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!
I know this might count as spamming the thread, and if it is you are free to remove this; I just wanted to say I updated the Federation post with images depicting a rough idea of how they look and how their architecture look.
Sorry, is it acceptable to submit more that one race?
I know that previous faction i've made is not so perfect, but i feel that i'm done with it. And all new ideas, that i have in my head, are completely incompatible with Star Dreamers, so i think it will be better to create another one.
Lynx_gnt wrote: Sorry, is it acceptable to submit more that one race?
I know that previous faction i've made is not so perfect, but i feel that i'm done with it. And all new ideas, that i have in my head, are completely incompatible with Star Dreamers, so i think it will be better to create another one.
As far as the rules state, you can only submit only one race. Of course you can just edit/delete/redo your old race for that purpose and start from scratch. The devs probably won't gather the "complete" versions before the end of next week.
RariShyZealot wrote: I know this might count as spamming the thread, and if it is you are free to remove this; I just wanted to say I updated the Federation post with images depicting a rough idea of how they look and how their architecture look.
Once again, sorry if this is spam...
Everyone seems to be posting updates, so I think you'll be fine
And if you weren't, you'd probably have heard from the cultist moderator by now
And to not buck the trend, I did a small update to my faction as well.
The toxic diplomacy is a kind of way for the faction to not be completely helpless while it's building up its skill in alchemy. There are other ways to do that probably, but I think it fits better with the lore for the race. The Lords haven't been to the surface in a long time an a lot has changed. They spy and keep tabs on potential threats because they're kind of a paranoid race. But as the game progresses and the Lords become more capable of survival, the effects of toxic diplomacy diminish, and the minor factions become less of a threat and more of a tool the Lords can use. I hope that makes sense. I really want the Lords to fit both game play wise and Lore wise.
Also, does anybody have any ideas or concepts that they think might fit the Lords? Nothing is set in stone (pun intended) apart from their use of alchemy. I'd really love to see other ideas people might have for them. They need a new name, that's for sure. Lords from Under is just a placeholder. But anything else like what mounts they should use, or other fun things I may not have covered in my post
Edit: This is meant to reply to Teslaflux's comment
The Stasis Pirates are a loose confederation of Minor Factions from Auriga's deepest oceans and more obscure minor islands. The Pirates' main claim to fame is that have mined a Stasis Pillar site in order to produce a military force as deadly on earth as the waves, moving over land and sea with equal ease.
Driven by greed and a thirst for liberty, the Factions that eventually became the Stasis Pirates banded together to overthrow the fleets of the other ocean-going Minor Factions and began exploring various Endless Ruins under the waves of Auriga in their quest for more power and loot. During the pillaging of a particularly strange ruin full of the twisted skeletons of terrifying beasts, the antiquarians and adventurers of the Stasis Pirates found evidence that some of the intelligent species of Auriga were engineered for fell purposes, and the Pirates have taken this as evidence that they must plunder all of the ruins of Auriga in order to unravel this mystery before one of these species has gathered the resources needed to bring about this dark destiny.
If the Stasis Pirates become rich and powerful while saving Auriga, then so much the better.
Gameplay:
As a collection of Minor Factions, The Stasis Pirates will be able to earn the trust of Minor Factions in a way that other Factions cannot. This might play out as a series of mini-quest lines that start when you assimilate a specific Minor Faction that opens up tech like buildings or items based on a theme of that Minor Faction. For example, to gain the Harmonic Resonance Pillar from the Silics, it might be necessary to investigate a series of ruins important to the Silic people and learn more about the lore of the Silics, but to gain the sacred crossbow designs of the dark gods of the Jotus you must help them in a blood feud.
Additionally, Minor Faction buildings should act as watchtowers for the Stasis Pirates.
Stasis Pirate Minor Faction villages could also keep spawning independent armies, but those armies would wander into regions the Pirates don't control.
Having mined a Stasis Pillar and mastered its secrets, their armies should feature newt-men cavalry units on shards of stone being used like surfboards, infantry made up of heavily armored sea Minor Factions that normally couldn't move on land on floating platforms, and a flying ship-like unit that looks like a rickety wooden framework tied to a shard of stone with crossbows attached to it being flown by seagull-men.
Stasis Pirate units could also move on ocean hexes as well as land.
The Stasis Pirates would naturally have learned to cultivate and harvest the bounty of the sea in the forms of strangely fast-growing corals, metallic kelps of uncertain intelligence and motivations, and the shells of monstrous sea behemoths, and thus would get some kind of production bonus in Ocean hexes in the form of a building or faction bonus.
Coming from beyond the stars in their ancestor archs, Dustborn used to be peaceful pursuer of knowledge. With their ancestral systems failing and their technology fading into oblivion, the weak exiles didn't have a choice but use the ever present Dust found of this new planet. But this bore a terrible price and as they twisted their bodies and mind by consuming Dust they lost the gentle nature of their ancestry and became cold and ruthless. Now they call themselves Dustborns, as they think the origin and the end of all life reside in the miraculous substance. Their new home seems to be dying and it will be up to them to collect and use enough Dust to survive the impending doom. Even if it means exploiting Auriga and its inhabitants...
Dustborns are race of xeno scientists. Lost on the planet and ill fitted for harshness of life without superior technology, they stayed for centuries underground around their slowly failing vital systems. But as they explored the quasi magical properties of Dust they found a solution. It could mold and modify flesh as well as inert materials. They started by modifying their own kin to survive and prosper to the point they forgot all about their origins and believe to be born from the Dust itself. Depending of their rank in their twisted society, individual may varies wildly in shape and in intellect.
Now they turned their attention to the other people inhabiting Auriga. With the help of Dust they will certainly prove to be good material...
Ideology :
Dustborns seek knowledge and power without any conscience. They barely consider other major factions as possible source of information if not outright test subjects. The Dustborn leaders are highly egoistical and paranoid, trying to keep their own discoveries and technical prowess for their own sake. This is an hindrance for their progress as a whole race, but its more than compensated by their – too much – enthusiastic experiments on other beings.
Somehow, all Dustborns tend to use Dust on themselves, with the higher castes improving their bodies and mind – or so they think. However they all but forgot other notions of personal development.
Convinced to be the superiors mind of Auriga, they won't share their discoveries with strangers. How they are perceived doesn't matter, since it's up to them to save the planet.
Dustborn gameplay is tied to three characteristics : their Dust addiction and usage, their peculiar way of practicing science and their amoral views..
The Final Project : They have their own technological goal geared toward ascending to higher existence and saving Auriga. A string of special techs will be needed for this.
Hazardous science : Progress doesn't have to be safe and passive, they won't hesitate to put themselves in danger and sacrifice population to produce science.
Dissectors : It's useless to seek old answers by looking at the rocks and the rusted remains of old eras. They had to give up their own heritage and will instead use whatever they can find from their enemies instead. With each victory, the weapon and corpses will be a source of new knowledge. (science stacks produced by killed units)
Bio assimilation : Observing minor factions is a source of wonderful knowledge. They can build laboratories on the villages under their control that will provide them science. Sometime the “observation” is a little too active... unfortunately.
Xeno enhancement : minor factions units are of no use to the Dustborns. But by having access to “ living material” they can enhance their own units with new characteristics extracted from the assimilated factions. (special trinket slot)
Twisted Elite : their Dust addicted elite have no consideration for the common good. Distant cities come with an increasing upkeep and less effective science production. But they can create some sinister labs where the omniscients do as they please. This comes at the price of general happiness, unsurprisingly.
Omniscients : their heroes are no valiant fighters but instead come into battle to observe their enemies and of course gleefully witness their own devastating technology – and gloat accordingly. They are all of the support class and can use their special “enhancements” on their troops.
Polymathin wrote: Props to nightbasilisk for trying to work on a more fair voting system. I feel like with so many option so far it is going to be quite the chore.
I'm having trouble finding where Endless lore is archived? It's difficult to write the lore for my faction only having a vague understanding of the major plot points.. Any help would be appreciated!
When I made my faction, I wanted the gameplay aspects to be my primary objective.
I wanted to make a faction that I thought would actually be fun to play in game, and also be able to be played multiple ways. (Diplomatic or Destructive)
What I love the most about the end product, is that I can actually picture my faction being in Endless Space as well.
After years of advancing technology, the Drift Dunes could be turned into "Drift Gates" and be placed in space.
They would serve the same purpose as they do in Endless Legend, but on a much bigger scale. And besides, the name "Drifters" does sound kinda Spacey too doesn't it.
Mordius wrote: When I made my faction, I wanted the gameplay aspects to be my primary objective.
I wanted to make a faction that I thought would actually be fun to play in game, and also be able to be played multiple ways. (Diplomatic or Destructive)
What I love the most about the end product, is that I can actually picture my faction being in Endless Space as well.
After years of advancing technology, the Drift Dunes could be turned into "Drift Gates" and be placed in space.
They would serve the same purpose as they do in Endless Legend, but on a much bigger scale. And besides, the name "Drifters" does sound kinda Spacey too doesn't it.
This sounds like it would really make gameplay fun. I am not sure if Vaulters already have this ability however. On their units it looks like there is an icon that implies the ability to teleport. I am not sure if it has been implemented into the game yet. Can anyone confirm or deny this.
_theclamps_ wrote: Love these kind of creative exercise ;p. Here's a few, hope you like one:
-The Ruundalshk
-The Burrowers
-The Jabheere'
-Deep Dwellers
-Shapers (for their Dust manipulation)
I like the names, but it occurs to me that the Vaulters are already from underground, and two underground factions might be too much
So I'm thinking I should either rewrite their backstory, or choose a name that distances them from their underground past. I like Shapers, but I also feel it's a bit vague. Maybe throw in another word or something
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