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Major Faction Unit Adjustments for Multiplayer
   
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TYPE: Extension
CONTENT: MajorFactions
Tags: UGC
File Size
Posted
Updated
174.917 KB
6 Dec, 2019 @ 10:14am
28 May, 2020 @ 11:23am
28 Change Notes ( view )

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Major Faction Unit Adjustments for Multiplayer

In 1 collection by Iceberg
Iceberg's MP Collection
23 items
Description
Adjustments have been made to improve underused units.

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.

Wild Walkers:
- Tenei Walkers have been given the capacity Crusher so their battle movement is unimpeded in forests and other terrain.

Broken Lords:
- Ryders were given a 2-handed hammer instead of a 1-handed hammer. Their unit model can't equip shields anyways.

Necrophages:
- Necrodrones received Rapid Mutation to counteract the nerf to Flying units a little.

Ardent Mages:
- Eneqa Wings received Flamewalker and Ash Breather. They're the most expensive major faction unit after the Skyfin, and they're a Phoenix.

Roving Clans:
- The Kassai unit received winter movement immunity and had its production cost reduced slightly. Their strengths are situational.

Drakken:
- Wyverns now get Improved Vision 2 and Fast 2 (up from 1) because their desirability was probably most impacted by the change to flying units (Ancients fly too). These changes ensure they maintain a role as a good scout and reinforcement.

Cultists:
- Preachers now have a range of 4 so they can stand behind Faceless Guards instead of getting in the way.
- Fanatics now have winter movement immunity because moving is their purpose in (artificial) life.

Forgotten:
- Assassins start with an axe in their offhand and they have mage slayer now (dealing extra damage to support units). They lack a role living in the shadow of the Mysts.
- Mysts had their cost increased a little. 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 received the Slow 1 capacity. This was a balance change adopted from the latest ELCP.

Mykara:
- Gorgons start with an axe in their offhand instead of having two swords.

More changes may come in the future based on community feedback.

Intended for use with my minor faction MP mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1926292371
11 Comments
DustDevil 21 Oct, 2022 @ 1:01pm 
Same question: does this do anything in single player custom games?
Iceberg  [author] 29 May, 2020 @ 12:06am 
Predatore production cost buff reverted.
Monk production cost nerf reverted.
Grimwind 28 May, 2020 @ 11:40pm 
What changed in the 28 May update? There's no change notes.
Iceberg  [author] 16 Dec, 2019 @ 11:49am 
I can sympathize with that. I'd prefer to buff them in some other way, but I'll consider giving them 1 more point of movement.
MelodyFunction 16 Dec, 2019 @ 10:58am 
Well... okay, I'll give it a rest. Feels like you nerfed the function of the 2 weakest flyers as scouts too much - but I might be wrong, so lets leave it at that.
Iceberg  [author] 16 Dec, 2019 @ 10:44am 
Probably yeah, though I'm not inclined to change it myself unless more people request it. Improved movement is still worth more on a flying unit. This nerf was requested by the MP discord.
MelodyFunction 16 Dec, 2019 @ 10:26am 
I see. Are there any other ways to increase their movement, beside the "Improved Movement" effect? Cause for cheap scouts, like they are, out-of-combat movement is an actual concern.
Iceberg  [author] 16 Dec, 2019 @ 10:23am 
Sure, that's possible. The issue is they can get higher levels of improved movement from the necklace accessory. If I don't give them the highest available through equipment from the start, then they'll be in a weird place, and having improved movement 3 from the start is a bit much. That's why I gave them fast 2 instead. Their battle effectiveness was more of the issue anyway.
MelodyFunction 16 Dec, 2019 @ 2:16am 
Hmm... I get that. Is it possible to give Wyverns/Arpujas improved movement? Basically, nerf all fliers but those two. Adding Improved Movement does have small implications on their stats and frees up a trinket slot on them, so it might not be that easy...
Monks and Mysts seem like the strongest(on a cost ratio) regarding flying units anyway.
Eneqa, Daemons, Ended and Scythers all have more of a combat than a scout role(They are all "heavy" units). So I agree on the nerf on them.
Necrodone is kinda in-between. It's the Necros only "scout" unit, but they definitely are really strong, so... A nerf shouldn't hurt too much.

Most cavalry does seem weak. Golem Riders are actually good, so guess thats the only strong Major cavalry. Arguably, Fanatics are good cause of the Quest Trinket. Gorgons and Seekers don't seem that bad. The former are just in a weak faction while the latter get overshadowed by Monks.

Thanks for the response.
Iceberg  [author] 16 Dec, 2019 @ 12:40am 
That's all true, but...

All the factions with flying units besides Drakken are considered top-tier/overpowered.

Monks, Mysts, Eneqa Wings, Necrodrones, Daemons, Ended, and Scythers are the best units in the game.

Monks and Mysts are dirt cheap for what you get.

Wyverns and Arpujas were most affected and they received buffs to compensate (they weren't used before anyway).

Eneqa Wings and Ended received improvements as well, as the most expensive units.

Further, the best cavalry units are minor faction units. Cavalry units are generally the least used of the major faction units.

Additionally, due to the way the battle mechanics work, a smaller amount of stronger units is usually better than a larger number of weaker units.

Lastly, this change is pretty small in the scheme of their overall effectiveness. They can move faster than cavalry over difficult terrain, see over and cross ridges, and they're still better units to begin with.

... and yes, it's compatible with ELCP