ENDLESS™ Legend

ENDLESS™ Legend

154 ratings
Auriga Expanded
   
Award
Favorite
Favorited
Unfavorite
TYPE: Conversion
CONTENT: Other
Tags: UGC
File Size
Posted
Updated
144.775 KB
22 Feb, 2016 @ 11:59am
22 Feb, 2016 @ 12:44pm
5 Change Notes ( view )

Subscribe to download
Auriga Expanded

Description
This mod aims to expand upon the vanilla game without making overly drastic changes to the core gameplay.

==============
Current Features
==============

13 Colors in Palette. (Colors made more distinguishable from each other)
Increased max customization points to 100. (Updated for Forgotten faction)
27 new Traits. (More negative traits which vanilla was sorely lacking)
New Trait type : Unique (Powerful traits with a negative trade off. Only one per faction)
Increased max amount of resources per region. (1-6)
Increased max amount of minor faction per region. (1-5)

==============
List of New Traits
==============

Agricultural Experts
Strategist
Educated Citizens
Influential Leader
Diplomatic Roots
Frugal Connections
Tactician
Great Explorers
Observant
Great Builders
Brittle Walls
Tyrant
Inexperienced Soldiers
Fear of Anomalies
Closed Cities
Ignorant
Mercenary Discomforts
Cultural Aversion
Inept Builders

==============
Unique Traits
==============

Offensive Reforms
Defensive Reforms
Industrialization
Scientific Revolution
Zealous Fanaticism
Economical Empire
Warrior Society
Black Market

=========================
Making the Vanilla races better
=========================

If you are like me and wish to make the game more of a challenge but keep it balance then this little guide is for you. I have played with the traits and this is what I found works best with the Vanilla races. You will need More Faction traits, Tiny Traits and Traits Unlocked with this mod as well. Vaulters already are maxed out. Whatever race I decide to play, I usually add all the major faction quests lines because I enjoy doing the quests. If you are going to do this, please remember to add all the faction untis to your race as well. You are going to need them to do some of the major quests.

Wild Walkers Add
Great Builders
Industry Boost
Industry Box Gain 2/3
Food Box Gain 1/3

Broken Lords Add
Industrialization
Dreams of Glory
Dust Archaeolgy 2/2
Dust Box Gain 2/3
Westward Ho
Socialites

Necrophages Add
Big Armies 2/2
True Strikes 2/3
Xenophobes
Food Failure
Food Hole Loss 3/3

Ardent Mages Add
Scientific Revolution
Educated Citizens
Science Boost
Science Box Gain 2/3
Industry Box Gain 1/3

Roving Clans Add
Economical Empire
Merchants 1/2
Dust Box Gain 1/3
Food Box Gain 1/3

Drakken Add
Influential Leader

Cultists Add
Zealous Fanaticism

Frogotten Add
Dust Archaeolgy 2/2
Dust Box Gain 1/3
Tactician

Mezari
Public Libary Remove
Open Pit Mine Remove
Veins of Auriga Remove
Knack for Knowledge Remove
Industry Efficient Add
Industry Boost Add
Industry Box Gain 2/3 Add
Science Box Gain 1/3 Add
Alchemist's Furance Add

========
Notes
========

With a recent playthrough. This mod is compatible with Expanded Heroes, Tiny Traits, More Faction Traits, and Traits Unlocked. If you wish to use Horizon Mod, you will need to convert this mod to an extension. Check the guide below on how to do that. However, by converting this mod to an extension and using Horizon Mod some features like Increased max amount of resources per region (1-6) and Increased max amount of minor faction per region (1-5) might not work at times. Ideally combining the two mods would be awesome. If the author of the Horizon mod wishes to do so, he has my blessing and the origional author has given this awesome mod to the community to do what they wish with it. Check out http://www.nexusmods.com/endlesslegend/mods/20/? for the latest updates and if you like a tutorial on how to make your own mods for endless legends, check out, http://forums.amplitude-studios.com/showthread.php?41721-Tutorials-for-Modding-Endless-Legend

This mod is based on the work from Ravenheart. You might be able to find a new update at, https://www.nexusmods.com/endlesslegend/mods/20
22 Comments
HzT 24 Sep, 2021 @ 4:45am 
is this compatible with current version of the game and elcp?
Geki 23 Jan, 2018 @ 1:22am 
Thanks for making this mod! :)
Acebrandon117 9 Sep, 2017 @ 1:24pm 
@BW Does Economic Empire effect mercenaries as well?
Iceberg 9 Mar, 2017 @ 12:25pm 
Thank you both for your work, I enjoy your mods!
BW  [author] 4 Mar, 2017 @ 8:23pm 
Enchanteur, if you want to re-release this mod with your changes feel free. I give this mod to the community to do what they wish. I don't have any of the new DLCs. I am glad everyone enjoyed this mod and sorry for the lack of updates.
Enchanteur 3 Mar, 2017 @ 11:36pm 
Though, I didnt incorporated Palette colors as there is many others mods doing that.
Enchanteur 3 Mar, 2017 @ 11:34pm 
Hello. As I asked you permission on nexus, and as this mod isn't anymore updated : I worked on it. First I made it Extension mod instead of Conversion one. Second, I incorporated it into my trait mod : Tiny Traits. Also, I balanced some Traits. But integrality of Auriga Expanded is now alive !
brainiac1530 1 Mar, 2017 @ 5:15am 
As an addition to what Dreamer said, there are other traits which also modify the MaximumMovement trait which would need to be replaced. Great Explorers and Mercenary Discomforts are the ones I found. It'd be tedious to make eight replacements (three levels of Tactician times two fields modified, plus the other two) by hand, so regular expressions are your friend here. If you have Notepad++, use the find-and-replace option and turn on regular expression matching.

The find string: ^(\s*<SimulationModifierDescriptor\s+TargetProperty=)"MaximumMovement"(.*/>)
The replace string: \1"MaximumMovementOnLand"\2\n\1"MaximumMovementOnWater"\2

I thought this wasn't working at first because the tooltip isn't properly generated in the trait selection menu, but it functions well enough in-game.
Faeren 3 Feb, 2017 @ 11:36am 
This does not set Allayi or Morgawr trait points to 100 unlike other factions
Melancholy 23 Jan, 2017 @ 1:16pm 
To everybody: in case you have experienced a bug with unit movement, ie. units use 1.4 movement points per tile instead of 1, it is caused by the "Tactician" trait.

In order to fix it, you have to go into the mod folder

(\Steam\SteamApps\workshop\content\289130\630528471)

and edit the SimulationDescriptors[FactionTrait].xml in Simulation.

The "Tactician" trait is on row 62 and all you have to do is change TargetProperty="MaximumMovement" into
TargetProperty="MaximumMovementOnLand"
TargetProperty="MaximumMovementOnWater".

hope that helps.