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!
First, a big thank you to Amplitude Studios for creating my very favorite game ever!
This mod is a playable work in progress. It's a large and ambitious project that is being developed by a single author (who prefers to keep it that way). It's likely to take several months (or longer) to complete; updates should happen weekly at this point.
This mod aims to transform the Endless Legend experience into a single-player, PvE, story-driven experience while still maintaining the emphasis on tactical gameplay. Secondarily, this mod also seeks to adjust many of the gameplay mechanics to be more personally pleasing to the author.
Goals of the mod (and completion status, if any) include:
Reworked hero skills for all hero classes and factions. Common (Beta), Infantry (Beta), Ranged (Beta), Support (Beta), Flying*, Ardent Mages (Beta), Broken Lords*, Cultists (Beta), Drakken*, Forgotten (Beta), Necrophage (Beta), Roving Clans*, Vaulters*, Wild Walkers (Beta)
New heroes (classified as General, Spy, Governor or Versatile) for all factions: Ardent Mages (Beta), Broken Lords*, Cultists (Beta), Drakken*, Forgotten (Beta), Necrophage (Alpha), Roving Clans*, Vaulters*, Wild Walkers (Beta)
Technology Revamp: All common technologies except for Guardians and Security/Pillaging Defense (Beta); Guardians*, Security/Pillaging Defenses*, Faction Technologies*
AI Improvements: Removed precomputed targets (Done), Simplified Targeting Weights (Alpha), Adjust unit behavior to protect support units (Alpha), Adjust unit behavior to encourage rock-paper-scissors mechanics (Alpha)
Other System Changes: Ardent Mage Pillars adjusted to have an independent cost (Beta); Pillars adjusted to last longer (Alpha); Empire and Economy Plan adjusted to make gameplay more fun and consistent (Alpha); Stockpile values adjusted to be useful (Beta); Adjusted tooltips to explain stockpiles (Beta); Adjusted stockpiles to last longer (Alpha); Buffs/Debuffs now last 6 rounds (Done); Slayer system redesigned to encourage rock-paper-scissors counters and increased unit diversity (Done); Strategic movement capped at 8 (Done)
PvE Changes: More robust and dangerous minor factions (Beta)
New Quests: Upgraded Minor Factions (Beta); The Dust Plague*, Specific Hero-related quests*, Random Encounters*
Alpha: Playable but rough and possibly incomplete
Beta: Refined, but unpolished
Done: Completely finished
* denotes that this part of the project has not been started yet
Specific To-Do List: Alternate Expansion disapproval for Cultists, Adjust Stockpile values for a longer duration (probably ~30 rounds),
Finally, the following is a wishlist of features that may never be developed: Reworked Guardian system (including faction-specific Guardians), Flying/Cavalry heroes
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Please check the changelog on the Steam Workshop for more details.
Looks like I'll have another mod to try out. The changes to Search Party and Indiana Bones might be a little strong (perhaps they should only completely eliminate failure if both are taken), but the changes to No Idle Hands and the new Rigorous Training skill, as well as the military buildings, might actually make high-level armies with Iron/Dust gear competitive with the strategics.
Of course, anybody who manages to get both...
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Update is live! So many cool things, including a fully-functional and working outpost system. It took lots and lots of time, coding and testing to figure it all out.
I'm super excited to start playing a new game now! <3
Your work looks fantastic, and you clearly got right intuitions about what to do on the Balance about the game.
I will test soon it with great pleasure !
My personnal passion is really more about balance than creating new features. One of the reason I stopped playing the game few month ago was the annoying repetitives unbalanced situations I was used to see in multi.
It would be pretty easy to create your own balancing mod. Have you talked about doing it with some of the other people you play multiplayer with?
I have a lot of neat ideas to develop this (like different kinds of outposts, roads requiring a pacified village in that region, etc.), and some other new features./modifications.
My real passion, though, is going to be tons and tons of new quests for different heroes and stories and factions.
Posted a new update (v1.001) that makes the minor factions even harder.
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Also, I'm in the middle of a necrophage game (using the new settings) right now. I wanted to see what it would be like to play without being able to parlay/bribe minor faction villages. It's positively brutal, but super fun. My second city was established around turn 100, and I have hordes of powerful minor faction units to fight off (using my new city and its militia as a defensive position) before the region will be completely mine.
It's funny, because when I was looking for my second region, I'd spy the different minor factions that inhabited each one. I passed over the demons and the ice wargs without a second thought. The region I really wanted to settle had Silics in it, and they would have massacred my bugs with their disease-immunity.
It's a really fun experience!
P.S. An AI vaulter faction didn't make it past turn 5; the other AI empires seem to be keeping up with me so far (on Hard).
Can I ask a modding question pertaining to balance? Sorry if it isn't the appropriate place to do so.
I personally don't quite agree with having Ardent Mage pillars' cost be determined independently, except for the pillar of agility which I think should be independent.
Secondly, I think the increase in price with each new pillar should decrease a bit.
Would it be a hassle to make these modifications myself? One must keep in mind that I am a bit lazy :P
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Hey Knight! I'm always happy to talk about code with you!.
I'm not really balancing around multiplayer at all, so my priority is making the single-player experience a bit more fun in the ways that seem fun to me. I really like what Propbuddha did.
So, editing xml files to code/mod is pretty easy, but it takes some patience and you'll have to devot some time/patience to learning.
All you have to do is grab an editor (I'm using notepad++) and then find the lines you want to change.
If you just want to adjust my mod (because you like all the other changes), you can download it through Steam Workshop.
You'll have to find it in your .../steamapps/workshop/content/ folder; each mod goes into a numbered folder.
You'd want to copy the contents of that folder to .../Documents/Endless Legend/Community/ (make the folder if you have to).
Finally, you'd need to modify the PillarDefinition[Pillars].xml file in Community\TalesOfAuriga\Pillars; there's a math formula that you can adjust. If you compare it to the base files (located in .../steamapps/common/Endless Legend/Public/Pillars/) you'll be able to see the changes that were made, and you can alter the formula a bit.
Basically, the variable used to calculate the cost Pillar in this line (see below) needs to be changed from Pillar1 (and each Pillar has a separate number like 2, 3, 4) back to Pillar; and then for pillar of agility, you'd want to leave it numbered (for the reduced cost). If you want the pillar cost to not go up as quickly, you'd have to play with the math in the formula.:
I don't know if that was too much info, or if you're super new to coding, or what, but I hope that helps. Feel free to ask any questions you'd like and I'll see what I can do to help out (if I have a few spare moments).
I will post a new update in the next few days, but I have expanded on the outpost system.
You can create outposts in a region via a new city improvement called Basic Outpost.
After that, you'll be able to specialize the Outpost (using strategic resources) into a Scientific, Economic or Military Outpost (which gives minor benefits that match the Outpost type).
Finally, there's a separate Allied Kingdom option which lets you retire an established city (10+ pop) for a static bonus each turn (+100 Dust/Science & +20 Influence).
It's a fun system that can simplify empire management quite a bit for cities you're not interested in managing.
Hmm. I'm not sure. I have all the content installed, so maybe that's the problem? If I can figure out what's going on, I will definitely update you here!
Also, I'm actually working on a new update (that might end up being standalone). Maybe it will help solve the problem?
As an update, my next task involves reworking every skill tree currently in the game. It's a pretty big project.
I'm almost done with the common tree, and I'll do the class trees next (eventually I'll try to add more heros with a new combined flying/cavalry tree).
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Some of the changes I'm making are likely to break faction quests, so I'll need to go back and fix them eventually.
The next update will convert this to a standalone mod, which means that updates will come slower and in bigger packages (~450 mb).
I'll probably do more meaningful releases on a slower release schedule.
Next on the agenda is totally reworked and balanced skill trees.
I finished all the common skills, the infantry skills (as an example, Ice in the Veins is replaced by an Infantry capstone skill called Marching Orders that gives +1 Battle Movement Speed to the army).
I'm also going to finish up a new Forgotten skill tree (because I believe all heroes should be able to be effective governors for their factions.
Then I'm going to enjoy a game with all the changes!
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You can expect the next update when all of the skill trees are done (support, ranged, flying/cavalry, Ardent Mages, Wild Walkers, Cultists, Dakken, Roving Clans, Necrophage, Broken Lords, Vaulters left). It'll probably be 3-4 days if I keep working as passionately on this as I have been.
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