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!
Getting used to the patch now, have played multiple games and winning consistently on "serious". My feedback is almost all positive, but I do have one change suggestion:
One thing I have noticed is that the AI are very easy to bully on water given that retreat hits for 60%. They will often put a fleet with 8 transported land units in the sea without really having a clear plan for them, and I can simply use a 2 ship fleet, split it, attack with one, they retreat, attack with the other, they've lost 8 land units.
Is there any behavioral change that could make them behave more sensibly with transport ships? EG escort transport ships with proper navel units reinforcing? Or actively take paths that avoid my fleets. Or maybe embarked units just need a small buff so that I can't wipe out whole fleets so easily. When a player thinks about moving land units across water, they have to think about the risks of being killed easily by enemy ships, but the AI doesn't bat an eyelid before sending it's units to a watery grave.
I don't presume to know what's possible with modding but if it's an easy change perhaps it's one that could be considered?
This is a very hard problem to solve from a pure logical perspektive. For example if you teach the AI to avoid waters where enemies are present this can easily be exploited aswell (lock the ai in by strategically placed fleets). In general trying to program against exploitative human players is almost a fools errand.
Human players in this case would combine forces and try to break the "blockade" but an AI can not be programmed with feasable effort to have this kind of strategic forethought. A possibility would maybe to have some kind of weighting system that marks often traveled ocean regions as "special interest" for defensive fleets. However I would need one (or several) very good savegames that demonstrate the issue and allow me to test solutions. And even then I cant promise anythiong as I am very busy atm.
Updated 3 years ago.
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I have read a lot of your changes and am interested in the philosophy behind your approach. I apologize if this is vague: I want the game to be more challenging and fun without sacrificing that for exacting and elusive goals of balance.
I am also curious if there is a database of customs maps that work with your mod? Or should generic custom maps work with your mod?
I have read a lot of your changes and am interested in the philosophy behind your approach. I apologize if this is vague: I want the game to be more challenging and fun without sacrificing that for exacting and elusive goals of balance.
I am also curious if there is a database of customs maps that work with your mod? Or should generic custom maps work with your mod?
The general philosophy is "keep the spirit of vanilla alive, but change some of the more egregious outliers" (like vanilla kapaku and mykara, both for different reasons). Most balance changes are buffs, and some are simply design changes. If I find myself to never use a certain mechanic or only use that mechanic, its a potential candidate. EL - as any complex 4x - will never achieve starcraft-like balance and I dont strive to achieve that. I just want that everything has its place in the game, even if it is a niche. There is also the vanilla balance mod in the workshop that undoes most of the balance changes, so you can always use that.
The mod doesnt change anything about the defense/attack calculations. AI'ss are actually more likely to accept (or offer) peace treatis with ELCP. But if you feel you are weak and not useful to them, they wont necessarily want poeace without you giving them something for it. This can change over the course of a game though. A good way to make peace/friendships is for example to have a common enemy (be at war with the same player). Also: If you have common borders AI typically wont like you without some bribing.
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Hello! I think I noticed a weird problem with True Random setting in faction randomization.
It seems that there can only be up to 2 variants of the same race. Is there a possibility to stretch out the faction selection randomization? Or perhaps make a new function that does the same without rules and restrictions?
Hello! I think I noticed a weird problem with True Random setting in faction randomization.
It seems that there can only be up to 2 variants of the same race. Is there a possibility to stretch out the faction selection randomization? Or perhaps make a new function that does the same without rules and restrictions?
Thanks!
As far as I know its weighted randomization as in the more a faction appear the less likely a second one will appear. No I will not touch it as I dont have a lot of time atm.
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Hello! I think I noticed a weird problem with True Random setting in faction randomization.
It seems that there can only be up to 2 variants of the same race. Is there a possibility to stretch out the faction selection randomization? Or perhaps make a new function that does the same without rules and restrictions?
Thanks!
As far as I know its weighted randomization as in the more a faction appear the less likely a second one will appear. No I will not touch it as I dont have a lot of time atm.
Understood! Not trying to rob you of time, you should mod whenever you feel like it.
Another thing I have a weird gripe with is the re-balance of commercial and research agreements. That you get essentially free trade routes with factions you are at peace with makes trade routes, in my opinion, just stronger than they already were.
Maybe make an alternate rule set for this, like you have with the "World Balance" settings.
Trade routes can be easily modded with xml mods, ELCP isnt necessary for this. Also its not a good idea to introduce tons of new rulesets for every petpeeve one player might have.
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gotcha, but if that's the case I don't think it's a good idea to overhaul mechanics like this that aims to fix issues. I think it may just introduce opinions like I have who has reached the point of dependency with this mod to enjoy Endless Legend, yet I still want it to be the same game but fixed and QOL improvements.
Yet, me talking like this makes me feel like I try to influence you to make changes you don't want to make, since this is your mod. But it is a "community patch" mod, which likely means you aim to please more than just yourself.
Is the current version of the Community Patch compatible with the changes from the recent patch (1.8.52), or should I rather wait for an update to try it out?
You can just reinstall ELCP 2.7.0 after the update is complete, the core changes it brings are already all part of ELCP and so it remains compatible with 1.8.52 aswell. The only "new thing" for ELCP users are the fixes made to the Auriga map (more watch towers and villages, less graphic glitches etc.).
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I'm having a problem with ELCP where I had to move my Endless Legend game from my SSD to my HDD. Even after completely removing the steamlibrary folder on my SSD, ELCP installs to the SSD. How can I stop it from doing that, and have it install to my HDD instead?
I'm having a problem with ELCP where I had to move my Endless Legend game from my SSD to my HDD. Even after completely removing the steamlibrary folder on my SSD, ELCP installs to the SSD. How can I stop it from doing that, and have it install to my HDD instead?
Two possibilites. You either deinstall ELCP the proper way (windows uninstall menu), then, when reinstalling, you will be prompted to choose a folder again and you can choose the correct one. Or you can simply ignore the installer and manually copy the files into the folder via the zip.
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I'm not done yet! 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].
Once more it is time for a new version of ELCP! This version adresses some long standing grievances of mine. Pillars now always project their effect correctly beyond region borders. Several skill trees got a balance pass, with the stated goals to make these governors (or the specific skills) at least situationally desirable. There were also some long standing issues with the AI that made it less agressive than it was supposed to be. Expect more agression from now on - especially on higher difficulties.
Mappers and Modders (and Mod-Users!) also have reason to rejoice. Additional features for ELCMT have been added, factions specific spawn points and advanced randomization logic allow for more interesting maps. Extratypes of runtime modules will also no longer be overriden by mods (there is really no reason they should be). This improves compatibility with certain kind of Vanilla Mods (Quest-Mods specifically).
Ardent Mages Pillars now correctly project their effect beyond region borders. They also affect Fungal Blooms and Converted Villages.
Note that Cities/Blooms/Villages of other empires also benefit from Pillars
Fixed an old bug that caused abilities that a unit aquires while being embarked (for example by changing its equipment) to provide double the intended effect
Urkans can now spawn at a later turn if they miss their initial shot (due to all regions being settled) -It may take a few turns before an Urkan notices a free region
Fixed owned Urkans breaking the tile output preview for Volcanoformers
Land units can no longer embark through unstoppable tiles (Ruins and Villages) -This prevents rare cases where units could get stuck in small lakes
Hovering over an unpathable tile while holding the right mouse cursor should no longer tank performance
Made some adjustements to AI ticks that should improve lategame performance a bit
Adressed a rare issue were cultist AIs would attempt to convert overgrown villages, leading to all kinds of shenanigans
Fixed a rare issue where an AI being defeated by Cultists caused endless turns
The Military Screen can no longer be used to circumvent ELCP's army sale restrictions
Mercenary ships can no longer be hired into Fortresses that are currently engaged in combat
Fixed certain Quests (Morgawr Main Quest Chapter 8, Celebrating the Solstice) only being solvable by the host player
Magtay and Gauran villages are now correctly counted for Roving Clans Main Quest Chapter 7 (thanks marharth)
Fixed Drakken Faction Quest Chapter 5 only working on districts in the same City
The "Forged in the Melting Pot" pacification quest now properly locks the "parley" action for other villages in the region
Worldgenerator:
Random anomalies in custom maps now take the terrain they are placed on into account (so no more ice terrain anomalies on Volcanic Terrain)
Added support for imported tilesets to the worldgenerator
This means the world generator can now read custom tmx map files that require external tsx tilesets
Added support for custom randomization restrictions to the worldgenerator
This feature allows mappers to group random Points of Interest together (for example if all strategic ressource deposits in a region should roll the same value)
The list of possible randomization results can be restricted aswell (for example if a random luxury ressource from the first era should be rolled)
This feature needs the latest version of ELCMT to work
Added support for faction specific spawn points to the worldgenerator (programmed by Xephi-Zero)
Allows restricting factions to specific regions on custom maps
If no suitable spawn is found, the player will spawn on another spawn point that is not yet taken
UI:
Quest equipment no longer hides other equipment as "obsolete" in the equipment screen
The bonus FISDI of the "No More Ties" quest technology (Morgawr) is now correctly displayed in terrain tooltips
Improved display of the score screen when more than 8 empires are in play
The game will no longer notify the player about pending empire plans when loading a save game where the plan was already assigned
Balance [XML]:
Increased the passive income of Diplomatic Points gained from Alliances from 7 to 8
The "Forged in the Melting Pot" pacification quest now only requires 4 cities with population from pacified villages
Emeralds now also grant +50% Fortification Recovery
The Vaulter governing skill "Subterranean Networker" now has additional effects
Level 2: +0.5 Science per unused Fortification Recovery on Terrain with Strategic Resources
Level 3: +1 Industry per unused Fortification Recovery on Terrain with Strategic Resources
Works on Fungal Blooms and Converted Villages in the Capital region aswell
The Drakken governing skill "Cultural Ambassador" now has additional effects
Level 2: +1 Food per Approval above 100 on Terrain with Villages
Level 3: +0.5 Influence per Approval above 100 on Terrain with Villages
Works on Fungal Blooms and Converted Villages in the Capital region aswell
The Drakken governing skill tree has been rearranged
Friendly Banner is available earlier (when it is actually useful)
Raptors Eye now connects to Narrative Master and Defender in order to provide a better path towards Inspirational Leader
Cultural Ambassador now directly connects to Narrative Master, Cold Operator and Battlesaur, offering alternative skill paths for generals and governors
The Morgawr governing skill "Cult of the Tides" now has an additional effect
Level 3: +0.2 Influence per Approval above 100 on Terrain with Sea or Lake
Works on Fungal Blooms and Converted Villages in the Capital region aswell
Switched the Level 1 and Level 2 effect of the Morgawr governing skill "Ship Builder"; Level 2 now also adds +5% Industry
The Morgawr skill "Spy Glass" now also adds +5 Infiltration for spies and +15 security for governors
The Kapaku governing skill "Heat of the Hearth" now also grants +2 Food for districts on Volcanic Terrain
This Food boost works for all factions, even those who normally cant gather food from Volcanic Terrain
The Forgotten governing skill "Arboreal Dust Dowser" now connects to "Sang Froid"
While Forgotten Heroes will never make for premium governors, this change makes at least "Inspirational Leader" easier to reach
Incantation of Deluge now also deals 10% of a units max hp as damage at Level 5 (doubled on the center target)
Incantation of Restoration now also heals 7.5% of a units max hp at Level 5 (doubled on the center target)
Reworked Era 1 strategic equipment
These techs were highly undesirable, as the era didnt last long enough, the equipment was too expensive for its stats, and the tech cost progression generally meant more impactful techs were preferred
The following changes attempt to make Era 1 strategic gear a cost effective alternative to Era2 Iron gear (for early warfare)
"Advanced Alloys" now unlocks tier 1 Titanium and Glassteel Weapons, Armors, Accesories, and grants 20% cost reduction
"Advanced Armor" has accordingly been removed from the game (technically only hidden away, it is still in the files for backwards compatibility reasons)
The Brokenlords now have "Advanced Alloys" as a starting tech instead of "Advanced Armor"
The stats of all Era 1 strategic armor parts have been improved so that they can roughly rival Era 2 iron armor
The strategic and industry cost of all Era 1 strategic gear has been halved (except for Tomes and Insignias)
AI:
Single City empires should be more likely to leave some defending armies at home
Reworked the hero fitness calculation as the vanilla one has some glaring issues that could lead to nonsensical hero shuffling -For example governors aquiring new governing skills could actual lower their "governor fitness score" in the AI's eyes
Necrophages will no longer sacrifice ALL their population when approval is low
Embarked AI armies will now consider grabbing undefended Fortresses
AIs are less likely to trade away cities with wonders in them
AIs are less likely to trade resources away, when they fight a losing war
Fixed an issue where regions settled by Urkans didnt count towards living space tension, making AIs more pacifistic than it should be
AIs should no longer send their armies around the word to catch an Urkan instead of preparing for the war they are currently planning
Reworked the Broken Lords population buyout AI, as the old one was buggy and could lead to underdeveloped cities
Fixed AIs reapplying (worse) empire plans after loading a save where a plan was already applied
Fixed AIs not to searching ruins if other empires have quest running on them
Modding:
Extratypes of runtime modules can no longer be overriden by older (incomplete) lists
In practice this should improve backwards compatibility, specifically for Quest- and AI-Mods (although the latter shouldnt be used with ELCP in most instances anyway)
This also means modders no longer need to copy new types introduced by ELCP into their plugin file, ELCP will just keep the ones of its base module
Seperate mod versions for ELCP and Vanilla are not needed anymore (at least not for this specific reason) - the Vanilla version should work just fine under ELCP
ELCP specific types are marked in ELCP's base module file (Public\ELCP\Endless Legend.xml), look for comments starting with "ELCP" to find them
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