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EL Major Faction Unit Overhaul
   
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TYPE: Extension
CONTENT: MajorFactions
Tags: UGC
File Size
Posted
Updated
889.481 KB
1 Dec, 2019 @ 8:40pm
7 Mar, 2020 @ 10:38pm
47 Change Notes ( view )

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EL Major Faction Unit Overhaul

Description
Some factions' militia units had their respective capacities, while others had nothing. This adds faction-specific capacities to the militia who were left out.

Additionally, some adjustments have been made to improve army unit composition.

Support Slayer capacity has been put into use. Ranged Slayer no longer affects Support units. This serves to differentiate unit types.

Disease lasts until the next round when it deals damage and potentially spreads, then it needs to be reapplied. Eternal Fire had its duration reduced by half.

All units with the flying class now have 4 world movement instead of 6. Flying units have unobstructed vision and ignore terrain cost. They were just better than cavalry. Battle movement remains unchanged at 3.

A bunch of capacities like Charge had permanent effects. I adjusted their duration and cumulability but eliminated permanence.

Wild Walkers:
- Dekari Rangers got Support Slayer 2. They're good at hitting the back row.
- Agache Shamans got Regeneration 3 just so they aren't picked off so easily.
- Tenei Walkers have been given the capacity Crusher so their battle movement is unimpeded in forests and other terrain. They were also given City Breaker 4. They're a forest spirit. They don't like cities.

Broken Lords:
- All BL units received Disease Immunity. They're dust-animated suits of armor.
- Stalwarts had their cost increased slightly. They're cheap and cost-effective. It's common to see armies composed of nothing but Stalwarts.
- Ryders were given a 2-handed hammer instead of a 1-handed hammer. Their unit model can't equip shields anyways.
- Dust Bishops were given Free Counter. If they're attacked in melee they won't go down as easily. If they aren't, they function the same as before.

Vaulters/Mezari:
- Dawn Officers had their cost reduced slightly. They also got Winter Movement Immunity and Support Slayer 2.
- Titans received Disease Immunnity. They're machines, which may or may not contain a marine.

Vaulters:
- Vaulters Marines got City Guard 3. They're very territorial when you show up on their doorstep.
- Vaulters Dawn Officer's Fast 2 is now Fast 1, but Charge 1 is now Charge 2.

Mezari:
- Mezari Marines get Precision 2. This makes them an excellent sniper.
- Mezari Dawn Officer gets a spear instead of a battleaxe. This is a more defensive option.
- Mezari Titan gets a hammer instead of a sword. This grants Stun, but also offers more attack than claws.

Necrophage:
- Foragers get Disease 2 and 1-handed hammers. As if that wasn't enough, they now have Acid Spray 2. Battleborn only get Disease 1 and claws. Gives you a reason to make Foragers.
- Necrodrones get Auto Heal and Rapid Mutation. They also have Disease 2. They were a little lackluster after the world movement nerf to flying.
- Proliferator cost was increased slightly. They were the same as Necrodrones. They now have Disease 3. Yes, really.

Ardent Mages:
- Telsem Warlocks now have the turtle capacity so they don't get instagibbed as much before they can attack with their ardent fire bonus. Their cost was increased slightly.
- Ateshi Zealots received Increased Fire 2 so they can opt to support another unit or attack.
- Eneqa Wings received Flamewalker and Ash Breather. They also received Endless Flames 1, which stacks with Sweep Strikeback. They're the most expensive major faction unit after the Skyfin, and they're a Phoenix.

Roving Clans:
- The Dervish got Fast 3 and Charge 3. Gotta go fast.
- The Kassai unit received Fast 3, Support Slayer, and Winter Movement Immunity, and had its production cost reduced slightly. Their strengths are still situational.
- The Yirmak has Fast 2 now. Keeping up with the theme.

Drakken:
Drakken units have Ash Breather so they can regenerate health normally in the volcanic biome.
- Drakkenlings can now equip 1-handed hammers instead of spears. They weren't getting good use out of spears. Many players would just mass produce ancients.
- The Wyvern received an upgrade from Fast 1 to Fast 2 to reinforce better, and Improved Vision 2 to scout better. The nerf to Flying unit world movement probably hit this unit the hardest in terms of its desirability. They also got Woodburner to deal damage more consistently.
- Ancients have range 2 instead of 3, which causes them to grant Shared Wisdom to your front row more frequently. They also received Eternal Fire.

Cultists:
- All Cultist units received Disease Immunity. They're robots, so
- Preachers now have a range of 4 so they can stand behind Faceless Guards instead of getting in the way. They also got winter movement immunity.
- Fanatics now have winter movement immunity because moving is their purpose in (artificial) life.
- Nameless Guards now have Disease 1. It will still infect most minor faction units, but that will only bring about the eternal end that much sooner. It'll help balance your upkeep costs too.

Forgotten:
- Forgotten units received Disease Immunity. Think of it as toxin resistance developed through tribal ritual exposure to poisonous desert fauna.
- Assassins start with an axe in their offhand and they have Support Slayer now. Just made sense. They lack a role living in the shadow of the Mysts.
- Predatores had their cost reduced slightly. Their main use is their mark ability. They now how Disease 1. Their description says they use poison.
- Mysts received Winter Wind (+2 world movement on winter) and had their cost increased slightly. They're too good for their cost.

Allayi:
- Seekers are overlooked in favor of Monks. Seekers now have access to axes instead of swords to better support Monks. Monks no longer have spears, so Seekers bring those to the table as well.
- Monks have been given claws instead of spears. Now summer form is more desirable, and there's no overlap for weapon selection between Monks and Seekers. Their cost was increased a little.
- Skyfins' pearl cost was eliminated, and their morale effect no longer lasts forever even outside of battle until the unit affected dies. They also got Rapid Mutation. They're better than ever with the nerf to flying units. They fly, but their class is support, so they're unaffected. This all means there should be more of them produced and they should be seen on the battlefield more frequently.

Morgawr:
- Masterminds now have Mind Control. Makes sense. They needed some help.

Kapaku:
- Stone Sentinels got Endless Flames 2. This isn't too crazy because they don't have access to Sweep Strikeback.
- Geomancers now have Eternal Fire. People tend to just build more of the other two units.
- Golem Riders received Disease Immunity like the Stone Sentinel. Their Gorilla Sweep capacity displays the Sweep capacity instead of Circular Attack. It's basically Sweep anyways.

Mykara:
- Ipotanes had their cost reduced slightly. They now have Flying Slayer 2. Mykara need some help early on.
- Gorgons start with an axe in their offhand and they received intimidation aura to better support a hammer-wielding shambler design (low initiative was an issue). Their cost was increased slightly.
- Shamblers received Regeneration 3. They're outshined by the Urkan Lice once you unlock the unit design. Now they're a stronger defensive tool.

More changes may come in the future based on community feedback.
99 Comments
Iceberg  [author] 16 Nov, 2022 @ 10:22am 
Well, this mod's description doesn't mention that one for a reason. Plus, the other mod says the two do not require one another. Happy gaming
DustDevil 21 Oct, 2022 @ 1:15pm 
I honestly don't know if we are supposed to load this mod WITH Native Affinity or just have "NA" in order to have all these changes with FCF
Bucketsmith 10 Jun, 2022 @ 4:56pm 
So are we supposed to bundle this with NA or not? NA still says you can use it with this together!
Iceberg  [author] 20 May, 2021 @ 10:05am 
Had to get rid of tempest capacities since they don't work on land.
Guvenoren 4 Feb, 2021 @ 6:56am 
A suggestion, the settlers should also get bonuses too right? I noticed the Drakken settler unit doesn't have ash breather.
Guvenoren 2 Feb, 2021 @ 9:15am 
Does it work for ELCP?
Sima 15 Jul, 2020 @ 9:50pm 
Oh, it's all bundled in there now as well?
Iceberg  [author] 15 Jul, 2020 @ 9:46pm 
Don't use this mod just use Native Affinity instead.
Sima 14 Jul, 2020 @ 10:30pm 
For mod load order I used your mod collection with this mod in it as linked on this page.
Sima 14 Jul, 2020 @ 10:29pm 
After some testing, I think it's the same issue wendigo101 had a few months ago resurfacing, perhaps due to new ELCP version?

The following factions have issues:

Morgawr - No Mastermind design, no Militia in City
Cultists - No Preacher design, no Militia in City
Broken Lords - Double Settler and Stalwart designs
Ardent Mages - Double Warlock designs