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Tahuks Spotlight

[p]Hey everyone, [/p][p] [/p][p]It’s time we take a look at the final faction that will join our roster for the launch of Early Access, another group native to Saiadha: The Tahuks. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Lore [/h2][p]The Tahuks are devout followers of the Endless, venerating them through a peculiar mix of faith and technology. They hope their devotion will bring back the Sages, and watch the stars for signs of their return. [/p][p]But the change the Tidefalls bring to Saiadha may upset the delicate balance of power in their ruling council, and change the way they see their faith in the Endless and their technology. [/p][p][/p][p][/p][p][/p][h2]Visual Inspiration [/h2][p]The Tahuks blend lizard and amphibian traits, giving them a rugged, powerful look. Their architecture is inspired by ancient South American designs, featuring massive stone structures with precise geometric lines that recall Aztec and Maya pyramids. [/p][p]Mechanical elements like wooden gears and clockwork devices are integrated into their buildings, reflecting their attempts to understand and replicate the advanced technology left by the Endless, a civilization they revere but don’t fully grasp. [/p][p]Their clothing is practical yet detailed, with layered robes that combine utility and ceremonial significance. Earthy tones, deep blues, and metallic accents dominate their color palette, tying their aesthetic to nature and tradition. [/p][p][/p][p][/p][p] [/p][h2]Gameplay [/h2][p]The Tahuks are the “Science Faction” of Endless Legend 2, but we wanted to wanted to give you more than just “faction that researches faster than others.” While they certainly generate a bit more science than other factions, they also have new ways to use it, charging powerful Holy Oculum Actions. Add the religious aspect of their society on top of this, and you get a quite different experience than our previous scientific factions. [/p][p] [/p][p]Our game designers told us this about working on the Tahuks: [/p]
[p]The Tahuks were a tough nut to crack: How to create a science faction who isn't JUST going to unlock the whole tech tree turn 5? We thought giving them a cool science sink who help in that matter and that's how the Holy Oculum Actions were born. The real challenge was that we saw BIG right off the bat : 3 actions for each path, unlockable throughout the game, so 9 super cool super powers, isn't that awesome?? It turned out the whole production was against it, UX wondering how they could fit that in the HUD, Gameplay programmers claiming this was double the work they were doing on other factions, etc. But since we're a stubborn bunch, we gave our beloved blue folks a lot more. [/p][p]At Amplitude, we always try to twist archetype. For instance, the Lords are honorable knights with lowly people-feeding instincts. Hence the Tahuks, our "mad-lad scientists" became plagued with a heavy institutional theocracy. Scientists with strong religious beliefs. They became these chaotic yet touching little folks, riddled with esoterism and cutting edge technology. We've build their whole faction around the idea that, because they are so contradictory, they cannot manage to do one or the other properly. Every time they attempt to do something, it backfires and they have to face consequences. Their Empire Powers are powerful, but each use will bring some drawbacks. [/p][p]Another fun fact about them was that, as a religious faction, they were to have a huge emphasis on population so we tried to give them a fanatic population with negative yields. It did not go well and we reverted that almost immediately after introducing it. Sometimes, it feels like balancing the faction is part of the gameplay itself : it is so hard to give them a good scientific gameplay that goes hand in hand with a good religion-oriented one! We hope you will experience this dilemma too and you will be as fond as we are of our air-headed engineers ! [/p][p][/p]
[p] [/p][carousel][/carousel][p][/p][h3]Faction Affinity: Blessed by the Sages [/h3][p]In their quest for knowledge and worship of the Endless, the Tahuks have access to two unique buildings. Their armies can construct Observatories on mountains, which will help you generate Science and can be upgraded to Approval-boosting Libraries or the Sacred Flame defensive emplacements. They can also build a single Holy Oculum in one of their cities, a venerated structure that plays a key role in their gameplay. [/p][p]Finishing the Holy Oculum will unlock the Holy Oculum Actions, powerful active abilities that you charge by diverting some of your Science generation to them. The effects of these abilities range from upgrading Observatories with additional yields to turning an entire region into glass to further your research. However, the effectiveness of some abilities will vary depending on which forces in the Assembly you favor during the main quest, so choose wisely to strengthen your position. [/p][p]The Holy Oculum Abilities may also create or interact with the Called, a unique type of Tahuk population. Whether you keep them in your cities or send them away to other empires as Missionaries, how to handle the Called will be an important part of your strategy. [/p][p] [/p][h2]Military [/h2][p]Thanks to their intricate technology, the Tahuk military has access to more ranged units than other factions. This makes them deadly in the right hands but vulnerable to being trapped in melee. [/p][p] [/p][h3]Battle Affinity: Illuminated Foes [/h3][p]Attacks from Tahuk units will “Illuminate” their target, giving the next attack against them a bonus effect: Additional damage for ranged attackers, or a damage-absorbing shield for melee attackers. [/p][p][/p][p][/p][p][/p][p]Initiates are a ranged scout unit with keen awareness of their surroundings, allowing them to see through many obstacles on the strategic map. [/p]
  • [p]As True Guides, they can help your armies move quickly across the map. [/p]
  • [p]Vigil Masters on the other hand are competent skirmishers. [/p]
[p] [/p][p]Devotees are the only melee unit in the Tahuk’s military, and they specialize in slowing down the enemy with their attacks. [/p]
  • [p]Zealots are especially skilled at taking up defensive positions and holding the line. [/p]
  • [p]Lightbringers can pin down isolated targets and finish them easily. [/p]
[p] [/p][p]Relic Keepers offer ranged support that will weaken any enemy they hit. [/p]
  • [p]Divine Protectors will strengthen nearby allies as they attack. [/p]
  • [p]Divine Smiters will make their targets even more feeble and leave them vulnerable to critical hits from other units. [/p]
[p] [/p][p]Wrath Bearers are powerful ranged units, outranging most other units in the game. [/p]
  • [p]Specializing in Devastating Wrath will let them destroy priority targets as they ignore defense and leave their target vulnerable. [/p]
  • [p]The Fire of the Gods is more suited to dealing with hordes, applying its damage in an area of effect and weakening its targets. [/p]
[p] [/p][h2]Soundtrack [/h2][p]Of course, no faction would be complete without their accompanying theme. Arnaud even incorporated the clockwork elements of the Tahuks into this piece, and we think he did a stellar job! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][hr][/hr][p][/p][p][/p]