ENDLESS™ Legend

ENDLESS™ Legend

Mightier and Magicker
106 Comments
Nowa 2 Jun @ 4:45pm 
good!
Spear Deer 15 Feb @ 6:52am 
Hi! I love the mod! I just wanted to know if you had any thoughts on the Mykara. I'm considering writing an extension for your mod that updates the Mykara skill tree, and any thoughts/unfinished plans you had for them would help make it feel like a more organic outgrowth.
Captain Cobbs 23 Oct, 2024 @ 9:37am 
Hello, I just wanted to say that this is probably one of my favorite mods for any game of all time, great job
Hokath  [author] 10 Jan, 2022 @ 8:38pm 
Just wanted to drop a comment to let everyone know I played a game while waiting for the Humankind release, and didn't run into any problems with the mod. This was with ELCP (there was a small update since, but I don't foresee that causing a problem -- this mod overwrites their changes to heroes comprehensively, take note).
Bucketsmith 5 Feb, 2021 @ 8:13am 
Last update was in november 2019 so this mod might not be compatible with current version, nor the upcoming DLC (if it clashes). I'd love to see an update tho! :)
μ 5 Feb, 2021 @ 6:51am 
is anath the cultist hero new update or smth? when i clicked the hero skill on market i cant seem to go back afterwards, it just freezes
HalfEnder776 28 Mar, 2020 @ 12:48pm 
does this work well with ELCP?
Bucketsmith 21 Mar, 2020 @ 4:46am 
I haven't had desyncs in some of my 2 player vanilla campaigns. The ones I did have them in they came in in extremely late game, and not many. But playing a campaign with this mod, they pop up rather early, and very frequent. When we started a new one without this specific mod, the desyncs disappeared.
Hotklou 20 Mar, 2020 @ 12:16am 
I dunno about you, but de-syncs are a normal part of multiplayer gameplay for me. They happen whether you have mods installed or not, and what DLCs you own don't seem to have any effect either. But I have seen people giving reports of certain mods increasing the frequency at which they experience these de-syncs.
Bucketsmith 19 Mar, 2020 @ 3:38pm 
Last time I played MP with this, it made us keep getting desyncs.
MelodyFunction 25 Dec, 2019 @ 2:35am 
True true, balance is not an easy thing.

Hm... I guess I am just doing something wrong, cause I have the setting enabled and created the User Generated Content folder, moved the mod in there, but it does not appear in game regardless. I guess I made a mistake somewhere.

A bit on my changes:
Class trees are mostly vanilla, except Infantry. Now ends on Retaliation instead of discount operator.
Most faction trees feature a capacity.
Operator usually allows you to get the army capacity from the faction tree. Sometimes, you have to take a governor skill for that, though(Especially with the stronger capacities).
Few factions have no army-focused path - I don't think every faction needs that really, as the class trees are already strong.
I tried to diversify and focus all the governor trees. I should make a spreadsheet about that, tbh... Bigger governor trees, like Roving Clans or Wild Walkers, have a branching path to do two distinctly different things.
Hokath  [author] 25 Dec, 2019 @ 2:20am 
It's very hard to know how balanced things are without many people playtesting a long time. What is more, the balance depends on the difficulty level, map settings, etc. I'd just play your mod and change things if you think they are unfun for you!

On uploading, you need to enable the modding tools setting, probably:
https://www.games2gether.com/amplitude-studios/endless-legend/forums/15-modding/threads/5779-getting-started-with-steam-workshop?page=1#post-257202
MelodyFunction 24 Dec, 2019 @ 2:15pm 
Yeah, the Ardent Mages support skill thingy... I also struggled with finding an icon for that. Tbh, the Fire Rain Capacity is one I am really worried about - Ardent Mage heroes have some real high damage... Oh well.

The mod is not similar enough to be comparable, the changelog is pretty big.
It's, in a sense, a "toned down" version of yours. I removed/reverted a lot of skills, tinkered heavily with the positioning and cut down on a lot of them.
I am, so far, really unsure on the general powerlevel, tbh. However, it should be overall lower than your mod. I do still use a few of your descriptions, though ^^"

Thanks for your permission ^.^
One little question... how exactly do you upload EL mods...?
Hokath  [author] 24 Dec, 2019 @ 4:39am 
Yes, you may upload your own. But if its very similar with just a few changes and some power reduction then we can just make the changes to this mod, and save people having to try two. Send me a changelog?

The discount cold-operator thing is weird, I agree. When I came to mess with this one I did wonder if it had some purpose I wasn't appreciating: for example some kind of timed rush strategy where you attack in the second or third winter when no one can have cold operator or something like that. That's why I just buffed it with stats, iirc.

If I renamed/re-iconed vanilla things it was probably to use their icons on some different skill. I tried not to have the same icon appear twice on any hero, though I didn't manage it in a few cases (I think Ardent Mage Support sees the hand-on-fire icon twice).
Hotklou 21 Dec, 2019 @ 1:49am 
I am in support of MelodyFunction here. :-)
MelodyFunction 20 Dec, 2019 @ 7:02pm 
I have made my own version of a Skill-Tree mod now, based on yours(cause you already did a great job!).
I'd like to upload it, so I am asking for your permission(as it is based on your mod).
MelodyFunction 13 Dec, 2019 @ 6:38pm 
@Nemo Jr.
I guess it is an oversight that came in the time of regular patches. Be it that Operator was weaker, had no connection up top or another reason altogether...
Or maybe they just thought it would be really funny to confuse new players even more x)
Nemo Jr. 13 Dec, 2019 @ 3:22pm 
@MelodyFunction

"Weird discount cold operator" is the best description I've seen of that particular skill. x)

Why is that even a thing, and only 1 point away from the real deal, to boot? Was there a point in time during the game's development when Cold Operator wasn't as powerful as it is now?
MelodyFunction 13 Dec, 2019 @ 6:39am 
Oh also: I kinda wonder why you felt the need to rename some vanilla things and replace their icons? No critic on your choices, I am just curious.
MelodyFunction 13 Dec, 2019 @ 4:01am 
Is there a version of this that aims to just make the trees more interesting(and especially make some faction trees less clunky) without adding a ton of power everywhere?

I find the base trees to be, generally, pretty "Meh". The Class trees are pretty good(except for that weird discount cold operator for infantry), but most faction trees look pretty bad and for a general, it is almost always the correct choice to go down the class tree anyway, very rarely taking a even just a single point in the faction tree.

On the flipside, your mod adds so much fluff to everything... It flows nicer, creates decisions and makes the trees more fun to use, but there is just too much power in the trees now - gens and govs already felt strong enough in the base game.
Nemo Jr. 29 Nov, 2019 @ 1:56pm 
Thanks, and sorry for the late response.

To me, it felt natural to reach Cold Operator using whatever tree you wanted to specialize in, and then grab some other benefits nearby, which are just icing on the cake at that point. Besides, the game does a bad job at showcasing "no going downwards" until you're at the very top...

Anyway, your skill tree and links seem robust enough that it won't be sorely missed; I just wanted to know how it works beforehand. Thank you. :)
Hokath  [author] 28 Nov, 2019 @ 11:43am 
Yeah let me know
Nemo, Forevermore 28 Nov, 2019 @ 9:38am 
Oddly enough, I have found a few instances where you can go downward to pick up skills. Maybe I should document these anomalous instances.
Hokath  [author] 28 Nov, 2019 @ 8:35am 
You can't go downward, only sideways and up. (If not in my mod, its a bug)
This is a balance necessity so that you cant get the really good final-tier skills by going through Cold Operator. At least in my opinion.
Nemo Jr. 23 Nov, 2019 @ 11:35am 
I've recently learned the hard way (in vanilla game) that the "links" between skills don't always work both ways. Is this still the case in your mod (i.e. we can't go downward on the skill tree)?
Hokath  [author] 28 Sep, 2019 @ 3:12am 
@Xumuk I looked at the code and indeed there is an irregularity there. Although it shows the tooltip up in-game the same in either case, hopefully it should work now.
Nemo, Forevermore 15 Sep, 2019 @ 1:03pm 
If only you would read comments just below yours.
DustDevil 15 Sep, 2019 @ 12:39pm 
Is this compatible with ELCP? Also, is there a list of the changes?
Xumuk 6 Sep, 2019 @ 3:33pm 
Thanks for recent updates. "Draught of War" skill in support tree seems to be broken. Well, maybe it is working, but damage values on units within heroes army doesn't change.
Hokath  [author] 24 Aug, 2019 @ 9:19am 
I made a small change after reading the discussion about Toxic Salvo.
"Element of Surprise (ranged hero skill) now also has Spare Quiver as a prerequisite so you can skip Toxic Salvo and still get it if you don't feel like managing the disease."
Hokath  [author] 24 Aug, 2019 @ 7:02am 
@Hawkeye it should be fully compatible
Hotklou 22 Aug, 2019 @ 2:15am 
Does anyone know if this mod is compatible with the Endless Legend Community Patch (ELCP)?
Nemo, Forevermore 18 May, 2019 @ 3:49pm 
Just make sure you Hero with this skill has Disease Immunity too. :divinity_attack::divinity_defense:
Nemo, Forevermore 18 May, 2019 @ 3:47pm 
Indeed. It's one of those skills that should be used with caution and proper planning, but not one to just pick up with every archery Hero.
Loo 18 May, 2019 @ 3:45pm 
Didn't consider the disease immune mercs. That would be great with Cultists.. I guess you can be quite creative with it - albeit still dangerous indeed!
Nemo, Forevermore 18 May, 2019 @ 3:38pm 
There are probably other units with Disease Immunity, but those are the few that popped into my head.
Nemo, Forevermore 18 May, 2019 @ 3:37pm 
it's useful if you are using Sisters of Mercy and Haunts or Silics. Units with base Disease Immunity, or just go heavy into REGEN trinkets to overpower the disease effects.
Loo 18 May, 2019 @ 3:33pm 
Yeah I get that. Seems like an incredibly dangerous ability to have on a hero when not playing necrophage though. I guess I should have known it would behave just like regular disease.
Nemo, Forevermore 18 May, 2019 @ 2:30pm 
Load up vanilla Endless Legend sometime, use the Necrophages, and assimilate any minor faction without Disease Immunity. You will see the same pattern of behavior as you disease your own Urces, or Centaurs, or whatever non-immune minor faction you may have.
Nemo, Forevermore 18 May, 2019 @ 2:29pm 
@Loo Disease has always spread indiscriminately. That's just how Disease works and it is why things that use Disease typically have Disease Immunity.
Loo 18 May, 2019 @ 1:36pm 
Enjoyed playing with this mod. Have noticed that Toxic Salvo disease affects all units, not just enemies - which made me self destruct a few of my Allayi armies by accident, and turning a pair of previously powerful high level combat heroes into an absolute liability. The Mithrite cost of disease proofing every unit is not feasible. Dunno whether it's possible to fix - but I will be staying WELL away from that ability for sure.
Hokath  [author] 15 Mar, 2019 @ 3:32am 
@Spesh, for the reasons other people have noted I won't do it. However don't feel bad for not being able to work it out, the Allayi ability is coded in a unique way which makes it had to reproduce, you have to directly reference that skill as the Mykaran equivalent does in the Symbiosis skill list.
Jojo_Fr 10 Mar, 2019 @ 1:53pm 
Excellent mod. Some great ideas of new skills. It would be cool if more players would play it in multiplayer.
Nemo, Forevermore 9 Mar, 2019 @ 5:48pm 
Also, the Allayi skill affects all rough terrain, not just forests.
Iceberg 9 Mar, 2019 @ 4:21pm 
Their eclipse power does that though.
Spesh 3 Mar, 2019 @ 7:20pm 
Any chance of giving the Wild Walker heroes a skill to ignore forest movement penalties?

I always thought it was kinda dumb how much they incentivised forests, only to not give them a way to ignore their downsides, giving it instead to the Allayi for some reason?

I had a brief crack at doing it myself but I'm too dumb to figure it out, a few pointers would be great if you don't wanna go through the hassle of adding it in.
Hokath  [author] 19 Feb, 2019 @ 12:53pm 
Ah nice find. I'll take a look when I next do a pass.
You're very welcome.
Lachert 18 Feb, 2019 @ 8:12pm 
How about appling the ability "UnitAbilityForestRunner" in UnitAbilities.xml (Maybe unused skill).
Looks work fine but need to add the localization for skill description.
Anyway, thanks for the great work!
Hokath  [author] 18 Feb, 2019 @ 7:54am 
Ah yes, I realised this when I started but somehow forgot to do anything about it. Indeed this skill must be hardcoded somehow as a reference to its working can't be found anywhere. I'll just add +2 army moves on this skill instead. Not quite as flavourful but oh well.
Lachert 17 Feb, 2019 @ 8:32pm 
"Woodland Stride" in Mykara Skill Tree does not reduce movement cost.
From looking the xml files, it seems the original "pathfinder" skill effect (taken from allayi) is special?