ENDLESS™ Legend

ENDLESS™ Legend

Community Balance Mod - Beta
25 Comments
Ingolenuru 6 Jun @ 3:57am 
ELCP is NOT on Games2Gether The link goes to page not found.
Hotklou 14 Mar, 2020 @ 2:50am 
To all the people wondering, yes it is out of date. But never fear, we will always have the Endless Legend Community Patch. Check it out on Games2Gether. :-)
Lerrasien 24 Jan, 2017 @ 7:34am 
So you're taking out an integral part of the Drakken heroes (their bonus xp), essentially making them weaker than any other hero due to the fact that it no longer gets what it's meant to and you're giving it nothing to balance out the huge nerf of -25% experience...? Okay...
IV | Tails 25 Dec, 2016 @ 3:13am 
Sux:steamsad:
VitaminK 7 Nov, 2016 @ 11:44pm 
Need updated and expanded community balance mod please
Shin 9 Oct, 2016 @ 6:47pm 
I hope this mod will get updates after the new Tempest DLC. It really seemed promising.
SoulBornMachine 3 Jul, 2016 @ 10:47pm 
Sad to see this being abandoned, seemed very interesting and had alot of promise.
Mylon 22 Jun, 2016 @ 10:22am 
* The market is super OP. Sell a single unit for 300 dust and use it to buy wine for +30 happiness everywhere. Industry to dust conversion via unit selling is often >1, making industry cities better for generating dust than dust cities! At least up to a point.
* Market again: It's easier to buy tier 3 strategics than actually harvest/conquer for them.
* Food and science stockpiles are weird. Food has hugely diminishing returns. There's no point in sitting on science stockpiles.
* Some lategame techs need work. Underground Gardens for +10 food in the winter time is pointless.
Mylon 22 Jun, 2016 @ 10:22am 
Some remarks about balance:

* Weapons tech seems really weak. Armor gives a huge buff to stats and unlocks accessories too!
* Armies are expensive to build but cheap to maintain. Warmongering is too easy. Should be slightly cheaper to build but much more expensive to maintain.
* Industry is far too powerful. Maybe base industry per pop should be 3?
* Food is too weak. I typically do industry on growing cities and dust/research later. Food only when I'm so far ahead I just want to spam districts.
Shailo 8 Apr, 2016 @ 5:53pm 
Well, if you really want to balance this game, the first step is to get rid of the miracles; the hand-of-god mechanisms that twist reality into a knot.

The most obvious are related to combat. Things like reinforcements teleporting in from across the continent, and solitary settlers beating off a five-army stack.

Settlers can evade armies multiple times and can even build a city before they are taken down. While reinforcements not only don't have traverse the path to their destination, they don't even have to walk back! Both pointlessly skew combat, and while adamantine-armored settlers is simply dumb, teleporting reinforcements in and back seriously unbalances the game for it throws the concepts of planning and logistics out the window, and so turns the game into an arcade.

There are several other things related to communication and stacks of dialogs in your face, but 1000 character is pretty short so I’ll end it there.
Propbuddha  [author] 16 Mar, 2016 @ 9:37am 
No it hasn't but looking for more feedback and waiting for the Shifters release
💜Sylaess 14 Mar, 2016 @ 12:20pm 
has this been abandoned?
Risa 20 Jan, 2016 @ 12:19am 
Cultists need some early non-scalable INF production to compansate the nerf, as in early game they have almost no way to protect their converted villages.
Nebulon-B FTW 19 Jan, 2016 @ 12:13pm 
@opckshelf Cultists are just plain disadvantaged in a duel, even if expansion victory is off...
Loewenheim 5 Jan, 2016 @ 12:09pm 
Does this integrate with your Battle for Auriga mod?
Valar Morghulis 26 Dec, 2015 @ 2:46am 
nice mod
HappyHead 23 Dec, 2015 @ 10:41am 
Anyone notice the ai doing poorly when this mod is active? I dunno if I'm imagining things or if the ai just got set up in a bad initial position, but it might be worthwhile to confirm this doesn't make the ai retarded for some unknown reason...
Chicken 23 Dec, 2015 @ 3:32am 
Any dust buffs to forgotten? Or espionage changes?

Taking away fast learner from drakken heroes is fine, but I think they should get something else (I'm afraid toounderpowered)
Any nerfs or buffs upcoming for vaulters?

HappyHead 22 Dec, 2015 @ 3:39pm 
Add in the buff for the Sisters of Mercy as is available on the forums. It would be a good addition here.
Propbuddha  [author] 21 Dec, 2015 @ 8:21am 
@opckshelf, On a Tiny 2P "Duel" map, you should really be disabling Expansion victory anyway. Even at 80%, is still pretty easy to rush out Settlers and win. This victory condition was pretty implausible in the vanilla game in a competetive environment. That said, if you have examples of this being exploited on a normal sized map with 4+ players, please let me know. It's still something that we're looking at changing.
opcksheff 20 Dec, 2015 @ 7:42am 
Making Expansion Victory occur on 50% is doubtful. For example, cultists have no chance on small duel map, they just won't have enough army force to prevent fast expansion of a rival. This type of victory is easy now, on 80% of territory needed, but with 50% it will be walloping.
Valvts 19 Dec, 2015 @ 6:06am 
Looks intresting! I just won Cultist Wonder victory on Impossible, and thought that there is a need for a serious balance and AI overhaul
TrueChaoS 17 Dec, 2015 @ 5:24pm 
For the ease of players, I recommend you put the change log in the description and keep it up to date. Makes it quicker for viewers, which means it's more likely they'll subscribe.

Nice work thus far, either way
TheDeadlyShoe 17 Dec, 2015 @ 6:48am 
what's in it?