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!
We went ahead and created a few videos involving the mod. If you're interested in hearing a bit more about my love of Endless Legend, the design philosophy behind the mod, or you want to meet Luna Mae (who does art for the project), feel free to check out our playlist: https://youtu.be/qpJoWrUMdns?list=PLL2vukKc1nDnKSxW8lE0cEjKTMFu1sMcb
We'll be doing some more videos over time showcasing different features and probably a few playthrough videos as well.
I put together a chart for the major factions based upon release 1.38 on difficulty setting hard. Not sure if this changes on other difficulty settings. Endless Legend Units Tales of Aruiga Mod 1-38.xlsx
How would i go about modifying this mod? I have tried modifying the base game files however certain changes do not take effect (some do however). I have also tried modifying the workshop download however this appear to have no effect also. Is there something i'm doing wrong?
Thanks for the chart, rltmd! I'll see if I can put a link to it somewhere in the description.
Turbo215, you should be able to edit it like any other Endless Legend mod. You might try looking at the EL modding tutorial. You can also copy the mod from your Steam Workshop folder to the Community folder and load it there. Let me know if you get it working.
Chart for the minor factions game setting hard and minor faction setting normal which is the only one I play. I expect there would be differences base upon minor faction difficulty settings. This is based upon release 1.38 of the mod. These numbers are their assimilation numbers as shown in the empire management screen not spawned numbers. Type is color coded. Print in landscape and it should fit on one page. Endless Legend Minor Fractions.xlsx
Also, I'm working on an extremely large update, including a lot of AI, tech, city improvement and unit changes; it'll take a bit before I push the next update, but when it comes, it'll be a pretty big deal.
I'm really enjoying my work on this mod. It's personally super satisfying and inspiring and a lot of fun for me. I also think I might be into doing some game design in the future, so I'm going to use this project as a learning experience.
Right now, my biggest problem is that the scope of the mod is very large. I'm getting really bogged down in a lot of different ideas/tasks and it takes me a long time to play test the changes (which is really fun, but I am just one person). I'm going to limit new features at this point.
I'll push a new update this Friday. It will be a little rougher than prior updates. From now on, I'll be setting goals on what I'll be working on for each weekly update.
For Feb 26th: Finish up the new Skirmisher unit; include extra prototype heroes for all factions; adjust the stats for Ardent Mage units; adjust Ardent Mage pillar cost/duration
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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
Precomputed Targets: Disabled precomputing of targets (ie the red arrows at the start of each round); units now decide their actions when their turn arrives, which results in smarter combat
Simplified Combat Behaviors: Simplified a lot of the combat behaviors so that units act more predictably; Most support units no longer automatically apply their buffs automatically; they default to their ranged attacks; you can still use their support abilities manually. Also, to increase the fun factor of using support units, the AI will generally prioritize attacking most other unit types before attacking support units.
Targetting Priorities: Adjusted the way units select their targets to reinforce the rock-paper-scissors concept of counters; for example, all other factors being equal, Infantry units now seek out other infantry units before they will go after ranged units. Units now select their targets (generally, sans all other factors) as follows:
Cavalry: Ranged; Cavalry; Flying; Infantry; Support
Flying: Cavalry; Flying; Ranged; Infantry; Support
Infantry: Infantry; Cavalry; Flying; Ranged; Support
Ranged/Support: Attack the closest enemy with the lowest hitpoints
City Improvements
General Changes: The production costs for later era buildings has been reduced as follows: Era 1 buildings costs 75 (No Change); Era 2 buildings cost 250 (No Change); Era 3 buildings cost 400 (down from 600); Era 4 buildings cost 600 (down from 1200); Era 5 buildings cost 800 (down from 3000); many national or efficiency buildings have a higher industry cost (usually double their era cost); some military buildings have a cost that is lower than the average era cost.
Advanced Alchemy Lab: Now provides +6 Science on Districts; sciency efficiency on pop has been removed (was +3 on district and +3 science efficiency)
Advanced Quarry: Now provides +15 Production on District level 2 (was +50 Production on Districts with Strategic Resources); Strategic cost adjusted to 5 Hyperium (was 10 Titanium and 20 Adamantian)
Alchemy Workshop: Now grants +40 Science; Removed the Science multiplier
Allied Kingdom: Now Provides +150 Science and +350 Dust (was 250 Science/Dust); Forgotten version provides +600 Dust
Arena of Champions: Strategic cost adjusted to 5 Mythrite (was 10 Palladian and 10 Adamantian)
Army Manual: Redcued strategic cost to 2 Palladian (was 5 Palladian)
Arts Council: Strategic cost adjusted to 5 Mythrite (was 10 Glassteel and 5 Mythrite)
Automated Production: Now provides +2 Industry on Exploitation (was +3 Industry on terrain with Industry); Strategic cost adjusted to 5 Adamantian (was 5 Titanium and 15 Adamantian)
Aura of the Empire: Now provides +1 influence efficiency on population (was +4 influence efficiency); Strategic cost adjust to 5 Hyperium (was 10 Palladian and 10 Admanatian)
Canal Locks: No longer limited to one per empire; now gives +3 industry efficiency per pop (down from +5 industry efficiency per pop); strategic cost raised to 10 Titanium (was 5 Titanium); upkeep cost increased to -5 Dust
Canal System: Now gives a flat +15 Industry
Center For Mineralogy: No longer limited to one per empire; now gives +3 science efficiency per pop (down from +5 science efficiency per pop)
Climatology Guild: Adjsuted Strategic cost to 10 Hyperium (was 30 Titanium and 10 Hyperium)
Cryometric Montiros: Now provides a flat bonus of +150 Science (was +15 per anomaly); Strategic cost reduced to 10 Titanium (was 15 Titanium)
Dust Depository: Now provides +3 Dust efficiency per pop (down from +4 Dust efficiency); Strategic cost raised to 10 Glassteel (was 5 Glassteel)
Dust Dredger: Now provides +4 Dust on river tiles (was +2 Dust)
Dust Filtration: Now provides +4 Dust on Water tiles (was +3)
Dust Refinery: Now provides +50 Dust (was +20 Dust); Removed the multiplier on Dust
Dust Revitalizer: Now provides +15 Dust on District Level 2 (was +5 Dust on Terrain with Dust); Strategic cost adjusted to 5 Mythrite (was 30 Glassteel and 5 Mythrite)
Empire Mint: Now gives +10 Dust; removed the dust multiplier
Extractors: Production costs of Era 3 and Era 4 Extractors has been reduced; Strategic costs have also been reduced
Fertilizer Plant: Now gives +6 Food on District (was +3 Food on terrain with food); Strategic cost adjusted to 5 Palladian (was 15 Glassteel and 10 Adamantian)
Fish Farm: Lowered strategic cost to 2 Glassteel (was 5 Glassteel); Increased Food on river tiles to +5 (was +3)
Fortress: New building; upgraded Military Outpost; costs 50 Titanium; provides 500 Fortification, 12 Militia units in Garrison, and 150 Pillage Defense on regional buildings
Geomic Labs: Now provides +3 Science on terrain with science (was +2 Science)
Hot Houses: Strategic cost adjusted to 5 Palladian (was 15 Glassteel and 10 Adamantian)
Husbandry Center: No longer unique and can be built in multiple cities; upkeep reduced to -1 Dust; now gives +3 food efficiency per pop instead of +5
Hydromatic Laboratory: Now provides +6 Science on Water tiles (was +3); Reduced Strategic cost to 2 Titanium; Reduced Upkeep to 2 Dust
Imperial Funding: Now provides +3 science on exploitation; Strategic cost adjusted to 5 Adamantian
Imperial News Network: Strategic cost adjusted to 5 Mythrite (was 5 Glassteel and 10 Mythrite)
Large Scale Aquatic Center: Now provides +6 Science on Water tiles (was +3); Removed Science efficiency per population; reduced Strategic cost to 2 Titanium; Reduced Upkeep to 2 Dust
Lumbermill: Now gives a flat +25 Industry
Living Lab Tools: Adjusted strategic cost to 10 Hyperium (was 25 Titanium and 10 Hyperium)
Military Reserves: Strategic Cost adjusted to 2 Mythrite (was 10 Titanium and 5 Palladian)
Mill Foundry: Removed the industry multiplier; now gives +10 Industry
Mining Rights: Strategic cost adjusted to 5 Adamantian
National Craftworks: Strategic cost is now 10 Adamantian
National Military College: Redcued strategic cost to 2 Palladian (was 5 Palladian)
National Museum: Reduced Influence efficienct per population to 1 (was 2 Influence efficiency); Strategic cost adjusted to 10 Titanium (was 5 Adamantian and 5 Palladian)
Outpost (Basic): Now provides 50 fortification (was 0 fortification)
Outpost (Economic): Now provides +20% Dust bonus on Empire per Outpost
Outpost (Scientific): Now provides +20% Science bonus on Empire per Outpost
Outpost (Military): Now provides -50% Hero and Army Upkeep on Garrison; also provides
Plow Factory: Removed the Palladian strategic cost
Production Line: Now provides +75 production; Strategic cost is now 5 Adamantian
Public Granary: Now provides +30 Food and +3 food efficiency per population (was +15 Food and +2 Food efficiency);
Public Library: Removed the science multiplier
Public Works: Now provides +1 infleunce efficiency per population (was +2 influence efficiency)
Refrigerator Plant: Removed Science multiplier; Now provides + 50 Food; Removed the 15 Glassteel strategic cost
Subterranean Gardens: Strategic cost adjusted to 5 Palladian (was 15 Palladian and 5 Glassteel)
The Octagon: Now gives +40 xp/turn (was 20 xp/turn); Strategic cost adjusted to 10 Mythrite (was 20 Mythrite)
Town Criers: Now gives +100 Dust; Dust multiplier removed; Strategic cost adjusted to 5 Mythrite (was 25 Glassteel and 10 Mythrite)
Watchtower: Production costs have been dramatically reduced
Items
Shields: Titanium and Glassteel shields now have higher rank capacities (so that they are always better than new tiers of iron gear)
Units
General Changes: Adjusting units to give them more concrete roles; the goal is to keep the flavor of different factions and units while also making each unit ave a purpose; the ideal army should include a wide variety of units
Forgotten Myst: Lowered base health from 150 to 100
Necrophage: All units have been adjusted; Forager is a versatile and inexpensive tanking unit that can spread disease; Necrodrones are fragile, inexpensive units that rush forward in deadly suicide attacks; Proliferators are massive beasts with the ability to both debuff and heal.
Necrophage Forager: Tanking unit; can now also use 1-Handed Swords and Spears; Very cheap production cost.
Necrophage Necrodrone: Offensive unit; can now also use 2H Axes;
Necrophage Proliferator: Support unit; Now has the cocoon capacity (instead of Vaccination); base health raised to 400; can now use Scepters; can no longer use Claws. Above average production cost.
Silics: Lowered damage slightly; raised life moderately; balanced as a tanking unit.
Sisters of Mercy: Justiceres can now use 1H Hammers; production cost slightly increased; balanced as a versatile infantry unit.
Skirmishers: All races now have access to a new unit called Skirmishers. These are extremely inexpensive (and disposable) infantry units with very low stats (except for health, which is high); these units are meant to fill the ranks of armies and provide for some additional tactical play (especially before all factions have access to more diverse units).
Wild Walker Ranger: Offensive unit; Damage slightly increased; Average Production cost
Wild Walker Shaman: Support unit; Base health increased to 400; can now use Scepters; Above average production cost
Wild Walker Tenai Walker: Tanking unit; Health increased to 250; Very Cheap Production cost.
Urces: Raised production cost moderately; rebalanced as a high health, low defense tanking unit
Heroes
Academy: Raised the maximum number of heroes on the market to 25
Broken Lords: All heroes have been adjusted and tagged with thier role; added 7 new prototype heroes
Cultists: Added 10 new heroes. Can now use 1-Handed Axes and Spears
Forgotten: Can now use Spears.
Necrophage: All heroes have been adjusted and tagged with their role. Can now use Spears
Strategic Actions: Search, Parley, Convert and Pillage now give +10 experience when performed by a hero.
Hero Skills
Infantry: Counterattack added to Level 1 of Defensive Grace (was +25 Defense)
Support: Defensive Formations rank 1 now gives the Healing Halo capacity
Wild Walker: Komorebi now grants +1 Science on exploitation (was 12% unit cost reduction); Behemoth Tamer now grants +2 Dust on exploitation per level (2 levels, for +4 Dust total; was -12% building cost reduction)
Technology
Serum of Iteru: Now gives +100% Attack and +100% Damage (was +100% Damage/Life)
Other
Ardent Mage Pillars: Now last 30 rounds; the price for pillars beyond the first (of each type) has been greatly increased
Ardent Mage Spells: Lowered the cost of all spells but Stun to 20 Dust per level; raised the cost of the Stun spell to 50 Dust per level.
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