ENDLESS™ Legend
Tales Of Auriga
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Обновление: 26 фев. 2016 г. в 20:13

v1.39

AI
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 Extraction: Strategic cost adjusted to 2 Mythrite (was 40 Glassteel)
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)
Customs Ministry: Strategic cost adjusted to 10 Hyperium (was 20 Hyperium)
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)
Innoculation Station: Strategic cost adjusted to 2 Mythrite (was 5 Adamantian)
Irrigation Networks: Lowered strategic cost to 2 Glassteel (was 5 Glassteel)
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
Scientific Envoy: Strategic cost adjusted to 2 Hyperium (was 20 Titanium)
Seed Storage: Removed the food multiplier
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

These notes are incomplete! Please check the discussions tab for full patch notes.

Обновление: 10 фев. 2016 г. в 18:49

v1.38

Military outposts now give heroes and troops +10 xp/turn; all other outposts now give heroes and troops +3 xp/turn;
Glassteel and titanium costs for all outposts has been reduced to 20 units (was 50 units)
Scientific Outposts now provide a flat +10% on Empire Research per outpost
Economic Outposts now provide a flat +10% on Empire Money per outpost

Reduced the production costs of the base for all units for all game speeds; this results in much cheaper "naked" units and slightly cheaper "fully geared" units
Reduced the number of roaming armies and increased their sizes;

Removed swords/shields from Bos (they had all 4 slayer types and free counter; ended up being too strong)
Added spears to Cultist Fanatics (to give the faction more versatility)

Levels 3/4 of the Science and Economy Empire Plan now give +6 science/industry per district (up from +4)

Swapped the effects of Inspirational Leader (common skil tree; flat percentage boost to FIDSI) and Impassioned Preacher (Cultist tree; efficiency per pop)
Ardent Mage Opulence hero kill now has one rank and gives +2 Luxury Resources (was 3 ranks of +1 Lxuury Resource each)
Ardent Mage Theatre of Pain hero skill now gives +3/+3/+3 on terrain with science (was +2/+2/+2)
Ardent Mage By Any Means Neccessary hero skill now gives +4 science per district/+4 science per district/+15% Science on City (was +15%/+15%/+15% Science on City)
Forgotten faction talents relating to infiltration have been reduced to one rank each
Supply Lines is a new Common skill that replaces Fast Healer and Thrifty (combining their effects into 2 levels in a single skill)
Single Combat takes the place of Fast Healer, which makes room for a new hero skill, Heroic Mettle (+200/+200 maximum health on hero)
Added a new skill, Protect the Flanks (+1 Reinforcement Positions) to the Ranged Tree;

Capacities have been adjusted
Health capacities and health boosts have been adjusted generally downward (it is a major design philosophy of this mod that player units feel fragile; excessive health leads to immortal units)
Units are being reworked
Support units have much higher health values
Ranged units have had their intiative lowered

All weapon and armor techs now give -15% discount (up to -90% total) on strategic item costs (was -10% each for a total of -60%)
Reduced the cost of strategic items by 60% (to a minimum cost of 1 unit)

Stats on all weapons and armor have been reworked
All weapons and armor now have identical base stats (1H + Shield has slightly more health/defense and 2H has slightly more damage/attack)
All strategic armor/weapons now have the same base stats (which are roughly equal to dust weapons of the appropriate level)

Weapon Stat/Capacities
Sword; Cav Slayer; +25 Init; +25% Init
Axe: Infan/Ranged; +25 Dmg; +25% Damage
Hammer: Infan; +50 Def; +50% Attack
Bow: PBS; +50 Attk; +50% Attack

Sword: Cav Slayer; +25 Init; +25% Init
Axe: Infan; +25 Dmg; +25% Damage
Hammer: Infan; +50 Def; +50% Attack
Bow: Flying; +50 Attk; +50% Attack

Spear; Flying/Cav; +15 Init and +25 Attk; +25% Init
Claw: Ranged; +15 Dmg and +25 Defense; +25% Damage

Staff: Slow; Init Bonus; +50 Init; +25% Init
Wand: Unsteady; +25 Init; +25 Dmg; +25% Init
Scepter: Exhaustion; +25 Init; +25 Dmg; +25% Init

Titanium: +Damage
Glassteel: +Initiative
Palladian: +Defense
Adamantian: +Attack
Mithrite: +Damage and +Defense
Hyperium: +Initiative and +Attack

Обновление: 6 фев. 2016 г. в 3:47

v1.37: Added a new Treewalk capacity for Wild Walker units that allows them to move at no penalty in forests (currently affects all terrain); this applies to both Strategic movement and battle movement; Upgraded Outposts now give +50 dust/science; Upgraded military outposts now give a flat +10 xp/turn on units inside and the garrison (making this an ideal place to store/train armies and generals); Allied Kingdoms now give +250 Science/Dust (or +400 Dust for Forgotten) and +50 influence/turn; wanted to make it more rewarding to grow and then retire new cities; Level 3 and Level 4 of the Science and Economy Empire plan now give +4 Science and +4 Industry (was +2) respectively; Outposts and Allied Kingdoms now properly maintain 100 Approval (previously expansion disapproval still brought them below 100 and this affected your empire approval rating); heavy adjustment of how minor faction units upgrade throughout the game; there is now a quest that triggers stat increases each time your empire reaches a new tech era; this should result in a smoother, more challenging curve and reduce the number of units required to present a challenge (still needs testing and some adjustments; please share your feedback)

Introducing A New Quest, (TOA) The Aurigan Wilds:

Auriga awakens again. Her children return to the warming surface and an infinite variety of shapes and forms begins to flourish.

A hundred points of light; a hundred fires dotting the surface of Auriga. A hundred different tribes. Each with their own story; each point of view separate and distinct from your own.

But this is your story: the story of how your great civilization rose up in the warming Aurigan Wilds.

Note: The Minor Factions will grow stronger with each era.

Обновление: 2 фев. 2016 г. в 20:09

v1.36: Added all the content from Expanded Heroes into Tales of Auriga; you no longer need to load Expanded Heroes; adjusted the base heroes for Ardent Mages, Cultists, Forgotten and Wild Walkers to use the role and tag systems from Expanded Heroes.

Обновление: 1 фев. 2016 г. в 16:24

v1.35: Cultist faction tree is now live. Maximum army movement is now 8 movement points per round on the strategic map (down from unlimited); adjusted Wild Walker hero skills to provide High Ground and Forest Resonance capacities instead of direct bonuses (so it's easier to see the effects); Ardent Mages now gain +2 science on terrain with science per rank (was +1 science); Forgotten now gain +2 Dust on terrain with Dust per rank (was +1 dust); Because of the way converted villages were coded by Amplitude, all changes that the minor factions get also apply to Cultist villages; this results in a buff to all unit stats and xp/turn gains by units while they are inside of converted villages; on Hard, this means that all units (even native Cultist units) get +100 health, +25 to all stats and +10xp/turn while they are inside of the villages; once they leave, their stats return to normal; finally, it also looks like there is no military upkeep on units while they are inside the garrisons of converted villages. I don't know how to fix this behavior at the current time, and I think I actually the way it plays; minor faction spawns now level up fairly quickly and are useful as a main component of Cultist armies; converted villages are also a lot more defensible; increased the vision range of converted villages from +1 vision to +2 vision (quality of life improvement); Cultist technology We Are Legion has been renamed Eyes of the Queen; effects have been changed to +3 vision on converted villages (was +40xp on units spawned by converted villages)

Обновление: 31 янв. 2016 г. в 13:56

v1.34: Ardent Mages now have access to the Fire Rain capacity in their faction skill tree; Fixed Defensive Ward and National Military College to properly be buildable in multiple cities; Ardent Mage Spells now have a cooldown of 1 round (except for stun, which now prevents any further spell casting for the remainder of the battle); Reworked stockpiles; originally, a stockpile would give you 25/175/875 resources (depending on tech) for 1/1/2/2 rounds (depending on game speed); they had an industry-to-resource conversion rate of between 70% and 11% depending on techs researched and game speeds; now, all stockpiles give 50/150/300 (depending on tech) for 3/6/9/12 rounds (depending on game speed); all resources at all tech levels and game speeds now have a 72% industry-to-resource conversion rate. These changes increase the efficiency of stockpiles (making them more usable) and also decrease the need to micromanage (which the UI does not currently support); all tooltips are reworked to be clear and explain the stockpile system. Necrophage stockpiles have also been updated to provide 150 Food (up from 120 Food; now matches the middle food booster in effects) and now last for 3/6/9/12 rounds (up from 1/1/2/2 rounds). Adjusted several luxury boosters; Pixie Blood now gives the bonus health regen on entire empire (instead of just on cities); Gems now give a +0.5 bonus per round to strategic resources on empire.

Обновление: 29 янв. 2016 г. в 23:42

v1.33: Ardent Mage Torment hero skill now gives +2 Dust on exploitation (was city ditrict); Lumber Mill now gives +2 production on terrain with forest (was +1); Apprentice Registry now gives +2 production on exploitation with industry (was +1); Canal System now gives +2 on terrain with industry (was +1); Ardent Mage Opulence Hero skill increased to +1/+1/+1 luxury resource bonus (was +0.5/+0.5/+0.5); Adjusted the way Ardent Mage spellcasting (in battle) works; Removed the cooldown from all Ardent Mage spells except for Incantation of Enervation aka Stun; you can now cast a spell each round unless you use stun; Stun now has a 6 round cooldown (which means that if you cast stun, you will not be able to cast another spell for the remainder of the battle); Increased the defense granted by Incantation of Defense from 5/10/15/20/25 to 20/40/60/80/100; the bonus defense from Incantation of Defense now lasts 6 rounds; Increased the attack granted by Incantation of Haste from 7/14/21/28/35 to 20/40/60/80/100; the bonus attach from Incantation of Haste now lasts 6 rounds; Increased the damage of Incantation of Deluge from 8/16/24/32/40 to 20/40/60/80/100; Increased the healing done by Incantation of Restoration from 10/20/30/40/50 to 20/40/60/80/100; numbers may be adjusted to balance abilities in future patches.

Обновление: 29 янв. 2016 г. в 16:59

v1.32: Support tree is live; Removed outposts and Allied Kingdoms as buildable objects for the AI; Outposts and Allied Kingdoms now require full ownership in order to build.; removed dust costs from most military buildings; removed the once per empire limitiation on defensive wards; reduced construction costs of defensive wards to 250 production and lowered effect to +10 fortification per pop (no longer requires glassteel); medical center and materials hoard now require 250 production (down from 600) and no longer require strategic resources to build; army manual now requires 5 palladian (instead of 5 hyperium) to build; national military college now requires 5 palladian (down from 15) to build; removed the once per empire restriction on national military college; increased xp at unit creation on innoculation station to 200; innoculation station now requires 5 palladian (down from 15 palladian and 5 hyperium); increased militia slots on military reserves to +4 slots (up from +1); removed the +400 city fortification from military reserves; lowered the cost of military reserves to 250 production (to make it more useful in late game border towns where it might be relevant); Level 1 of the Empire and Expansion Empire Plan has been changed from +2 vision to -25% Expansion Dissapproval

Обновление: 28 янв. 2016 г. в 19:23

v1.31: Ardent Mage faction tree is now live; Support tree is not updated, but it is functional; Removed Infantry Slayer from 2H Bows (was too strong on an already strong and overrepresented role); Increased Flying Slayer on 2H Bows 1 rank to compensate; Added Slow Down to 1H Swords (allows Infantry to control the battlefield and gives them a niche); significantly boosted the difficulty of Minor Faction units on Hard (Taeves made me do it!); once you settle a region, minor faction spawn rates slow way down (to give you a chance to conquer them); Increased the size of city garrisons to be 8 units base (increases with tech like normal); this should allow you to create/store more units in cities (allowing flexibility in creating new armies)

Обновление: 27 янв. 2016 г. в 13:14

v1.300: Changed this mod to be Standalone (~400mb). Fixed tooltips on Outposts And Allied Kingdoms. Removed production costs on Outposts, Allied Kingdoms and Roads. Tech: Search Party renamed Exploration; now gives +1 Vision and +1 Strategic Movement and removes the chance to not recieve loot from ruins. Completely reworked skills! Currently implemented: Common, Infantry, Ranged, Wild Walkers and Forgotten; Not yet implemented: Support, Flying/Cavalry, Ardent Mages, Cultists, Dakken, Roving Clans, Necrophage, Broken Lords, or Vaulters; Reworked combat; Adjusted which slayer capacities each weapon had; doubled the bonus from slayer; put sweeping strike back on most 2H weapons; increased the bonus from Point Blank Power; Slightly increased the percentage of exhaustion and unsteady debuffs; many buffs/debuffs now last 6 rounds.

Axe 1H: Infantry Slayer, Ranged Slayer, Shield
Axe 2H: Infantry Slayer, Sweep Strike

Bow 1H: Point Blank Power (Unchanged), Shield
Bow 2H: Infantry Slayer & Flying Slayer

Claws: Ranged Slayer; Sweep Strike

Hammer 1H: Stun, Infantry Slayer, Shield
Hammer 2H: Stun, Infantry Slayer

Spears: Cavalry Slayer, Flying Slayer

Sword: Cavalry Slayer, Shield
Sword 2H: Cavalry Slayer; Sweep Strike

All slayers now give +40/60/80/100% Damage
Point blank power now gives +30/60/90% Attack

Exhaustion now reduces by 20/30/40/50%
Unsteady now reduced by 20/30/40/50%

Support Buffs: Barkskin, Increased Fire, Unleashed Potential now last 6 rounds
Support Debuffs: Exhaustion, Slowdown, Unsteady now last 6 rounds