Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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
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...?
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).
I'd like to upload it, so I am asking for your permission(as it is based on your mod).
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)
"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?
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.
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. :)
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.
"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."
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.
You're very welcome.
Looks work fine but need to add the localization for skill description.
Anyway, thanks for the great work!
From looking the xml files, it seems the original "pathfinder" skill effect (taken from allayi) is special?