- Update v1.0.232:
- Improved AI with the following changes
- Based on the mods: Rising Tide - Adaptive AI (Huge shout-out to Val for their amazing work!).
- The AI scales now based on the Tidefall you are in.
- The AI gains economic bonuses in every technological era. This results in a fairer early game, with a rival still standing at the end, and now includes Food and Approval
- In Adept, Hero, Stellar, and Endless modes, the AI builds units and districts more cheaply
- The AI army bonuses (Unit health, damage, and veterancy) scale with Tidefalls survived
- Upkeep decreases with each Tidefall, so the AI will no longer bankrupt itself the moment it loses a territory
- Additional comment: we reduced the initial bonuses the AI received based on difficulty to compensate that we were adding this layer.
- Have AI personality play a larger role in decision-making:
- Currently, the AI focuses heavily on building a military if threats have a stronger military than it does. It's an all-or-nothing strategy, so we want different personalities to approach it differently
- The Necrophage and Order of Zelevas try to out-military you
- The Tahuks and Last Lords take a riskier strategy, continuing to invest in the economy for long-term gains
- Have the AI "spread out" on the map and seek regions away from other players:
- Currently, the Necrophage especially loves to start right next to other players' starting regions, regardless of the difficulty setting
- We changed this so the AI in Sandbox, Easy, and Normal modes will try to spread out, regardless of their faction traits
- However, AI in Serious, Impossible, and Endless modes will tend to close in and put pressure on the player
- Be more peaceful on lower difficulty levels:
- Currently, the AI won't declare war on you early on the easiest difficulty levels, but it will still attack your armies, sack your camps, etc
- We want to extend that to any aggressive action, giving players on the easiest difficulty levels a buffer
- Victory Conditions
- Balanced Score system:
- Corrected District level 1, Villages and Extractors not giving the right score
- Lowered the score given by foundations and increase the score given by districts lvl 1, 2 and 3 so that the city development score is more accurate
- Increased the score given by technologies
- Lowered the score given by protectorate and treaties, as it was inflating the Aspects' score
- Lowered the score given by population and population types, as 1 unit of population was giving more points than its actual impact
- Tahuks
- Fixed Tahuks’ political stances nested tooltips
- Misc
- Fixed traffic cone in the Luxury Resource Hint
- Update v1.0.226:
- Military
- Fixed a source of many problems in battle where it would end by itself due to a crash in abilities and movement
- Fixed exhausted status feedbacked on units inside of battle
- Last Lords
- Fixed Sacrifice for the Realm being permanent instead of applying only for the next citizen
- Order of Zelevas
- Updated step 1 of the quest to spawn 3 different strength armies instead of 3 copies of the same army with armies getting gradually stronger
- Misc
- Fixed 3 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.218:
- Misc
- Fixed an issue where the game would become unresponsive
- Update v1.0.212:
- Military
- Fixed a crash when using consumables on heroes
- Fixed battles stuck and resolving themselves
- Multiplayer
- Reduced the occurrence of one of the most common desyncs due to technologies
- Misc
- Fixed some localized lines in Italian and Russian
- Update v1.0.203:
- Economy
- Fixed Astronomy club, Fish Farm and Hydropump improvements not working on ministries (Thanks uorypm for the report!)
- Updated farms to now only get food bonuses from "normal" state rivers, and not from streams or riverbed anymore, same as all other effects that trigger when adjacent to rivers (Thanks uorypm for the report!)
- Fixed wrong turn duration for constructions (Thanks Volzan for the report!)
- Fixed missing feedback on shanty construction
- Severed Claws
- Fixed Severed Claws population locked in Destitute population slots, leading to an unsolvable situation with no slots elsewhere
- Sandshapers
- Fixed ruins 3D models disappearing when capturing a Sandshapers city with another major faction
- Removed food yields when placing a camp
- Fixed debug text when they send you a diplomatic message
- Last Lords
- Fixed “National Preferences†trait not working (Thanks Kobor for the report!)
- Quests and events
- Fixed faction powers killing the army of an objective would make it fail (Thanks The_Crazy_Bew for the report!)
- Fixed wrongly displayed objective parameters in Aspects' quest “A Greater Harmonyâ€
- General UI
- Fixed the order of the factions in lobby to be the same with arrows and with cards selection
- Fixed “New Game†and “Join Game†buttons wrongly placed with lower interface size setting
- Fixed pressing C while in diplomacy would hide a part of the UI
- Removed blank spaces in Cut Forest tooltip
- Fixed wrong terrain type in the Cut Forest tooltip
- Fixed pressing escape during tutorial would lead to not show tutorial again
- Fixed missing tile outline when placing a district with the gamepad
- Added nested tooltip to “Natural Wondersâ€
- Updated the power estimation UI of heroes
- Removed useless number in the rift notification
- Fixed underline still visible when folding a notification
- Fixed “Refuse†and “Accept†buttons invested in Diplomacy screen
- Fixed “Add a friend†list for your heroes not reset between games
- Fixed Foundations tooltip not updated in Spanish and Polish (Thanks kovu1 for the report!)
- Misc
- Fixed 11 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.197:
- General
- Fixed a bug where some saves made in a previous version would not be loaded or cause a crash in the game. Please be aware that some saves might still not be loaded, in that case an error window will be shown in game.
- Military
- Fixed army actions such as burrows or cut forest not working on old save
- Fixed a bug where pacified minor faction villages would not be visible during siege and battle
- Multiplayer
- Fixed issues when joining a game with custom factions
- Misc
- Fixed missing text for when a camp is damaged and you’re trying to attach them to the city
- Update v1.0.189:
- Economy
- Removed resource stock gained displayed in the resources breakdowns
- Fixed damaged camps can be evolved or attached to cities
- Severed Claws
- Fixed evolving to nest with village already pacified not granting population
- Fixed impossibility to complete the quest “Murder Most Foul†because of an already pacified village
- Tahuks
- Fixed Tahuks' called population going to Necrophage (and being eaten)
- Sandshapers
- Fixed the objective Ruins counter for the quest “Leading by Exampleâ€
- Added a protection to the "Sacred New Beginnings" army so other empires can’t kill it (Thanks 枫狂 for the report!)
- Kin of Sheredyn
- Fixed “Wrath of the Skies†asking for territories in the tooltip instead of fortification (Thanks CaptHarship for the report!)
- Added a protection to the "Brezvez's Guard" army so other empires can’t kill it (Thanks DeepTwo-7452 for the report!)
- Necrophage
- Fixed Awakening quest step 2 not triggering correctly sometimes
- Military
- Fixed placeholder units appearing in tutorial for Necrophages' rebel armies (Thanks Veltegez and DalenFir for the reports!)
- Fixed “Rock Chrysalid†skill tooltip showing a duplicated line
- Fixed battle aftermath window not displayed when completed a quest at the same time
- AI
- Improved Rebels army decisions
- Fixed rare issue where the AI would not found its capital (Thanks Temu for the report!)
- Improved how AI propose an open border treaty
- Fixed Last Lords’s AI not building Lord’s Estate anymore
- Quests and Events
- Fixed “Dedication†option in the Awakening quest of the Rogue Factions not having a reward
- Fixed missing line in the Awakening quest of the Rogue Factions
- Custom Factions
- Fixed the trait “Alluring Cities†not granting population (Thanks Hemlis for the report!)
- General UI
- Fixed resolution setting not refreshing correctly when changing screen
- Fixed current resolution not displayed in the resolution dropdown
- Fixed end game screen competitors recap changing order when switching the selected faction
- Updated production tooltips titles in the city view
- Added tooltip on edit/remove custom faction in lobby
- Hid the timer options when “no timer†is selected in multiplayer settings
- Added nested tooltip on “Ravenous Recycler†in the technology “Flesh Grafting†(Thanks Bezduszny for the report!)
- Improved the tooltip for the minor faction specializations technology
- Updated the cut forest action icon
- Updated the icon to start the quest when using gamepad
- Fixed army pin showing a cross when the minor faction village associated is destroyed
- Misc
- Fixed 18 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.180:
- Last Lords
- Fixed Lord’s Estate not buildable on level 2 minor faction villages (Thanks DNsingBanana for the report!)
- AI
- Fixed an issue where AI would not buy technologies in lowest difficulty
- Custom Factions
- Fixed the tooltip of the Horatio population in the custom faction creation (Thanks Hemlis for the report!)
- Military
- Fixed the “Death Touch†skill (Thanks Tema726 and OoLawdHeComin for the reports!)
- Fixed impossible to auto-resolved a fight against Stellar heroes (Thanks BarriaKarl for the report!)
- Fixed sand tiles not giving bonuses to Sandshapers
- Severed Claws
- Removed consume ability to gain corpses (they were still feeling a bit Necrophages in their heart)
- Misc
- Fixed 2 crashes due to a battle state (Thanks gtAngel and BlackNoise for the reports!)
- Fixed multiple crashes happening because of the food stock being higher than the maximum authorized and because of the population cost not increasing correctly
- Fixed 12 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.172:
- Economy
- Fixed an issue where Industry would not be invested in construction when the queue if full
- Fixed an issue where Industry surplus would be feedbacked for all the constructions in the queue instead of only the first one
- Improved “Martial Builder†feedback on breakdowns
- Improved the tooltip of the “Persuasion†technology
- Fixed Tahuk Astronomy Club improvement to affect Bridges, Extractors, and Villages (Thanks Uorypm for the report!)
- Fixed Fish Farm improvement to affect Bridges, Extractors, and Villages (Thanks Uorypm for the report!)
- Fixed Hydropump improvement to affect Bridges, Extractors, and Villages (Thanks Uorypm for the report!)
- Fixed Bishop Anna Magda councilor trait not working properly (Thanks Nixtempestas for the report!)
- Removed access to the “Imperial Secretariat†improvement and its tech to Kin of Sheredyn and replaced it with a unique improvement (and tech) that affect Divine Monuments instead of forums (Thanks Meat Elite for the report!)
- Removed access to the “Canning Sheds†improvement and its tech to Sandshapers and replaced it with a unique improvement (and tech) that affect extractors instead of farms (Thanks Meat Elite for the report!)
- Removed access to the “Cashier's Lodge†improvement and its tech to Aspects and replaced it with a unique improvement (and tech) that affect habitations instead of merchant houses (Thanks Meat Elite for the report!)
- Removed access to the "Commerce tech" to the Aspect and moved "Quarry Oversight" unlock to their unique version of “Dustnomics†(Thanks Meat Elite for the report!)
- Custom Factions
- Fixed “Suburban Dream†trait preventing from building Merchant’s Houses or Farms
- Fixed “Serfdom†Last Lords' trait (Thanks å¶ä¾æ°´ for the report!)
- Fixed “Djinns of the Desert†trait blocking building farms for Sandshapers (Thanks Seig for the report!)
- Updated Last Lords to be able to select any kind of population
- Sandshapers
- Replaced the “Preservation†technology effects for Sandshapers by -50% industry cost on extractors
- World Generation
- Fixed multiple issues resulting in empires or resources spawning on a cut off island by themselves
- Quests and Events
- Removed card animations when speed is set to “None†in settings (Thanks dbemont for the report!)
- Fixed some fortresses not destroyed when the quest is completed (Thanks PurpleRiver and kuio for the reports!)
- Last Lords
- Fixed no Last Lords population available in some cases
- Updated the objective of the chapter 4 of the Last Lords quest from 5 to 3 rifts to close
- Lowered the fortress level from the objective of the chapter 3 of the Last Lords quest
- Military
- Fixed missing icon and description in the Pilgrim skill tree (Thanks Tortrax for the report)
- Fixed retreating sometime putting your army inside enemies city walls
- Fixed “Jinxed†status not healing properly (Thanks Amino for the report!)
- AI
- Improved how AI handles army management
- Visual
- Fixed weird artifacts in schematic view when district layer is activated
- Updated some Order of Zelevas technology illustrations
- General UI
- Added navigation on protectorate cards for minor factions in gamepad UI (Steam deck and consoles) (Thanks The OP And Imba TRIXIE for the report!)
- Fixed wrong number of turns played on the end game screen
- Fixed end turn VFX when ending the game
- Fixed placeholder icons for constructions in queue
- Fixed technology screen button not working in tooltips in the quest window
- Multiplayer
- Fixed scouting dungeon mandatory on end turn displayed to every players
- Misc
- Fixed missing localization in construction failure flag (Thanks kuio for the report!)
- Fixed 35 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.160:
- Visual
- Added all pets in a welcome pack, you can activate or deactivate them in the content management (they are available only in new games)
- Fixed the Order of Zelevas and Severed Claws wrong visuals when their city is ransacked (Thanks Wind and Vertigo for the reports!)
- Fixed the Consortium Hero and Elder that had their illustration swapped (Thanks MedrashX for the report!)
- Economy
- Fixed the scientific population preset
- Fixed the Aspect quest reward trait “Star Citizens†scaling with number of population (Thanks Forgotten for the report!)
- Fixed the research discount for "Geology" which was not working (Thanks StBehre for the report!)
- Fixed corpses shown when consuming a city as Severed Claws
- Fixed Communal Habitations not showing pop slots gained in tutorial
- Quests and events
- Balanced the objective of the chapter 6 of the Aspect main quest from having 2 territory covered in Coral to being in the highest rank of Approval in your empire
- Balanced the objective of the chapter 6 of the Sandshapers main quest from owning 15 cities to 15 territories
- Fixed missing current value in some quests objectives (“A Bitter Truth†for example) (Thanks Belgo and BarriaKarl for the reports!)
- Fixed choices in events and quests showing wrong other choices' rewards instead of “No rewardâ€
- Sandshapers
- Fixed sand ruins blocking the construction of improvements or districts (even if you wouldn’t see them) (Thanks AshesOfAranea, Bob and SixUp for the reports!)
- Diplomacy
- Fixed softlock when meeting an eliminated empire for the first time (Thanks Bob for the report!)
- Multiplayer
- Fixed one of the most common desync caused by heroes' names
- Fixed players cards in lobby when joining a multiplayer session with custom factions
- Misc
- Fixed a random crash happening on save load (Thanks AfroDe1ty for the report!)
- Fixed a crash happening when trying to raze a ruin
- Fixed 27 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.151:
- Economy
- Fixed the tooltip of the partner trait for the Sandshapers (Thanks Belgo for the report!)
- Fixed the “Warbeast Clinic†improvement effect
- Added breakdown on the corpse resource
- Added more information in the breakdown of the Observatory yields
- Military
- Fixed “Necrotic Rituals†skill tooltip
- Added equipment drop to world heroes and the Keeper of the depths
- Fixed “Unleashed Hord†giving move speed bonus inside of battle instead of outside
- Quests and events
- Fixed the trait given in the Awakening quest for the Sandshapers
- Balanced “A Special Crop†equipment drop
- AI
- Fixed an issue where armies could move on damaged districts
- Fixed an issue where the AI would launch a sortie even though it would lose the resulting battle
- Necrophage
- Updated the hard influence cap for burrow and nest to 1000 instead of 250
- Fixed corpses gain feedbacked twice
- General UI
- Added nested tooltip to “Divine Monumentâ€
- Fixed scrollbar not resetting in the news pop up when switching between news
- Fixed the icon of the skill “Eye for Weaknessesâ€
- Fixed crash happening when a lobby would have an empty name
- Fixed missing texts for empire approval status
- Fixed issues in tutorial if you have changed your interface layout
- Custom Factions
- Improved the gamepad navigation in the traits, the Affinity and the Military options in the custom factions creation menu (Thanks Julias550 for the report!)
- Fixed updated the faction affinity would not update the icon of the faction in the lobby
- Misc
- Fixed 25 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.146:
- Misc
- Fixed saves not loading because of Lord Estate and minor faction villages
- Fixed bridges not showing red when trying to place it on a tile without a river (Thanks DayBot_N for the report!)
- Improved visuals on tier 2 and 3 hero’s dens
- Update v1.0.142:
- Quests and events
- Updated quest illustrations to better represent the narration
- Update v1.0.139:
- Minor Factions
- Fixed Lord Estate not destroyed when the minor faction villages enter rebellion
- Fixed minor faction villages not destroyed when a city is razed (Thanks shova for the report!)
- Quests and events
- Fixed awakening quest “Corrupted Defense†asking for heroes the player don’t have
- Fixed Mangrove of Harmony pacification quest asking for a late game tech (Thanks Jozenone for the report!)
- Economy
- Fixed the repair all in the cities (it is now a one time buyout button with attached cost)
- Fixed cancelling an extractor from the construction queue could prevent from building it again
- Fixed deed "Bringer of metropolises" not taking into account captured cities when it should
- Removed possibility to queue multiple times the landscaping actions
- Gamepad
- Fixed wrong prompt in the battle screens to access unit details
- Visual
- Improved Aspect melee units textures
- Fixed Elders not disappearing when an army is on their tile
- Fixed Solusk looping animation
- Misc
- Fixed mismatched roles in Sandshapers heroes
- Removed debug text in Sandshapers quest
- Fixed 22 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.133:
- Economy
- Fixed unavailable district which requires strategic resources although the player has them
- Fixed the “Quickstep†councilor effect
- Fixed the Goarim councilor effect “Scout Adept†(Thanks Lehonard for the report!)
- Quests and events
- Fixed the quest "An Unlikely Hatchery" triggering for Necrophages
- Fixed missing texts in the chapter 6 of the Tahuks' main quest
- Fixed Extractors and Minor Faction villages not counting into “built districts†objectives
- Military
- Fixed armies drowning when playing against Aspects
- Fixed forests not giving defense bonus (Thanks Tema726 for the report!)
- Misc
- Fixed 16 additional technical issues, including crashes, exceptions, and stability problems
- Update v1.0.125:
- Economy
- Fixed the repair all districts in camps
- Fixed the repair of extractors in camps
- Fixed council card interactable when you’re only looking at candidates
- Updated Scientific repository and Treasury to give +1 of their respectif strategic resource instead of 0.5/0.25 so that it appears in the ressource production per turn
- Updated Scientific repository ressource cost to 15 Glassteel
- Updated Treasury ressource cost to 15 Hyperium and 10 Glassteel
- Fixed missing texts when the city is subjugated
- Fixed “Attach territory†not greyed out when you have reached the limit of territories
- Sandshapers
- Updated ruins presence from 90% to 100% territories
- Fixed industry cost not rising during monsoon
- Fixed Ruins giving yields on lakes
- Military
- Fixed wrong fog around cities outside of the battle area
- Fixed equipment duplicated when recruiting Stellars heroes
- Fixed Stellars spawned with too much skill points
- Fixed adding any flying Unit or Hero to an army will apply flying on the whole army
- Fixed attacking unit using opportunity attacks through walls
- Fixed battle preview ignoring reinforcements in some cases
- Fixed the passive skill “Chosen of the Chosen†for the Kin of Sheredyn
- Diplomacy
- Fixed not being able to declare war to your ally opponent if unknown to you
- General UI
- Fixed truncated text in the scores tooltips
- Fixed flickering in technology screen
- Fixed “Advanced lobby†prompt displayed in gamepad layout although you cannot access it
- Fixed technology screen cannot be opened from the protectorate screen
- Improved the tooltip for Iron Authority
- Fixed overlapping texts in victory conditions screen’s tooltips
- Quests and events
- Added a lot of different illustrations for quest steps
- Fixed level 2 districts counting twice in objectives
- Fixed plurality missing in most objectives
- Added nested tooltips in objectives
- Fixed “x000D_†characters present in quest
- Multiplayer
- Fixed wrong factions displayed when loading a save from ingame
- Custom Factions
- Fixed keeps not giving free foundations while playing a Custom Faction (might require a new game)
- Update v1.0.120:
- Quests
- Removed an impossible objective in the Sandshaper’s main quest, chapter 5 (you’ll need to remake a save)
- Misc
- Fixed crashes at launch due to missing DLL files
- Fixed crashes when army was targeting to scout a dungeon but died on the way
- Fixed 3 technical issues in UI potentially causing crashes
- Update v1.0.116:
- Modding
- Added back the toolkit to upload your mods to Steam Workshop, you can find it in Steam\steamapps\common\ENDLESS Legend 2\Public\Modding\Toolkit
- Economy
- Fixed “Oneiroi Warren†improvement giving Ochlings units instead of Oneiroi units
- Quests and events
- Fixed the quest “Raider’s Prey†possible softlock if you are playing the Sandshapers
- Fixed wrong line displayed in the Aspect quest
- Slowed the dialog cards apparition a bit
- Military
- Fixed the skill “Initiation Strike†for Severed Claws
- Multiplayer
- Fixed private multiplayer lobbies appearing in the public list
- Fixed impossibility to change your faction with gamepad prompts in the lobby
- Fixed chat displayed in solo in battle
- Misc
- Fixed misleading hint in tutorial in gamepad mode
- Fixed “Auto-save†not localized in the main menu