ENDLESS™ Legend

ENDLESS™ Legend

Traits Unlocked
106 Comments
Milk  [author] 8 Mar, 2019 @ 9:08pm 
Update won't be happening, sorry. Check out the description's first paragraph for a link to a better, updated mod - updated this Feb 2019, in fact.
Eisenwald 8 Mar, 2019 @ 1:59pm 
@milk
seems dosent work,can u update it pls?
WestAsian 2 Aug, 2018 @ 9:36pm 
update?
retrobarbaari 4 Dec, 2017 @ 4:40pm 
Unfortunately your mod collides with the "Custom Factions Unlocked" mod.
The benefit of using also "Custom Factions Unlocked" is that one can remove the faction traits your mod does not allow to remove and thus have more trait points and change all the traits.
The benefit of your mod is one can use minor faction units.
If both mods are used, the ability to play minor faction units disappears. Too bad.
TiredNeedSleep 4 Nov, 2017 @ 10:24am 
When i go to create a customer faction, the original traits are still "showing" as being active. I am unable to deselect them. I am however able to add other faction traits to my new faction - does this override the original traits?

Many thanks.
Shacck 28 Oct, 2017 @ 12:42am 
Thanks for the quick response. I found the technology for the Titan etc and i also found how to make my own unit designs to get the eyeless minor faction unit.
Thanks a ton. Time to play :-D
Milk  [author] 27 Oct, 2017 @ 11:50pm 
@shack:
That sounds weird. There is research required for major faction units, last I checked it worked, but that was a year ago.
As for minor faction units, it sounds like you're running into the issue from the note:

Note on minor faction units: Sometimes when a minor faction does not exist in the new game, you will not get the default unit design. You will still have access to the unit model, so just create a design to get around this.

Lastly, are you using any other mods?
Shacck 27 Oct, 2017 @ 11:46pm 
Parts of this mod just dont work for me regardless of what i try.

When it comes to using custome units to give me more varriety as 3 units is honestly not enough units it ends up giving me some of the units i wanted or none or just replacing the original units etc.

How can i get a race with Elven archers as tier 1, the eyeless for healing and a Titan from one of the other major races in one race from the start?
It just doesnt work. Regardless of what combination i try it wont give me the units that i am asking for but instead gives me a random bunch of units out of the ones i suggested.

Last try i put Titan and eyeless one unit into my race which is a duplicate of the Elves so i have the archers and all it was give me the regular elven units. No place to unlock titens or eyeless ones and where not unlocked or shown in the unit customization window so i dont know whats going on.
Sooner535{UFIP} 20 Oct, 2017 @ 9:29am 
Alrighty then :) I was really looking for a way to create a faction from scratch but the other mod like this is unbalanced and this one doesn't cover that >.< thank you though and nice mod regardless :)
Milk  [author] 20 Oct, 2017 @ 9:14am 
Sorry, but removing default units overwrites default factions in a way I really don't want to do.
I could block dlc units, but I don't see the point.
Sooner535{UFIP} 19 Oct, 2017 @ 12:01pm 
can you add the option to remove the troops you would get from the faction? I want to start a game creating a whole new faction >.< also would there be anyway to block DLC units for non-DLC owners?
Zeckurbo 19 Sep, 2017 @ 2:29pm 
I can select the traits and unit but my factions have their old traits still in place...
Is there a way to get only the skin of the faction in generator without the original trait unremoveable?
VoidInsanity 15 Jul, 2017 @ 1:18pm 
@milk A quick heads up - Your mod has been stolen and reuploaded without your permission

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=961989759
Sabin Stargem 17 Feb, 2017 @ 7:40pm 
It looks like that the "Arcana Authority" technology would take the place of the Deep Generator, which in turn would be shifted into the Shipyard.

From what I can guess, each faction not only has different technologies, but their layout is also altered. When different affinities are meshed together, their layouts begin to overlap. Deep Generators appropriately appear if I am playing Mezari/Vaulter without Arcana Authority, but as a Roving Clan they either get placed under Shipyartd, or just not appear at all.

Comparing the Mogwari vs Neptunian, I found that the Mogwari shipyard tech indicated superior stats to the Neptunian. Further, their units have the free embarkment perk, while the Neptunian version doesn't work. This is with the Shipyard Trait in both cases.
Sabin Stargem 17 Feb, 2017 @ 10:35am 
A step closer: The Vaulters have a "Deep Generator" technology, that occupies the shipyard spot.
Sabin Stargem 17 Feb, 2017 @ 10:06am 
More: When I tested the Neptunian + Shipyard trait, I had no traits except Neptunian. On my latest game, the issue is popping up despite discarding the shipyard trait. Basically, affinities and the shipyard tech are overlapping with the Neptunian variant.
Sabin Stargem 17 Feb, 2017 @ 8:35am 
I think that the Shipyard (trait) and Neptunian are giving different shipyards. If you got both traits and mouse over the shipyard icon in the research screen, the image would be altered while moused over. I don't notice this behavior with other techs (up to Age III), and removing the shipyard trait removed this glitch.
estyles31 16 Feb, 2017 @ 7:04pm 
It seems like the Neptunian trait doesn't work. Is it just me? I gave Neptunian (and Shipyard starting tech, of course) to a Roving Clans affinity base, and my units did not have free embark/disembark.
Xylophobe 24 Oct, 2016 @ 1:40pm 
Well, nevermind. I'm a complete idiot and forgot that you actually have to research some of the more advanced units.

Anyways, great mod, it makes the game even more unique.
Xylophobe 23 Oct, 2016 @ 9:10pm 
So it seems that when I add units from other factions that I only end up getting random ones from what I picked and I lose some of the ones my faction is supposed to start out with regardless. Anyone know anything about this?
Iceberg 19 Oct, 2016 @ 8:50pm 
One faction questline per game is fine by me in exchange for the ability to save after turn 10 or so. Thanks
WestAsian 19 Oct, 2016 @ 5:20pm 
errors are finally gone but major faction trait removed. It will come back soon maybe one day
ZincKobold 19 Oct, 2016 @ 2:30pm 
I think that's fine, as you can just switch to the faction that already has the questline and grab the units from any other faction anyways.
Thanks for fixing this so quickly.
Milk  [author] 19 Oct, 2016 @ 1:57pm 
I removed the quest stuff. Hopefully trading those for no bugs works out.
WestAsian 19 Oct, 2016 @ 11:08am 
BadNews first errors are not fixed......but good news is Morgawr quest chapter 1 works! now recognized "vore"unit tech I will go for sleep now
Milk  [author] 19 Oct, 2016 @ 9:40am 
I thought maybe they changed how quests work, so I remade all the mod's quest defs. Download link: https://www.dropbox.com/s/dkmbl26dtzw7mqb/TraitsUnlocked109.zip?dl=1
Unzip to Documents/Endless Legend/Community to test
Iceberg 19 Oct, 2016 @ 3:37am 
Nice one, lad. I've followed your suggestion. This is the best we have for the time being. Thanks.
WestAsian 19 Oct, 2016 @ 2:10am 
I found some clue in the mod file. I do not know it will help but my discovery is shocking when I delete all content in mod's Quest folder.....(the xml file)It do not show any error that quests related to new dlc I do not know what is it but we got lead for error.

Meme Queen gives me some idea so I just deleted the quest xml file in mod's quest folder
Iceberg 18 Oct, 2016 @ 10:39pm 
The quest is fine from what I can see. As soon as the code throws though, the game can't write to the XML anymore for some reason.
Iceberg 18 Oct, 2016 @ 9:54pm 
Great mod. Thank you.
Milk  [author] 18 Oct, 2016 @ 6:33pm 
I'm unable the fix the error spam. I made a post on the EL forums for help; if anyone here can fix it, the post has a download link:
https://www.games2gether.com/endless-legend/forum/15-modding/thread/21686-need-help-fixing-traits-unlocked-for-tempest
ZincKobold 18 Oct, 2016 @ 3:45pm 
Aye, starting to recieve an error code involving the quest, particularly Morgawr questline. I recieve the quest and complete the first stage, but once I start creating Vores, the error shows up.



InvalidOperationException: The type QuestBehaviourTreeNode_Decorator_OccupyFortress may not be used in this context.
WestAsian 18 Oct, 2016 @ 6:06am 
and also SeaDemons Main QUest chapter 1 can not progress with out cheats do to it can not recognized "Vore" Unit research
WestAsian 18 Oct, 2016 @ 6:03am 
I found out New DLC related quests cause error...all of them i can tell. also it is not prevent by not use morgraw main quest or not taking quests. error can triggered by AI. that is all I discovered through gameplay for now.
WestAsian 17 Oct, 2016 @ 6:58pm 
thank you, it is working fine
Milk  [author] 17 Oct, 2016 @ 6:51pm 
I'm sorry, it was the mod. I have no idea why it broke. It's fixed now, according to my game
WestAsian 17 Oct, 2016 @ 6:47pm 
even reinstall failed I think mod is the problem which it is gone in game mod tap.
WestAsian 17 Oct, 2016 @ 6:36pm 
I think now mod is not working....it is gone in the mod tap I tried resubscribe it but it is not even start up should i reinstall the game?
Milk  [author] 17 Oct, 2016 @ 4:58pm 
Really sorry for that Morgawr quest fuckup. It's been fixed. Always something...

@Hamster If I understand right I'd have to move all the icons, which is kind of a pain. It's still mostly symmetrical right now
Hamster (SLO) 17 Oct, 2016 @ 7:10am 
Ps: Milk i think the Gui would look better if the icons were positioned 6 top, 6 bottom at (X="210" Y="279") , (X="132" Y="324") and (X="45" Y="347")
Hamster (SLO) 17 Oct, 2016 @ 7:07am 
Found the problem:
<SimulationDescriptor Name="FactionTraitSeaDemonsMainQuest" Type="FactionTrait"/> is missing in SimulationDescriptors[FactionTrait]

If you want to fix it yourself:
go to: C:\Program Files (x86)\Steam\steamapps\workshop\content\289130\610359813\Simulation, find the SimulationDescriptors[FactionTrait] (you can open it with notepad++) and in it find:
<!-- ########################################## -->
<!-- ###### MAIN QUESTS ###### -->
<!-- ########################################## -->
At the end add: <SimulationDescriptor Name="FactionTraitSeaDemonsMainQuest" Type="FactionTrait"/>
WestAsian 16 Oct, 2016 @ 11:03pm 
main quest not starting what I try to say
WestAsian 16 Oct, 2016 @ 11:00pm 
Ok morgawr main quest broken need fix
ZincKobold 16 Oct, 2016 @ 8:18pm 
Thank you for being so quick to update for the newest expansion, mate.:coolthulhu:
Milk  [author] 16 Oct, 2016 @ 12:43pm 
Updated for Tempest, adding the Morgawr's traits. I could not reproduce or fix @Ginger's bug.
Milk  [author] 16 Oct, 2016 @ 9:29am 
@ginger What are the names of the quests, and which faction do they belong to?
Milk  [author] 16 Oct, 2016 @ 9:21am 
It shouldn't require any DLC. Glad you got it working though
LittleIntellect 16 Oct, 2016 @ 9:20am 
Nvm I fixed by reinstalling the game :)
LittleIntellect 16 Oct, 2016 @ 9:13am 
Does it require the DLCs to work? Because I don't have any yet.
Milk  [author] 16 Oct, 2016 @ 9:09am 
@CommieSquirrel Are you using any other mods? Which DLCs are you using? I am still on the Shadows expansion and I don't have this issue with any units.