ENDLESS™ Legend

ENDLESS™ Legend

Major Faction Unit Rebalance
MelodyFunction  [developer] 22 Sep, 2023 @ 10:02am
Changelog
Wild Walkers
Their only really bad units were the Agache Shamans. They are fine and do their job decently, but I did not find them worth the research. Tenei Walkers fall short of other high cost tanks, so they get some buffs.

Tenei Walker:
+Crusher Capacity(move through terrain)
+4 Atk
+10 Health
+2 Def

Dekari Ranger:
No changes

Agache Shaman:
+10 HP
-2 Dmg
New Capacity: Heal

The combination of Bark Skin 3+Heal is quite strong for increasing durability. Their damage value is VERY low, so they do not heal for a lot, but it should still be appreciable - especially when you invest into strategic gear to increase their damage/healing. They'll still struggle with actually dealing damage to enemies regardless, as their attack is very low.

Broken Lords
They have a strong but clunky military force. Their biggest weakness are the Ryders, which struggle to find their niche between average battle movement, rather low initiative and decent, but no great, stats otherwise.

Stalwarts:
-4 Atk
Absurdly tanky for their cost. Their damage was actually higher than you'd expect, so I took that down a notch.

Ryder:
Give them 2-handed Hammers
+2 Health
+10 Init
-4 Dmg

2-Handed Hammers have a LOT of Attack and Damage and the initiative buff counteracts the higher initiative malus they have compared to 1-handed Hammers.
Spears trade damage and possibility to stun for initiative and defence, making them more consistent at their job of disrupting the enemy force. These changes should make the Ryder a much more desirable unit.


Dust Bishop:
-8 Health
+2 Def
-4 Dmg
+8 Atk
Trading raw damage and health for attack and defense is likely a net nerf, but increases their consistency.

Vaulters
Very solid roster, so not many changes happening here. Marines are quite slow archers and not super cheap, so a buff to their durability feels appropriate.

Titan:
No Changes

Dawn Officer:
Upgrade Charge 1 to Charge 2
Charge 2 should make their damage output just that bit higher. They were a little lacking compared to the high damage Marines and awesomely tanky Titans.

Marine:
+4 Health
+4 Defence

Necrophages
Foragers get outshined by Necrodrones, so they get buffs. Necrodrones get a bit of a compensation for the Flying nerf and Proliferators are very frail, which doesn't sit right with me for such an expensive unit.


Forager:
Add Autoheal Capacity
Defense-10
Health+14
Autoheal heals 25% of damage taken. They took a net hit to their stats for this capacity, but it is quite a big increase in durability. Necrophages love a unit that is able to just sit there and eat hits and the buffed Foragers will do exactly that. Trading Defence for Health, just so you see bigger numbers on Autoheal.

Necrodrone:
Add Rapid Mutation
+2 Init
+8 Health
A strong unit, but their lack of boots makes their durability and initiative lackluster. Rapid Mutation is a small, flavourful buff.

Proliferator:
+60 Health
-6 Def
No one would call Proliferators outright "bad". Without Battleborn, Necrophages would just be.. Phages. For a 120 Industry base cost unit, they are remarkably frail. The defence nerf got them an even bigger health buff, mainly for flavour - they are supposed to be giant. Now they shouldn't die to a laborious fart anymore, but they won't be tanks by any means.

Ardent Mages:
Their units are good, but slightly understatted. Eneqa Wings deserves some bigger stats for its high cost.

Warlock:
+6 Health

Eneqa Wing:
Add Flamewalker&Ash Breather
+18 Health
+4 Dmg

Ateshi Zealot:
+4 Init

Roving Clans
Sharpened the identity of Dervishes, buffed the Kassai cause it was rather mediocore and boosted up the Yirmaks defence as it is one of the most expensive units in the game.

Yirmak:
+18 Health
+2 Init
+2 Def
+1 Map Movement

Dervish:
+6 Health
+2 Init
+6 Def
-4 Dmg

Kassai:
Reduce cost to 80
+2 Def
+2 Init
+8 Health
Idea behind these changes is to lean into the Kassai being rather sturdy, consistent ranged damage dealers.

Drakken
Fast Learner is a big boon to Drakken units, but their units are quite expensive for that. Lets fix that, shall we? Also nerfed Ancients, as they were rather overstatted across the board.

Drakkenling:
Cost reduction from 90 to 80

Wyvern:
Cost reduction to 90
+1 Map Movement
+4 Def
Wyvern are quite frail and slow, but highly damaging. 110 base industry for a unit so prone to dying doesn't sit right with me.
Increased map movement should keep them desirable as scouts despite the global flying nerf.


Ancient:
+4 Atk
-4 Def
-12 Health
Ranged Reduced from 3 to 2
Range reduction is actually kind of a buff. It makes them function way better when autobattling due to their Shared Wisdom Capacity.
Higher attack ought to be a big improvement to their ranged performance, as low attack was their biggest failing on that front.
They were VERY durable, especially for a ranged unit with decent damage output, so I took a big swing at their durability.


Forgotten
Predatores have the lowest initiative out of all the Forgotten units - yet you really want them to go first due to their Death Mark ability. I took Initiative out of both Mysts and Assassins and gave the Predatores a chunky buff to theirs, so it should be easier to make them your fastest unit.
Mysts are quite overpowered, in my opinion. I increased their cost by quite a lot and reduced their very high defence so they are easier to hit if enemies catch them.
Incorporating the big buffs from ELCP to assassins here and listing the details of the changes for clarity.


Assassin:
Cost reduced from 80 to 60
+2 Atk
+10 Def
+16 Health
-1 Init

Myst:
Cost increase from 90 to 110
+5 Health
-2 Init
-4 Def

Predatore:
-4 Health
+6 Init
+6 Atk
+2 Dmg

Kapaku
While Kapaku in general are not weak, their military roster is a bit troubled. Buffs and a bit of a rework for them to make them feel better to play.

Stone Sentinels:
+9 Atk
-2 Dmg
+12 Health
-4 Initiative
Almost triples their attack! Its still crap, but they should miss less often - especially early game.
Reduced initiative to rob them of any chance of outspeeding, but gave them a beefy health buff to be even better at their job. While they still look like wholesale costlier Stalwarts, Kapaku unlock a technology that nulls their military upkeep, which needs to be accounted for.


Golem Rider:
+22 Health
+4 Def
-4 Atk
+3 Init
Golem Riders are quite expensive, but also very, very frail. It feels bad to spend that much on a unit destined to die a quick death, so I traded offensive capabilities for defensive ones. They are still very offensively tuned units.

Geomancer:
+4 Def
+5 Health
Geomancy:
Now area of effect, affecting your target and any friendly unit adjacent to it.
Different buffs stack and last for the rest of combat.
Forest buff: +15 Initiative, +10% Max Health
Volcanic Buff: +25% Attack
Other Buff: +25% Defence

They always felt a bit weak to me. Geomancy rarely felt worth using and just attacking with their decent base stats+debuffs almost always felt like the better move.
Now, they can efficiently buff your whole army in just a few turns, leaving them time to apply debuffs via their attacks afterwards.


Mykara

Aside from Urkan Lice, Mykara likely have the weakest military in the game. ELCP buffed them quite a bit already, but I think we need to go a bit further.

Shambler:
Cost increased from 80 to 110
New Capacity: Regeneration 2
+10 Health
-2 Defence
+4 Attack
-2 Damage
+10 Initiative
Mykara lacked a "big" unit - all of their units are rather cheap. Shambler is now this big unit. It is very tanky, especially with the new capacity. Their initiative isn't bad, so you may get good use out of snare and hammers.

Gorgon:
Upgraded Block 1 to Block 3
Cost increased to 90
+30 Health
+8 Def
+6 Init
-2 Atk
-4 Dmg
Quite weak, but useful for their speed. Lice outshine them completely. As Lice are fragile shock troops, I wanted to differentiate the Gorgon by focusing more on the defensive benefits of a fast cavalry. Note that Block 3 makes them especially good at taking repeated hits in a single turn.

Ipotane:
Cost reduction from 80 to 60
+4 Atk
+3 Init
+5 Health
+6 Dmg
+2 Map Movement
With these buffs, they still wont be top tier damage dealers, but a lot better at both debuffing and dealing damage. The map movement felt thematically fitting and should help out in many ways. Gorgon+Ipotane are perfect reinforcing/scouting stacks now.

Urkan Lice
-7 Init
-6 Health

Cultists
Thanks to their quest accessoiry, their units are potentiallystronger than they look.
I sharpened the identity of Fanatics and Preachers, but a small nerf to Nameless' durability, so
they dont just tank your hits as easily while one-shotting everything.


Fanatic:
+4 Def
-4 Health
Add Winter Movement Immunity
+1 Map Movement
Two new map movement boosts and a bit more defence so they properly serve as your main frontlines and village defenders.

Nameless Guard:
-8 Health
Far and away the best ranged unit in the game. Thanks the quest accessoiry, they are very fast, hit extremely hard and are also more durable than average. They are costly, but I believe a nerf to their durability is in order.

Preacher:
Range 4
+10 Init
+8 Health
Unleashed Power:
Now lasts for the rest of combat.
Max Health increased to +25%
Preachers die to everything in one hit, so Range 4+health buff should help keep them safe and allows them to stand behind Nameless and keep applying buffs&debuffs. The initiative helps ensure they go first to apply buffs&debuffs before the enemy or an ally makes their move.
New Unleashed Potential is a lot more turn-efficient. With the high increase to max health, they basically give their target a temporary shield. Max health is recalculated at the end of combat, so it does little to actually heal your units between fights, so keep that in mind.


Allayi
Monks are absolutely incredible. Seekers are not. I tried to close that gap a bit. Buffed Auriga Affinity, as I always found that skill quite lackluster.

Auriga Affinity:
XP per Pearl Cluster: 3/4/5
Pearl Bonus: 20/30/40%

Monk:
Cost increased from 90 to 110
-6 Def
+8 Health
-2 Init
Their defence is exceptional. The cost increase justifies it a little bit better, but I still decreased it in favor of a small amount of health, so you can at least hit them.
Init nerf hopefully makes Summer Monks a little bit better, as they rely on counterattacking.


Seeker:
Access to Axes
+4 Init
+4 Damage
+4 Def
+4 Health
Access to Axes should enable them to better coexist with Monks. Their stats are overall quite low, relying on Shifting Charge to make up for them. Initiative and Damage buff should make that more rewarding, especially in Winter.

Skyfin:
No Changes

Morgawr:

Mastermind:
+16 Init
-6 Dmg
+10 Atk
Bloodlust:
Duration up to 3 turns
Despite being a cheap support unit, their stats are actually quite high for their cost and role, especially damage.
Trading some of that high damage for attack should make them a little more consistent on offence.
Their biggest failing is their awful initiative. Their buff is quite a difficult one to use, damaging the unit you are buffing.. So you really want them to go first. Even with this buff, their initiative won't be great, but with some strategic investment, you should be able to make them go first.


Scyther:
-10 Def
-20 Health
-2 Dmg
-2 Init

Scyther have absolutely massive stats in every direction. Amazingly durable, very high atk&damage, extremely high initiative and Beam&Flying on top of that. They are costly, but they dominate battlefields lategame.
With these nerfs, they are still quite menacing, but other units should at least have a chance to compete.
Last edited by MelodyFunction; 22 Jul @ 10:37am
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Showing 1-10 of 10 comments
Corrupted Slime 16 Dec, 2023 @ 11:13am 
Balancing between units is one thing but buffing all is buffing a faction as a whole. Do mages need a buff?

Necro prob oferbuffed

Dislike the golem rider's changes; I want it to stay squishy. In other games that is called a 'glass cannon'. Remove hp buff and attack nerf, a few def should do the job.

Stalwarts will do 0 damage now and we'll have another Stone Sentinel

Wyvern crazy buffs, this will now be the best scount in the game

Sad that you didn't bring winter movement from the original mod for clans. They live on the desert, and thus it makes sense to better handle moving in snow

Could you buff geomancer's non-lava-standing buff values?
MelodyFunction  [developer] 17 Dec, 2023 @ 7:51am 
Originally posted by Corrupted Slime:
Balancing between units is one thing but buffing all is buffing a faction as a whole. Do mages need a buff?

Necro prob oferbuffed

Dislike the golem rider's changes; I want it to stay squishy. In other games that is called a 'glass cannon'. Remove hp buff and attack nerf, a few def should do the job.

Stalwarts will do 0 damage now and we'll have another Stone Sentinel

Wyvern crazy buffs, this will now be the best scount in the game

Sad that you didn't bring winter movement from the original mod for clans. They live on the desert, and thus it makes sense to better handle moving in snow

Could you buff geomancer's non-lava-standing buff values?
Faction balance is not a bad argument and I tried to take it into consideration. I am open to reconsider some of the changes for the sake of faction balance.

Unsure on the necros yet, haven't gotten to test them. I think the big health buff on Proliferators is justified, though - Necros were WAY too weak against ranged hero squads, as the proliferators just died too quickly - and they are quite expensive to boot.
Foragers might be OP now, but I quite like auto-heal. They now have an actual role alongside necrodrones.

Golem Riders are still comparably frail with the changes. A good glass cannon is cheaper than they are - like Warlocks or assassins.

Stalwarts were just amazing is the thing. They are supposed to hit like a wet noodle for being simultaneously the cheapest, yet almost tankiest frontline in the game. However, I am open to reconsider the nerf.

Wyvern were pretty weak in vanilla, even with ELCP changes. Also, flying units got nerfed to 4 world movement, down from 6. Their main role is being a scout, but the global nerf to flying made htem much worse as scouts. SO yeah, they got big buffs, but deservedly, I believe. Im open to take away one of the two scouting buffs(vision or movement).

I personally thought that RC having winter movement reduction made rather little sense in terms of flavor. As you said.. they are used to desert, not snow. Those are completely different types of terrain and they wouldnt have a lot of experience in traveling through snow.

I havent thoroughly tested kapaku yet. If I - or you - find geomancers still underperforming, I will buff the spell.
Corrupted Slime 17 Dec, 2023 @ 11:44am 
Yeah, I'm afraid +1 speed +2 vision will let Wyverns reveal the map too easily now. And yes, I was thinking about autoheal on Foragers but I haven't tested that yet.

Additionally, I'm not a fan of +1 speed for Fanatic (doesn't look like a fast unit at all) and +1 for all Forgoten units (they're all on foot). There are other ways to give all your units movespeed (if u use MilitaryRevoulution mod, SearchParty tech does the trick). Forgottens are already invisible, and with speed they'd be obnoxious to deal with. Also, Skyfin still 8 map speed when other flying 4 ?
Last edited by Corrupted Slime; 17 Dec, 2023 @ 11:50pm
MelodyFunction  [developer] 18 Dec, 2023 @ 12:42am 
From what I can tell regarding Wyverns(only little testing done on them so far): They are a much more desirable unit now. Very glass-cannon~y, but the cost reduction helped them a lot. As mentioned, I dont think expensive melee glass cannons work very well in endless legend.
I will consider dropping the vision range for now. Id like to keep the +1 speed, as thats just partial compensation for the global flying nerf.

Fanatics do look quite fast to me, tbh. I mean, it's a cavalry and they look like cavalry after all.
Map movement is also, in my opinion, a very smart buff. Cultists, by default, struggle with map movement(no roads), yet they have a great need to patrol a big area tightly, cause of how converted villages work.
Fanatics were a bit weak, but mainly cause they did not excel at anything. Their stats are fine, all things considered. So it was hard to directly buff them meaningfully. Map movement buffs are highly appreciated, but do not directly impact cultist army power, which I like.

I am reconsidering the map movement buffs on forgotten. Idea was that their units are very fragile, but instead of just beefing them up, I wanted to give lean more into their maneauverability. But, having tested forgotten quite a bit already, they feel OP with that, so I will revert that change soon.

Skyfin are kind of a special case. They are exceptionally expensive and cannot be compared to "normal" units. I could nerf their movement down by 1-2, but Allayi already got pretty sizeable nerfs in this mod with the big nerfs to monk.
Corrupted Slime 18 Dec, 2023 @ 1:41pm 
The assasin is especially fragile. So we need to buff his offense to promote glass-cannons :)

How about keeping Skyfin at 6 speed but increasing its battle prowess? It is extremely tanky but has little attack, damage and initiative.
MelodyFunction  [developer] 19 Dec, 2023 @ 3:30am 
Skyfin is actually a really good army support already, it's ability that affects morale is very powerful.
If they aren't straight OP right now, I wouldn't nerf their movement speed. But it would be a good consideration if Allayi are too strong.

If assassins are underpowered, I'd likely buff their atk or dmg. Don't think they are underperforming now, though. They exist well alongside predatores and mysts, as predatores have much lower damage output individually and mysts are all about their insane AoE, while Assassins excel at single target damage.
Corrupted Slime 20 Dec, 2023 @ 1:44am 
Apparently, you've applied changes to Assasins that are not written in changelog.
MelodyFunction  [developer] 20 Dec, 2023 @ 5:05am 
They are done by ELCP, that's why. Could list them for clarity, as they are undocumented in ELCP for some reason.
Corrupted Slime 20 Dec, 2023 @ 9:48am 
No, it seems like your mod doesn't carry ELCP change which is Minor Faction Slayer 2.

https://endlesslegend.fandom.com/wiki/Assassin

Furthermore, the production cost is different as ELCP says 'Cheap + Cheap' instead of 'Cheaper + Cheaper'.
MelodyFunction  [developer] 20 Feb, 2024 @ 3:05am 
Well, I did modify the ELCP changes a little bit sometimes. As mentioned, some of the changes werent documented in ELCP.. makes it a bit difficult. Sorry for the unclear documentation there.
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