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!
It might be a little bit late to ask, but I want to. Why rivers in EL never have any tributaries? Just a single stream flowing from land to sea/lake.
Is it hard to implement in world generator? Like, allow streams to cross during generation, and when that happens just cut off one of the streams. I think it will make landscape more rich, fun and natural looking.
Or maybe it's hard to model all Y- and T-junctions visually?
They modeled all kinds of junctions for the roads, so they probably could have done it for the rivers. They probably just didn't think it was necessary for the game when they set up the world generator, and now it is probably too late to implement.
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What will happen with the current beautiful ship models that are unique for each faction? They will be replaced with the 4 generic ones for all the factions?
What will happen with the current beautiful ship models that are unique for each faction? They will be replaced with the 4 generic ones for all the factions?
Say yes and I'm outta here. :(
Those models are for embarked land units so I doubt they will disappear.
"The choice came down to either 1 naval unit per faction or several, shared by everyone and we opted for the later: for naval warfare to have an interesting set of counters everyone needs to have access to a varied roster of ships. The ships will share the same models (otherwise we would need 11 factions times 4 new models… simply a tremendous undertaking)."
Understandable but it pretty much kills the expansion for me. The best thing about Endless Legend, for me personally, is the diversity between factions. I would have preferred single, customizable, ship for each faction with different abilities, even at the cost of other features.
I understand your disappointment (after all, I voiced the same concerns). But having access to the VIP build, I can now say that I am glad they devoted their resources more into making naval gameplay different (because of factors I can't divulge until they do) rather than giving each faction a single unique ship. The existence of several ship types also creates more interesting tactical possibilities as well.
Indeed, the fact that no other faction other than the Morgawr have unique ships of their own serves to makes the Morgawr truly unique, if anything. This doesn't compromise the uniqueness of each faction, but rather serves to promote the uniqueness of the Morgawr, who have tools for naval play that others don't (and consequently, lack the tools others have on land and will have to rely on other sources). From that point of view, they actually might be the most unique faction in the game.
So I wouldn't drop the expansion, were I you. I think they put their priority where it should be - making naval gameplay an experience that is familiar, but still quite different from land gameplay.
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What will happen with the current beautiful ship models that are unique for each faction? They will be replaced with the 4 generic ones for all the factions?
Say yes and I'm outta here. :(
The existing ships aren't going anywhere - as before they will be used to transport land units around. The new Fomorian units are specialised warships.
We'd have loved to give each faction their own special warships but I'm afraid we would have done so at the expense other features. I think we made the right call, and I really hope you'll agree when you see the rest of what Tempest has to offer (new GDDs are coming soon)!
Submersibles are one of four new seaworthy unit classes. Interceptors are speedy enough to close quickly on Juggernauts, while Juggernauts can blow away Frigates without too much trouble - and Frigates are best suited to hunting down Interceptors. Rock-paper-scissors strategy, as classical and elegant as you like. Although Amplitude aren’t about to let beautiful and delicate balance get in the way of a good time.
The quote is from this article I believe - we had some folks over to see the game last week, it seems to have gone down pretty well
While I'm here - just realised I still hadn't answered SireTriste!
SireTriste wrote:
Wilbefast, you forgot to answer my question You quoted it, but didn't bring any real answer; how will sieges work in this expansion?
We're actually still looking into this at the moment. Currently there is no way for seafaring units to participate in a siege. We've debated letting certain warships help chip away at fortifications from the sea, but as I mentioned that's a hard situation for the defender to come back from. We also may not have time to implement and test what essentially amounts to a new type of siege given the number of hedge-cases which can interrupt the besieged state of a city. We'll have to see...
I have a question regarding researches. Every new expansion adds new and interesting researches, while research cost/amount remains relatively the same since original game release. A lot or technologies from early eras are already considered mandatory, so there're lot of cool optional things I'd like to research, but I'm forced to pass unless they are complete necessity in a given game. Can something be done with it, so that we could be more open with which techs to play early on? For start, maybe stop counting 2 pre-open techs as a progression towards Era II, so that we could research 9 more techs to progress to next era instead of 7, and make them a little bit cheaper to compensate?
The new faction sounds very annoying in a good way , they´ll make tetikes great again. In fact, they can probably make great use of all the cannonfodders, vinesnakes, nydia, dredgers, they will probably all deal lots of damage by kamikazing.
Sorry if this has been asked somewhere else, but will the Black Spot surpass absolutely any diplomatic relation, including truce and Drakken´s Force Truce?
Also, when the new faction disembarks on river tiles, will it cost only 0.25 movement?
I have a question regarding researches. Every new expansion adds new and interesting researches, while research cost/amount remains relatively the same since original game release. A lot or technologies from early eras are already considered mandatory, so there're lot of cool optional things I'd like to research, but I'm forced to pass unless they are complete necessity in a given game. Can something be done with it, so that we could be more open with which techs to play early on? For start, maybe stop counting 2 pre-open techs as a progression towards Era II, so that we could research 9 more techs to progress to next era instead of 7, and make them a little bit cheaper to compensate?
This proposition would be an interesting one to consider if we could guarantee that all players had access to every expansion pack - as it stands a player with Guardians and Shadows and Tempest (Shifters didn't add technologies precisely for the reason you're mentioning) will have more technologies than a player with only the base game. Unfortunately the system was not designed to auto-balance technology progression based on an arbitrary number of technologies per Era. If we ever do a sequel to Endless Legend this is a problem I'd been interested in trying to solve.
BPrado wrote:
Sorry if this has been asked somewhere else, but will the Black Spot surpass absolutely any diplomatic relation, including truce and Drakken´s Force Truce?
Yes: all bets are off when a Black Spot is used
Note that the Black Spot is not a diplomatic status, it's more of an override of diplomatic statuses. If you nullify it or negotiate its removal then everything will go back to how it was before.
Also, when the new faction disembarks on river tiles, will it cost only 0.25 movement?
I have a question regarding researches. Every new expansion adds new and interesting researches, while research cost/amount remains relatively the same since original game release. A lot or technologies from early eras are already considered mandatory, so there're lot of cool optional things I'd like to research, but I'm forced to pass unless they are complete necessity in a given game. Can something be done with it, so that we could be more open with which techs to play early on? For start, maybe stop counting 2 pre-open techs as a progression towards Era II, so that we could research 9 more techs to progress to next era instead of 7, and make them a little bit cheaper to compensate?
This proposition would be an interesting one to consider if we could guarantee that all players had access to every expansion pack - as it stands a player with Guardians and Shadows and Tempest (Shifters didn't add technologies precisely for the reason you're mentioning) will have more technologies than a player with only the base game. Unfortunately the system was not designed to auto-balance technology progression based on an arbitrary number of technologies per Era. If we ever do a sequel to Endless Legend this is a problem I'd been interesting in trying to solve.
I think an option to manually adjust the number of required technologies to unlock the next era during game setup might be a solution that is both straightforward and popular with players, as it would give them more control over the pace of the game.
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It might be a little bit late to ask, but I want to. Why rivers in EL never have any tributaries? Just a single stream flowing from land to sea/lake.
Is it hard to implement in world generator? Like, allow streams to cross during generation, and when that happens just cut off one of the streams. I think it will make landscape more rich, fun and natural looking.
Or maybe it's hard to model all Y- and T-junctions visually?
In terms of combat and unit strategy, does the AI now use a wider variety of accessories? For instance, improved health and regen (Dust accessories) are very rare for AI to use in my experience. Dust weapons and armor are somewhat neglected by the AI.
Also, many AI empires neglect researching/using their second tier units. I can maybe understand not necessarily getting the third tier units, but Ardent Mages with no Zealots or Broken Lords with no Ryders or Bishops is asking for defeat most of the time since using BL units combined with things like Dust Accessories makes the Broken Lords very sturdy battle opponents.
It might be a little bit late to ask, but I want to. Why rivers in EL never have any tributaries? Just a single stream flowing from land to sea/lake.
Is it hard to implement in world generator? Like, allow streams to cross during generation, and when that happens just cut off one of the streams. I think it will make landscape more rich, fun and natural looking.
Or maybe it's hard to model all Y- and T-junctions visually?
They modeled all kinds of junctions for the roads, so they probably could have done it for the rivers. They probably just didn't think it was necessary for the game when they set up the world generator, and now it is probably too late to implement.
This is likely true, but even so, I would still like to see branching rivers with tributaries and flowing to the ocean. Nothing wrong with wanting some cosmetic love as well.
First up I want to apologise for my question, it's just that I'm very excited about Tempest and I am very keen on getting my clutches on it! Question: Tempest does not currently have a release date(That I've heard of anyway), but I would like to ask if there is an unofficial guesstimation as to when the Tempest is upon us? Like 5 weeks or 6 months?
Thanks for reading.
PS: You're the best. Around. Nothing's ever going to keep you down.
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