ENDLESS™ Legend

ENDLESS™ Legend

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Community Balance Mod - Beta
   
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TYPE: Extension
CONTENT: Balance, Gameplay
Značky: UGC
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128.989 KB
16. pro. 2015 v 21.18
21. pro. 2015 v 8.12
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Community Balance Mod - Beta

Popis
v0.0.2
+ Search Party Technology now adds +1 to Vision Range of armies in addition to better odds searching Ruins
+ Roving Clans “Peace and Prosperity” trait grants reduces Empire Expansion Disapproval by 10% for each Road built
+ Ardent Mages' Dust cost of Pillars increases based on the number of that specific type of Pillar, rather than the number of all Pillars
+ Ardent Mages' Ardent Fire ability now grants bonus Damage instead of Attack
+ Ardent Mages' Teslem Warlocks now have +50% Life and -25% Damage
v0.0.1
+ Expansion Victory now occurs at 50% of territories
+ Mercenary are introduced to the Marketplace at higher levels faster
- Remove “Fast Learner” skill from all Drakken heroes
+ Swap Position of “Managed Torpor” and “Arboreal Dust Dowser” on Forgotten Hero Skill Tree
- Remove +1 INF/pop from “Impassioned Preacher” Cultist skill
+ Roving Clans' starting Hero (Siryi Alastra) replaced Dust Efficiency 1 skill with Dust Boost 2
+ Forgotten get Extra Assassin unit at start
+ Forgotten Start with Cauldata Sanctuary tech unlocked
- Cultists' starter Hero’s (Andom the Seer) Influence Boost skill is redcued to level 1
- Cultists' cost of Boosters increased by per converted Village. Each Converted Village should count as 20% of a city.
- Increase cost of Drakkens' Force Truce declaration (to same level as breaking a truce, roughly double the cost)
Počet komentářů: 25
Ingolenuru 6. čvn. v 3.57 
ELCP is NOT on Games2Gether The link goes to page not found.
Hotklou 14. bře. 2020 v 2.50 
To all the people wondering, yes it is out of date. But never fear, we will always have the Endless Legend Community Patch. Check it out on Games2Gether. :-)
Lerrasien 24. led. 2017 v 7.34 
So you're taking out an integral part of the Drakken heroes (their bonus xp), essentially making them weaker than any other hero due to the fact that it no longer gets what it's meant to and you're giving it nothing to balance out the huge nerf of -25% experience...? Okay...
IV | Tails 25. pro. 2016 v 3.13 
Sux:steamsad:
VitaminK 7. lis. 2016 v 23.44 
Need updated and expanded community balance mod please
Shin 9. říj. 2016 v 18.47 
I hope this mod will get updates after the new Tempest DLC. It really seemed promising.
SoulBornMachine 3. čvc. 2016 v 22.47 
Sad to see this being abandoned, seemed very interesting and had alot of promise.
Mylon 22. čvn. 2016 v 10.22 
* The market is super OP. Sell a single unit for 300 dust and use it to buy wine for +30 happiness everywhere. Industry to dust conversion via unit selling is often >1, making industry cities better for generating dust than dust cities! At least up to a point.
* Market again: It's easier to buy tier 3 strategics than actually harvest/conquer for them.
* Food and science stockpiles are weird. Food has hugely diminishing returns. There's no point in sitting on science stockpiles.
* Some lategame techs need work. Underground Gardens for +10 food in the winter time is pointless.
Mylon 22. čvn. 2016 v 10.22 
Some remarks about balance:

* Weapons tech seems really weak. Armor gives a huge buff to stats and unlocks accessories too!
* Armies are expensive to build but cheap to maintain. Warmongering is too easy. Should be slightly cheaper to build but much more expensive to maintain.
* Industry is far too powerful. Maybe base industry per pop should be 3?
* Food is too weak. I typically do industry on growing cities and dust/research later. Food only when I'm so far ahead I just want to spam districts.
Shailo 8. dub. 2016 v 17.53 
Well, if you really want to balance this game, the first step is to get rid of the miracles; the hand-of-god mechanisms that twist reality into a knot.

The most obvious are related to combat. Things like reinforcements teleporting in from across the continent, and solitary settlers beating off a five-army stack.

Settlers can evade armies multiple times and can even build a city before they are taken down. While reinforcements not only don't have traverse the path to their destination, they don't even have to walk back! Both pointlessly skew combat, and while adamantine-armored settlers is simply dumb, teleporting reinforcements in and back seriously unbalances the game for it throws the concepts of planning and logistics out the window, and so turns the game into an arcade.

There are several other things related to communication and stacks of dialogs in your face, but 1000 character is pretty short so I’ll end it there.