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!
This mod seems to affect security and roundup systems on a lastest version. You are allowerd only to cancel current roundup, and it says it'll be finished in 0 turns, disabling the whole system. Also, security values on all cities are zero.
Using capacities to adjust the stats of weapons is definitely viable, but if I want to balance by weapon type and material separately, as you discovered, it quickly gets very complex. I'm not even sure yet if I can assign capacities across the board for a material.
However, if you want to try the new abilities with the old stats, the mod should work even if you rename or delete the SimulationDescriptors[Items].xml file that alters the weapon stats.
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The idea is to not modify directly weapons or armor stats. So keep the game like it is.
But when a weapon get one of your new ability, there is only to put a modificator with the ability. Example : -10% damage, -10% attack.
So, there is no need to re-do stats of weapons (it take many time to do that).
I like yours new ability, but I would prefer to not tweak individualy weapons and armors stats.
So, it would be possible to give a new ability to a weapons, example, a sword, but not to give it to another sword. I could be cool because theses ability become more rare. And there is more choice : use a vanilla weapons or a weapons with lesser stats but capacity instead.
By this way, it's more easy to balance the overall, it just need to change the modificators in the abilitys.
EDIT : too difficult for me, i've tried to look, compare files with winMerge etc, nothing i can do for now.
I've realized that there is no possibility to put differents abilitys on a weapon depeding of the materiel.
So if parry is put on a sword, all swords get it.
So there is no ways on some weapons to do want i said before. Example : claw have only one version "claw2", there is no claw1. it's not possible to give the new ability to claw1, and the old one to claw2.
Or, it need to make new weapons. It can be cool.
Ive understanded near nothing at your code about ability itself.
Some of the bonuses showing up twice is in fact a result of combining materials with item stats. I may eventually do a pass in which I move all bonuses to the same file to avoid that anomaly, but until then I would like to keep them separate for quick balancing (e.g. if Dust weapons really are too powerful, this way I can balance them all by changing a single number, rather than having to change each Dust weapon type individually).
You distribution of stat bonuses is pretty much what I had in mind originally, but with so few stats to work with, options are limited. I decided to try this distribution first (the logic behind bonuses that are "off" will make more sense once I get around to rewriting item descriptions), but if they don't work out, I might well just increase the obvious attributes and remove the other bonuses.
And yes, the bonuses items provide are in general a lot lower, since I would like to find a reasonable balance between item bonuses and gear bonuses (which should help mercenaries stay viable).
However, that no weapon has Parry 4 is definitely a bug and I need to check. Tier 3 two-handed swords should have the highest level parry ability.
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Hi again, corrections are ever made in the file to download.
After more test, one thing go wrong : when correcting attribute of Lance (Adding ImpalingCharge), another attribute was removed (juste charge "0"), but i'm not sure it's correct because I don't see impaling charge in one hand Lance of broken lords.
Armor stats : I've seen some armors with similar bonus, example a 20% defense bonus, and another 15% defense bonus in the same armor. And there is no icons of defense in description effect ingame.
Other thing I observed ingame : i didnt find any weapon with parry 4.
About feedback : I've see that damage and general attribute of weapons are lowest than the original game one. I didnt test it in a game.
I find dust weapons too strong, but it dont seem to be because yours tweaks. Your tweaks give impression to follow standards stats but just lower.
It's strange because I see weapons giving many defense bonus and life bonus too.
What I would find nice in the game : lower stats for dust and iron stuff, and capacity one level less.
More difference beetween attributes for stuff with a ressource.
Weapons give essentialy attak, damage, initiative, and rarely something defensive.
Iron and dust stuff stay very basic, 2 stats max for iron, and 3 stats max for dust.
Armor and shield give defense, life and rarely somthing offensive, except if there is any logic, ex, initiative for the boots.
And I agree that the Endless Legend data structure is terrible for finding errors, especially typos.
However, the BowPinning Ability in the Capacities file is actually correct. I tried using AbilityDescriptors for all levels, but that does not work, since some of the affected properties are sealed. So the second level calls the descriptor of the first and then modifies another property to generate both effects.
Enchanteur wrote: There is new abilitys here. But it seem there is also standards one. Yours files will be best if there is only new stuff or modified stuff of the mod.
That will be the case for the next full release. Keep in mind that this was a quick (and dirty) upload of my work-in-progress files to remedy problems people had with Shadows compatibility, so a lot of data is still in there simply as a reference for myself while working, and will be cut out later.
Now, I should go fix all those mismatched numbers and names.
By the way, could you elaborate on the "strange things with armor stats"? I am still not entirely certain how the item definitions and the material definitions work together, so I may need to move some values from one file to another.
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Sir Olorin (Even more epic mod) work on this file too and may post his own. We have half the work together, but in end, I have made some ultimate corrections this morning, and finish it too.
Enchanteur wrote: Hè, new version here. I will try it.
I had some troubles with your previous version, essentialy informations about weapons. It just show a code tag and don't show any information about statistiques bonus. It was very frustating because the mod look great, and no bug/crash.
I hope all is OK in this new version.
Is there something specific in WVM041.xml ? (other that just information about the mod).
Because I can try to merge it in the mega mod I test/use actualy "world generator + auriga expanded + hard winter".
Do you have any suggestion about to how succesfully made a merge with your mod, something to take care or not forget ?
Note : I can try to edit French localization at same time.
Thank you for your interest in my mod. The only part of the WVM041.xml you need are a few lines at the bottom:
[CODE]
Localization
[/CODE]
These lines are, for some reason, missing from the ModdingReference example file, and without them, the mod will not grab the localization file.
Furthermore, if you are using the French version, you should rename the "English" folder to "French." In the next build, I will just include folders for all languages so they will at least get English tooltips until I can get other localization.
And I would be very thankful for any help with French localization, as I don't speak a lick of French (had Latin in school, which is quite useless here).
P.S. Since I know the pain of merging mods every time a new patch comes out, all changed or added lines are usually collected in the same place in a file. Starting next version, I should mark them with a "WVM Content" comment, to make them easy to find.
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Hi again, do you have some skype or something like that ? I propose to discuss about that this evening if you have the possibility.
I have made some work about endless legend recently, and merge some mods. My goal is to merge mods I can. Yours is a little bit special because it only need to be copy-paste into original folder. But by this ways, it's more easy to merge it because the files additionnals of other mods don't need to be merged.
----------- french ---------------
Salut, on peut s'organiser. Si on peut discuter sur skype ce soir, cela permettrait de faire un point. Je te transmettrais mon identifiant en MP vers 18h (je m'en rappelle plus il est chez moi).
Je joue pas mal à EL en ce moment (trop !). Du coup j'ai commencé quelques projets simples à ma portée d'ignorant du modding. J'ai retravaillé sur le world generator, un mod qui accentue l'hivers, et j'ai réussi a merger tout avec auriga expanded. Je sais pas si c'est une bonne idée d'ailleurs car ce dernier mod est plutôt fait pour le multi que le jeu solo. Quoi qu'il en soit si ce projet de MERGE global t'intéresse, j'aimerais bien parvenir à faire ça, en mettant le mod sur les armes WWM, mais j'ai échoué avec celui là avec la version précédente. Ton mod étant installé autrement donc ne demandant pas de travail sur les fichiers situés dans community.
Enchanteur wrote: Hè, new version here. I will try it.
I had some troubles with your previous version, essentialy informations about weapons. It just show a code tag and don't show any information about statistiques bonus. It was very frustating because the mod look great, and no bug/crash.
I hope all is OK in this new version.
Is there something specific in WVM041.xml ? (other that just information about the mod).
Because I can try to merge it in the mega mod I test/use actualy "world generator + auriga expanded + hard winter".
Do you have any suggestion about to how succesfully made a merge with your mod, something to take care or not forget ?
Note : I can try to edit French localization at same time.
I also wanted to translate this mod in French, we should do it together so its easier and less boring
I had some troubles with your previous version, essentialy informations about weapons. It just show a code tag and don't show any information about statistiques bonus. It was very frustating because the mod look great, and no bug/crash.
I hope all is OK in this new version.
Is there something specific in WVM041.xml ? (other that just information about the mod).
Because I can try to merge it in the mega mod I test/use actualy "world generator + auriga expanded + hard winter".
Do you have any suggestion about to how succesfully made a merge with your mod, something to take care or not forget ?
Note : I can try to edit French localization at same time.
I'm pretty sure that the errors you were experiencing were largely related to my mod, since the last version was released before Shadows, and I only now got around to uploading the compatibility version.
And I'm happy about any help offered to me, even just a chance to discuss ideas. Right now, I would greatly appreciate if anybody still had the older versions of the mod so I could check a few things and compare to the newer versions I still have. There are some changes I never quite made up my mind about, so it would be useful to compare.
I'll try to get the next version ready as soon as possible. That one should finally introduce material-specific Capacities.
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I would have wanted to continue the awesome job you have started with this mod and to work on the "Planned Features" with you, if you are willing for my help.
EDIT : Here are some screenshots to show how cool is your mod, even only for the one-handed spears (joking ) :
Also wanted to add that my mod (EME) merged with your mod was perfectly working, except some issues with new espionage items (will try to figure out if it comes from your mod or mine or the merge), its great ^^
Xenobyte wrote: Great mod to tinker around your unit designs and tactics. Gonna try it right away Thx for your efforts.
If you are not sure about your bow capacity mechanics, consider adding supressing element of the bow attack which can affect init/speed. Maybe even both like -speed for target that have already acted (injured on march) or initiative penalty if they havent (delayed by surprize raid of arrows), maybe some penalty for close range combat (crossbow in reverse). Actually, there a lot of possibilities for such interesting mechanics for ppl who love turn-based tactic games
Thanks for the feedback. I did consider representing the suppression ability of a barrage of arrows like that, but reducing movement felt a little too powerful for me to give to ranged rather than support units, and just debuffing initiative felt rather plain. I may revisit this, though. Keep the ideas coming.
Xenobyte wrote: This mod seems to affect security and roundup systems on a lastest version. You are allowerd only to cancel current roundup, and it says it'll be finished in 0 turns, disabling the whole system. Also, security values on all cities are zero.
Honestly, I'm surprised that the mod doesn't just throw a NullReferenceException or something, giving that version was built using files before the Shadows Beta. I'll try to get the new, updated version up as soon as possible, but I haven't had as much time as I wanted to finish it, and I want to get the material qualities in for next release.
Kingsguard wrote: Would be cool to implement dual-wield combat for this mod
I have been thinking about it, but I am not sure if I will. Giving Dual-wielding to anybody other than The Forgotten could turn compatibility into a nightmare.
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This mod aims to encourage diversity in army composition by adding new and hopefully interesting capacities to numerous pieces of equipment.
Eventually, all weapons as well as torso armor should have different abilities based on weapon class and material used. Furthermore, weapon selection should be increased for several units, as well as additional hero classes unlocked for each faction (e.g. ranged, infantry, and cavalry for Vaulters).
Due to a recent HD crash, I had to rebuild a lot of my work, and even rebuilt some parts I didn't need to before realizing I still had version 0.2 here. New version is 0.4.1 (currently no changelog included).
1) Find the My Documents/Endless Legend/Community folder.
If the Community folder does not exist in the Endless Legend folder, create it.
2) Within the community folder, created a folder called WVM.
3) Place all mod files in the WVM folder. (The WVM.xml and the GUI, Localization, and Simulation folders need to be located here.)
4) Start the game, enter the mods menu, select Weapon Variety.
Current Features
- Stats rebalanced. Need feedback.
- Additional weapon choices on some units
- One-handed spears and lances implemented
- Different Militia weapons for some factions
Swords: Parry permits additional conterattacks and increased initiative.
Axes: Overwhelm grants bonus damage against targets that have already acted.
Hammers: Stagger applies an initiative penalty to the target.
Spears: Phalanx grants bonus attack on counterattacking.
Lances: Increased damage for charge attacks.
Claws: Ferocity deals damage to surrounding targets on unit activation
Bows: Rain of Arrows negates terrain and morale bonuses. (Needs thorough testing).
Crossbows: Nocked and Loaded Deals damage to attacker while preparing for counterattack.
Shields: Block now gives a 20%-40% Bonus to Defense
Unit Ability Changes:
Barkskin, Increased Fire, Unleashed Potential, and Debuff Immunity have been given a 1 tile radius of effect.
Vaccination: Now "treats" the target to become volatile and explode on death.
Stalwarts have lost the fast ability to match their description a little better.
Known Issues
Incomplete tooltips
No size difference between one-handed and two-handed spears
Lance uses Damaging Charge ability from the Dorgeshi vote; Impaling Charge not yet finished
Armor tooltips display item and material effects separately
Only English and French localization
Planned Features:
Add two-handed Heavy Crossbows
Adjust capacities of Staff, Wand, and Scepter (Suggestions welcome)
Material-dependent Capacities for weapons, shields, and torso armor (Suggestions welcome)
Adjust values of attribute changing capacities
Greater equipment variety for mercs, including strategic resource equipment
More unique capacities for Minor factions
More Hero class variety
Cavalry Heroes
Potential: Faction-based weapon selection for militia
Potential: Unique capacities for unique weapons and armor
Potential: Additional Capacities for major factions (e.g. forest walking for Wild Walker units)
Potential: Special capacity for unit classes (e.g. "shield wall" for infantry, lower maintenance for support)
Potential: Class-specific "synergy" hero skill (e.g. added defensive morale bonus on infantry, morale damage on cavalry charge)
Release Notes
0.4.2: Hotfixes and French localization courtesy of Kingsguard and Enchanteur
0.4.1: Shadows Compatibility
0.4: Initial re-release of rebuilt version
Any feedback is welcome, be it bug reports, balancing suggestions, or ideas for new capacities. I won't be able to react until the end of the week, though.
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Great mod to tinker around your unit designs and tactics. Gonna try it right away Thx for your efforts.
If you are not sure about your bow capacity mechanics, consider adding supressing element of the bow attack which can affect init/speed. Maybe even both like -speed for target that have already acted (injured on march) or initiative penalty if they havent (delayed by surprize raid of arrows), maybe some penalty for close range combat (crossbow in reverse). Actually, there a lot of possibilities for such interesting mechanics for ppl who love turn-based tactic games
The-Cat-o-Nine-Tales wrote: Thank you for pointing that out. I forgot to remove that from the known issues. With all references to the Parasite ability removed from the mod files, it should work just fine now (though I intend to eventually give them a buff that feels more thematic than disease immunity, like a virulent explosion on death).
For the same reason, the mod should now be compatible with any patch that does not modify the same objects as the mod, thus the patch to the "Shock" ability in the new free add-on should work just fine.
Once the actual DLC comes out I may have to start providing parallel versions, though.
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