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!
your magic spell theory made me think about that oart from the fourth harry potter book when they have to survive underwater. maybe something like that would work, also the idea of a faction relying on herbs and plants with their various properties rather than straight up magic is appealing to me.
We've definitely seen too little of the map to have much of a clue about what size seas are. I'd really like to see more on that point. I agree with you that the presence of islands would make things interesting. As for interaction between a prospective submarine faction and land-based ones, 3 points:
1. This is a fantasy game, so significant creativity can be employed to allow or restrict military interaction. That could include faction traits that allow for breathing water and air (if one breathes at all!) to magical or technological solutions (or even a mix of the two) to the problem.
2. The game spans 6 eras, supposedly from the equivalent of late antiquity to some time representing the present near-future, so there's no need to be fixated on just what medieval armies could or couldn't do.
3. There could easily be more than one submarine faction, so all sorts of stuff could occur in the depths before any interaction between the land and sea really occurs. At any rate, the factions would all still be in competition for the same end goals.
i personally think that while more naval gameplay would be nice, the maps right now don't look like they have enough water to support a whole submarine faction. also, how would such a faction interact with the others in game? a land based faction can hardly invade the entire ocean using medieval weapons.
Nosferatiel wrote: I haven't read anything about any kinds of fleets being implemented, at the moment. I'm not sure there will be any battleships whatsoever.
I'd be totally okay with this at initial release. I think it would make for a FANTASTIC expansion: "Endless Legend: Eternal Seas". It would feature a whole variety of naval units and a submarine faction or two with new terrain specials consistent with undersea environments.
I'd be disappointed if at least greater naval options weren't ultimately offered via expansion/other DLC.
It would be great if there were a similar inaccuracy to your initial knowledge of the map. Games like this have always mildly bothered me when it comes to exploration. One would think that a world with pre-existing lore would have some idea of what their general area of the world looks like. Mind you, the AI is typically allowed to cheat in most 4X games by already knowing the map.
also as far as scouts go, it would be fairly amazing in my opinion if we could send scouts and we could see some of their troops and some of their positions but not the actual amount which we would have to estimate. you would have to make game changing decisions based on little information but even if it is inaccurate it would give you an advantage.
^important point. We're pretty well accustomed to different types of open space tiles in 4X games, going all the way back to the first iteration of Civ (grasslands v. plains v. tundra). Why shouldn't forests have more than cosmetic variety too?
true but there are many different levels of thickness in a forest, there could be clearings or streams or maybe even a burnt down section of forest. forests arn't universally the same.
It may make sense to increase the visual with the increase in height, such as height +1 = +1 visual, but do not like the idea that you can see inside a forest. It is generally more difficult to see in a forest on the other by the foliage of the plants.
how about when you are flying above a forest on the same tile as a nearby army, but you are flying while they are on the ground, will you be able to see them? or will you have to be an a higher elevation tile?
maybe instead of heroes you need to train regular people into officers that have no hero bonuses but can move around armies and maybe are quite expensive? what i personally would absolutely love is to have an army of dragon people invading regions and pillaging everything.
i heard that early on that you needed to have a general/hero to be able to have a moving army? what happened to that idea, i relaly liekd it as it would stop folks roaming around with loads of tiny armys everywhere and clogging up the landscape.
To move armies on the map, you need to create them from units of your city garrisons
Armies contain a limited number of units (Max Army Capacity: can be increased with technologies), and only one hero
Some terrain types, like rivers, require more movement points (MP) than others to advance
The max MP value of an army is the lowest unit score in the army (like in ES)
Oceans and lakes can be crossed only by ships or with the help of flying unit capacity
Some obstacles, such as ridges, can be crossed only by flying units
No battle can be launched from or against an army standing on an obstacle or sea tile
Over seas
Ships can be unlocked through the technology tree. That same tech creates harbours in all cities near coastal waters
Any army can embark into a ship from any tile adjacent to coastal waters
Embark/disembark uses all remaining movement points until next turn, except if embarking/disembarking near a harbour
Flying transportation
Some flying unit can have the “Flying Transportation” capacity, meaning that they give the “flying” capacity to the whole army, thus transporting non-flying units over water and obstacles.
ARMY REPRESENTATION
No hero assigned to army: the strongest unit as world map representation
Hero armies: hero as world map representation
Flying armies: an army that can fly always shows the strongest flying unit giving the capacity as world map representation
Boat armies: boat as world map representation
VISION
Most units have a base vision range of 3 tiles, but some others can have more through skills and traits
Hidden armies can only be seen when you’re adjacent to them (e.g.: forest)
Cliffs and ridges (+2 height) block the vision of the army on tiles above and further behind
FOG OF WAR
Armies cannot be seen inside the fog of war (tiles already visited once but not in army vision range)
Buildings and their possible evolutions are seen through fog of war, but not through unknown land (tiles never seen)
BATTLE LAUNCH
To launch a battle, the player needs to right-click on the opponent army
When an army initiates a movement towards an enemy army to attack it within the turn, then the enemy army can’t escape that battle anymore
Once standing next to the opponent army the battle is launched and an battleground area is then created on the world map, around the two armies (battle system to be detailed in another GDD)
TRANSFERRING UNITS
Transferring units is possible between 2 armies standing next to each other, or from an army to an empty tile (new army) or to a City (transfer to garrison)
Transfer is like moving units, so it costs movement points depending on the tile where the units are transferred to
If an army is emptied of all its units but the hero, the hero is then automatically unassigned
You can’t transfer non-flying units through water or obstacles
LIFE REGENERATION
Each army unit can automatically regenerate X life points per turn at the beginning of the turn, under certain conditions:
Standing on city tiles in player or ally regions
Standing near a watch tower giving regeneration bonuses (also works in ally’s regions)
Being in garrison
Heroes can also regenerate when unassigned
There are many ways to accelerate HP regeneration, such as equipment, skills, techs, faction traits and city improvements
Because of their faction affinity, the Broken Lords cannot regenerate life automatically. Instead, they need to pay Dust to heal (Faction traits and affinity to be detailed in another GDD)
Map Army Actions
Map army actions enable the player to interact with villages, to search specific quest locations, to siege cities, to destroy some buildings, to intercept any opponent army entering its field of view, or to colonize new regions.
To use a Map Army Action, the player army must stand next to the tile he wants to interact with and no army must stand on the targeted tile at this moment
COLONIZATION
The settler unit has the “colonization” capacity
The colonization capacity blocks the Food surplus once the settler queued at the top of the construction queue in cities
Upon settlers creation, the colonization capacity extracts a defined quantity of population from the city (this value can be modified by traits, skills and technologies)
Once a new city is built by the settler, the unit disappears and gives the population to the new City
VIP FEEDBACK
Vision Range - going upwards allows you to see further thanks to lack of obstacles; we considered that another vision bonus would be too much.
Suggestion - "detection bonuses for being on the high ground": we are thinking about that kind of bonuses. For example, armies hiding in forests could be seen from above. This is still "work in progress".
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