ENDLESS™ Legend

ENDLESS™ Legend

Not enough ratings
Hero Capacity Rework
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
332.714 KB
6 Sep, 2023 @ 8:11pm
24 Jul @ 3:43pm
12 Change Notes ( view )

Subscribe to download
Hero Capacity Rework

Description
Rebalances Hero capacities to make every hero desirable and good at their job. It should be far easier to find the kind of Hero you want - like a specialized Governor.
Most Heroes have been buffed by this(and this applies to the AI, too, so they are slightly more powerful with this mod - but you are, too). The Hero shop should feel more exciting, with most Heroes being strong contenders to be picked up, instead of only very few due to their bad or mismatching capacities.

Starting Heroes are generally weaker than others. Most of them have a mid-tier Governing and Army capacity. I felt that making the starting heroes too good would screw balance up, so I have gone with this approach. I think the choice of governing capacity I gave the starting heroes makes all of them decent contenders to be early governors regardless.

Heroes that make rather bad Governors(Like Allayi or Forgotten) have received massive buffs in their capacities to make them potentially worthwhile.

Heroes with "hybrid" capacities - having both Army and Governing capacities - have received very strong capacities on both side. They are not "bad at both", but actually very good at both, only being edged out by very few specialized Governors or Generals.

I also weighted some capacities - for example, Dust and Food Boost are somewhat weak capacities, as their flat boosts quickly get outscaled by the game. So I've generally given higher ranks of those and put more power in their other capacity.
Conversely, the Influence and Industry capacities weigh a bit more, as they are quite powerful for most of the game.


This mod works standalone, but is made with my other mod, Complete Skill Tree Overhaul, in mind. They work very well together, especially considering the expanded governing options. Check it out here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1946349635


Hope you have fun and grateful for any feedback!
Popular Discussions View All (2)
14
17 Dec, 2023 @ 7:38am
Full feedback
ninakoru
6
18 Dec, 2023 @ 12:31am
Changelog
MelodyFunction
20 Comments
MelodyFunction  [author] 15 Jun, 2024 @ 5:44am 
@Dakoroth: Got it to work. Accept my friend request and I'll send you the files.
MelodyFunction  [author] 15 Jun, 2024 @ 3:00am 
Okay then, I'll try to code it today or tomorrow.
Dakoroth 13 Jun, 2024 @ 11:00am 
Heck yeah, just a mod to add dust care to the ended and Haunt heroes would be amazing. let me once again say thank you very much for all your work and the amazing mods.
MelodyFunction  [author] 13 Jun, 2024 @ 9:31am 
Its certainly more of a lategame skill, but even earlier, it is amazingly stron vs stuff like heroes or high HP units like Urces or Titans. If you are fighting a tanky faction like Vaulters or Roving Clans, the skill is far more valuable than against squishier ones.

I am not too familiar with editing quest rewards, but that would certainly be doable. I dont know if the skill interacts weird on an equipment, but I dont see why it shouldnt work.
There is something to be said about giving Haunts Dustcare baseline. Considering Haunts are among the most expensive troops, I think they have some room for buffs.

As an accessoiry or piece of equipment, I think it would be quite a weak effect tbh. Accessoiry slots are also pretty limited, especially once you get access to dust accessoiries.
Dakoroth 13 Jun, 2024 @ 2:02am 
It makes sense. because my multiplayer games generally get interrupted before making it to the lategame proper, I don't have a good view on the Flames of the Endless skill.

What I would be interested in is an accessory either tied to somewhere in the middle of the Broken Lords quest line, if adding to the quest rewards isn't too difficult, or maybe as a trait that you can add to a faction.

Or simply adding dust care to the Haunts if that's easier, as this request essentially comes from the fact I was always disappointed that I cannot heal my Dust Ghost units in the same way that I heal my possessed dust armor units.
MelodyFunction  [author] 12 Jun, 2024 @ 7:47pm 
Flames of the Endless is quite a powerful effect lategame or against especially tanky units - it is kinda niche, but also very, very powerful when it is good.
Its like fighting necrophages: No matter what you do, you will lose health.
Maybe Unstoppable should be on the first level of the skill. Military-wise, the haunts faction tree feels very cool, but also kinda weak to me - cause the flying tree is so strong if you got strong flyers.

Adding Dust Care to a unit - or via an accessory - shouldnt be difficult. Ill test it this week. If you tell me exactly what you want, Ill try to code it.
Endless Legend is generally real easy to mod. There are some limitations, of course, but most things are pretty doable.
Dakoroth 12 Jun, 2024 @ 1:47pm 
I was using the Freeform faction updated mod loaded before this one to try out the heroes. The Haunts is just as you said, but seems pretty good to me. The stand-out one to me seemed to be Flames of the Endless skill. I could see it being very nice in combats with some of the really tanky Heroes, then of course guardians and the like. But it also kinda feels Niche because outside of those fights it seems like it rarely even really comes into effect, because normally my Haunts general I'm running around has some very high attack and damage already. Maybe you could introduce the unstoppable as a second level to this skill, or not I might just be biased in that recommendation. :D

In a different line of questioning, how difficult would it be to add dust care to a unit and hero, or introduce a unique accessory for broken lords that could add dust care to an equipped unit? I've never modded this game but if its not a nightmare might try my hand at it.
MelodyFunction  [author] 3 Jun, 2024 @ 11:56pm 
Anytime.
Haunts Hero has been a bit difficult to evaluate. He is pretty rare on one hand and very specific on the other, both on the governor and general side. If you got some feedback on him that'd be great.
Dakoroth 3 Jun, 2024 @ 11:17pm 
Thanks for the Immediate response! and yeah, that seems like a balanced way to introduce it. Once again, thank you for all of your work. :er_heart:
MelodyFunction  [author] 3 Jun, 2024 @ 12:45am 
Hello there.
Good catch. I only edited the Haunt units in the minor faction rework, which causes this inconsistency - after all, heroes arent really part of a minor faction, so it just slipped my mind. It is a pretty small buff for the unit, but kinda big on the hero(If you got debuffs, they should usually go on a hero, after all).
For power concerns, I think I am leaning on keeping the Haunts hero just disease immune instead of unstoppable. Could maybe give him unstoppability via his faction-skill tree, though. That might be a good idea.

I hope you'll have a lot of fun with my mods. I am still updating them with patches whenever I get around to it(takes a lot of time to do the proper testing and all). Any feedback is appreciated. Have a good one ^.^