ENDLESS™ Legend

ENDLESS™ Legend

Tales Of Auriga
Countess Vines  [udvikler] 26. feb. 2016 kl. 20:15
Patch 1.39 Complete notes
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

Items
Shields: Titanium and Glassteel shields now have higher rank capacities (so that they are always better than new tiers of iron gear)

Units
General Changes: Adjusting units to give them more concrete roles; the goal is to keep the flavor of different factions and units while also making each unit ave a purpose; the ideal army should include a wide variety of units
Forgotten Myst: Lowered base health from 150 to 100
Necrophage: All units have been adjusted; Forager is a versatile and inexpensive tanking unit that can spread disease; Necrodrones are fragile, inexpensive units that rush forward in deadly suicide attacks; Proliferators are massive beasts with the ability to both debuff and heal.
Necrophage Forager: Tanking unit; can now also use 1-Handed Swords and Spears; Very cheap production cost.
Necrophage Necrodrone: Offensive unit; can now also use 2H Axes;
Necrophage Proliferator: Support unit; Now has the cocoon capacity (instead of Vaccination); base health raised to 400; can now use Scepters; can no longer use Claws. Above average production cost.
Silics: Lowered damage slightly; raised life moderately; balanced as a tanking unit.
Sisters of Mercy: Justiceres can now use 1H Hammers; production cost slightly increased; balanced as a versatile infantry unit.
Skirmishers: All races now have access to a new unit called Skirmishers. These are extremely inexpensive (and disposable) infantry units with very low stats (except for health, which is high); these units are meant to fill the ranks of armies and provide for some additional tactical play (especially before all factions have access to more diverse units).
Wild Walker Ranger: Offensive unit; Damage slightly increased; Average Production cost
Wild Walker Shaman: Support unit; Base health increased to 400; can now use Scepters; Above average production cost
Wild Walker Tenai Walker: Tanking unit; Health increased to 250; Very Cheap Production cost.
Urces: Raised production cost moderately; rebalanced as a high health, low defense tanking unit

Heroes
Academy: Raised the maximum number of heroes on the market to 25
Broken Lords: All heroes have been adjusted and tagged with thier role; added 7 new prototype heroes
Cultists: Added 10 new heroes. Can now use 1-Handed Axes and Spears
Forgotten: Can now use Spears.
Necrophage: All heroes have been adjusted and tagged with their role. Can now use Spears
Strategic Actions: Search, Parley, Convert and Pillage now give +10 experience when performed by a hero.

Hero Skills
Infantry: Counterattack added to Level 1 of Defensive Grace (was +25 Defense)
Necrophage: Faction tree redone.
Ranged: Assassin rank 1 now gives Infantry Slayer Rank 4 (was +25 attack)
Support: Defensive Formations rank 1 now gives the Healing Halo capacity
Wild Walker: Komorebi now grants +1 Science on exploitation (was 12% unit cost reduction); Behemoth Tamer now grants +2 Dust on exploitation per level (2 levels, for +4 Dust total; was -12% building cost reduction)

Technology
Serum of Iteru: Now gives +100% Attack and +100% Damage (was +100% Damage/Life)

Other
Ardent Mage Pillars: Now last 30 rounds; the price for pillars beyond the first (of each type) has been greatly increased
Ardent Mage Spells: Lowered the cost of all spells but Stun to 20 Dust per level; raised the cost of the Stun spell to 50 Dust per level.
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HappyHead 27. feb. 2016 kl. 9:28 
You were right, this IS a rather lagre update. You've got a lot moving parts to handle here. (Wow)

I haven't played a game with this just yet, but one thing I see that may be a problem is your low priority on AI attacking support units. To me, that seems to be a rather large incentive to use and abuse the stronger support units in the game (Drakken heroes, eyless ones, Dust guardian)... or, at least it would if the drakken and guardians had already been balanced for your mod.

Also, looking at the new support targeting priority, what about cultist preacher units? Their main use is in casting their buff on the hero in the early game. Wouldn't having support always be rigged to attack cause problems for the cultists? And then there's those cases where you have a support unit equipped with high damage to be both a ranged unit and a healer... I dunno, it's just that support is a tricky little beast where, in some cases, they are glorified ranged units and in others they are pure support units and in others they truely are this middle of the road sort of thing....

I'll play a game with the intention of trying to abuse support units to see if it gives me an edge in combat. (Specifically to see if anything can beat 3 eyless one high damage healers all healing a circle strike back tank that's blocking/defending a bottleneck while 2 other eyeless ones de-buff and kill everything else)
If this is the case, one possible solution to this would be to re-balance your modified combat system to, instead of being a rock, paper, scissors system, being a rock, paper, scissors, lizard, Spock system (ala "The Big Bang Theory" as explained by Sheldon)
This would involve employing a support slayer skill within the mix of things, re-adjusting combat priorities, and giving a more complicated targeting priority to support units to account for instances when it's best to buff an ally rather than attack.
Sidst redigeret af HappyHead; 27. feb. 2016 kl. 9:29
Countess Vines  [udvikler] 27. feb. 2016 kl. 11:26 
So, a few things that I can share about this.

First, the AI (and game design) is not programmed in an easily controllable way that allows a lot of super smart behavior; the base game is really too complicated for an AI to handle. That means that the game design already creates a lot of constraints on what can be done with the game.

Second, damage is very high in this mod, while health tends to be a lot lower (and doesn't scale well). This devalues things like healing, because units often die in the same round they get injured (or often in a single good hit).

Third, Support units are very bad at doing damage. They have high speed and reasonable damage, but very low attack scores and low defense. Support units are great for buffing/debuffing, but they miss...a lot. And when they're directly attacked, they get hit by criticals fairly often.

Additionally, the game has been redesigned with the Slayer bonuses in mind. Any Strategic weapon (except Support weapons) or Dust Tier 1 has the Rank 4 Slayer bonuses. This is double damage against the correct unit Support units are going to be stripped of all Slayer bonuses (so no more claws on certain units), which means that they simply can't compete with other units for actually killing anything, which is the design.

With all of that said, before the changes it usually was not very helpful to have a support unit in your armies. You'd be better off with a high damage ranged unit, for example. They would just get targetted right off the bat and be eliminated on round 1-2 of any battle.

Now, they are the last units to be killed (all things considered) and they have time to spread their unique effects (buffs/debuffs) around the battlefield. If they are targetted, they can generally survive 2 or maybe 3 hits before they're killed. I think it opens up a lot of gameplay and makes things a bit more fun.

I did my best to eliminate the support behaviors, but they are still there. I can't seem to get them to stop completely. The idea is that in a fight, they should be auto-attacking (because they contribute some damage and more importantly, spread debuffs), and then if you need one of their buffs, you can manually target that. Too often, support units would just buff themselves (or maybe a hero) again and again and again while you sit and beat them down; worse yet, they might run up into the middle of a fight to buff a unit on the other side of the enemies. Support unit behavior is pretty stupid in the base game, so this is the best compromise that I can find.

Thanks for the feedback, Happy. I hope you're doing well. <3
Countess Vines  [udvikler] 27. feb. 2016 kl. 11:27 
Just two last points; programming the AI is very limited and support units take extra damage from Ranged Slayer (which does extra damage against Ranged and Support units).

They did have a Support Slayer in the early game files, but they just collapsed it into Ranged Slayer in their final game.
HappyHead 28. feb. 2016 kl. 13:37 
Alrighty, thanks for responding, and thankyou, hope you're well also.

I did a playthrough as the cultists and, for the most part, everything you did winds up making a lot of sense.
I still have preachers auto buffing the same unit over and over again, so maybe look into it a bit (only preachers as far as I've noticed. they seem to only want to buff, never attack and I still saw supports occasionally using their buffs, which is nice.)

That said, there was a certain level of truth to my worry, though not as simple or big as I had thought. I found that if I took a cultist hero with high health/defence and a free counter, shoved him in a spot where he could only be attacked on 2-3 sides, and then brought in an army made up of a wide variety of only support units to buff him in nearly every way possible (including heals), There was little that could stop me.
Granted, this strategy depended a LOT on the battlefield itself and requires a LOT of preparation to get the right team composition, but it's worth mentioning.
(Had 2 classes of healers, one with high initiative to heal before the hero attacked/was attacked, and one with low initiative to heal just after he attacks. The rest of the supports were from village defaults or assimilated high initiative units)
Any little slip up would result in the hero dying and that would result in the entire army getting obliterated within 1 to 2 turns after that, so it all looks like my fears were a little unfounded, but it did seem weird that, when things were working, the enemy never attacked the supports that were clearly keeping the hero alive.
That said, a large roving army made up of only ranged units proved to be an effective counter to this strategy, and everything you explained in your post winds up holding true most cases, so this is probably not worth re-working anything over.


After playing through a game, I gotta say though, good job! This mod here is really impressive in its scope and depth.
One thing I gotta ask, though, when you are playing the game, what do you usually have your map look like? I found that a lot of the difficulty around roving armies could be adjusted by increasing the amount of water and islands on the map. Roving armies wont leave their island unless they are chasing someone... which lead me to exploit by baiting massive 16 armies into enemy territory.
Anyway, i found it to be such a game changer that it may be worthwhile to post on the mod description a reccomended world build.

Another thing, roving armies wont attack converted villages. Dunno if this is intentional or not, but I fealt as though it gave the cult a bit too much advantage since they were free to expand across the map without fear of their roving army bodyguards if they got in and out fast enough. Still, they probably would be incapable of holding territory otherwise... unless villages could somehow have a small fortification bonus in addition to the buffs that are already present when units are on there.

Also, is it possible to have multiple free counters? I noticed the cultist hero has a free counter at the top of its faction tree, but there's also a counter at the bottom of the infantry tree soo... ya. I never got a chance to test that combination, but ya.

You also may wanna do a double check on science stockpiles to make sure they are working. I wasn't sure if they were doing anything when I used them, especially when I set a bunch off all on the same turn.

Ok, im done with my wall of text. Great job, really. Love your work, can't wait to see what it will look like in future updates.
Sidst redigeret af HappyHead; 28. feb. 2016 kl. 13:39
Countess Vines  [udvikler] 29. feb. 2016 kl. 8:40 
Some things are still a work in progress or alpha. Cultists specifically, I haven't gotten to. I don't think I've adjusted their units (on a second pass) yet. The faction tree needs minor adjustment (becausze the free counter ability went into the start of the infantry tree, like you pointed out :) ).

Ranged units (including other Support units) definitely will attack whatever is closest, and they have no problem hitting support units.

You can think of the whole situation as infantry and cavalary units can sort of taunt and are there to protect your ranged/support units. It keeps people from just using the ranged units.

On villages, I don't think the code has any way for minor faction villages to be attacked. I don't think it happens in the vanilla game (via minor factions, do correct me if I'm wrong). I would love to change this behavior because I think it would make the Cultists more fun/vulnerable.

I usually play a Pangaea with 80% (or as much as possible) land, no cliffs, few or no islands, on a normal or larger map. I also don't think this mod would complement Fasr speed very well.

Eventually, when more of the mod is done, there are also going to be random quests, where different enemies attack your cities (earlier and later in the game). So you might have quest Drakken assaulting your cities for some reason or another, or maybe a hero you've hired turns out to be an important runaway son/daughter of a rival dynasty, etc.

There are still lots of features being planned (but work will be slow as I have a lot of different things on my plate atm), so some of the things you see are out of context. I still appreciate the energy you put into your feedback a ton! <3
HappyHead 29. feb. 2016 kl. 13:19 
Thanks ^_^

One thing you may want to look into if you're looking at having the minor factions attack villages, is it possible for converted villages to be pillaged? If so, you have your answer right there. I noticed they never tried to pillage my villages, despite harrassing other factions.

Also, I don't know just how evil you are feeling, but seeing to it that all roving armies are equipped with camoflage items would add an interesting element to the game. (May want to have some mercy and remove that tech from the game, giving it to everyone from the start so they can equip the sight items on their units if you do that)
Countess Vines  [udvikler] 1. mar. 2016 kl. 7:50 
No, converted villages can't be pillaged.
Countess Vines  [udvikler] 1. mar. 2016 kl. 7:52 
And it might be fun to give a few of the minor faction races camouflage. :)
HappyHead 1. mar. 2016 kl. 10:00 
Darn, well, the major factions are capable of attacking converted villages, probably because they have the abillity to fiddle with interaction options (parley, bribe, fight).
Would giving the minors access to those options when it comes to interacting with converted villages work?
Or, you could try to go around that. The AI might interact with everything by running into things, which ususally brings up an options menu. If, however, you park your army next to an interactable thing, ususally the options for what you can do pop up in the command ui.... I've never seen the ai order an army to enter a rest phase or split an army, so maybe giving the ai the abilitty to interact with those options could allow minors to attack converted villages?
Countess Vines  [udvikler] 1. mar. 2016 kl. 10:54 
That's a really good idea about the actions. I will see if there is an action I can give minor faction units to interact with converted villages. Thanks! <3
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