ENDLESS™ Legend

ENDLESS™ Legend

Minor Faction Units Rebalanced
MelodyFunction  [developer] 19 Sep, 2023 @ 9:53am
Changelog
Full changelog, will keep it updated if I patch the mod.
Note that the Sisters of Mercy Hero has been indirectly buffed by the buff to the Justicieres' Benediction. I don't believe this causes a balance issue, though
Changes done by ELCP are incorporated, if altered, in this mod.

A quick paragraph on powerlevels:
Difficulty of minor factions should be up by quite a bit. While cost reductions would not affect the difficulty of roaming armies and villages, the stat boosts and stuff certainly will.
Most feel appropriate. There are a lot more minor factions that you should treat with some respect, like you'd treat Ended or Daemons in vanilla. Gauran and Erycis are tanky heavy hitters, Geldirus have always been a bit scary and are even scarier now.

Without further ado, here is the full, detailed changelog:



General:
World movement of flying units reduced from 6 to 4. Battle Movement is unaffected.
Circular Strike(Used by Vinesnakes, Arpuja and Dredges) buffed to 75% Damage

Vinesnake
New Capacity: Regeneration 3
+36 HP
+18 Defence
-4 Dmg

Vinesnakes have pretty bad stats for their high cost, especially considering they cannot wear helmets or boots. Instead of reducing their cost, I've gone and buffed them to be a lot tankier. They should serve as AoE damaging frontlines, leveraging their excellent damage stats and not dying to a laborious fart with these buffs. Buffs might look really big, but losing 2 pieces of Gear is a big limitation.

Justiciere:
-14 Atk
-3 Health
+10 Dmg
+8 Def
+6 Init
Benediction: Buffed to 50% of damage as heal

Aside from utility vs Disease, Sisters had really underwhelming stats and their heal was nigh non-existent.
I reshaped their stats to focus on their role: A healing support tank.
Benediction was buffed directly and they got a heavy buff to their damage, meaning their heals are actually worth something. Dont try too hard to use their high damage stat to actually hit enemies, as I gutted their attack.
Initiative buff should help you get off those heals when you want them, on whom you want them. Big defense buff, along with their healing, should make them a great addition to any frontline composition.


Harmonite:
Init+10
Attack+4
Health+4
Def+4
Cost down from 120 to 110
New Capacities: Flamewalker&Ash Breather

Pretty good unit. They always have their obvious niche of countering Necrophages with their disease immunity, but are overall just bigger rumblers: Slow and really tanky, but better damage output for a higher cost. Rumblers do outshine them in most situations, though, so some buffs all around to differentiate them a bit from Rumblers.
The Initiative buff might look big, but they are still slow. With the right setup, you may get more use out of their Beam Capacity now.
The new capacities are mainly there for flavor - and because I weirdly often encounter them in volcanic regions.


Rumbler:
New Capacity: Crusher
-6 Health

A very good unit. Bad damage, bad speed, but pretty cheap for massive beefiness. Crusher is more of a flavor capacity. Health nerf should bring them more in line with their cost.

Dredge:
Cost down from 90 to 80
+12 Health
+2 Def
+8 Init
-2 Dmg

They are basically the same as Erycis, but smaller. I widened the gap in cost between the two to accentuate that a bit more. Without Claws, they really rely on outspeeding enemies - which also helps their hammer builds, so I buffed their initiative to give them a shot at that.
Definitely not as durable as many other frontline units, but they pack quite a punch with their excellent offensive stats.


Arpuja:
Cost down from 90 to 80
+8 Initiative
+4 Atk
+2 Dmg
+2 Def
-4 Health

Almost a good unit, but a little pricey for being rather frail. The initiative and def buff counteracts their inability to equip boots.

Daemon:
Cost down from 180 to 140
-4 Health
-3 Damage
+2 Init
+4 Atk
Chain Lightning Splash: +10%

The big cost reduction is the biggest feature here. Some nerfs came with it, as they are actually strong, if overpriced.
While packing less of a direct punch now, they are still very sturdy and the improved Chain Lightning ought to make them good AoE damage dealers.


Ended:
Cost down from 250 to 180
+30 Health
-1 Dmg
+18 Def
-1 Init
-2 Atk
Lose Disease Immunity for Unstoppable
New Capacity: Intimidation Aura
Chain Lightning Splash: +20%

An even bigger cost reduction, from the massive 250 all the way down to 180. Still very costly, mind you.
In essence, Ended are bigger, slower, yet more expensive, Daemons. The biggest edge Daemons have over Ended is the speed: Both rely on hitting Chain Lightning and Daemons have a much easier time with that, whereas Ended rely on their new Intimidation Aura to grab the initiative.


Burdeki:
+2 Def
+8 Health

Very useful unit for almost any faction. Top tier speed, innate ability to stun and very cheap. Only a very small touch up to their durability, so that they may serve the role of a Disrupter even better.

Centaur:
+4 Atk
+12 Health

Small buff only as they fill their role well - they are fast, cheap tanks. Attack up so they can actually hit stuff a bit better with their Free Counter.

Ice Warg:
Cost down from 120 to 90
Health +12
Def+6
Atk+4

A strong unit with great damage output, but bad defence and low speed. A lower pricepoint fits such a Cannonfodder-style unit much better, hence the beefy cost reduction. Still gave them some buffs so they are not as fragile - being slow and relying on Sweep Strike Back is already enough of a detriment. They hit like freight train, though.

Minotaur:
Cost down from 180 to 140
Health+48
Attack-2
Dmg+6
Init-2
New Capacity: Glory Or Death 2

Big brother of the Centaurs, the Minotaur is a fast, tanky Cavalry that can dish out good damage. Sounds great on paper, but reality wasn't so kind on them.
Reduced the cost to the still pricey 140 base and majorly buffed their stats up.
Being an extra expensive unit, I felt it appropriate to give them a new capacity in Glory or Death. It is quite strong for a fast tank and feels very thematic, thinking of one of the Gaurans pacification quests.


Orc:
Cost down from 80 to 60
-2 Atk
+2 Def
+2 Dmg

Always the first pick when you need archers, Hurnas are probably the most straight-forward and consistent minor faction Archer.
But ranged combat being so strong in Endless Legend, you are still a step behind anyone with a Major Faction Archer. To preserve this balance aspect, I've chosen to go with a cost reduction instead of a major buffs.


Tetike:
Jotus assimilation Bonus:
Additional effect: +4% Industry per Village
Cost down from 180 to 90
Can no longer equip Longbows
Health+42
Defense+6
Atk-6
Init-4

Nobody knows why Tetikes were the crappiest units in the game. I mean, the unit itself is fine, but they cost like thrice as much as they should.
I wanted to lean into their unique traits: An archer with only 2 range, but Free Counter.
I halved their ridiculous cost and majorly buffed their durability in exchange for some Initiative and attack. They still have exceptional initiative and good offensive stats.
Think of them as an offensive frontline and not strictly as a ranged unit.
To further reinforce that, I removed their ability to equip Longbows - they are meant to be played with Crossbow and Shield, majorly buffing up their defence. Longbows would likely be too strong with these buffs anyway.
Jotus suffered a lot from being one of the only 2 bad assimilation boni. 4% Industry is slightly weaker than the usual 5% FIDSI bonus, but you still get the surprisingly nice Vision Range.


Zujajun:
Magtay assimilation Bonus:
Additional Effect: +1 Siege Damage per Village
Atk+6
Dmg+4
Init+2
Disease 1->Disease 2

A difficult unit to properly utilize, due to the spreading nature of disease. Without disease, they are actually rather pitiful archers, so I buffed their upfront damage up a little bit and upgraded their disease. If you can deal with their disease, they should be quite an asset now.
Like the Jotus, the Magtay assimilation bonus was pretty bad. You still retain the fortification boost, but now you also get an army wide siege-damage bonus. I felt it fit them well and siege damage is quite valuable.


Caecator:
Dmg+4
Def+6
Atk-4
Health -10

Their attack is now absolutely pitiful, but they have surprisingly high damage. They will struggle to make use of this offensively, but their healing scales off of their raw damage stat.

Drider:
Cost: 60->80
Def+16
Atk+4
Health+8

An interesting unit. They have a lot of unique aspects. I tried to not just preserve, but reinforce them.
They are Support units with access to Claws, a high atk+dmg weapon. Their Damage is unusually high for a support. Their heal stuns your unit, but empowers defence. However, being extremely slow, it can be tricky to use properly and requires good prediction. Their Sweep Strike Back is actually quite scary... if it hits.
To reinforce those aspects, I gave them a beefy amount of defence&health to survive a hit and sweep strike enemies, a lot of attack so they can actually hit enemies and a bit of damage to empower their unique heal and sweep strikes.
Their attack is still not great, but serviceable. Inconsistent on proactive offence, very scary when they sweep strike and very high heals.
Last edited by MelodyFunction; 20 Jul @ 12:24pm
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Showing 1-2 of 2 comments
Corrupted Slime 16 Dec, 2023 @ 11:26am 
I'd like some buffs to be more thematic - large units should have a lot of hp and armored ones a lot of def. Therefore:

Ended - remove bonus hp and only buff its defense. It looks fragile but is etheral - agressors should miss their attacks from time to time.

Ice warg - big but covered by fur only.

Centaur - see his big, bare belly? That's right, means hp.

Vilesnake - take a look: a giant but soft and unprotected body. Remove def and If buff is needed, add attack (but less) to encourage the risk-reward gameplay. That should be more exciting this way and we have enough tanks.

Minotaur - a thick armor, clearly visible, means def. Let's say +10 def but no hp buff.

I'm sad you didn't bring healing aura from the original mod for Justiciere, was very thematic.

Arpuja maybe overbuffed, fast 2 is powerful on flying.

Additionally, I dislike that Harmonite got initiative. The point of this unit is to hit it before they use Beam. And besides, why would a literal rock have any initiative ?
MelodyFunction  [developer] 17 Dec, 2023 @ 8:05am 
Hmm.. I can get behind some of those changes for flavour. They'd be meant to be power neutral, I take it?
Thing with def is - having some def is very valuable when you have low def, so you can shrug off attacks from the likes of stalwarts, urces or stone sentinels.
But as I said, I can get behind it.
Onto the units themselves:

Ended: I can see it. No HP buff, but more def for that.

Ice Warg: Well, Fur is natural defence. They look like they have thick fur and are rather big, so I think a mix of def&HP fits them best.

Centaur: Well, they only got a HP buff in the first place. I could take some def away for a higher HP buff.

Vinesnake: Vinesnakes had such horrible stats is the thing, thats why they got some massive buffs to both of their defences. They arent really tanks, they are still offensively-coded frontlines, despite the big buffs to defences. They are also rather expensive baseline, but lack boots AND helmets, which really cuts their health and especially def by a LOT(particulary lategame). I also wouldnt want to drop Regeneration on them - and regeneration scales pretty well with high HP. if I were to remove the def buff, Id need to give them something ludicrous as +60 HP.
Ive also tested the unit a lot and it feels good to me. They arent giga tanky(due to lack of armor slots), but have a threatening damage output and are good vs many small units, but have trouble taking very strong attacks, which is exactly where Id want them.

Minotaurs are quite big and also very expensive. I am in favor of shifting some of the HP buff into defence, though. High HP is pretty fitting for a minotaur, imo.

Justiciere: The healing aura is still on caecator - which is still a great unit. But you should try them - the buffed Benediction is quite nice.

Arpuja: Yes, I was already considering nerfing them back down to fast 1. Fast 2 felt really powerful.

Harmonite: The problem with those guys is that they have trouble standing out among tanks. Lacking an armor slot - boots - is a rather big deal to them.
While I buffed their initiative by a good bit, they are still among the slowest units in the game - and well, no boots, which is a big source of initiative they do not get access to.
The idea behind the buff is that they can outspeed many other tanks, while stuff like glassteel claws+tactical training/arpuja assimilation can make them reliably outspeed medium speed enemies at the cost of damage and possibly defence. It gives them a bit more of a niche is the thing. They are still easily stopped from beaming by anything actually fast.
I agree the flavor isnt stellar here, but I think the initiative buff made them a lot more interesting as a unit, gameplay-wise.
Last edited by MelodyFunction; 17 Dec, 2023 @ 8:06am
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