ENDLESS™ Legend

ENDLESS™ Legend

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FreeformCustomFactionsUPDATEDELCP
   
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TYPE: Extension
CONTENT: MajorFactions
Tags: UGC
File Size
Posted
Updated
3.051 MB
24 Jun, 2021 @ 5:14am
12 Oct, 2021 @ 4:14am
3 Change Notes ( view )

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FreeformCustomFactionsUPDATEDELCP

Description
Credit to GATC, I just updated this.
Fixes save bugs and various other things.

This is the version for ELCP.
If you don't have ELCP go here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2522329553

Original mod and description here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1423364811

Features:
-Removing of mandatory faction trait.
-Possibility to get any trait.
-All quest are available to your custom faction, as well as any Starting, Era 1 and 2 units, Heroes, Militia, Settlers and (with Inferno) Eclipse powers!
-Capacity to use Minor faction unit as your Starting, Era 1 or 2 units.
-The two minor faction heroes are available as well (Sister of Mercy and Ended).
-You can change the AI of the faction. Either with one of the basic, or with a custom AI. The custom AI is available in the "Major Trait" tab, and is defined by special trait.
-For a price, two quest, units of each era and (with Inferno) Eclipse powers can be unlocked (But not militia nor starting hero).




Note:
-When You start the game, the different units will be spread out around each other. I can't find how to fix this issue, but the units do stack and this does not pose a gameplay issue.
-Even if all quest are available, they often need some special units or capacity (The "NoQuest" trait give you a recap on the matter).
-To see and choose the Allayi units, You have to have the "Shifting" Major Trait selected. Because of this, I reduced the cost of Shifting from 20 to 5, and made the starting, 1st and 2nd Era units cost 5 points each. This way, You would total the original 20 if You chose all of them, but get a "discount" if You pick less.
-Some Eclipse power need certain traits to be visible.
-Thank Tharbad08 for his help in finding the inferno related "DLC are missing" issue
-Some units appear twice in the faction screen, it's normal, if you look closely, you will see that one of them don't have the Eclipse power related ability. (So, no need to report this "bug")
-New unit for all faction if you only have a single city (Cultist/Mikara) called the Colonist, it allow the completion of the 5th part of the victory quest and is unlocked once you reach it.
20 Comments
Iceberg 17 Nov, 2022 @ 8:34am 
I applied your fixes to my Native Affinity mod because you also subtracted DLC content from the available traits and such, which I did not want to do.
DustDevil 20 Oct, 2022 @ 8:57pm 
Can you add Samhane Haligtide and Researcher Namkang to the freeform heroes choice (like the Haunts Hero and Mercy Hero)?
Rykhath 9 Jun, 2022 @ 4:13am 
With the trait from Broken lords, there is no heal button on other factions units. I can't heal my hero or units....kinda problematic...
CloggedOuthouse  [author] 17 Dec, 2021 @ 10:30am 
It completely replaces the old one, yes. I don't know how it interacts with other mods that have the old mod as a requirement. It would likely depend on the specific mod. Most things should stay compatible.
BD 16 Dec, 2021 @ 4:34am 
I haven't played in a while. When using this mod, do I remove the the one by the original author? If yes, does this one work with the mods relying on the old one?
Kaivian 19 Oct, 2021 @ 8:49am 
Would it be possible to have a +1 district level trait (not tied to cultist's one city)?

I know there's a mod that globally added +1 district level (cultists could go up to 4 and other factions 3).

Great mod. It does cause the game to be a little less stable, but it's rare. Like every 5th time starting a game map, it'll hang on the line that says "Auriga." Also, occassionally when loading the game, I would get faction traits that I didn't actually have. I'm guessing it's related to "Overgrown cities." Reloading the game a second time would fix it. For example I was playing Mykara customized, had overgrown cities for Dust Lords and Wild Walkers, and suddenly I could see the marketplace actions of other factions and was getting a cut (which is for Roving Clans). But as I said, I reloaded the same save, and it was back to normal. Btw, only things I am using is this, 12 techs per era, and ELCP.

Thanks so much, very cool!!
[Peppe] 13 Oct, 2021 @ 12:12pm 
Was the major unit rebalance mod adding the duplicate units. I thought I had dupes with just this mod, but it was the combination of the two.
CloggedOuthouse  [author] 13 Oct, 2021 @ 12:01am 
If your referring to units appearing in the empire select screen that has always been in the mod. It has to do with separating the unit abilities so any faction can use things like soul burn. It is entirely visual as far as I'm aware, and I'm not sure if its possible to change the UI appearance in the empire select screen without removing the units themselves and breaking the custom traits.
[Peppe] 12 Oct, 2021 @ 5:06pm 
Thanks change tech looks good.

Not sure if it was there before or this change duplicated the units. With just this mod active I see Broken Lords have duplicates of their Units?

In game it seemed to be the same unit with slightly different cost. Not sure if it was gear difference or something else.
CloggedOuthouse  [author] 12 Oct, 2021 @ 4:15am 
Thanks for bringing the Alloy/Armor thing to my attention, should be fixed now. I added the correct tech to the Broken Lords and the armor tech should be hidden from the research screen. The armor tech does actually very slightly reduce resource cost though, so I decided to keep the trait but reduce the cost of it to 5. I'm not really trying to balance stuff here as I'm mostly just updating for bug fixes, so if that seems too high/low I'm open to feedback.