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.
Repeated intro
Hey everybody!
What changed
- Gameplay
- Events
- Maps
- UI and audio
- Balance
- Performance
ENDLESS™ Legend 2 changes
Another month, another update.
We've added a little more flavor to major and minor factions, improved some victory objectives, stopped the AI from sniping you while you're still reading a notification, and gave the Necrophage a bit of a safety net, among many other improvements and bugfixes.
🌊 New Awakening Quests
⚖ Improved Minor Faction Asymmetry
🏆 Updated Victory Conditions
🕙 Delayed AI Movement
🐞 Necrophage Improvements
You can read more about these improvements below, and find the full patch notes at the end of the blog.
HIGHLIGHTS
In this update we focused on adding a little more flavor to major and minor factions, while also fixing numerous bugs.
New Awakening Quests
One of the strong points of the Endless games is the asymmetry between factions in both gameplay and lore. Each of them offers their own distinct perspective on the Endless Universe. However, in Endless Legend 2 this perspective was only reflected in the main faction quest and the custom lines in other quests. When it came to the awakening of Saiadha, perhaps the most important event of their lifetimes, every faction encountered the same characters, had the same interactions and reactions. Until now.
With the Summer Solstice update, we're introducing distinct Awakening Quests for each major factions, giving you a better look into how they react to this cataclysmic upheaval. You can see an example below, if you don't mind spoilers.
Improved Minor Faction Asymmetry
The major factions are not the only ones to get more flavor in this update. While the minor factions already had their own pacification quests and flavor through their units and assimilation bonuses, they all felt very similar when you first encountered them. They all started spawning roaming armies at the same time and the same pace, their armies were all the same size. Apart from the peaceful/hostile distinction, they behaved very similarly on the map. With this update, we're introducing more variety to that. Different minor factions will spawn armies sooner or later, more or less frequently, field larger or smaller armies, or even provide special bonuses when defeating them. Some examples below:
Ochlings spawn new armies frequently, and they can have more armies than other minor factions, swarming your territory if you do not deal with them.
Blackhammers have bigger garrisons in their villages
Consortium armies provide greater battle spoils as you steal salvage their trade goods.
Updated Victory Condition
The old Victory objective to "Pacify X villages" has been changed to control X Pacified Villages. This prevents a problem where it could become impossible to win via this victory because there aren't enough un-pacified villages left to reach the objective. But it also means that now you can always take territories to pursue this victory, or take territories from your opponents to keep them from winning.
There is a separate victory condition about the total amount of territories claimed, but we like that for this one specific territories (especially those with 3 villages) matter more and will cause you to consider the map differently as you attempt to conquer Saiadha.
Delayed AI Movements
Since the beginning of Amplitude with Endless Space, our games have always used simultaneous turns to keep you playing rather than waiting for the AI to finish their turns. However, it can be frustrating when the AI attacks you while you are busy dealing with something else, especially if you are a new player and don't expect it. So with this Update we are introducing a change to the turn structure: The AI will now not move any of its armies until after you click the "end turn" button. They will still do their economic and diplomatic actions, though, to keep the time waiting for them to take their turn as short as possible.
For those of you who prefer the old simultaneous turns, you can re-enable them in the game settings in the New Game lobby.
Necrophage Improvements
As an aggressive, ever-warring faction, the Necrophage can be quite difficult to tackle. Their success is built on the momentum of their victories and conquests, so big losses might leave you struggling to find your footing, especially early on. We've been reading your feedback and we're introducing a few changes that should help you recover from setbacks and losses. Broadly speaking:
- More Passive Sources of CorpsesSome effects that generated Corpses for you every turn have been expanded to affect all admin centers or farms, not just your capital. This should provide a steady supply of corpses with which to upgrade new larva into a proper fighting force in case you find your army too weak to gather corpses the old-fashioned, murderous way.
- Expanded Pop Collection BonusesThe Necrophage are the first and only population type that will grant you an additional bonus for reaching 50 population in your empire. We've also reworked most of the old collection bonuses. Now, as your population grows, it will get easier to expand your city and territory and to maintain a large military without going bankrupt.
The Necrophage still work best when they are constantly devouring their enemies, but hopefully these changes will give you something to fall back on if your battles go badly.
CHANGELOG
VERSION NUMBER: 0.83.316
Known Issues:
Horrors cannot be upgraded into Doomwraiths
Sometimes yield previews when placing a district are wrong if a district will level up
Custom factions with the Necrophage affinity lack access to base districts
Economy
Increased Subjugation costs
Updated Oneiroi Warren improvement from +1 population slots to giving a full upgraded army
Fixed improvements unlocked through major faction population collection bonuses not available for any faction who has the population to unlock them
Fixed player not losing if they lost their armies before founding the capital
Fixed district tooltips for all factions showing the option to reach to level 3 (Thanks to Bohr41 for the report!)
Fixed missing district tooltip in Stock Exchange technology
Fixed missing effect in the era 2 unlock of the Aspects
Fixed missing text in the Crusader councilor trait’s tooltip
Fixed “Governor’s Soiree” present in two different technologies
Fixed Feudalism technology effect not giving dust on each citizens population
Fixed a bug where ministry level would start at 0 in tooltips (Thanks to kuio and EarlGrey for the report!).
Fixed a bug in resources outcome in Kin district tooltips.
Fixed a visual bug in resource yields when building a city.
Fixed a bug where Empire bonuses would not refresh when reopening panel.
Fixed performance issues when adding items in the construction queue after resizing the game window.
Fixed a bug where yield preview would display incorrect numbers.
Military
Added a visual feedback for the Zone of Control in battle
Fixed the minimum damage previewed in the units' tooltips (it was always showing 0)
Moved the battle phase banner up to see better the battlefield
Fixed the tooltips not displaying real values in the specialization tree (Thanks to BarriaKarl for the report!)
Fixed impossibility to go through the opponent’s reinforcements
Fixed box showing how to use a skill staying after the battle
Removed militia of undiscovered enemy cities in the militia list
AI
- Added a game setting to remove simultaneous turns for AIif the setting is set to off, the AI will do all army actions (moving, attacking, placing a camp, etc.) when the player passes the turn, otherwise it will be the same as right now (it’s defaulted to off for all new games)
Added the possibility to build minor faction armies and use them in their roster
Added the possibility to use the “Confiscate retaliation” skill
Fixed AI not “finishing the job” and abandoning the Subjugation of a Borough after it successfully besieged it
Fixed AI never considering to Raze and prioritize it instead of Sack action
Updated AI to better defend cities when they are besieged
Improved AI use of the Aspects' battle affinity
Improved AI skill use in battle
Added a delay of one turn for AI to upgrade their camps
Improved AI decision on missions and objectives for their armies
Improved how AI pursue the “Villages controlled” victory condition
Fixed auto-exploring armies going rogue and starting fights or parleying with minor factions without the player’s consent
Diplomacy
Updated the AI personalities for factions:
Aspect is Diplomatic: Easy to get along with if treaties are shared. Difficult and prone to attack if they don't.
Like open borders and exchanging maps
Slightly less likely to launch opportunity attacks in their own lands
Less likely to launch opportunity attacks in neutral lands
Much less likely to launch opportunity attacks in other players lands
Kin of Sheredyn is Defensive: Slow to expand but defend their territories well.
More willing to join military alliances. Their turtle nature makes them less effective as a helper, but its also less risky for them
Self-sufficient. Less likely to ask for trade or treaties
Significantly more likely to opportunity attack other armies in their lands
Gives a higher value to military
AI less likely to sign open borders treaties
Last Lords is Isolationist: They don’t want much to do with other players or to interfere with them.
They are slow to change their attitude (increased from double to 3x).
They prefer territories that aren't adjacent to other players territories.
They strongly dislike open borders, shared maps, vision exchange, and shared research. Their secrets are their own.
Added a “Never Attacked” Public Opinion modifier which provides a bonus if the two players have never attacked each other and is removed if either party attacks the other (“Belligerent” factions such as the necrophage don’t provide this bonus)
Improved public opinion tooltips and texts
Balanced the public opinion values
Fixed a bug where influence cost was wrong when war was declared during a military alliance.
Minor Factions
Updated minor factions to be more asymmetrical and diverse:
Ametrine drop resources as battle spoils and have slow spawn rate
Blackhammer population lose the industry boost and grant fortifications instead
Blackhammer villages are better defended than other minor factions as they start with 4 defenders instead of 3
Consortium have double the battle spoils of other minor factions
Daughters of Bor have a slow spawn rate
Gorog have single unit armies and are more powerful, their units are great but expensive and their population is terrible, providing no additional bonuses and consuming more food
Noquensii population loses the influence bonus and gives approval instead
Ochlings spawn very frequently and have a high army cap, their units are cheap but weaker than other minor factions
Sollusk spawn armies more frequently than other minor factions
All minor faction units except Hydracorns lose critical chance
Hydracorn critical chance reduced to 5%/10%/15% (at each upgrade level)
All peaceful minor factions spawn earlier than all hostile minor factions (except the Oneiroi which spawn even later)
Updated the assimilation cost from 150 + 10 per assimilation to +100 per assimilation (so the first one is free)
Sollusk population collection improvement has been replaced to a new version which gives +200 dust per ransack
Removed the 10 Dust upkeep from Hoy & Ladhran
Necrophage
Updated “Ocular Evolution” effects to:
+1 vision range on all districts
+5 Influence on Admin centers
+5 Influence on City centers
Moved the +1 corpse on Admin/City center from the faction affinity to the “Queen’s City” trait so it can be used in the custom faction creation
Updated the Necrophage technologies:
Fungal Lab from +1 corpse on capital to +1 cadaver on farms and only cost industry
Matriarch Glory from +1 corpse on capital to +1 corpse on admin center and +1 corpse in the city center
Collective Will from cannot be researched to can be researched
Voices of the mass from Unlock Forums and Unlock Matriarch’s eye to Unlock Forums and +4 Influence on City Center
Era 2 now unlocks “Swarm Eruption” which unlocks Matriarch's Eye
Updated the population collection bonuses:
10 populations new bonus giving -30% industry cost to districts and foundations
15 populations from +2 food on Necrophage population to -30% cost for nests, burrows and camps
30 populations from +10 % Food on city with Necrophage population to Necrophage population gains:
+1 Food on citizen
+1 industry on artisans
+1 influence on scribes
50 new bonus giving -100% Dust upkeep on non-hero units
Fixed the icons for Matriarch’s Eye and Feedhole in the technology screen
Last Lords
Display Food bonuses for Last Lords even if it’s useless for them so it’s easier to understand
Removed the councilor trait “Cream of the Crop” for Last Lords (it was giving an useless Food bonus)
Balanced Mineral inquisition:
Bonus from Primordial Last Lord population to Last Lord population went from +2 science to +1 science
Now gives a flat +5 science in addition to the population bonus
Kin of Sheredyn
Fixed notification stating you would gain 2 divine populations instead of 1 (Thanks to CalmBreakfast for the report!)
Victory Conditions
Changed the Pacify victory condition from “Pacify X villages“ to “Have X villages in your territories“
Removed difficulty scaling in the Population condition (target is now always 120)
Removed difficulty scaling in the Monuments condition (target is now always 7)
Added strategic resources cost to Monuments (25 Hyperium and 5 Thalitine)
Removed difficulty scaling in the Science condition (target is now always 2)
Updated the formula of the Pacified villages condition to have a smoother scaling with territory number
Updated the formula of the Controlled Territories condition to have a smoother scaling with territory number
Removed difficulty scaling and lowered the target for the Controlled Tormented condition (target is now always 6)
Updated the trait “Peaceful Mind” from +3 influence on pacified villages to +2 influence on pacified villages
Fixed “Monument to the Lost” applying -5 approval to communal habitations
Quests and Events
Added a new Awakening quest for the end game for all factions! (English only for now)
Balanced pacification quests that have armies to fight to have an army harder after each recess (for example for the Hydracorn, before the first recess, the quest will require to beat a basic army, and after the second recess, that army will have an elite and better units)
Fixed the unclear objective of the quest “From Many One”
Added retroactivity to the Necrophage quest’s objective asking for burrows (already built burrows count)
Added retroactivity to the Tahuks quest’s objective asking for observatories (already built observatories count)
Added retroactivity to 10 other quest’s objectives throughout the game
Removed the upkeep from the free unit in the “Artistic License” quest
Fixed quest “The Disciples” automatically completed when loading the save (Thanks to Glasscannon for the report!)
Fixed locate objective not working for the quest “Still Waters”
Fixed cropped narrator text
Fixed army that needs to be destroyed as objective of the "Artistic License" quest can be attacked by other empires
Fixed missing localization for the unlock and the technology which comes as a reward of the chapter 6 of the Tahuks' faction quest
Fixed wring icon used in the reward of the quest “A Greater Harmony”
Fixed the quest “A Nose Knows” being too easy
Updated the Tahuks quest “A Gamble” objective to be more in line with the narrative
Removed for the Aspects the pacification quest of the Ochlings asking for merchant house (Thanks to DvRk for the report!)
Fixed wrong dialog line at the end of the chapter 5 of the Necrophage quest
Added a Dust reward for the Tahuks' technology “Machine Disassembly” to be researched in their quest
Fixed “Future Frenzy” quest showing an old quest reward (Thanks to Drunkman for the report!)
Fixed the objective of the quest “You scratch my back” (Thanks to cicero45 for the report!)
Lowered the Science requirements form 100 to 20 for Chapter 6 of Tahuk quest.
Fixed a bug where the objective of Chapter 6 of the Tahuk quest would not display in tracked quests (Thanks to Jordao for the report!).
General UI
Added the current technology researched in HUD next to the quest objective
Added a tooltip to explain the archetypes of each faction in the faction selection screens
Added the difficulty of each faction in the faction selection screen on hover
Added a tooltip to explain the level up of districts
Polished the players card in multiplayer lobby
Fixed stretched out background in diplomacy screen
Fixed stretched out hero illustrations in heroes’ circle screen
Fixed wrong tooltip for the Scribe population category
Fixed fake unread dot on the Victory Screen button
Fixed scroll in the dialog window being too fast with gamepad
Fixed quest pin not disappearing properly
Fixed credits button not at the right opacity
Fixed tooltip text issue for the zone of control
Fixed missing text for the “Alpha Strike” skill’s effect
Fixed double turn symbol in multiple texts
Fixed missing tooltip for “Illuminated Foes II” unlock
Fixed haven’s pin disappearing when reloading a save
Fixed faction traits not feedbacked properly in tooltips
Fixed terrain tooltip showing up for no reason on the first screen in gamepad layout
Fixed cut-off tooltips at the bottom that are too tall by cutting them at the top instead
Fixed gauges spilling over the maximum
Fixed tutorial saves showing “game speed” as the game speed instead of “normal”
Fixed duplicate factions used in the lobby when adding a new faction
Fixed the hints in tutorial in gamepad not visible because of the terrain tooltip
Fixed minor faction villages not using the custom color chosen by the player
Removed missing text in the faction color picker
Added missing texts throughout the game
Fixed a bug that made the survey button unresponsive.
Visual and Audio
Added new visuals for leveled up districts for:
Last Lords' Estate and Soul Repository
Heroes' havens
Trading posts
Dams
Extractors
Kin’s city center
Added quest illustrations for the Ochling and Unseeing Seer minor factions
Added the Intel XeSS upscaling in the video settings
Added the NVIDIA DLSS upscaling in the video settings
Fixed terrain matching between biomes
Fixed weird visual effects on water
Fixed missing sound when the turn begins
Tutorial and hints
Updated the tutorial map to make it up to date with recent world changes
Simplified the tutorial steps a bit
Fixed the retaliation hint in gamepad interface layout
Fixed the hero equipment hint popping too early in gamepad interface layout
Fixed hint “Engaging Battle” stuck on screen if the player is too quick (Thanks to Xakim fort the report!)
Fixed hints in the hero tabs
Fixed a bug where Kin of Sheredyn quest Chapter 2 would not trigger during tutorial.
World generation
Reduced lakes probability on all settings
Localization
New translations in all languages.
Misc
Fixed an issue preventing from loading an old save
Fixed 8 technical issues
Source
Changelog.gg summarizes and formats this update. How we read updates.
