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!
After finishing my first playthrough with the game yesterday (and falling quite in love with it: yes, even with all its quirks, still barebones features and terribad AI it does enough 4x things in a new and original way to intrigue me), I began looking for the first little mods that address some of the smaller annoyances. For the matter at hand there was still none I could find, so I made a little editing myself, basically to familiarize myself with the xml files and learn where's what.
The issue: as I gathered reading around, the unique hero items you can get from quests and ruin drops have not been adapted to the new combat system implemented for the release version of the game, so as you all must have noticed they quickly become useless, especially weapons: as they don't directly add a + to the hero stats but only a +% to the base attribute they quickly get outclassed and outperformed by most strat weapons (and even higher tier iron/dust ones).
The solution: my dirty (I mean it!) fix was to convert them to give a straightforward bonus to stats as the other craftable items do, 5 minutes of editing, really.
The dirtiness: to ensure they'd be useful and feel "unique" throughout the whole game, even very late, I had to balance them to be at least a bit better than the late tier 3 items. I multiplyed by x300 (x100 in the case of initiative) the original % modifiers, so the items would very roughly keep their balance between one another, which usually puts them at being more or less 25% better than the best tier 3 "common" items. The issue is evident: if you drop/obtain them early enough, they are gonna feel very, very OP (especially the DMG). I thus now play by the self rule that I use them as it would have felt more intuitive anyway, as one of a kind artifacts rather than as "blueprints" as they actually are: aka, I only ever "craft" one of each, so only one hero will benefit from them, but I cannot enforce such a mechanic through such simple editing, so be advised they might not be your cup of tea if you play by the game rules. It's a placeholder quickfix, and there might have been a smarter way to balance them out (other ways to make the % bonus work, edit the drop tables to restrict them to drop only in later eras, or maybe assign them some real perks and abilities), as I'm sure they'll be more efficiently updated in a patch soon enough, but I decided to share them in the meantime.
Installation: just extract and drop the .xml in the Public/Simulation/ subfolder. Don't forget to backup the original file, in case you want to revert to vanilla.
Kadatherion
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Kadatherion
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