ENDLESS™ Legend

ENDLESS™ Legend

Minor Faction Unit Adjustments for Multiplayer
14 Comments
Iceberg  [author] 14 Jul, 2024 @ 3:18pm 
Thanks for your input, Melody. I apologize for my absence, I didn't intend to ignore your suggestions. I'll take them into consideration.
MelodyFunction 13 Sep, 2023 @ 11:19pm 
I would also vote for cost decreases to some minor faction units. Tetikes and Kazanji come to mind as feeling distinctly overpriced.
MelodyFunction 13 Sep, 2023 @ 11:10pm 
I feel like Erycis need more buffs. Being unable to equip helmets or boots really makes them weak. Dredges are FAR tankier(and comparably cheap), Ice Wargs are just as tanky, have far better combat movement and deal more damage.

Erycis are such cool units. Id like them to be better. Regeneration fits them well, but Id really like to see buffs to their terrible defence.
Oh, and helmets. They should have like 7 helmet slots x)
Iceberg  [author] 16 Nov, 2022 @ 11:53pm 
Yes it does the same thing.
DustDevil 21 Oct, 2022 @ 1:00pm 
I'm going to make an incredibly stupid question but please answer kindly and directly:

Does this mod does anything in single player custom games?
GwenBlanketSpecter 4 Jun, 2020 @ 8:27am 
nice mod
Iceberg  [author] 1 Feb, 2020 @ 6:53pm 
I've incorporated those additions we've discussed. Cheers
Iceberg  [author] 1 Feb, 2020 @ 11:43am 
That's 30% vs 45% of their damage as healing btw. Healing halo will trigger either way
Iceberg  [author] 31 Jan, 2020 @ 8:00pm 
Ice walker for ice wargs, sure that's a fine suggestion.

Tetike improved vision too.

Haunts intimidation aura, yeah that's a good idea.

Ice considered benediction 3 but they're not supposed to be a healer. I have them benediction 2, that's good enough. They can attack or heal.
Amondin 31 Jan, 2020 @ 12:53pm 
All of my previous suggestions for capacities except for Vinesnakes still apply.

Ice Wargs should have Ice Walker.

Sisters of Mercy should have Benediction 3 (there's not a huge incentive to use it if you're not removing a debuff considering they now have Healing Halo... Benediction 3 might fix that).

Tetikes getting Improved Vision 1 as I said before feels appropriate (they have two heads, one of which is always vigilant), but they cost a lot and have low range, so they need some help in combat to be a good contender. Perhaps Infantry Slayer 2 would be interesting since that's something usually impossible to get, and most of the time they'll be attacked by such units due to their range so it increases the value of Free Counter as well.
Iceberg  [author] 30 Jan, 2020 @ 3:56pm 
I'm not going to change attributes or capacities, so if you have a suggestion about adding a particular capacity, let me know.
Amondin 30 Jan, 2020 @ 3:56pm 
Vinesnakes may need something to distinguish them from Necrodrones if you were to go with my suggestion on the other modpage, since they're essentially a necrophage unit with both disease w/ immunity and acid spray. It makes a ton of sense for Vinesnakes to have disease immunity and spread disease/toxin given their lore, so I guess it has to stay.

Justiceres could use slightly more attack and damage.

Minotaurs' lore explicitly mentions a "fearsome charge," yet they have no such capacity. They need Charge 2 or 3.

Ice Wargs need very slightly more attack.

Orcs need to have Improved Movement 2 instead of Fast 1.

Tetikes need to have Improved Vision 1, considerably more damage and a bit more life, and cost about 40 less base production.

Daemons need more attack, and then they're probably fine.
Amondin 30 Jan, 2020 @ 2:23pm 
Continuing on, Driders are fucking terrible. They use claws, so they can keep their low initiative, but they need a huge buff especially, to attack and also to defense and damage. Cocoon needs to be more healing to justify the stun, maybe 1.5x its damage.

Centaurs are supposed to be lightly armored according to their lore, so why is Defense their highest stat? Give them Fast 2 and a good amount more attack, but slightly lower defense, I think.

Dredge could do with slightly more initiative and a bit more damage to make them more appealing as stunning shock troops.

Burdeki are supposed to be very heavily armored, so they need more defense. Their attack is pitifully low, and their charge is supposed to be extremely scary, so they should have slightly more attack and Charge 2 or 3.

I like your Vinesnake change, but their lore mentions a toxic cloud. Perhaps Acid Spray is the way to go.
Amondin 30 Jan, 2020 @ 2:14pm 
Great mod! I think the Ended are still weak even with Unstoppable. For example, the Arpuja with your changes have higher damage and life but slightly lower initiative and attack, and have Circular Attack compared to the Ended's Chain Lightning. The real kicker is that Arpuja cost 90 production and Ended cost 250. I think Ended being "even more terrifying in winter" is something that could be implemented mechanically. Could you give them a version of Intimidation Aura that gets stronger in winter, as well as a life increase? At that point I think they'd be good.

Also, I think Harmonites need more benefit to square up better against Rumblers, which cost less and have a universally amazing assimilation bonus. They're huge, slow crystal people, give them a bit more defense. Rumblers should have very slightly lower defense and higher attack, I think.