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Edit game files with Notepad++ so that Heroes can be different classes.
Draken not all support, Vaulters not all ranged etc...
So far I can edit the class, abilities and weapons used but frustratingly the battle visual effects (ie. whether you swing a sword or shoot and arrow) seem to be dependant on hero bodyprofile and not the weapon.
So I have a Vaulter infantry hero with sword and shield that fire arrows from her chest.
Are their any clever peeps around who can help? I have messed about with the Vfx and Battleactions files and cant seem to achieve it this way. Maybe its not possible?
Edit game files with Notepad++ so that Heroes can be different classes.
Draken not all support, Vaulters not all ranged etc...
So far I can edit the class, abilities and weapons used but frustratingly the battle visual effects (ie. whether you swing a sword or shoot and arrow) seem to be dependant on hero bodyprofile and not the weapon.
So I have a Vaulter infantry hero with sword and shield that fire arrows from her chest.
Are their any clever peeps around who can help? I have messed about with the Vfx and Battleactions files and cant seem to achieve it this way. Maybe its not possible?
Wow man you are awesome !
Can you attach the files ?
I think you can desactivate the arrows somewhere but the animation will be the same sadly :/
I will search and help you as much as I can, I always wanted to see different classes for heroes, I hope Amplitude will do it one day...
Yeah I managed to de-activate the arrows, but encounter a similar problem. It deactivates ALL arrows for heroes of that faction. It seems odd way to programme the animations but I guess it was quicker that way.
Don't get me wrong this game is so awesome, they've done a really great job but for me it's not quite perfect. I prefer a more RPG approach to heroes such as in Fallen Enchantress (shame the rest of that game fell a bit short).
It's not very tidy. Maybe you can help neaten things up.
There are many limitations and I haven't explored all options. As I mentioned the battle actions do not correlate to the weapon type but rather the appearance of the hero. Previous ranged factions can hold a melee weapon and get into melee range, but still fire arrows. Some factions such as the Drakens can equip a shield and get the stats, but have no graphics for holding a shield. Also the scaling of weapons can be off and how they hold them may not look perfect. Drakens can't hold a crossbow it just floats near them, but the two handed melee weapons look pretty cool.
I'll show you what I know. So below is found in Simulation\UnitBodyDefinitions.xml This file applies changes to ALL heroes of that faction.
[CODE]
[/CODE]
You may think you need to change this but don't. It simply applies that class to ALL heroes of that faction. I want a variety of classes in each faction. I tried deleting it altogether... my game didn't like that.
This applies the restriction of weapons to your factions' heroes, I deleted this then picked certain weapons for individual heroes. Or you can just list them all here.
[CODE][/CODE]
Spells and abilities can also be added to the faction's group of heroes. A full list can be found in GuiElements[UnitAbilities].xml
[CODE]
0.71">
[/CODE]
Above is how to alter weapon scaling to make the weapons a more acceptable size. I haven't tried but I'm sure you could copy this to the individual hero, otherwise scaling is changed for all weapons for every hero of this faction.
Then I go to UnitProfiles[Hero].xml file. This file allows you to alter each individual hero. Below is the default starting hero for Broken Lords changed to an Archer.
[CODE]
Pool
[/CODE]
Class of hero will still read Infantry in game (as it's set to Infantry in the BodyDefinitions file above) but this hero now has access to Ranged skills.
It's not perfect as it still lists some of the now un-selectable Infantry skills along side the Ranged. Some over lap too so you think you don't have them, but they are there when you have achieved the pre-req skill. The skills can be moved about to make room, but I can't be bothered looking for the file right now.
Then select the accessible weapons you want for your hero. I prefer this than making all weapons available in the UnitBodyDefinitions file because there is just too many to pick from in game. Your heroes can also wield hammers one handed and two handed for the awesome stun, and axes which look cool!
You need to add the Ranged ability otherwise you hero still walks up to close range. *this should be removed from the Simulation\UnitBodyDefinitions.xml of say the Wild Walkers otherwise they will not get into melee range*
I changed the abilities to give a more battle leader/class appropriate feel. I also add the heal or some other support spell for my support class heroes.
Go to the SimulationDescriptors[UnitProfile].xml file to edit your stats for your hero. No point having a melee hero with lowest HP of all you heroes and governors.
That is about as far as I've got. I'm no 'modder' by any means. So any more experienced people might get a lot further. It would please me so much to crack the weapons battle action problem. A staff that doesn't rain fiery hell on an enemy is just a stick....
Kaldry wrote: Yeah I managed to de-activate the arrows, but encounter a similar problem. It deactivates ALL arrows for heroes of that faction. It seems odd way to programme the animations but I guess it was quicker that way.
Don't get me wrong this game is so awesome, they've done a really great job but for me it's not quite perfect. I prefer a more RPG approach to heroes such as in Fallen Enchantress (shame the rest of that game fell a bit short).
It's not very tidy. Maybe you can help neaten things up.
There are many limitations and I haven't explored all options. As I mentioned the battle actions do not correlate to the weapon type but rather the appearance of the hero. Previous ranged factions can hold a melee weapon and get into melee range, but still fire arrows. Some factions such as the Drakens can equip a shield and get the stats, but have no graphics for holding a shield. Also the scaling of weapons can be off and how they hold them may not look perfect. Drakens can't hold a crossbow it just floats near them, but the two handed melee weapons look pretty cool.
I'll show you what I know. So below is found in Simulation\UnitBodyDefinitions.xml This file applies changes to ALL heroes of that faction.
[CODE]
[/CODE]
You may think you need to change this but don't. It simply applies that class to ALL heroes of that faction. I want a variety of classes in each faction. I tried deleting it altogether... my game didn't like that.
This applies the restriction of weapons to your factions' heroes, I deleted this then picked certain weapons for individual heroes. Or you can just list them all here.
[CODE][/CODE]
Spells and abilities can also be added to the faction's group of heroes. A full list can be found in GuiElements[UnitAbilities].xml
[CODE]
0.71">
[/CODE]
Above is how to alter weapon scaling to make the weapons a more acceptable size. I haven't tried but I'm sure you could copy this to the individual hero, otherwise scaling is changed for all weapons for every hero of this faction.
Then I go to UnitProfiles[Hero].xml file. This file allows you to alter each individual hero. Below is the default starting hero for Broken Lords changed to an Archer.
[CODE]
Pool
[/CODE]
Class of hero will still read Infantry in game (as it's set to Infantry in the BodyDefinitions file above) but this hero now has access to Ranged skills.
It's not perfect as it still lists some of the now un-selectable Infantry skills along side the Ranged. Some over lap too so you think you don't have them, but they are there when you have achieved the pre-req skill. The skills can be moved about to make room, but I can't be bothered looking for the file right now.
Then select the accessible weapons you want for your hero. I prefer this than making all weapons available in the UnitBodyDefinitions file because there is just too many to pick from in game. Your heroes can also wield hammers one handed and two handed for the awesome stun, and axes which look cool!
You need to add the Ranged ability otherwise you hero still walks up to close range. *this should be removed from the Simulation\UnitBodyDefinitions.xml of say the Wild Walkers otherwise they will not get into melee range*
I changed the abilities to give a more battle leader/class appropriate feel. I also add the heal or some other support spell for my support class heroes.
Go to the SimulationDescriptors[UnitProfile].xml file to edit your stats for your hero. No point having a melee hero with lowest HP of all you heroes and governors.
That is about as far as I've got. I'm no 'modder' by any means. So any more experienced people might get a lot further. It would please me so much to crack the weapons battle action problem. A staff that doesn't rain fiery hell on an enemy is just a stick....
My file simply changes some of the current heroes to other classes. I would rather wait till I have one that adds differently classed hero's to the default pool.
I do have a file with 6 minor faction heroes though. Very close to completion should be ready in a hour or so. Just testing it out
A not-so-quick and dirty way to fix the issue of overlapping skills in the skill tree would be to create a second copy of the entire definition of the specific hero type into the UnitBodyDefinitions.xml, give it a new name (e.g. BrokenLordHeroSupport), make all necessary changes there, and then give any heroes you want to be of the new class that body type in the UnitProfiles[Hero].xml
However, I unfortunately have no idea how to fix the animation issue or the issue of the weird grip on their weapons. That is probably beyond the reach of simply xml modding, as it requires rigging up the models and their skeletons.
We can only hope that Amplitude will eventually hear us out and add different hero classes for each faction (and also introduce cavalry and flier heroes).
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