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!
In the new trees, each faction tree will have a single "doorway" skill (the first skill you choose in the faction tree) that's versatile. Then the tree will branch into a governor path and a faction theme path (which generals or spies might follow)
So far, the Forgotten skill Tenebrous gives stealth on all army units & +2 influence per city district as their starting faction skill.
The new Wild Walker skill Komorebi gives camouflage on all army units & +12% unit production cost as their starting faction skill.
Left to do before the next update goes live: support, flying/cavalry, Ardent Mages, Cultists, Dakken, Roving Clans, Necrophage, Broken Lords, Vaulters
The-Cat-o-Nine-Tales wrote: Just chiming in here to say that this error message is one many players have received at times, including myself, on unmodded games.
I had seen it reported for world generation, too, but can't find a thread now.
Aye, the second I tried to play with the mod I got that error. -useembedded solved everything. I apologize for assuming it was the mods fault!
Having said that, I have played two full games with the mod and I absolutely love it. I like this game but I do find it tedious to play an unmodded game where each player (aside from cultists) has 8+ cities. The turns seem to drag on too much. With Tales of Auriga I find that happens far less.
So yeah, this is without a doubt a must have mod for me. Great work Lilyophelia! I look forward to the standalone version.
Wow, you're on a roll with this, aren't you? The amount of changes you have made in such a short time is impressive, especially with some being as extensive as the outpost system.
There are many things I've been meaning to work on myself, but I've never worked as quickly as you do with this mod. I'm starting to think it might be more reasonable to discuss ideas with you and just contribute to your mod where I can, so we get one large overhaul mod (since the two overhauls would not be compatible, anyway).
So, just in case you are interested in discussing this, here are some of the aspects I've been thinking about and experimenting with (probably not even a complete list):
Weapon Selection: There are some units shown in artwork using weapons not available to them in game (e.g. Spears for Stalwarts), and I'd like every unit or hero to have access to three different weapons where possible. This goes together with the next point.
Weapon Capacities: I find the "-slayer" abilities uninspired, and would rather have each type of weapon have an ability that plays into a role rather than a preferred target. I have a reasonably working prototype for that, though I need to finish tooltips and Steam Workshop compatibility. Examples include free counters from Swords for Parrying, or Bows ignoring morale bonuses.
Strategic Resources: Again, I'd like to see weapons, shields, and armor of different materials provide interesting capacities instead of just stat bonuses. Ideally these would be conditional, so that there is no clearly superior choice. Some of it turned out rather difficult to mod, though.
Quest Reward Gear: These items should be exciting and offer unique capacities. The Shadowbrand/Shadowbinder combination of Ziema's swords is a good start. I'd love to implement more unique weapons as well (there are some weapon types that have no unique weapons at all), but there's no way to add new models.
Hero skill trees: Faction trees should offer something useful for governors and generals alike, appropriate to the faction. Class trees might benefit from some some governor benefits as well, to increase variety. Sounds like you already started work on this.
Class/Faction combinations: Each faction should get access to the three classes corresponding to their unit types (with some exceptions, like Cultists getting all types, since minor factions give them all unit types). This should help make decisions between two heroes of the same faction more interesting.
Unit Class Capacities: I'd love to give each unit class a Capacity that sets them apart from units of a different class even with the same gear and similar stats, for example cavalry lowering morale on a charge, or infantry getting better defense for adjacent infantry as they fight in formation. Heroes of those classes could possibly have skills improving those capacities or adding new thematic effects (e.g. an Infantry hero giving all Infantry under his command +1 morale per adjacent ally)
Mercenaries: I want to see more variety in mercenaries. They should use the different weapons available to their MF, and also different materials as the eras progress. Easy but tedious to code.
Winter Effects: Winter rarely feels threatening. I've been thinking about making the impact on food much harsher, but unlocking basic food stockpiles for everybody from the beginning, so that you need to prepare to prevent starvation. A few more ways to take advantage of winter or alleviate its negative impact might be worth considering, too. (Also, food stockpiles should require food to produce.)
Militia: There are a number of different changes I've been considering to make Militia more than a speedbump to the conquering army, from trinkets to new capacities. In either case, I'd love to see all militia with faction-appropriate capacities and gear. (Unfortunately, this does not play well with the fixed animations.)
Sieges: Honestly, I'm not quite sure what to do about sieges, but I feel something needs to be done to make Fortification points offer more than just another turn or two before the city falls.
Occupation: I've been wanting to add a system where Ownership of conquered cities decreases unless a sufficient garrison is maintained until 100% ownership is reached. Furthermore, I believe the quest system could possibly be hijacked to spawn "rebel armies" in low-approval regions.
Empire Plans: This is a big one. The flat bonuses are not terribly engaging to me, and also not quite balanced, as explained by many of the most experienced players. Ideally, I'd like for empire plans to unlock more options instead of boosts to stats or output. It may be quite possible to do that through some trickery with technology unlocks, city improvements, and hidden intermediate values, but teaching the AI to make use of these new "improvements" could be quite troublesome. I'd also love to split the empire plan into 8 different spokes, some mutually exclusive, but I don't think that'd be possible at all. In short, this is really just a wild idea to possibly be considered once everything else has been worked on.
Minor Changes: Some small lore-friendly changes, such as giving all Wild Walker units better movement through forest tiles, or allowing flying units to cross water (even though I won't be able to stop them from turning into a boat).
Of course, this is your mod, so it's ultimately up to you what fits into your vision. But whether or not we end up collaborating, I'd love to discuss modding ideas and possibilities.
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Hey Cat. I'm really honored that you'd like to work with me.
I'm lucky that I get to work from home, and so I have a good amount of open/free time and that lets me put a lot of energy into this.
I think a lot of your ideas are really cool sounding. I really love and appreciate when people share their input and creativity and some of these ideas that you've shared sound really fun!
Ultimately, I'm just playing the game and making changes where I wish things were a bit different and when I feel passionate enough to do so.
All I have left at the moment on my personal list is to:
* Finish up the hero skill rework. This is about 50% of the way done and should be done in 1-2 weeks. After, I might create some flying/cavalry and minor faction heroes (depending on how challenging that is to do); and I agree with you on adding in at least one more class for each hero type (so a Forgotten ranged or flying, to mimic a Predatore or Myst hero).
* Rework the weapons so there is a rock > paper > scissors effect happening between the units (to encourage running diverse armies). I'll probably just adjust what weapons have which slayers to do this.
* Finish up heroes for each faction and make sure they're all relatively balanced against one another.
And then my real passion is probably going to be creating more quests, especially for the end game.
The thing I want most of all is to ramp up the difficulty of minor factions to keep pace with the player, and I'd like to add some excitement to the end game (in the form of super hard spawns or quests of some kind). Right now I find the ends of my games to be the least interesting.
I try really hard to keep things as simple as possible because I don't really want to do more work than is required to keep things fun. I enjoy coding, but I like to play even more.
I'd be happy to help a little bit with some of your projects, and bouncing ideas back/forth is especially fun.
---
The things that sound most interesting to me are more weapons for certain units, the different hero classes, doing something with stockpiles, maybe something with winter, a few simple empire plan changes (like -expansion disapproval instead of +vision). I'll probably also change some of the faction-specific traits and techs where I feel inspired.
If you want to create any extension-type mods that you can lay on top of what I'm already doing to customize it a bit more to your vision, that would be totally cool. I'd be happy to put some links to the mods if they mesh together well. <3
How do you build Outposts? I haven't bothered with them up until now. I'm playing a game right now on serious difficulty with hard minor factions on a tiny map. Hilariously on turn 3 red's capital was destroyed, I liked that. I didn't think you could suffer a city defeat that quickly.
Anyway I decided to send a settler into a new region, and then realized I had no idea how to setup an outpost. So I came here and re-read the first page. And it says it's a city development but I don't see it anywhere. Do I need to research it? I couldn't see it in any era but there are a lot.
Or do I select it before I settle the city? Help! :P Also I don't think this is mod-related, but the AI sure seems to push for shared vision once you're at peace. For 6 or 7 turns in a row the Drakken have been pushing for it. They also managed to build the first three legendary buildings before me. I hate them. -_o
Once you build the city, there should be a city improvement. You should be able to spot it in your capital city, even; make sure not to build it by accident!
Strange, as I don't have it available in any city. I know I'm using the mod, as roads are available for 500 dust. There are crazy, vicious monsters destroying ai cities in three turns.
I'll also be making the outposts available as an extension mod sometime soon, so you'll be able to test just the outposts out by themselves to see if that works for you or not. That should happen later today or tomorrow.
Oh, I'm so sorry. Though you are making me apologize, I want you to know that I'm truly sorry (for the next 6 turns only). [Deepdown,Ihatethatyouhavesomuchinfluence!]
I hate the Drakken too, but I do either buy one of their heroes or a cultist for some of that coveted influence.
Yes I'm updated to the latest update through the Workshop. I'll wait for the extension and test it out! Thanks for the quick replies.
Edit: I have all content installed minus the Mezari, as I never bought Dungeon of the Endless (been meaning to though). I'm still a bit annoyed that I have to buy another game to play as them. I bought the massive bundle for $60 or whatever. Grr.
I'm actually going to abandon trying to keep up separate conversion/extension mods right now. I'm having a really hard time getting changes to stick, and it works perfectly as a standalone mod.
I'm going to be pushing a big update in a few minutes. Changelog will be coming soon.
New standalone update is live. If you still have issues Taeves, please let me know.
Skills are going to look broken for all factions except for Forgotten and Wild Walkers. I hope to add skill trees for one new faction each day.
Everything I wanted to do with combat is live; lots of big changes there. I probably have a bug or two.
I still have some weird behavior with the AI building outposts when everything else has been built. If anyone knows how to hide an improvement from the AI (so they don't ever build it), that would be super helpful info!
Love the update and outposts are now working for me. I'll give some more feedback tomorrow after I have time to play a couple of more games (for what it's worth I don't play multiplayer due to my lousy internet connection).
In regard to Mezari now being free; from what I understand they're going to be free for everyone at some point in the future. Just not yet, sadly.
Great, Taeves! The outposts are still a little bugged for the AI (so it might ruin the end of your game, when they start to build it) and only Forgotten and Wild Walker skill trees are fully functional and reworked and connected atm.
Do you have a favorite faction? I can get their skill tree done sooner for you. <3
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