfMajorFactions" option to constraint the number Empires (see Public\WorldGenerator\Scenarios\Scenario[DLC21].xml for an example)
  • Fixed an oooold bug that caused pretty looking active volcanos to not appear in maps generated by ELCP (thanks Fluffiest)

Balance [XML]:

  • The following buffs from Ovetghan's "Multiplayer Balance" mod have been included
    • Reduced Skyfin pearl cost from 20 to 15
    • Assassin got the "Minor Faction Slayer 2" capacity
    • Kassai got the "City Breaker 2" capacity
    • Ateshi Zealot HP increased by 25%
    • Sisters of Mercy Justicere HP increased by 25%
    • Predator Attack increased by 15%
  • The Sisters of Mercy Hero (Valete Sapiri Kugua) has received several buffs
    • Clarified the tooltip for Benediction 3 (lasts 6 rounds, not 2 as previously stated)
    • Now has Army Boost 1 instead of Army Initiative Boost 1
    • "Tend the Flock" now also increases regeneration in city garrisons
    • "Ascetic Warriors" now links to Inspirational Leader (instead of "A Noble's Duty")
    • Each level of "Ascetic Warriors" now also gives +1 Influence per Unit in the City Garrison (Hero and Militia count aswell)
    • "Righteous Cause Level 3" no longer gives Approval, instead it now gives +1 Industry per Approval above 100
  • Reduced the cooldown of all Ardent Mages Spells, all spells except stun now have a cooldown of 1 turn
  • The "Eye of the Hurnas" Talisman now also grants +15 damage
    • This Quest reward always felt kinda pointless, the damage boost should make it a decent early game item
  • Several Quests introduced by "Monstrous Tales" have received a balance pass in order to make them a bit more "monstrous":
  • The Competitive Quest "City Gone Rogue" has been reworked
    • The Quest can now also appear if Mykara or Cultist players are in the game
    • If a Mykara player wins, they will still gain control over the Setseke. Settling the Setseke will transform it into an Overgrown City with a randomly chosen faction to symbiotize.
    • Cultists will gain one of each Stockpile instead of control over the Setseke (in addition to the Dust Reward for killing it).
    • The rampaging Setseke has been buffed considerably. Bring a strong army!
    • To make the reward more enticing, the city settled by the Setseke will immediatly start with 12 Population.
  • "Infestation!" now offers a (minor) special reward for the winner as the description implies
  • Beefed up the lice armies spawned by "Infestation!" a bit
  • Reduced best contributor reward of "A Land of Fire and Ash" slightly
  • The global Food malus associated with "A Land of Fire and Ash" now affects all Tiles -It only gave a miniscule -1 food per city before, since the vanilla AI isnt able to help the player in solving this quest (this changed, see below)
  • Reduced the timer of the "A Helpless Hero" MT-quest from 20 to 10 turns (to make it at least a little bit challenging)
  • Made the Ogre, that spawns when searching the wrong ruins in "Legends of Old", a bit beefier; it also drops a bit Dust now as a consolation price
  • "Make Dust not War" now lasts 15 turns instead of 5, it should be a bit more feasable to get peace treaties going in that time frame
  • Armies spawned by "Thunder Below" and "Of Priests and Pirates" now scale with the game progress, bring well equppied armies!
  • Reduced the amount of Luxuries needed for "Thunder Below" from 20 to 15
  • "Of Priests and Pirates" can now also trigger for Forgotten, adjusted the rewards accordingly
  • The Llic Zoltan questline can now also be triggered by Roving clans and Morgawr players (not Forgotten though, as they cant get Science required for the quest)
  • The final quest of the Llic Zoltan questline ("Old Haunts") now spawns progressively stronger armies which also scale by Era. Bring well equppied armies!

AI:

  • Taught the AI to actively pursue the following global quests:
    • City Gone Rogue, A Land of Fire and Ash, A Helpless Hero, Majestic Creatures and every global Guardian related quest
    • AIs can also solve the side quest "Thunder Below", so dont be surprised if you see them with the odd lice army
  • Fixed a bug that would cause Kapaku AI not being able to buy Volcanoformers
  • Fixed a bug that caused some roaming quest armies to be more passive than they should be, they will now attack nearby armies as they should
  • Hard+ AI difficulty bonuses to Approval have been reduced slightly
    • I considered doing something like this for a long time, since ELCPs AI is very strong on higher difficulties (many say Serious ELCP is stronger than Endless Vanilla now)
    • These bonuses basically remove the approval mechanic on high difficulties, leading to extremely explosive growth
    • The change aims to weaken this aspect somewhat and to also make Approval techs more valuable for AI players
Updated 3 years ago.
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3 years ago
Jun 14, 2021, 4:51:55 AM

The reduction in the AI happiness at higher difficulties and was badly needed.  I would agree that ELCP serious is slightly harder than Vanilla Endless. 

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3 years ago
Jun 14, 2021, 5:32:05 AM

Can someone help me understand how to get all 12 factions on the Auriga map with canonical starting locations?

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3 years ago
Jun 14, 2021, 1:04:33 PM
IcedVenom wrote:

Can someone help me understand how to get all 12 factions on the Auriga map with canonical starting locations?

I already answered in the discord, but I'm going to answer here again so others can see it: The Auriga map, as it exists in the game, only has 8 starting locations and accordingly doesnt support 12 players. If you (or anyone else) wants more starting locations, you'll have to edit the map. The current version of ELCMT has an adjusted version of Auriga in its package that can be easily edited. Future versions are planned and will support faction specific spawn points. I'm sure many players would be delighted if someone would release a mod with an improved Auriga on the workshop (note that such a map would only be compatible with ELCP and not vanilla EL though).

Updated 3 years ago.
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3 years ago
Jun 15, 2021, 9:00:19 AM

Wow. I just wanted to say a huge huge thank you for breathing new life into this game. It's not just the fact it's harder, it's the fact that I really do feel like the AI are other factions with their own hopes and dreams, not just robot idiots! 

When I played without the patch, every game ended up being 1v1, me versus the AI that ate up all the other opponents. Now we have a serious tug of war for glory! 

 From someone who cruises through impossible on vanilla, I'm playing my first ever ELCP game on hard right now, it's turn 180 and it's still anyone's game! 

Truly amazing. You legend!

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