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Endless Legend, fantasyland trying to fix Endless Space's flaws

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,834
Location
Sweden
I just got this on the STEAM sale also. Went for the classic pack, should I have paid for the one with the fancy schamncy additions?
 
Joined
Aug 10, 2012
Messages
5,904
It's kind of silly that the big Amplitude package on Steam doesn't include the cross-game extras.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
and costs more than buying the constituent packs (correcting for crystal / emperor).
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
It's kind of silly that the big Amplitude package on Steam doesn't include the cross-game extras.
It actually does. On the forum, they posted this one day ago:

"Just FYI, there seems to be a bug on the store page for the Amplitude Endless Pack: prices shown are wrong as it should be featuring the Crystal Pack for DotE and Emperor Pack for Endless Legend. We sincerely apologise for the inconvenience."
 
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Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I probably asked already but can't remember: this or Age of Wonders 3?
 
Joined
Aug 10, 2012
Messages
5,904
Although I don't own EL, I've played a few matches of it. I own the Steam version of AoW3 as well as the DLC.

As it is right now (at least before the next AoW3 expansion - the first one with the Halflings made the game considerably better because of the new victory condition), I'd say Endless Legend is the better game, with more varied world/map gameplay and more distinct factions, although AoW3 has better tactical combat (even though it quickly devolves into massing tier 4 units).

Endless Legend also has better art/music/interface IMO. However, AoW3 is cheaper and definitely worth it at 20$ for both the base game and the DLC.
 

Multi-headed Cow

Guest
I missed the 50% sale, do you guys think it'll be back up again before the 2nd?
Before the 2nd maybe not, but since 90% of the fall sales get repeated during the winter sale it's pretty likely it'll show up as a daily again during that, and worst case scenario it should at least be the baseline 33% discount.
 

Rutteger

Educated
Joined
Oct 16, 2014
Messages
15
About ten hours into my first campaign but I didn't pay enough attention to the approval mechanic. Most of my larger cities are in rebellion because of expansion penalties. Do you guys rely on boosters to keep your approval up?
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,672
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Booster resources help but I rely on builldings mostly. Also some anomalies can raise approval a large amount if they are in cities borders.
One of the policies helped a lot too,if you have enough influence
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,778
About ten hours into my first campaign but I didn't pay enough attention to the approval mechanic. Most of my larger cities are in rebellion because of expansion penalties. Do you guys rely on boosters to keep your approval up?
Boosters let you completely disregard happiness, yes. Also, getting city districts to level 2 helps with happiness a lot, but that usually prevents you from beelining for the tiles/anomalies you'd like the most.
 

SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143
Fucking ace game. The empire management of a Civ combined with the hero customization (even better - unit customization) and turn-based battles I miss from MoM. Game has its flaws but, as said already in the thread, does a good job of keeping its empires distinct among its other virtues.

Thanks for the heads up, guys.
 
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Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,376
Steve gets a Kidney but I don't even get a tag.
About ten hours into my first campaign but I didn't pay enough attention to the approval mechanic. Most of my larger cities are in rebellion because of expansion penalties. Do you guys rely on boosters to keep your approval up?
Leveling up your districts makes happiness not a problem, even if you don't have any boosters. The main problem with this is that the tutorial doesn't explain it at all, from what I remember.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,778
The main problem with this is that having a steady income of boosters (especially wine, but others will do too, as long as you have a couple of them) lets you not give a damn about happiness and actually levelling the districts is way too difficult and restricts your city planning quite a lot.
 

Copper

Savant
Joined
Jan 28, 2014
Messages
469
It's not that hard if you're in a good starting location with lots of food and industry - even my Siberian Science Cities tend to expand massively once you can afford to bulk buy 5-6 buildings a turn to bring them up to par.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,058
Location
NZ
This game seems better already then when I played it a month ago. Though maybe I just like the Broken Lords more than Vaulters and the Elves have a more fun AI than the isolationist Drakken.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
About ten hours into my first campaign but I didn't pay enough attention to the approval mechanic. Most of my larger cities are in rebellion because of expansion penalties. Do you guys rely on boosters to keep your approval up?

Boosters are 'k. But the real trick seems to be proper district placement. If a district borders 3 other districts, it becomes larger and gains an approval bonus. If an upgraded district borders 3 upgraded ones, it grows larger still and gains an even bigger bonus. Grow your cities right (and don't spam them all over the place) and approval should be a non-issue.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,778
Actually upgrading districts past level 2 is only available for the Cultists and no, boosters are much better, easier and more efficient pacification tools.
 

Multi-headed Cow

Guest
CHANGES AND ADDITIONS
  • Decreased impact of stocks and transactions on market prices
  • Reduced the stockpile prices on the market place
  • Added a random number of turns between diplomatic proposals to avoid multiple AI proposals at the same turn
  • Tweaked a bit the attribute bonuses given by the Sceptre, Wand, Staff and Claws weapons

IMPORTANT FIXES
  • Fixed an issue where an infinite end turn occurs in a specific situation
  • Fixed an issue where a skippable assert is generated for the host at the beginning of each turn in a multiplayer session (OrderQueueConstruction.Pack)
  • Fixed an issue where a session desyncs when the AI empires retrofit units with the "Sweep strike back" capacity
  • Fixed an issue where a session desyncs due to unit design modifications in a specific situation
  • Fixed a null reference exception when the AI empires are dealing with boosters

OTHER FIXES

AI
  • Fixed an issue where the AI empires retrofit only one unit per turn
  • Fixed an issue where the AI empires don't react to player sneak attacks on capitals
  • Fixed an issue where War is cancelled every 2 turns by AI empires

FACTIONS
  • Fixed an issue where the Hold Position strategy for Ardent Mages ranged units doesn't work
  • Fixed an issue where the Cultists and the Ardent Mages do not have access to the right technologies when using a pre 1.0.21 save file
  • Fixed an issue where using conversion on a village will break population bonus with a Custom Faction
  • Fixed an issue where the Cultist Custom Faction has a cap of 85 custom points when everyone else has 80 points
  • Fixed an issue where Pillars are not available for Custom Factions
  • Fixed an issue where some technology traits stay in the faction traits list of the Custom Factions screen even after their prerequisite is removed
  • Fixed an issue where Broken Lords Chapter 7 step 1 quest cannot be completed using Custom Factions with the Anarchists trait
  • Fixed an issue where the Pillars and Spells cannot be used with Custom Factions without the Ardent Mages affinity
  • Fixed an issue where units created by the Proliferators can trigger an error message
  • Fixed an issue where Undead units are not usable for factions other than the Necrophages

GUI
  • Fixed an issue where the Research notification keeps popping out at loading when no research are available anymore
  • Fixed an issue where the Strategic booster does not force the strategic GUI button to show when the resource stock is null and the booster is active.
  • Fixed an issue where, when an hero has all the accessory slots equipped (at least 3), the third accessory will be removed when drag and dropping the first one out
  • Fixed an issue where the AI deal attitude bar for the open borders treaty is not modified by added technologies

MARKET PLACE
  • Fixed an issue where units don't reset all their attributes (current health points, movement points) when sold to the market place
  • Fixed an issue where the Booster auction doesn't check if the booster is salable

QUESTS
  • Fixed an issue with some quests rewarding units using an edited unit design
  • Fixed an issue where the chapter 4 of the Necrophages questline rewards units based on their edited design
  • Fixed an issue where the chapter 1 step 2 of the Ardent Mages questline rewards units based on their edited design
  • Fixed an issue where saving on the same turn the city from Ardent Wizard chapter 4 quest is destroyed would corrupt the quest upon loading
  • Fixed an issue where quests requiring colonisation can be completed by colonising any region

MISC.
  • Fixed an issue where the Siege breaker army can stay immobile because of a pathfinding misuse
  • Fixed an issue where minor faction assimilation is lost when all converted villages are destroyed
  • Fixed an issue where the garrison unit count can exceed the maximum capacity when buying mercenary units
  • Fixed an issue where the user cannot see or access save file created after a victory has been achieved
  • Fixed an issue where the user remains stuck in the tutorial if the city is selected too fast after the city construction step
  • Fixed an issue where the flying units do not receive targeting orders while initiating combat in areas with limited deployment tiles
  • Fixed several text issues
 

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