ENDLESS™ Legend

ENDLESS™ Legend

Re-Items
54 Comments
❖ RazzorBee 5 Aug, 2024 @ 6:29am 
Cool mod. Great items. Even fluff for them is present. But one thing about items in EL saddens me - there are only a few of them that can be equipped in the army. It might be interesting to add competitive quests that can give your units a unique blend of abilities... For a certain price.
ninakoru  [author] 29 Jul, 2024 @ 7:16am 
@Soulinor, I don't know where you got that information from. The mod is 100% compatible with ELCP and noes not hinder any ELCP adjustments. The talk about ELCP issues was about other mods I created, and was already resolved there.
Soulinor 26 Jul, 2024 @ 6:35am 
A fix for ELCp would be good since it is almost mandatory. I wass about to get this mod, but since don't work with ELCP....
MelodyFunction 14 Sep, 2023 @ 6:27am 
The revision mod isn't mine, btw ^^"
On a sidenote, I caught an incompatibility between Military Revolution and ELCP stuff - namely the new tech for the Hero skills doesn't work(bonus for over approval or unused fortification). I can give you the fixed file, if you want - or maybe add it yourself. It's SimulationDescriptors[Class]. Adding the stuff should also not change a thing in a game that does not use ELCP(Just creates the foundation for the coding tech used for those new hero skills).

Improved Mobility grants 1 less world movement per tier, +1 battle movement and defense. The ring have that capacity and the vision one, but not sharp sense. I dont really see much of a point to that ^^"

I guess you are right on the power of uniques not mattering that much... Although, I had many battles where the Hero basically carried the whole battle, so Im not sure. Well, it's your call, of course.
ninakoru  [author] 14 Sep, 2023 @ 6:03am 
I didn't recall giving permission to do a revision of my mod, but doesn't matter, I always give permission.

Well, again is a matter of perspective, In my experience, a hero doesn't make THAT much of a difference even loaded with lots of unique items. I will lose the battle if the opposing army is much stronger regardless of my hero. I love balance, but I also like how this game plays with all sort of crazy bonuses everywhere, unique items being powerful is not, in my experience, an absolute game-changer, so they should stand out.

I will check out the iron ring thing, also seems "improved mobility" is not "improved movement", I have to check out that at some point.
MelodyFunction 14 Sep, 2023 @ 3:57am 
The rings dont have Sharp Sense anymore, no. They instead have the new "Improved Mobility".

I actually also use that mod(Well, Military Revolution Revision, but almost).

The game definitely feels much better with this mod on, don't get me wrong. Only the new uniques feel too powerful - like those +50% Defense boots which just seems a bit excessive, especially lategame. And well, T3 Glasssteel/Titanium should be a bit more powerful, in my opinion. Its actually pretty hard to keep kitting out your units in those cause of those prohibitive costs and how much Titan/Glas you need for mid-lategame buildings. I often find the T2 strategics to be easier to come by.
ninakoru  [author] 14 Sep, 2023 @ 3:05am 
Not sure of the iron ring because I don't recall it right now, but it think all rings have their original value plus movement?

I tried to balance the game to the best of my ability, but everyone has his own preferences and experiences I guess.

The original game was too much offensive power, easily neglecting defenses and therefore, defensive equipment and units. Not only high tier has less offensive nonsense, also dust weapons have some offensive power built into it.

I went a bit further in the Military revolution mod (I keep items and techs separate so you can pick and choose your mods in a modular way), regarding Serum of Iteru (halving values, is stupid strong) and Blood crystal (yet another source of offensive power...).
MelodyFunction 13 Sep, 2023 @ 8:39pm 
I also always felt that they high tier strategic gear feels a bit too powerful in general(so Adamantian/Palladian+ gear), especially on Attack. You did already nerf it a good deal, but I'd tone the stats down a little more. Lategame feels very offensively geared, with the biggest defensive options really being T4 military empire plan and the pretty OP Serum of Iteru.

Not a fan of the new iron ring.. mainly because I tended to use those accessoiries to counter ranged-heavy enemies or protect Flyers a bit with the Sharp Sense capacity. Not having the option for that doesnt sit right with me.
Tbh, I wouldnt mind the movement accessoiries to be a bit cheaper. Although, I'm unsure how much that would muck up the balance... Movement is just fun ^^"
MelodyFunction 13 Sep, 2023 @ 8:38pm 
New unique items seem too strong. They are fun and give some variiety in strategics used lategame, but still their power is pretty undeniable.
I also always thought that most Quest gear for heroes was pretty adequate. Caveat is that, due to all the % increases, they only really shine on high level heroes.
If possible, Id like to see quest gear being balanced a bit better against eachother, maybe via unique stat profiles and effects. Like Ward of the Cocoon being a unique damage+initiative boosting shield(which would be great for Healing heroes).
I also really enjoy getting more quest gear than just weapons and shields, so thats really nice.
I sometimes wonder if some more quest items could be made available to units.

I'd like if T3 Glassteel/Titanium gear would be buffed. They are a rare unlock and very expensive, so I feel they should be better than T1 Palladium/Adamantian in general. Probably around the level, just a smidge lower, than T2 Palladium/Adamantian.
Fellow Human 18 Aug, 2023 @ 4:23am 
I'd be grateful if you told me only how to edit values like these ones:

https://i.imgur.com/9y0ANzW.png

I believe I can input the numbers via notepad myself.
Fellow Human 18 Aug, 2023 @ 2:56am 
It doesn't seem so.

The thing is that the "improved mobility" is not even a vanilla capacity unlike "improved movement". It's not in the wiki list and there is no way to see what it does.

https://i.imgur.com/i9BwBCm.jpg


https://i.imgur.com/Vzt7sQU.jpg
ninakoru  [author] 18 Aug, 2023 @ 2:07am 
I don't recall that detail, do the hero gain extra movement regardless?
Fellow Human 17 Aug, 2023 @ 11:29am 
A question.
Rings that used to give visibility and defense against ranged, now give visibility and "improved mobility". There is no way to find out what this new capacity it, because it doesn't show in the hero window.
"Hard Tack" Tom 13 Jul, 2020 @ 4:16pm 
trying to make an item mod like this one that removes all iron/dust weapons and armor from the game (im planning on setting the stats to 0) in order to make strategic resources more important. pretty sure i can manage the coding if i can just find where the tables are
"Hard Tack" Tom 13 Jul, 2020 @ 1:32pm 
dang, i guess it makes sense for such an old game. and also explains why there's no "post your own mod" button in the workshop like there normally is.

But could you help me find which XML document you go to in order to change weapon and armor stats? the only thing i can find is ItemDefinitions and ItemDescriptions which changes technology requirements and in game descriptions - but not stats
ninakoru  [author] 13 Jul, 2020 @ 12:33pm 
At the core is basic XML editing, I used basic text edition tools like notepad++ and Winmerge. The thing is you need to understand how that XML works and where are things located.
"Hard Tack" Tom 12 Jul, 2020 @ 1:35am 
what did you use to create your mod?
Slice of Thanatoast 31 Mar, 2020 @ 11:58pm 
Not sure if it's because of ELCP or this mod, but the Legendary Deed for the Guardians accessory isn't given to me whenever I complete the deed.
ninakoru  [author] 8 Feb, 2020 @ 9:53am 
Nope they are separate items, no worries about that.
Amondin 29 Jan, 2020 @ 1:39am 
Hey, this seems like a great mod! It's been said that this works with the ELCP, but were things like the unique item changes done globally so it affects the Kapaku and Mykara quest items too? Thanks!
ninakoru  [author] 21 Sep, 2019 @ 8:09am 
Tier 3 weapons are somewhat better, because they don't cost an absurd amount of strategics.
Xumuk 8 Aug, 2019 @ 4:11am 
Works with ELCP just fine.
Slice of Thanatoast 5 Aug, 2019 @ 8:07am 
Does this mod work with the community patch? Also is tier 3 hyperium and mithrite weapons worth using with this mod? Because they are kind of garbage.
[☆] AresOfThrace 23 Mar, 2019 @ 8:15am 
Id like some more screenshots of what exactly the other items' stats look like when rebalanced, but Ill give it a try.
Nemo, Forevermore 27 Aug, 2018 @ 6:30pm 
Really? The Dust-Powered gear made Titanium and Glassteel useful in late-game.
ninakoru  [author] 27 Aug, 2018 @ 6:12pm 
Yeah, some people wanted the item balance but didn't like the Dust-powered items, so I split the mod in two.
Tyrant 27 Aug, 2018 @ 11:03am 
Thanks for the update!!!
ninakoru  [author] 2 Dec, 2017 @ 3:54am 
I get your point. Initiative was lowered in some cases so units native initiative means something.
retrobarbaari 1 Dec, 2017 @ 5:09pm 
I would like to see a mod where armours don't give more initiative. It's odd if using armours you become more agile and faster. If anything, armors should reduce initiative. I think initiative boost should be left to magic items. Just my thoughts.
Iceberg 24 Oct, 2017 @ 8:59pm 
Sounds good to me
ninakoru  [author] 24 Oct, 2017 @ 10:48am 
Well, if we get a solution, would be a separate simple mod, just for that :P
Iceberg 7 Oct, 2017 @ 11:15pm 
I think the change would be popular enough to warrant integrating it with this mod.
Iceberg 27 Sep, 2017 @ 8:21pm 
Thank you for your time.
ninakoru  [author] 27 Sep, 2017 @ 12:45pm 
Oh... then you need to do further changes... let me check the code if I can came with a solution.
ninakoru  [author] 27 Sep, 2017 @ 11:27am 
Just switch Tier2 and Tier1. At the end of the GameObject node.
Iceberg 26 Sep, 2017 @ 8:12pm 
Can you tell me which part of this I'd need to alter in order to switch tier 1 and 2 hyperium shield mappings? I assume those two letters are what refer to the items, although I don't know what they mean or what I'd need to change them to.

<Node Condition="$Descriptor(ItemTier) eq '2x'">
<GameObject Name="Item:$Descriptor(ItemClass)" Prefab="Prefabs/Items/$Descriptor(ItemClass)/$Descriptor(ItemClass)$Descriptor(ItemMaterial)Tier1"/>
</Node>

<Node Condition="$Descriptor(ItemTier) eq '1x'">
<GameObject Name="Item:$Descriptor(ItemClass)" Prefab="Prefabs/Items/$Descriptor(ItemClass)/$Descriptor(ItemClass)$Descriptor(ItemMaterial)Tier2"/>
</Node>

<Node Condition="$Descriptor(ItemTier) ne '1x' and $Descriptor(ItemTier) ne '2x'>
Iceberg 22 Sep, 2017 @ 10:20pm 
We just want to know how we can change it in the mapping.xml in our game files, but the information is hard to find. Do you have a resource you'd refer us to, or can you tell us how, or perhaps you could include it in your mod?
ninakoru  [author] 22 Sep, 2017 @ 7:57am 
I did some edits to allow the dus powered titanium/glassteel to get the appearance of normal versions yeah. I think it could be edited could be edited... but you want to make a mod or it?
Iceberg 21 Sep, 2017 @ 11:53pm 
Would you be interested in helping us with this at all? The problem is that we don't know what to change in the Mapping.xml to switch the hyperium tier 1 and 2 shield appearances. https://www.reddit.com/r/EndlessLegend/comments/6x4yqb/the_tier2_hyperium_shield_really_throws_me_off/?sort=new
ninakoru  [author] 21 Jul, 2017 @ 5:55am 
Jewdough not your what is the problem. If the item doesn't grant army movement, your army will move as much as the slowest unit inside.

Thanks for the advice VoidInsanity.
VoidInsanity 15 Jul, 2017 @ 1:17pm 
@ninakoru A quick heads up - Your mod has been stolen and reuploaded without your permission

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=961989759
Iceberg 12 Jul, 2017 @ 9:07pm 
I consistently experience this issue, the extra movement point(s) don't apply to the army, just the individual units. So the army moving together reads 5 movement points but only gets four before going to zero. However, the units within the army still have 1 movement point and can move once more if you move one out of the army. Then, miraculously, you can move the whole army at once to rejoin the first unit you moved. If you only have one unit in your army, you're screwed out of the extra movement point.
Iceberg 16 Mar, 2017 @ 4:32pm 
Thanks for the explanation.
ninakoru  [author] 15 Mar, 2017 @ 4:51pm 
Mtn Jew: Yeah, the ring and necklace are not meant to be stacked together, I did that on purpose, you would get huge map movement from both items, and I consider it unfair. I added the movement on rings for defensive units, is somewhat a personal preference, I consider map movement on units crucial and the movement on the iron ring gives defense instead of initiative, for those units you want to make use of retaliation and keep the initiative as low as possible, while being able to move them faster on the map and battles.
Bionerd 14 Mar, 2017 @ 1:20am 
Continuing the conversation I started with you before in discussion (Quest Gear Balancing).
Iceberg 13 Mar, 2017 @ 10:12pm 
Nice mod. I apologize if this has been reported before. The basic rings and necklaces seem to clash on the capacities they provide. Only one will show on the character sheet, the other appears to be overriden.
Olorin 7 Mar, 2017 @ 8:31am 
I really like the idea behind this, thank you I will try it out :)
ninakoru  [author] 5 Mar, 2017 @ 4:06pm 
Hi, you have the discussion tab precisely for this type of suggestions. :)

First of all I welcome every critique and suggestion, I like to see different points of view.

If you think about it, I took a lot of work to balance all strategic items, with minor tweaks here and there, and all of a sudden, I came with OP hero gear.

You have really OP gear on the vanilla (and still they're OP), think of the green dual axe (Stiletto of the delvers), the red and orange bows, the purple staff, the shard of icarael (palladian sword), or the purple sword, starblade. They have stats similar to tier 2 giear of their strategic PLUS 100% divided entra stats, each one of them. The bonuses from tier 3 hyperium/mythrite head/greaves combined are 80% to stats, so these weapons are truly OP.
Bionerd 5 Mar, 2017 @ 2:52pm 
Also is there some way to make discussions within a mod post? I feel kind of bad for having essentially flooded the comments with my feedback post but really wanted to give some, somewhat detailed feedback and it ended up being rather long (7 part comment below, read top to bottom).
ninakoru  [author] 28 Feb, 2017 @ 11:50am 
Well, I guess dust armor is slightly worse and dust weapons are slightly better.

Stat-wise T3 dust armor is between T1 and T2 adamantium, while in the original, it was between T2 and T3. T3 Dust weapons are still worse than T1 Adamant-Pala but with a bit extra attack.