ENDLESS™ Legend

ENDLESS™ Legend

FreeformCustomFactionsUPDATEDELCP
20 Comments
Iceberg 17 Nov, 2022 @ 8:34am 
I applied your fixes to my Native Affinity mod because you also subtracted DLC content from the available traits and such, which I did not want to do.
DustDevil 20 Oct, 2022 @ 8:57pm 
Can you add Samhane Haligtide and Researcher Namkang to the freeform heroes choice (like the Haunts Hero and Mercy Hero)?
Rykhath 9 Jun, 2022 @ 4:13am 
With the trait from Broken lords, there is no heal button on other factions units. I can't heal my hero or units....kinda problematic...
CloggedOuthouse  [author] 17 Dec, 2021 @ 10:30am 
It completely replaces the old one, yes. I don't know how it interacts with other mods that have the old mod as a requirement. It would likely depend on the specific mod. Most things should stay compatible.
BD 16 Dec, 2021 @ 4:34am 
I haven't played in a while. When using this mod, do I remove the the one by the original author? If yes, does this one work with the mods relying on the old one?
Kaivian 19 Oct, 2021 @ 8:49am 
Would it be possible to have a +1 district level trait (not tied to cultist's one city)?

I know there's a mod that globally added +1 district level (cultists could go up to 4 and other factions 3).

Great mod. It does cause the game to be a little less stable, but it's rare. Like every 5th time starting a game map, it'll hang on the line that says "Auriga." Also, occassionally when loading the game, I would get faction traits that I didn't actually have. I'm guessing it's related to "Overgrown cities." Reloading the game a second time would fix it. For example I was playing Mykara customized, had overgrown cities for Dust Lords and Wild Walkers, and suddenly I could see the marketplace actions of other factions and was getting a cut (which is for Roving Clans). But as I said, I reloaded the same save, and it was back to normal. Btw, only things I am using is this, 12 techs per era, and ELCP.

Thanks so much, very cool!!
[Peppe] 13 Oct, 2021 @ 12:12pm 
Was the major unit rebalance mod adding the duplicate units. I thought I had dupes with just this mod, but it was the combination of the two.
CloggedOuthouse  [author] 13 Oct, 2021 @ 12:01am 
If your referring to units appearing in the empire select screen that has always been in the mod. It has to do with separating the unit abilities so any faction can use things like soul burn. It is entirely visual as far as I'm aware, and I'm not sure if its possible to change the UI appearance in the empire select screen without removing the units themselves and breaking the custom traits.
[Peppe] 12 Oct, 2021 @ 5:06pm 
Thanks change tech looks good.

Not sure if it was there before or this change duplicated the units. With just this mod active I see Broken Lords have duplicates of their Units?

In game it seemed to be the same unit with slightly different cost. Not sure if it was gear difference or something else.
CloggedOuthouse  [author] 12 Oct, 2021 @ 4:15am 
Thanks for bringing the Alloy/Armor thing to my attention, should be fixed now. I added the correct tech to the Broken Lords and the armor tech should be hidden from the research screen. The armor tech does actually very slightly reduce resource cost though, so I decided to keep the trait but reduce the cost of it to 5. I'm not really trying to balance stuff here as I'm mostly just updating for bug fixes, so if that seems too high/low I'm open to feedback.
[Peppe] 11 Oct, 2021 @ 10:41am 
Since you have split into a version for ELCP. ELCP has a starting tech change to the broken lords to swap them from Advanced Armor to Advanced Alloys start (and the Alloy tech includes armor in ELCP). This mod flips the starting tech back.

Also Advanced Armor is hidden tech in game, but not sure you can hide it from the selectable trait list or lower it's cost? since alloys does armor and weapons.
Iceberg 31 Jul, 2021 @ 12:42pm 
I would like to discuss this mod with you further.
Iceberg 11 Jul, 2021 @ 9:16am 
Thank you. I will update my dependent mods to use yours.
CloggedOuthouse  [author] 10 Jul, 2021 @ 11:42pm 
The turn 50 save bug is caused by outdated paths in the reference file. There was other fixes with minor text errors in localization. There was also an issue with the cultists and mykara not being able to complete the final part of the victory quest because the older mod used settlers.
Iceberg 10 Jul, 2021 @ 12:37pm 
Can you tell me what exactly caused the bug and what other fixes you implemented with some specificity?
NameIdeas 10 Jul, 2021 @ 11:47am 
Outhouse 10/10 PoG U,
CloggedOuthouse  [author] 10 Jul, 2021 @ 12:18am 
The issue with the alliance mod seems to only happen if you load it under this one. This mod separates all of the elements of the factions, which includes the type of settler. If you load the alliance mod under this it will overwrite all of the traits which causes all of the factions to not have settlers at all. It seems like you can make custom factions start with the alliance tech for free with both mods installed, just load this one under the alliance mod.
NameIdeas 8 Jul, 2021 @ 1:22pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2025982864&searchtext=ancient

When you combine these two mods, AI dies on turn one when you (the player) are using a custom alliance. Not really sure if its fixable, who knows.

Was surprising when I say an elimation victory after 1 turn lol.
Green 7 Jul, 2021 @ 7:43am 
Thank you this is great!
CloggedOuthouse  [author] 7 Jul, 2021 @ 12:16am 
Not sure what you mean, could you link me the other mod?