ENDLESS™ Legend

ENDLESS™ Legend

ELCP Cuts and Fixes
ninakoru  [developer] 13 Oct, 2023 @ 11:26am
Initial Release changes with notes (explanations & context)
The Cuts - Balance:

- Slightly adjusted the values for ruin/temple search chances, related to the improvements from hero skills (indiana bones) and search party technology, chances for fail go from 20%/10%/0%/0% to 20%/12%/4%/0% and chances for quest from 20%/25%/30%/35% to 20%/24%/28%/32%.

Note: Contrary to what people may think, these search improvements are quite strong, not only long term, however they compete with vital stuff. Also, not having too much quest chances is not necessarily a bad thing as many quests are not available until certain conditions are met.

Small buffs/adjustments to all Urkan base stats.

- Kazar has +10 defense and +5 initiative.
- Chaka has -5 defense, and +10 initiative and damage.
- Fakir has +5 damage and +50 maximum health.

Note: Now that they don't stack weapons a small buff is appreciated. Lices remain with the same base stats.

Balance pass to half of the urkan technologies:

- Reinforced Caparace gives 30% Health and 20% Defense instead of 50% Health to urkan and lices.
- Healing Secretion gives 15% Defense instead of 10%, and 15% Regeneration instead of 20% to region armies.
- Chymical Warfare: gives +40% Science instead of 50% to owned regions, and -20% Science instead of -25% to other regions.
- Twitch Aura: gives 15% Initiative instead of 20% to region armies.
- Urkan Power: gives -25% Approval instead of -50% to other regions.
- Berserker Blood: Gives 15% attack and damage instead of 10%.
- Urkan conditioning: gives +1 battle movement instead of +2 to urkan and lices. Not shown in the tooltip.

Note: Some consistency 20-30-40-50 (gold,food,science,happiness) and half of that as malus for urkan leech effects. All urkan army effects give 15% stats, initially may seem quite a bit, but stacks additively with percent boosts from rings, insignias, and empire plan/luxuries, Brigade Tech...

The Fixes - Bugs and Oversights:

- "Fixed" (more of a workaround) a bug that, when any player advances to a new era, Urkans and Lices will get a era-appropiate iron/dust new weapon, but this weapon is added instead of replacing the old one, leading to excessively high attack and damage values due to weapon stacking. The fix also applies some health, armor and initiative as if the urkans obtained their era-appropiate gear.

Note: Is quite noticeable when lices get a new weapon, suddenly have dangerous attack and damage values. Now Lices will have some extra health and armor, a bit less glass-cannon but still on the weak side defense-wise. On urkans, that may have three to 5 weapons, will be quite a change, because those sky-high attack and damage values you often see mid to late game were out of place completely.

- Fixed a bug with Urkan conditioning Initiative and Movement, and Reinforced Caparace's extra Health (and Armor with vanilla/my changes) that apply to urkans and lices, would be aplied two or three times, happened when any player controls more than one urkan.

Note: No more 7k health Kazar running around! not game-breaking, but those Urkans could look truly horrifying with huge HP pools and all the attack and damage from hidden weapon stacking.

- Urkan and Slices give an extra experience reward in combat: slices like an average unit, and urkans like half the guardian experience.

Note: Before, only added a minimal amount of XP corresponding to a percent of the industry value of their hidden equipment (and almost nothing in ELCP where they only have the weapons). You could clean a 3-lice roaming squad for petty rewards like 3XP, felt bad.

- The minimum value for hero cooldown turns is capped to 1.

Note: With some mods could it reach to 0 turns, that means unlimited hero assignment, that allows some seriously broken stuff (this feature is also included in re-items mod where you could reach more than -4 to hero cooldown with accessories).

- Adjusted unit designs for Guardians, on ELCP have a few wrong values (inherited from old Improved AI), and the Scyther design that was missing completely.

- Fixed the Winter effect: 15% health regen on owned and allied territory, it gave double the value so it was 30% instead. Replaced the double value to 15% health regen in city and fortress garrisons.

Note: City/Fortress garrisons are already "owned" but you didn't get the extra regen if you store units, I think not only makes sanse, probably that was the intention of the original hidden effects, but wrongly implemented...

- Fixed the embarked stats from Ancient Mariner and Ingenious admiral (Morgawr hero skills) stat priority.

Note: They where placed too early in the stat calculation, so they got boosted by hero level (10% per level). You could have an hero in a raft with 2-3k health, just from ancient mariner, which is nuts, a hero in a raft having twite thrice the stats of a frigate ship... didn't make any sense. Actually for Ingenious admiral, placing percent stats later is a bit of a buff, as doesn't stack additively with hero level embarkment stat increases.

- Fixed Siege Mentality hero skill (percent attack while being involved in sieges) calculation priority.

Note: All stat increases from the hero tree are applied later in the calculations as some kind of global multiplier, this one was an exception for no reason.
Last edited by ninakoru; 13 Oct, 2023 @ 11:34am
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Question 18 Jun, 2024 @ 9:03pm 
Having issue getting your mod working properly, it just makes the urkans have insanely high stats instead : https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fx4iexf7ocg7d1.png
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