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Update #11 - The Gathering

[p]Hello everyone![/p][p][/p][p]We are about to leave for Christmas, and we wanted to drop a major update for the game 🎅[/p][p]Let's present The Gathering, which brings lots of big changes, and most importantly, multiplayer![/p][p][/p]
Highlights
[p][/p][h2]New Construction Flow[/h2][p]Players have been experiencing some confusion about how you build districts in the game, and found it counter-intuitive. Due to this, we have decided to make it closer to our previous titles! [/p][p]
Now, you will choose the type of district you want to build, you will get a "best location suggestion" (with FIDSI outcome), and then you will decide the tile where it will be placed.
This also takes into consideration if the location will level up other districts (like the image below)[/p][p][/p][p][/p][h2]Retake of the Necrophage Economy [/h2][p]To tell you more about the reasons and the intentions behind it, you can check this blog from Pierre, a game designer.[/p]
[p]Hey bosses, we made some changes to the Necrophages: we are experimenting with faction asymmetry, and the first victim of this experimentation is the bugs.
This update is more about the Economy part rather than the military aspect of the loved(n't) bugs.
[/p]
[p][/p][p][dynamiclink][/dynamiclink]There have been changes in how the districts evolve (different from other factions), and "instant building" for special Necrophage districts that costs only corpses (so players need to decide if they keep upgrading units or focus on the economy), and more...[/p][p]
[/p][h2]Multiplayer[/h2][p]You no longer need to go the the beta branch in order to play multiplayer![/p][p]Everyone can access it directly from the main menu![/p][p][/p][p]Please, if you encounter any issues, share them with us! This will help us to identify and solve issues (like desyncs) 🙏[/p][p][/p][h2]Pacification Quest Flow Rework[/h2][p]Here is our first big step to improving narration 💪[/p][p][/p][p]We improved the flow to make it less "clicky" (just pressing Next 8 times) but closer to how it is on EL1. Now we will have an initial paragraph that works as a setup of the situation, followed by two or three lines of dialogue based on your faction, and then it goes straight to the objective.[/p][p][/p][p]What do you think about this change?[/p][p][/p][p][/p][h2]Temporary treaties + Compliments/Warnings[/h2][p]We are making some changes in diplomacy to make it more engaging and dynamic. Signing a treaty on turn 10 and forgetting about the topic was not "very fun"... Therefore, you will have certain treaties that will last only 30 turns.[/p][p]Also, you will be able to compliment and insult the other factions. This gives players more direct ways to influence factions' opinions (it was difficult to get into "justified wars").[/p][p][/p][p][/p][h2]Game Speeds[/h2][p]Something that has frequently been asked for by a part of the community and here it is! Also, we adapted the normal game speed turn limit to make it more fitting for our vision[/p]
  • [p]Fast (200 turn limit)[/p]
  • [p]Normal (275 turn limit)[/p]
  • [p]Slow (350 turn limit)[/p]
  • [p]Endless (400 turn limit)[/p]
[p]As a reminder, you can still keep playing "one more turn" after reaching the turn limit, but it's "at your own risk".[/p][p][/p][h2]Aspects Improvements[/h2][p]Quite a few changes to Aspects to make them "even more Aspects" hahah.
Regarding these changes, I give the mic to Nicolas 👇[/p][p][/p]
[p]🪸[/p][h3]Aspects – Trust the Harmony[/h3][p]Hello negotiators![/p][p]Today, we're excited to share a deep dive into the latest improvements for the Aspects, our diplomacy-oriented faction.
These changes reinforce their identity as a people who thrive through cooperation, symbiosis, and shared growth rather than domination.
[/p][p]Let’s take a look at how their playstyle evolves, and how these new mechanics bring their harmony-through-coral philosophy to life.[/p]
[p]🪸[/p][h3]Rationale – A Symbiosis Shared[/h3][p]The Aspects have always stood apart: part-machine, part-coral, and wholly interdependent with the planet. But their gameplay needed stronger tools to express that identity. Before diving into the changes, here is a quick reminder of their defining pillars:[/p][p] [/p][p]1. Diplomacy-Oriented Faction[/p][p]The Aspects lean into soft power: influence, negotiation, and cooperative economic ties with anyone willing to listen… or simply stand near the coral.[/p][p]2. A True Symbiosis Between Robot and Coral[/p][p]Their coral structures shouldn’t just spread — they should feed, support, and shape the world.[/p][p]3. A Symbiosis Shared With Others[/p][p]Coral is no longer a purely Aspects-only advantage. Other players benefit from its spread — a mechanic that invites collaboration, tension, or opportunism, depending on how one approaches the Aspects’ “gifts.”[/p]
[p][/p][p]With these foundations, let’s explore their latest evolution 🧬[/p][p]​[/p]
[p]🪸 Feature Highlights [/p][h3]Coral Tiles Provide +1 Food[/h3][p]Coral bonuses used to be subtle — sometimes too subtle.
To make the ecosystem feel alive and valuable for everyone:
[/p][p]→ Every Coral tile now grants +1 Food.[/p][p]This helps:[/p]
  • [p]Makes coral tiles more meaningful,[/p]
  • [p]Helps support population-tall cities,[/p]
  • [p]Provides tangible early-game value to coral spread across the world.[/p]
[h3]Buyout with Influence[/h3][p]The Aspects now gain an additional unlock in a Era II technology:[/p][p]Persuasion → Buyout with Influence[/p][p]This is a crucial tool for an influence-focused faction.
Now Influence becomes a flexible resource for military, economy, or political development — reflecting their mastery of soft power.
[/p][p] [/p][h3]New Trait: Cultural Approval[/h3][p]The Aspects are a population-heavy faction, but previously lacked tools to offset the Approval penalties that growth created.[/p][p]Now they have one:[/p][p]→ +5 Approval on Pacified minor-Faction villages[/p][p]A simple, powerful stabilizer for growing cities — and a thematic reinforcement of their caretaker nature.[/p][p] [/p][h3]Coral Spawn Rate Changes (5 → 7 Turns)[/h3][p]Coral expansion remains essential, but its pace was snowballing too quickly:[/p][p]→ Coral now spreads naturally every 7 turns[/p][p]This slows runaway map coverage and makes coral-spore placement more deliberate.[/p][p]But to offset this slower pace, coral spread gains new advantages…[/p][p] [/p][h3]Coral-Touched Minor Factions village Gain New Rules[/h3][p]Minor Factions play an important role in Aspects’ identity — especially as part of their shared symbiosis. We’ve added two major changes:[/p][p]1. Coralized Villages Now Spread Coral to Adjacent Tiles[/p][p]Villages naturally amplify the coral ecosystem, reinforcing the idea that the coral “grows toward life.”[/p][p]2. Village touched by Coral now have Bribe Cost: –100%[/p][p]Yes — free bribes.[/p][p]This provides:[/p]
  • [p]More agency in pacifying minors when using your armies,[/p]
  • [p]Insurance that automatic coral pacification no longer disrupts pacification quests,[/p]
  • [p]A reliable way for the Aspects to remain competitive militarily by rallying stronger Minor Factions.[/p]
[p][/p][h3]District Synergy Boost:[/h3][p]→ Laboratories, Farms & Works now have double adjacency bonuses[/p][p]The Aspects thrive when interconnected with nature so the three districts playing with natural feature now reflect that. This dramatically enhances city planning potential and rewards thoughtful layouts.[/p][p] [/p][h3]New Trait: Barter System[/h3][p]The Aspects renounce the Dust District entirely.[/p][p]→ Removes access to the Dust District[/p][p]Their economy instead leans into:[/p]
  • [p]Population growth,[/p]
  • [p]Natural world synergy,[/p]
  • [p]Free bribes on coralized minors,[/p]
  • [p]Influence-driven development.[/p]
[p]This fully expresses their non-Dust, symbiosis-based identity.[/p]
[p][/p][p][/p][p][/p]
[p]🪸[/p][h2]Summary – Harmony Made Playable[/h2][p]The latest changes strengthen the Aspects in every dimension of their core fantasy:[/p]
  • [p]A living, useful coral ecosystem, now feeding the world and shaping tile strategy.[/p]
  • [p]Smoother population growth and stability thanks to Guardians.[/p]
  • [p]Deeper interactions with Minor Factions, enabling both pacification and military relevance.[/p]
  • [p]Enhanced city-building depth through double adjacency bonuses.[/p]
  • [p]A clear non-Dust identity, fully embracing organic synergy over Dust production.[/p]
[p]See you around ![/p]
[p][/p][p]What do you think about the changes??! 😊[/p][p][/p][h2]More adjustments to heroes and skills[/h2][p]Pierre did not stop with Necrophages, as there have been big changes in heroes stats, skills and equipment. We noticed skills were nice at the beginning of the game, but the moment you find a nice weapon, there was no point in using skills (most of the time), as your hero tended to do more base damage.[/p][p]Now equipment will focus on giving skills/effects and increasing stats, instead of raw damage! 🔥[/p][p][/p][p]This will generate a great impact on the use of the skill. Also, we increase the base stats for all heroes (that are adapted depending on the type of hero). 
We have not finished the work here as we still have a bit of balance to do (I am sure you will identify some elements that are a bit strong), but no worries, as it is on our agenda for the next update 😏[/p][p][/p][p][/p][h2]World Generation[/h2][p]There are 2 main changes that will have a big impact on your games. We would like to get your thoughts.[/p]
  • [p]Increased territory size by 30%[/p]
  • [p]Improved Major Factions spawn on Continent and Pangea maps. 
    Factions should spawn farther apart and more on the coast. This will alleviate the feeling of "spawning 2 territories away" (especially from Necrophages 😆[/p]
[p][/p][hr][/hr][p][/p]
CHANGELOG
[p]\[Version Number: 0.74.162692][/p][p][/p][h2]Major Factions[/h2][h3]Necrophages
[/h3][p]Reworked Necrophage economy with the following changes [/p]
  • [p]Technologies adjustments: [/p]
    • [p]Corrosive saliva (era 1) => Changed to: Unlocks action devour the land, +10 Yield Multiplier when devouring the land, +1 Cadaver income on capital, Unlocks feedhole. [/p]
    • [p]Stonework (era 1) => now unlocks the defensive tentacle instead of military district. [/p]
    • [p]Fungal Lab (era 2) => Changed to: Unlock Matriarch eye District, Unlock Chitin vat, +1 Cadaver income on capital [/p]
    • [p]Matriarch’s Rise (era 3) => Changed to Unlocks: Chitinous Matriarch, +20 Hp to non-hero units, + 1 Cadaver income on capital [/p]
    • [p]Matriarch’s Orison (era 3) => Changed to Unlocks: Fungal Garden, + 1 Cadaver income on capital [/p]
    • [p]Matriarch’s Glory (era 4) => Changed to Unlocks: Memory Well & Ocular evolution, + 1 Cadaver income on capital [/p]
    • [p]Accelerated Larva (era 4) => Changed to Unlocks: Scavenger lair & Deeper Cavern, + 1 Cadaver income on capital [/p]
  • [p]District and city adjustments: [/p]
    • [p]City center now gives +1 Cadaver per turn [/p]
    • [p]Admin center now gives +1 Cadaver per turn [/p]
    • [p]Remove the modifier of the strip tile yield multiplier that was 10 too high [/p]
    • [p]Necrophages can no longer level up their district to level 3 nor their city center to level 4 [/p]
    • [p]All appendages can be built an infinite number of times. Their cost rise for each district of the same type built. [/p]
    • [p]Districts don't level up due to 4 district adjacencies. [/p]
    • [p]Necrophages lost the military district, the defensive tentacle now replaces it in the tech & keep the same base effects. Cost changed to 30 Cadavers + 30 cadavers per defensive tentacle. Cost 0 industry. Damage set to 30 per district level. [/p]
    • [p]Feedhole effects changed to => +5 Food per level, +3 Yield multiplier per level when using devour the land action. Cost adjusted to 30 cadavers + 30 cadavers per feedhole. Cost 0 industry. [/p]
    • [p]Matriarch eye Changed: Now gives 10 influence & raise the level of all adjacent non-matriarch eye districts. Cost changed to 30 Cadavers + 30 cadavers per Matriarch eye. Cost 0 industry. [/p]
  • [p]Improvement Adjustments: [/p]
    • [p]Mycology Lab => changed to "+5 Food, +2 Food per admin center, +5 Industry, +2 Industry per admin center" [/p]
    • [p]Larval Pulp => changed to "+10 Food, -30% Specialization cost (Dust, Cadavers, Resources)" [/p]
    • [p]Chitin Vats => changed to "+5 Food, +2 Food on Level 2 district, +5 Industry, +1 Industry on Level 2 district" [/p]
    • [p]Memory Well => changed to "+5 Science, +1 Science per admin center, +10 Dust, +2 Dust per admin center" [/p]
    • [p]Scavengers Lair => changed to "+10 Money, +25 Health regen on unit in territory, +1 Movement speed outside of battle on units" [/p]
    • [p]Deeper Cavern => changed to "+5 Science, +1 Science on Level 2 district, +10 Dust, +2 Dust on Level 2 district" [/p]
    • [p]Fungal Gardens => changed to "-30% food cost to grow pops, + 10 Food, + 1 Cadaver" [/p]
    • [p]Chitinous Matriarch => changed to "+1000 Fortification, + 30 % Health to guards, + 20% Damage to guards, + 25 % Experience to non-hero units." [/p]
    • [p]Ocular Evolution => changed to "+20 Influence, +3 Vision range on Admin center and city center, - 25% cost on foundations, - 25 % cost on Nest evolution" [/p]
  • [p]Fix councilors’ effects: [/p]
    • [p]Corrected minor despot feedback and behaviour (not working) [/p]
    • [p]Adjusted Siegemaster feedback and behavior (not working) [/p]
    • [p]Corrected hard bargainer (not working)[/p]
  • [p] Fixed the trait Glory to the Swarm which gives -25% Industry cost in the main quest[/p]
[h3]Kin of Sheredyn[/h3]
  • [p]Fixed and issue where the quest’s chapter 3 would fail if you merge your armies [/p]
[h3]Aspects[/h3][p]There have been several changes in Aspects economy as they will no longer be able to build the Merchant district, so they will struggle to maintain large armies.​[/p]
  • [p]Added buyout with influence with a specific tech from era 2 [/p]
  • [p]Updated how corals work: [/p]
    • [p]Corals produce food (for everyone) [/p]
    • [p]Corals no longer pacify villages, but make the bribe free and it also spreads corals all around the village [/p]
    • [p]Increased coral spawn rate from 5 to 7 turns [/p]
  • [p]Cleaned up Aspect’s traits and added 2 new traits: [/p]
    • [p]Removed the merchant house (Dust) district [/p]
    • [p]Added approval bonus on pacified villages in your territories [/p]
  • [p]Added +8 Dust on Capital in Era 1[/p]
  • [p]Replaced technologies with an effect on Dust districts to target Food districts (ex: +4 dust on Merchant house -> +4 dust on Farm)[/p]
  • [p]Changed Numerologist effect (Councilor effect of Aspect Hero) to target farm instead of merchant house (+2 Dust on farm district)[/p]
  • [p]Fixed an issue where the required territory in the main quest’s chapter 3 would be already occupied [/p]
[h3]Last Lords[/h3]
  • [p]Improved the tooltip for the Lord Estate district to add information about the round-up action[/p]
  • [p]Added a tooltip for the primordial Last Lords[/p]
[h3]Tahuk​[/h3]
  • [p]Added 5 new Clergy council traits [/p]
  • [p]Improved explanation of the Dignitaries faction trait in its tooltip [/p]
  • [p]Balanced called population bonuses [/p]
  • [p]Updated the Sages’ Will trait to focus on the Devotee unit making it cheaper to produce and free to specialize in upward paths[/p]
  • [p]Added details to the tooltip of the technology “Beings of Aether” in the main quest [/p]
  • [p]Fixed missing text in Chapter 3 of the main quest[/p]
  • [p]Fixed the icon of the Tahuk’s festival [/p]
  • [p]Fixed armies not spawning in the main quest [/p]
  • [p]Fixed wrong 3D models for Dean Bayang Jalo [/p]
  • [p]Fixed wrong portrait highlighted in the main quest dialogues [/p]
  • [p]Fixed a missing localization in the main quest [/p]
  • [p]Fixed swapped objectives bold and open in the main quest [/p]
  • [p]Fixed objective reward in the main quest chapter 4 [/p]
[h2]Game Speeds​[/h2]
  • [p]Added 3 new game speeds:  [/p]
    • [p]Fast (200 turn limit) [/p]
    • [p]Normal (275 turn limit) [/p]
    • [p]Slow (350 turn limit) [/p]
    • [p]Endless (400 turn limit) [/p]
  • [p]In each game speed, we change:  [/p]
    • [p]All costs (units, district, technologies etc.) [/p]
    • [p]The duration of some action and the status [/p]
    • [p]The pacing of recess and monsoon [/p]
    • [p]The turn limit [/p]
  • [p]Added costs scaling for everything using strategic and luxury resources
    [/p]
[h2]​Diplomacy [/h2]
  • [p]Updated treaties and declarations to be temporary with 30 turns [/p]
  • [p]Updated Open border to be a treaty that must be agreed upon to open the borders of the two empires that have signed it [/p]
  • [p]Scaled Treaties and declaration costs on the number of recesses rather than Era, up to a maximum of 8,000 influence [/p]
  • [p]Added a new Compliment declaration providing +25 Public Opinion and lasting 15 turns [/p]
  • [p]Added a new Warning declaration providing -25 Public Opinion and lasting 15 turns [/p]
  • [p]Removed prerequisite link between Cartography Exchange and Vision Exchange [/p]
  • [p]Updated the cost of the Force Truce to increase it by 500 influence each time it is used against the Empire for the Aspects [/p]
  • [p]Improved declaration and treaty appearance for legibility and coherence [/p]
  • [p]Updated the diplomacy notifications to feedback better the leaders concerned [/p]
  • [p]Added a Roman number to differentiate leaders of the same faction [/p]
  • [p]Removed the display of a cost for white peace [/p]
  • [p]Improved the Public Opinion tooltip [/p]
  • [p]Improved navigation with right click inside the diplomacy screen [/p]
[h2]​Military [/h2]
  • [p]Removed unlock of heroes with eras to be instead locked behind specific technologies [/p]
  • [p]Added the preview of the attack range before moving the unit [/p]
  • [p]Removed the confirmation popup when selling equipment (except for legendary ones) [/p]
  • [p]Improved military “experience” tooltip explanation [/p]
  • [p]Improved technically how sieges & subjugations are handled[/p]
  • [p]Rebalanced all equipment active skills:
    [/p]
    • [p]Removed base damage on equipment active skills [/p]
    • [p]Increased the scale of attributes on equipment active skills (especially determination) [/p]
    • [p]Added scale of equipment active skills with hero level [/p]
    • [p]Reworked entirely some equipment active skills: [/p]
      • [p]Mantle of Protection Power[/p]
      • [p]Hymn of Cynosure Power [/p]
      • [p]Enervating Crystal Power [/p]
      • [p]Blood of the Old Ones Power [/p]
      • [p]Shield Shockwave I [/p]
      • [p]Shield Shockwave II [/p]
      • [p]Shield Shockwave III [/p]
      • [p]Force Lance Second Wind I [/p]
      • [p]Second Wind II [/p]
      • [p]Dagger Storm [/p]
      • [p]Shuriken Strike [/p]
      • [p]Holy Heal [/p]
      • [p]Ruination Punch [/p]
  • [p]Rebalanced Attributes given by hero traits[/p]
  • [p]Rebalanced the Base attributes of hero to be set as 4 instead of 0 [/p]
  • [p]Added stats given for each attribute point: [/p]
    • [p]2 damage for Might [/p]
    • [p]8 hp for Resilience [/p]
    • [p]Nothing for Determination 😔 [/p]
    • [p]2% exp for Intellect [/p]
  • [p]Removed additional damage given at Hero level up [/p]
  • [p]Removed most of the base stats of equipment (damage, defense, health, focus) to prepare for next balancing batch of equipment [/p]
  • [p]Updated the scaling of all active skills to take into account the new scaling [/p]
  • [p]Added scaling to all active skills with level [/p]
  • [p]Adjusted the behavior of certain skills [/p]
    • [p]Archers: [/p]
      • [p]Rain of Arrows => Now Slow I encircled units.[/p]
      • [p]Pinning Volley => Now Slow II encircled units. [/p]
      • [p]Recovery Shot & Patched Up => Now is reusable after the hero kills a unit. [/p]
    • [p]Casters: [/p]
      • [p]Shared Ward & Indomitable Ward => Give double the shield to damaged units. [/p]
    • [p]Defenders[/p]
      • [p]Hammer Strike => Now targets only one tile, Push the target, and remove the defensive posture of the target. [/p]
      • [p]Spinning Top => Now targets only one tile, Push the target, and apply an immobilized status and remove the defensive posture of the target.[/p]
      • [p]Accusation => Now immobilize the target if the unit is Encircled.[/p]
  • [p]Aspect: [/p]
    • [p]Balletic Shields => Now Give double the shield to units defending. [/p]
  • [p]Kin of Sheredyn: [/p]
    • [p]Shooting Expertise => Deal double damage if the target is encircled. [/p]
    • [p]Not the right Way => is reusable every turn, don't consume movement point nor action point. Push set to 2 from 3. [/p]
  • [p]Necrophage: [/p]
    • [p]Swarm's Fury => Now double damage if the target is encircled, now is single target and don't apply statuses. [/p]
  • [p]Stellars: [/p]
    • [p]Hunker Down => Now double the shield if the hero is encircled. [/p]
    • [p]Ram's Charge => Now immobilize the target. [/p]
  • [p]Minor factions: [/p]
    • [p]Rock solid => Is reusable every time the hero defends. [/p]
    • [p]Rally Roar => Is reusable after the hero kills an enemy unit. Don't consume action point nor movement. [/p]
    • [p]Soothing Breeze => Double its effect if it targets a damaged unit. [/p]
    • [p]Veil of Nightmare => Now applies Weaken instead of terrorized (as it doesn't exist anymore) [/p]
  • [p]Fixed the negative status count for immobilized [/p]
  • [p]Fixed the placement of skills on the pilgrim hero [/p]
  • [p]Removed temporarily the equipment provided with heroes’ technologies[/p]
  • [p]Fixed Unwell status’ tooltip [/p]
  • [p]Fixed VFX on heroes’ skills in the hero view [/p]
  • [p]Fixed showing identical stats in equipment as negative [/p]
[p][/p][h2]City Economy[/h2]
  • [p]Balanced camps, burrows and coral spores[/p]
    • [p]Camps now provide +4 Dust[/p]
    • [p]The scaling of camps’ cost is halved, up to a maximum of 600 influence[/p]
    • [p]The scaling of camps’ cost of Burrows is reduced by 10%, up to a maximum of 800 Dust[/p]
    • [p]The base cost of Coral Spores has increased from 30 to 40 Dust[/p]
    • [p]The scaling of camps’ cost of Coral Spores has been reduced by 10%, up to a maximum of 800 Dust.[/p]
  • [p]Reduced Alchemical Genius’ effect from +5 to +1 Science on Districts[/p]
  • [p]Balanced minor faction population effects:[/p]
    • [p]Daughter Of Bor: +2 Militia damage; +2 Militia Defense; +1 Industry on Artisans [/p]
    • [p]Foundling: +2 Science per other pop type; -3 Approval per other pop type [/p]
    • [p]Gorog: +2 Industry; -2 Food on Citizens Green Scion: +4 Food on citizens [/p]
    • [p]Hoy And Ladhran: +2 Influence on Citizens; +2 Influence on Scribes [/p]
    • [p]Hydracorn: +3 Influence; -3 Approval on Citizens Noquensii: +3 Influence [/p]
    • [p]Ochling: +2 Dust per other pop type; -3 Approval per other pop type [/p]
    • [p]Sollusk: +3 Industry; -3 Approval per other pop type [/p]
    • [p]Consortium: +4 Dust on Scribes [/p]
    • [p]Unseeing Seer: +2 Dust on Citizens; +2 Science on Scribes [/p]
    • [p]Xavius: +4 Approval per other pop type [/p]
  • [p]Updated Ministry/Admin Center to now provide +4 Dust [/p]
  • [p]Updated Aide-de-camp councilor effect to now provide +2 Vision Range on Camp & Ministry [/p]
  • [p]Updated Aide-de-camp councilor effect to now provide +6 Dust on Camp & Ministry [/p]
  • [p]Updated Falconer councilor effect to now provide +4 Science on Ministry [/p]
  • [p]Improved the districts’ tooltips to display the flat value gain per district level and help anticipating the level-up effect[/p]
  • [p]Updated the Communal Habitations district’s tooltip to regroup all synergies from other districts and removed the same synergy in other districts’ tooltips[/p]
  • [p]Removed the “per level” district FIDSI bonuses[/p]
  • [p]Fixed cost with resources not properly scaling with game speeds (corpses for example) (Thanks to Amberhawk for the report!)[/p]
  • [p]Fixed wrong value displayed for booster prices[/p]
[p][/p][h2]AI [/h2]
  • [p]Implemented the use of warnings and compliments by AI in diplomacy[/p]
  • [p]Improved AI’s decision to battle if an army has reinforcement [/p]
  • [p]Improved how AI spends their influence on foundations [/p]
  • [p]Increased the AI’s motivation to expand their empire [/p]
  • [p]Reduced the AI’s motivation to meet other empires [/p]
  • [p]Encouraged AI to bribe minor faction villages more to improve their armies [/p]
  • [p]Increased the AI’s motivation to build armies in early game [/p]
  • [p]Improved how the AI follows quest objectives which requires armies [/p]
  • [p]Improved the handling of Marquis Galardi in armies (stopped making it go fight and die right away) [/p]
  • [p]Refined the AI’s motivation between improving diplomatic relations and settling in new territories for Aspects [/p]
  • [p]Increased AI’s motivation to improve diplomatic relations according to Diplomatic Archetype for Diplomat archetype (i.e. Aspects) [/p]
  • [p]Reduced the Pacifist and Diplomat Archetypes interest boost toward multiple Treaties [/p]
  • [p]Reduced the interest for coral exploitation treaty as long as there is no Coral exploited in non-Coral empire [/p]
  • [p]Removed the requirement for owned Territory development before expanding to another Territory or City [/p]
  • [p]Improved the management of the new open borders’ treaty[/p]
  • [p]Improved how minor factions use armies[/p]
  • [p]Fixed an issue where the AI would sometimes never enact Assimilation after a certain point in a game [/p]
  • [p]Fixed an issue where the AI would not re-build Villages if it had already enacted Assimilation with this Minor Faction [/p]
  • [p]Fixed a technical issue with the use of Corals Fixed multiple technical issues  [/p]
  • [p]Fixed an issue with the army spawn in the Necrophage quest[/p]
  • [p]Fixed an issue where a minor faction’s army would besiege ENDLESSly a city[/p]
  • [p]Fixed an error with minor faction AI mission[/p]
  • [p]Fixed a minor issue in our Army management algorithm [/p]
  • [p]Fixed an issue where the AI would think a non-fortified Borough has a Militia to beatFixed AI regroup army management[/p]
  • [p]Fixed an issue where the AI would never send an Army to defend a Borough [/p]
  • [p]Fixed an issue where the AI would wait too long before founding its first City [/p]
  • [p]Fixed an issue where the AI would not unlock or use buyout with Influence [/p]
  • [p]Fixed an issue where the AI would fail at destroying a Village because a Village Army would unexpectedly reinforce the Village in battle [/p]
  • [p]Fixed an issue where the AI would not consider attacking a 'well-formed' City while at war [/p]
[h2]​UI [/h2]
  • [p]Updated the construction flow in the cities to be list-based: you see all your districts, chose one and then chose your tile[/p]
  • [p]Improved the middle click lock mode for tooltips [/p]
  • [p]Improved the clickable zone in heroes’ management screen [/p]
  • [p]Added FX to multiple UI elements: Academy screen, Heroes screen, Last Lords’ asymmetry, narrative victories’ key beats [/p]
  • [p]Added back placement details of the improvements (thanks Amberhawk for the report!)[/p]
  • [p]Removed lock improvements from the list in the construction menu[/p]
  • [p]Fixed an issue where after locking the tooltip, it would disappear and never appear again [/p]
  • [p]Fixed an issue with locking the tooltip with shift wouldn’t lock it [/p]
  • [p]Fixed locking the tooltip after a certain time not working on units’ and status’ tooltips [/p]
  • [p]Fixed tooltips not closed when opening the evolution panel [/p]
  • [p]Fixed cadaver display in the HUD [/p]
  • [p]Fixed repair all districts buttonUpdated cost of district repair to cost only 20 industry each[/p]
  • [p]Added a popup to explain the new way of building districts[/p]
[h2]​World [/h2]
  • [p]Increased territory size by 30% [/p]
  • [p]Improved Major Factions spawn on continents and Pangea maps
    It should spawn farther away and more on the coast. This will alleviate the feeling of "spawning 2 territories away
    [/p]
  • [p]Improved fortresses spawn on different map sizes [/p]
  • [p]Balanced competitive deeds [/p]
  • [p]Fixed the randomness of the minor faction villages, you should see more different minor factions throughout the game[/p]
[h2]Victory conditions & endgame [/h2]
  • [p]Improved narrative events’ rewards display [/p]
  • [p]Fixed misleading industry gain with the victory condition’s building “Monument to the Lost” [/p]
  • [p]Fixed missing tooltip in the reward of the event “Corrupted defenses” [/p]
[h2]​Visual [/h2]
  • [p]Applied the FIDSI colors with alternative color scheme options [/p]
  • [p]Displayed the city buildings over units when selecting the city [/p]
  • [p]Fixed fortress model disappearing after engaging in battle with[/p]
  • [p]Fixed VFX for damaged buildings in Siege  [/p]
  • [p]Fixed VFX repeating themselves (on the start game button for example)[/p]
[h2]Sound [/h2]
  • [p]Added a sound when selecting a major faction in the lobby [/p]
  • [p]Added a sound when locking the tooltip [/p]
  • [p]Added multiple missing sounds for Steam Deck UI [/p]
  • [p]Improved the sound when the tooltip is locked [/p]
  • [p]Improved the sound of the construction buyout [/p]
  • [p]Fixed missing sounds in protectorate window [/p]
[h2]Steam Deck [/h2]
  • [p]Fixed heroes’ portraits cut off in heroes management screen [/p]
  • [p]Fixed navigation issue between stat’s details and stat attribution in skill tree [/p]
  • [p]Fixed first focus in settings in Audio [/p]
[h2]Quests & events [/h2]
  • [p]Updated the flow of the events triggered by roaming armies: there is now a visual representation in world where you can trigger the event or not and there is a notification[/p]
  • [p]Added an option to disable optional events to reduce the number of events you might encounter [/p]
  • [p]Rewrote all pacification quests (generic and specific) (English only for now)[/p]
  • [p]Reduced the number of narrative events triggered[/p]
  • [p]Improved the overall display of the tab “the story so far” in the victory conditions screen[/p]
  • [p]Updated the icons on the quest panel for each type of quest [/p]
  • [p]Changed the reward “Geology” for Necrophage in the quest Infernal Halls (Thanks to kinofcloud for the report!) [/p]
  • [p]Updated the empire action cost reduction trait updated to Influence instead of Dust in the Kin of Sheredyn chapter 6 quest (Thanks to kinofcloud for the report!) [/p]
  • [p]Fixed an issue with the Tahuks quest where chapter 4 would instantly finish [/p]
  • [p]Fixed the end of the Blackhammer specific quest dialog [/p]
  • [p]Fixed a technical issue in the Necrophage quest [/p]
  • [p]Fixed a technical issue in the Tahuks quest [/p]
  • [p]Fixed Tahuks quest being completed directly after chapter 2 & 4[/p]
  • [p]Fixed Last Lord quest being completed directly after chapter 3[/p]
  • [p]Fixed Kin of Sheredyn quest being completed directly after chapter 3[/p]
  • [p]Fixed Aspect quest being completed directly after chapter 2[/p]
  • [p]Fixed Tahuks quest chapter 2 not displaying objectives and rewards[/p]
  • [p]Fixed a technical issue with traits given with quests[/p]
  • [p]Fixed missing text in “Flight of Fancy”, “War Games”, “The Viper”, The Bastion”, Still Waters”, “Best Intentions”, “A Fine Feast”, “Night terrors”, Ametrine’s minor faction pacification quests[/p]
  • [p]Fixed OpBot’s quest asking for late game resources[/p]
  • [p]Fixed an apparent parameter in the quest “A Fine Feast”[/p]
  • [p]Fixed the pacification quest of the Hydracorn[/p]
  • [p]Fixed Chapter 1 of the Kin’s quest repeating itself when playing the chapter 3[/p]
  • [p]Fixed the objective text of “the homeward bound” quest[/p]
  • [p]Fixed the pacification quest “The Message” objective [/p]
  • [p]Fixed mismatched dialog lines in events [/p]
  • [p]Fixed missing mandatory action when closing a minor faction quest [/p]
  • [p]Fixed tooltip in events’ rewards [/p]
[h2]Multiplayer [/h2]
  • [p]Updated the “creator” column in lobbies list into “host”[/p]
  • [p]Fixed the battle auto resolving although a player chose manual battle [/p]
  • [p]Removed ready state when going into faction selection screen [/p]
  • [p]Improved the lobbies listing and lobby UI:[/p]
    • [p]Displayed lobby ID as hidden text with a toggle to display it[/p]
    • [p]Improved sorting of lobbies in the listing[/p]
    • [p]Improved the flow to join via lobby id[/p]
    • [p]Added current turn to the lobbies listing[/p]
    • [p]Added timer settings to the lobbies listing[/p]
    • [p]Added refresh button[/p]
  • [p]Fixed the desyncs happening with notifications (from last known issue)[/p]
  • [p]Fixed terrain flickering when another player is watching a cinematic [/p]
  • [p]Fixed desyncs when using disable optional events in multiplayer[/p]
  • [p]Fixed a desync happening with equipment [/p]
  • [p]Fixed cooldowns in diplomacy [/p]
  • [p]Fixed “Access denied” popup appearing when looking for a lobby after 10 minutes of inactivity in the main menu [/p]
  • [p]Fixed stuck game when a player has resigned and that player remains on the end game screen[/p]
  • [p]Fixed impossible to rejoin after a resync [/p]
  • [p]Fixed “Stripped by” tooltip missing an empire name [/p]
[h2]Tutorial [/h2]
  • [p]Added hints for population collection bonuses [/p]
  • [p]Added hints for tormented features [/p]
  • [p]Added hints for rifts [/p]
  • [p]Added hints for marketplace [/p]
[p][/p][h2]Localization​[/h2]
  • [p]Added a nested tooltip for Dust in the Aspects’ description[/p]
  • [p]Added a nested tooltip for minor faction in the cohabitation description[/p]
  • [p]Added nested tooltips in the Diplomat trait for the Aspects[/p]
  • [p]Added nested tooltips in the Cultural Approval trait for the Aspects[/p]
  • [p]Added nested tooltips in the Forced Diplomacy trait for the Aspects[/p]
  • [p]Fixed missing localization in the “Ancient Graveyard” minor faction pacification quest[/p]
  • [p]Fixed missing localization in the "Raiders' Prey" minor faction pacification quest[/p]
  • [p]Improved the tooltip for world size stating you require a certain number of players[/p]
[h2]Misc [/h2]
  • [p]Fixed 15 technical issues [/p]
  • [p]Updated the achievement "Infectious Agent" to count all larvas and their evolution[/p]
  • [p]Fixed missing localization in the elimination countdown immersive popup[/p]
  • [p]Fixed typo in localization in the construction menu failure flag[/p]
  • [p]Fixed missing localization in Natural Wonders submerged tooltip[/p]
  • [p]Fixed missing localization in curiosity collected tooltip[/p]
  • [p]Fixed a technical error with the new construction flow[/p]
  • [p]Fixed some misleading localization in victory conditions screen[/p]
  • [p]Fixed a technical issue with drag and drop[/p]
[p][/p][h3]Known Issues[/h3]
  • [p]\[Fixed Tomorrow] Client can be sent to an empty screen when rejoining a lobby that was created by resyncing a desynced multiplayer session[/p]
  • [p]\[Fixed Tomorrow] The quest "The Inquiry" doesn't show its objectives correctly[/p]
[p][/p][hr][/hr][hr][/hr][p][/p][h2]"Christmas Homework"[/h2][p]Before leaving for Christmas, we have some questions/feedback that could be interesting to get your opinion on:[/p]
  • [p]What do you think about the changes to Necrophages?[/p]
  • [p]Any specific thoughts on game speed? Do you find something odd?[/p]
  • [p]Have you noticed the difference in the base territory size and the spawn locations?[/p]
  • [p]How do you feel about the new pacification quest flow?[/p]
  • [p]Do you like the changes to Aspects?[/p]
[p][/p][hr][/hr][hr][/hr][p][/p][h3]State of the Game - December[/h3][p]Last week, Derek shared the last State of the Game for this year talking about some of the changes that are arriving today and also sharing some plans for the next steps.[/p][p][dynamiclink][/dynamiclink][/p][h3]Your Feedback Matters: Reviews and Community[/h3][p]There’s a reason we are putting Endless Legend 2 into Early Access: We want to hear from you, our players. So if you’ve spent some time with the game, please let us know what you think![/p][p]No better way to share the Christmas spirit than with a review 🎁[/p][p][/p][p][/p][p]🌠 Thank you very much for being with us on this journey![/p]