In this update15
Full notes
Full ENDLESS™ Legend 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Events
- Performance
- Balance
- Fixes
ENDLESS™ Legend 2 changes
Retold Tales transforms the way stories are experienced in ENDLESS Legend 2.
We want to take a moment to thank everyone who has been sharing feedback since the very beginning. And today’s patch strongly focuses on player feedback, especially on one of the most discussed topics: the game’s narrative experience.
This is our biggest update so far, and we have been working on this for months!
📜 New Quest Window
🖼️ More 2D art
📝 Kin of Sheredyn & Necrophage Quest Improvements
⚖️ Resources Window Enhancement
And more...
The entire team is grateful for the continued support. If you have a spare minute, leaving a Steam review means a lot to us, and helps us continue building updates like this.
Now let’s dive in 👇
HIGHLIGHTS
All these highlighted changes are based on your feedback. Thanks for sharing your thoughts with us!
New Quest Window
We’ve rebuilt the quest interface to make storytelling smoother, richer, and more engaging.
At the beginning of the Early Access, the community shared their disappointment about how the narrative presentation from ENDLESS Legend 1 was missing, and that the experience felt “too click-heavy”. This is something we couldn't change quickly, and we have been working in the “shadows” for months to improve this crucial part.
Now, quests will be fully displayed with an initial text to setup the scene, along with nice art. Dialogue between characters now plays automatically, reducing the need to click through multiple “next” prompts.
💡 You can change the speed of text in Settings
💡 If you “left-click”, you will display the full dialogue
For those joining the game recently, here you have a before-and-after
| Before | After |
| Steam post image | Steam post image |
More 2D art
Reworking the quest window was a great opportunity to add more 2D art, something many of you had asked for.
This update introduces new artwork across Major and Minor Factions, reinforcing their uniqueness and presence in the world. Here some examples, and the rest is for you to discover 😍
If you are interested in learning more about the process behind creating new art, check this article 👇
Adding New Art: From Sketches To In Game
🚧 We are still working on the art for the remaining Minor Factions.
Kin of Sheredyn Quest Improvements
After the recent changes we made to the faction, we couldn’t miss the opportunity to rework their main quest a bit, to better highlight their identity and faction archetype, as well as incorporate the different feedback we received from the community.
Here are some words from Nitya, Senior Narrative Game Designer, to explain the intention of the changes
We've tried to align the design of the quest with the Faction rework
The first chapter was heavily focused on exploration with the missing Pryjza and Necro fight. We've basically swapped the first and second chapters to make sure we start with a "builder"/turtle archetypal chapter, which is then followed by some exploration objectives.
- We've also experimented with adding choices very early onWe've tried something completely new of having choices within choices. This creates 4 branches within chapter 1. Since the first chapters are often replayed, this should offer more replayability very early on, which felt crucial.
Pryjza was going missing A LOT, so chapter 3 is now more of an investigation and less of (another) rescue mission.
We centered the narrative on being a breakaway faction for the UE: being estranged, outnumbered on a foreign planet
Since they are so few, it explains why Pryjza's disappearance was worth investigating: every soldier matters to face threats
The ties with UE were also made clearer, and references should also be more obvious.
Some branches were cut (all of the different ways to track Brezvez whereabouts, for instance, picking up curiosities around locations) to make sure the objectives are always compelling.
Necrophage Quest Improvements
In a similar way to the Kin of Sheredyn, we received plenty of feedback regarding the narration and the tone used by the Necrophage. We’ve been working hard to address this.
Letting Nitya, Senior Narrative Game Designer, share the main changes
The main rework was about the tone of the quest :
Necrophage had to feel dangerous and not just strong.
They were lacking this "awe-inspiring aspect": they are not rational beings but driven by instinct, and that needed to appear more
The dialogues also aim at conveying the feeling that they are a hive, a living organism, with the sum of all their individual making the whole greater than its parts
The rework also aims at better explaining why the outsiders are seen as an opportunity to know more about this world and present ambivalent feelings of the hive: Not every necrophage favors them being kept prisoners. Some wish to feed on them.
It was also an opportunity to incorporate gameplay mechanics in the narration (for instance, talking about the infection into larvae mechanics)
We have also reduced branches that did not trigger very often:
There are now fewer branches but more compelling objectives (for instance, removing the branch asking to ransack a hero haven)
Reducing the number of branches allows us to make sure every objective presented is interesting gameplay-wise
Resource Window Improvements
Three major additions that have been heavily requested by the community:
Auto-sell resources above max stock to the market
Bulk buy/sell
Auto-renew Booster
Special Mentions
Here is a small section to highlight additional improvements that are easy to miss in the changelog but still deserve some attention 👇
Reduced the Cost of ending a War
Some of you already expressed to us your concern of AI never surrendering against you. One of the main cause is linked to the fact that if they accept it, they will enter into a huge bankruptcy and automatically lose. Therefore we have adjusted the formula with a cap in 5k dust. Let us know if you see a difference with the AI.
Updating the Victory Condition screen and flow
We are separating your choice of how to win the game from the current narration with the NPC’s. It felt weird to have that narrative driven objective about the planet linked to how you win the game, and it was also a matter of timing as perhaps some of the elements of the narration it made sense later, while the victory condition choice trigger can appear earlier.
Reworked the main Menu
Balanced Influence, Science and Dust quest rewards so they better follow the player's production rate across the game
Now rewards for curiosities or quests will be more accurate regarding the production of the average players. The team check the data and adjusted the rewards so they are impactful to players.
Do not hesitate to share feedback about this! Do you feel that at certain moment the rewards are too little/too much?
Roadmap Updated
Summer has arrived and here is our plan for the next months!
CHANGELOG
VERSION NUMBER: 0.82.104
Known issue
When you have multiple choices in the new dialog window, there is a rare chance to have a crash “Unexpected error”. We’re having hard time reproducing it, so if you do, please post a report with detailed steps of what you have done prior to this and with the qa-archive file (ctrl+shift+y). That will be very helpful, thank you!
Economy
Added bulk sell & buy in the market
Added auto-renewal booster in the market
Added auto sell resources above max stock in the market
Auto selling resources requires having a trading post.
Removed the ability for monuments to level up. This fixes the issue where leveled up monuments no longer count for victory, and when player can build infinite monuments in the same territory once they level up.
Updated the “Libarian” councilor trait from -75 cost on science improvements to -15 cost on all improvements
Updated the “Iconoclast” councilor trait from +100% to +3 influence on Scribes (Thanks to Alyssa for the report!)
Updated the councilor trait “Bard” to become +5 approval on Influence districts
Fixed the FIDSI preview when placing an anomaly district “Altar”
Fixed the “Libarian” councilor trait (Thanks to Dilgear for the report!)
Fixed the “Ocular Evolution” improvement bonuses
Quests and events
Added the new dialog window! (Please note that not all illustrations are final and more will come in the coming updates)
Improved overall the Kin of Sheredyn main quest (in English for now in PTB)
Improved overall the Necrophage main quest (in English for now in PTB)
Improved the tutorial quest dialogue and removed useless intro popup (in English for now in PTB)
Reduced the frequency of events globally
Updated lone wolf events to trigger after the hero reached level 7
Remove lone wolf events for the Necrophage
Balanced Influence, Science and Dust quest rewards so they better follow the player's production rate across the game
Fixed chapter 6 of the Necrophage’s quest repeating itself
Fixed missing dialog line in Opbot’s quest “A Matter of Memory”Fixed dialog line wrongly played for all factions except Last Lords in Opbot’s quest “A Matter of Memory”
Fixed dialog line wrongly played for all factions in Horatio’s quest “A Matter of Beauty”
Fixed wrong speaker in the minor faction quests “A Special Crop”, “Rotted Flowers”, “Breaking Ground”, “Matter of History” and others
Fixed missing Necrophage quest when loading a save
Fixed a lot of issues with quests when loading a save by making the dialogs mandatory before passing the turn
Fixed the dialog’s speaker of the world quest “Trespassers!”
Fixed the minor faction’s quest “Best Intentions” where it would validate its objective if you had exactly 2 Keeps and not more (Thanks burlsifu for the report!)
Fixed “Quest completed” not translated
Fixed chapter 6 of the Tahuks’ quest missing localization
Fixed VFX in the victory path selection screen
Minor Factions
Added randomness in which turn minor Factions are spawned.
Major Factions
Kin
Updated the trait “Martial Builders” from +50 to +25 fortifications per district level
Necrophage
Fixed Necrophages wouldn’t lose when losing their last city
Victory conditions and end game
Updated the way you change your victory path directly from the Victory Conditions screen
Simplified the lose condition for all major factions to all match the Necrophage: once you lose your last sett you lose your last settlement, you will lose the game directly
Replaced the fortresses conquered victory objective by the number of controlled Doomwraiths
Difficulty
Balanced Normal/Explorer difficulty to be a bit easier
Handled devices
Fixed handled devices such as ROG Ally not starting in gamepad interface layout by default
General UI
Improved the overall main menu design
Updated all character portraits to better fit in the UI
Improved the display of news in the main menu
Improved the connection window to Amplifiers
Fixed double clicking to select a faction not working
Fixed the following icons:
Defensive stance/Defensive plate
Quick Recovery skill
Health regeneration
Wanderer status
Custom Factions
Unlocked the custom factions for AI in solo lobbies
AI
Improved AI surrender by balancing the surrender costs: the cost is more linear now and has a maximum cap of 5000 dust
Fixed an issue where AI would ignore Peaceful mode in Endless difficulty (Thanks Speykk for the report!)
Fixed an issue where the AI would value the bonuses it gets from the Cavalry Charge after a move even though the Unit would not attack until the next turn
Military
Removed possibility to ransack an already damaged target
Lowered the defensive posture base defense bonus from +15 to +10
Remove the +5 defense bonus for defending on forest tiles (they still provide a bonus for staying on them)
Fixed army blocked on a river when a temporary bridge is destroyed
Fixed missing text for “Always retaliate” ability
Fixed pathing not showing when hovering an objective with an army
Fixed possibility to select a fortress while in battle
Fixed some cases where the battle would be stuck or cancelled because of teleporting skills
Fixed army being able to stand on a destroyed bridge in some cases when loading a save
Fixed a game crash when an army couldn’t spawn normally (Thanks Cloak for the report!)
Fixed the tooltip of the skill “Cumbersome” to display “Lose 100% movement points” and not 0%
Fixed a technical issue happening when trying to specialize an unit
Diplomacy
Reduced the "Victory path followed" diplomatic status from 50 to 10
Reduced the "Victory path not followed" diplomatic status from -50 to -10
Removed Luxury resources from the public opinion “Resource Desperation”
Fixed three public opinion maluses stacking instead of one when declaring an unjustified war and split two public opinions status about war to better understand them
Fixed an issue where AI Empires would be stuck and not responding, requiring a game restart (Thanks Cloak for the report!)
World generation
Reduced lake frequency in the world on the “few” and “average” settings
Graphical settings
Added support for AMD FSR (FidelityFX Super Resolution) upscaling technology (not available on Steam Deck currently)
Visual
Added VFX to the victory path selection screen
Improved the VFX for the natural wonders in the schematic view
Tutorial
Made the first battle easier for newcomers
Fixed Heroes’ Circle screen not available in tutorial
Misc
Fixed some save compatibility issues with old updates
Fixed some save compatibility when units where on a coral or bridges on water
Fixed 19 technical issues
Source
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