ENDLESS™ Legend

ENDLESS™ Legend

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Minor Faction Units Rebalanced
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19 Sep, 2023 @ 9:43am
20 Jul @ 12:21pm
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Minor Faction Units Rebalanced

Description
Always felt that barely any minor faction unit was actually worth using? This mod aims to change that.

Full and detailed changelog with short explanations on my decisions can be found in the "Discussions" section.

This mod aims to create a more diverse and interesting experience by adjusting cost, stats and capacities of all minor faction units.

In most cases, your unique major faction unit that does the same job will be the better unit, but only slightly. If you got the assimilation, you may at least consider saving a tech slot and using the minor faction unit.
And if your faction desperately needs a certain kind of unit - like a Tank, a fast disruptor, an Archer etc - you now have multiple interesting options instead of most being simply bad units.

All flying units(Major Faction ones included) had their world Movement reduced from 6 to 4. This change was adopted from the mod of fellow modder, Iceberg. Flying units still have a great niche as explorers due to the nature of flying and this also allowed me to pump some more power into the units themselves, which should make them more fun to use.
This change might be controversial. If demanded, I will remove it from this mod and instead release a stand-alone version that does this. So just tell me when you don't like the change and I'll oblige.


All of my mods are designed to be played together and follow the principle same principle of balance and variiety. And of course, they work well enough standalone. Check them out at your leisure~

Complete Skill Tree Overhaul: Reworking all hero skills, Faction, Common and Class trees - to have interesting governors and unique generals for every faction:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1946349635

Hero Capacity Rebalance: Mainly created to compliment the above, this mod aims to balance all innate capacities on Heroes a bit better and add more interesting combination. It also adds new Sisters and Haunts heroes to support a variety of roles:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3032025252

Major Faction Units Rebalance: A companion mod to this mod, but for Major Faction Units. Together, these mods should create a much more varied and fun military experience:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3039470533

And a few Quality-of-Life mods you can find in my Workshop.


This mod adopts changes from ELCP and is designed to be played with ELCP, but works without problems without ELCP.


Any feedback and suggestions are highly appreciated. Balance is a delicate thing and it's hard to test everything by my lonesome.
Popular Discussions View All (1)
2
17 Dec, 2023 @ 8:05am
Changelog
MelodyFunction
13 Comments
MelodyFunction  [author] 7 Jul, 2024 @ 11:05pm 
Cause both factions have flyers ^^" And the mods are meant to work together anyway.
But dont worry, I'll soon release a version of both of the mods without the flying unit nerfs(even though Im not a fan of it, but eh, I like to please ^.^)
Warg 6 Jul, 2024 @ 12:43pm 
Just checked your workshop and noticed, that you already have srparate mod with major faction unit changes. Why not just keep major faction flying units changes in it and minor faction ones in that one?
Warg 6 Jul, 2024 @ 12:38pm 
Well, instead of revert you can pull it into same separate mod as nerfing. I'm not saying, that flying units rework isn't justified, just pointing out that major faction unit changes better be separated from minor.
MelodyFunction  [author] 2 Jul, 2024 @ 5:12pm 
As this mod aims for balance and diversity, I wouldn't do that.
Without the flying nerf, every flyer I buffed would likely need to be reverted and maybe even more. As it is, flyers and cavalry both offer great mobility, but with different niches.
Warg 2 Jul, 2024 @ 9:50am 
Or better just release flying units nerf as separate mod.
MadMonkee10 1 Jul, 2024 @ 5:54pm 
that would be best
MelodyFunction  [author] 1 Jul, 2024 @ 5:53pm 
I feel it is necessary due to power budget concerns. It's hard to justify higher combat efficacy while they also have top-tier map movement, bar none. And they invalidate the supposed niche of many cavalry units by simply being better at their job.

Still, if you insist, I can release a version without the flying nerf.
MadMonkee10 1 Jul, 2024 @ 5:46pm 
reducing their map movement still feels unnecessary
MelodyFunction  [author] 15 Jun, 2024 @ 2:59am 
Problem was that flying units were just kinda amazing compared to cavalry. The flying trait more than makes up for the 2 map movement, in my opinion - ignoring forest is huge and the ability to fly and see over obstacles makes them very valuable scouts.
Not to mention, many flyers in the game are not "scouts", they are far too costly for that - especially Haunts and Kazanji.
Reducing their top scouting ability allows room for combat-buffs to the units.

In minor factions, the only flying scouts are really arpuja. I may consider buffing them to 5 map movement... but that would turn them into one of the best - if not the best - scout in the game.
MadMonkee10 14 Jun, 2024 @ 10:59pm 
nerfing the mobility for flyers kinda counteracts the point of them imo, the ability to fly makes them good units for scouting in the absence of . . . well, actual scout units (guess I'm too accustomed to the Civilization series having a dedicated Scout unit) as it lets them ignore obstacles and even go over water, reducing their map movement hinders this utility of theirs, which is in direct contradiction of this mod's intent of promoting unit diversity instead of just using your Major Faction units if they already cover roles that the Minor Faction units would