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ENDLESS™ Legend 2 News

Hotfix Update #07

[p]\[Version Number 0.72.159714]

[/p][h2]Balancing[/h2]
  1. [p]Made all Necrophages improvements as “once per empire” (Thanks, Arbledoks, for the report!)[/p]
  2. [p] Balanced Fortresses to make them harder[/p]
[p][/p]
[p]We just made tier 2 & tier 3 dungeons units more leveled and more specialized [/p]
[p][/p][h2]Other fix[/h2]
  1. [p]Fixed a technical issue with equipment[/p]
[p] [/p][hr][/hr][p][/p][p]This is a hotfix for the update we dropped this morning 🌞[/p][p][dynamiclink][/dynamiclink][/p][p]Here is the big update we dropped yesterday 👇[/p][p][dynamiclink][/dynamiclink][/p][p]Have a nice weekend![/p]

Update #07 - Tahuk Science Balancing

[p]Hey everyone![/p][p][/p][p]We released a quick update prior to the weekend 😎[/p][p]The main change is a balancing adjustment on Tahuk as it was a bit too much to have 4k science on turn 74... Thanks, GiotisFilopanos, for the save 👏[/p][p][/p][p]\[Version 0.72. 159705][/p][p][/p][h2]Tahuk[/h2][p]​Fixed a balancing issue with Tahuks crazy science (Thanks to GiotisFilopanos for the report and the save!) [/p]
  • [p]Surveyor councilor’s effect changes from +50% FIDSIA on Improvements to -10% Industry cost on Improvements. [/p]
  • [p]Monastic Mind councilor’s effect changes from +50% Science & -25% Influence on City to +2 Science & -2 Influence on Scribes. [/p]
  • [p]Divine Oculum effect reduced from +10 to +8 Science. [/p]
  • [p]Divine Oculum adjacency effect reduced from +10 to +4 Science for each adjacent Laboratory district. 
    [/p]
[h2]Other [/h2]
  • [p]Fixed corruption from Tormented counted twice [/p]
  • [p]Fixed a technical issue with hints [/p]
[p][/p][hr][/hr][h2]Edit > Released a quick hotfix[/h2][p][dynamiclink][/dynamiclink][/p]
  • [p]Made all Necrophages improvements as “once per empire” (Thanks, Arbledoks, for the report!)[/p]
  • [p]Balanced Fortresses to make them harder > We just made tier 2 & tier 3 dungeons units more leveled and more specialized[/p]
[p][/p][p]Enjoy the weekend![/p][p]Please share your feedback after trying the new update, Into Battle.[/p][p][/p][hr][/hr]
Into Battle Update
[p]Yesterday we released our first big update in the game.[/p][p]Check here al the content 👇
[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][h2]Your Feedback Matters: Reviews and Community [/h2][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! Leave a Steam review and join our community on the forum, the Amplitude Discord, or our Amplifiers community hub.[/p][p][/p]

Update #06 - Into Battle: Balance all units, Combat rule, QoL, and much more

[p]Hey everyone![/p][p][/p][p]After several updates we are ready to ship our first major update for ENDLESS™ Legend 2, Into Battle.[/p][p]While there are plenty of areas that we are planning to improve, in this first update we wanted to focus on the global state and balancing of the game (as certain areas require more time from the dev team).[/p][p][/p][p]Prior starting all the details we wanted to do a small shout out to all players that accompany us on the Public Test Branch (PTB) and the 6 updates we did on it 👏 
It was super helpful for the entire team.[/p][p]Be prepared as the next PTB will be about Multiplayer (in not that long) 😎[/p][p][/p][h3]🌟 Here are the main highlights of this update 🌟 [/h3][p][/p]
  • [p]📊 Rebalance all units[/p]
[p]We have improved the specialization path, so they feel a bit more different. Due to this we have decided to make adjustment to all units (stats, skill, etc.)[/p][p]You can check the BLOG FROM PIER that explain a bit more on the logic behind the changes.[/p][p]Thanks to all player that participated on the Public Test Branch (PTB) as we have done some additional adjustment based on your feedback.[/p][p]​[/p]
  • [p]⭕ New rule Encirclement[/p]
[p]Units start losing defense when multiple enemy units are adjacent to them (Starting with 3 adjacent enemy units). This debuff will go progressively from 3 enemies (-25% defense) to 6 (-100% defense).[/p][p]If you unit does not have an armor, do not worry, there won´t be any penalty  [/p][p][/p]
  • [p]🏰 Cities no longer blocking tiles in battle[/p]
[p]We heard your feedback that cities were causing battles to have a smaller area to fight. We totally agree that caused some frustrations and decided to remove cities completely from the battleground.[/p][p][/p]
  • [p]🦖 Doomwraiths Balance[/p]
[p]We received feedback that Doomwraiths were too impactful They are tough units, and their corruption effect was crippling cities, making it difficult to produce units to counter them. Corruption applied by Doomwraiths to cities is now less severe and now increase over time, reaching up to 50% after 10 turns.[/p][p]We know that for some players are still an easy target, but we are having additional improvements for them in the future, no worries![/p][p][/p]
  • [p]🧪 Improved readability of tech screen[/p]
[p]The team has improved how is the general display of the tech screen and make the techs that have been researched more distinguished (compared to the "non-researched")[/p][p][/p]
  • [p]🤖 Option for Display AI turn[/p]
[p]Similar on how it will be in multiplayers (it is the case as well for our previous game), we added an option on the UI Settings that will display always the turn status for the AI and the World. 
This will help to those player that prefer to wait a few seconds prior starting doings some action.[/p][p][/p]
  • [p]🚧 Saves Files Major Change[/p]
[p]We noticed that some players were experiencing crashes that were caused by the automated sync that we use for storage the save files (Documents > Endless Legend 2). This was the case by some providers, such us OneDrive, Dropbox, Google Drive, etc.[/p][p]Do not worry, you do not need to do/change anything we automatically move everything to [/p]
[p] C:\\Users\\\[username]\\AppData\\Local\\Amplitude Studios\\Endless Legend 2[/p]
[p]If you experienced any trouble, please let us know![/p][p][/p][p][/p]
CHANGELOG
[p]⚠️ Careful when opening, the list is huge ⚠️[/p][p]Literally 35 pages on a Word document 😱[/p][p][/p]

[expand]
[h2]Military Balancing[/h2][p][/p][p]We have written a blog post about the intentions of those changes: https://community.amplitude-studios.com/amplitude-studios/endless-legend-2/blogs/1003[/p][p][/p][h3]​Experience Changes [/h3]
  • [p]Rebalanced the experience required for heroes to level up. Heroes now require less experience to reach level 5, and more experience beyond level 5. [/p]
  • [p]Non-hero units now require significantly more experience to gain veterancy levels. [/p]
  • [p]Veterancy now grants +10% Health, +10% Damage, and +3 Defense (previously +5% Health, +5% Damage, and +2 Defense). [/p]
  • [p]The values of the "Military Discipline I" and "Military Discipline II" Era Unlocks have been updated to reflect the changes in the experience formula. [/p]
  • [p]The values of the "Expert Instruction I", "Expert Instruction II" and "Expert Instruction III" Era Unlocks have updated to reflect the changes in the experience formula.  [/p]
  • [p]The "Scavenging" technology now grants +3 Damage to non-hero units instead of +5. [/p]
[p][/p][h3]​Skills Changes[/h3]
  • [p]The battle skills Weakening Strike I & II, Breaching Attack, Shattering Strike, Terror I & II, Inspiring Strike I & II, and Incapacitating Strike I & II now apply to all adjacent units when defending (buffs for allies, debuffs for enemies).  [/p]
  • [p]The Cruel battle skill now ignores the target's Defense instead of guaranteeing a critical strike.  [/p]
  • [p]Overflowing Horde now heals the army when creating a new camp, burrow, or coral spore.  [/p]
  • [p]Vicious Predator now resets hero cooldowns, and its healing effect has been changed to 50 + 10 per Resilience point. It is now a second tier skill.  [/p]
  • [p]Warmaster: Now ignores defense when the enemy unit is encircled. [/p]
  • [p]Supported Attack: Now triggers when the enemy unit is encircled.[/p]
  • [p]Terrorized Status: Enemy units with this status are pushed 1 tile away when attacked.  [/p]
  • [p]Death Blow: Now reusable on the same turn if the skill kills the enemy unit. Also fixed an issue where the skill did not deal damage. [/p]
  • [p]Deathlier Blow: Now teleports the user to the enemy if the skill kills. [/p]
  • [p]We have also rebalanced most units — you can find the details at the end!  [/p]
[p][/p][h3]New Mechanic: Encirclement [/h3][p]This update introduces a new battle mechanic.  [/p][p]When more than two units are adjacent to an enemy unit, that unit suffers a significant Defense penalty.  
If the unit does not have any defense, it won't suffer any penalty[/p]
  • [p]3 Units > -25% Defense[/p]
  • [p]4 Units > -50% Defense[/p]
  • [p]5 Units > -75% Defense[/p]
  • [p]6 Units > -100% Defense[/p]
[p][/p][h3]Additional changes[/h3]
  • [p]When attacking an army to launch a battle or a unit during combat, pathfinding now remembers only the last tile hovered while holding click. [/p]
  • [p]The Hood of Inscriptions item now refreshes all active skills at the start of each round. [/p]
  • [p]Simplified the visual feedback for breaches in the City UI. [/p]
  • [p]Potential reinforcement armies are now displayed during the reinforcement phase of assault or sortie battles. [/p]
  • [p]Fixed an issue where players were unable to initiate subjugation in specific cases. [/p]
  • [p]Fixed an issue where Stellar heroes had pre-allocated skill points upon recruitment. [/p]
  • [p]Removed incorrect text stating that consumable skills do not consume the unit’s action token in battle. [/p]
  • [p]Ensured that the illustration shown during the reinforcement phase represents the most important unit or hero in the army. [/p]
  • [p]Updated the icon of the "Second Wind I" status applied by the "Second Wind" battle skill. [/p]
  • [p]Fixed an issue where the "Scavenger Tactics" councilor trait did not function as intended. [/p]
  • [p]Fixed an issue where the "Distant Longing" hero trait granted excessive Critical Chance. [/p]
  • [p]Fixed an issue where the bonus from the "Forge of the Old Ones" Natural was not applied to battle spoils. [/p]
  • [p]Fixed a visual issue where the unit pin overestimated health regeneration. [/p]
  • [p]Fixed an issue where unit specialization costs were higher than expected when the "Matriarch's Glance" item bonus was active.[/p]
  • [p]Improved the UI of the reinforcement phase, including the left and right panels and army pin feedback. This should now be easier to use. [/p]
  • [p]Added visual feedback above army pins for units eligible as reinforcements, and specific indicators for the currently selected reinforcement army. [/p]
  • [p]Disabled terrain tooltips when battles in the reinforcement phase. [/p]
  • [p]Fixed an issue where battles were auto-selected when loading a save in certain cases. [/p]
  • [p]Fixed an issue where nested tooltips in unit stats were difficult to access. [/p]
  • [p]Fixed an issue where reinforcements could be added after confirming in certain cases. [/p]
  • [p]Fixed an issue where reinforcement information was outdated or missing during the reinforcement and confirmation phases. [/p]
  • [p]Fixed an issue where hover and selection feedback from overlapping battles was incorrectly displayed.[/p]
  • [p]Fixed some unusual army pathing issues.[/p]
  • [p]Added city tiles to battles and visually removed their districts, improving the available battleground space  [/p]
  • [p]Fixed several issues with siege and subjugation scenarios to improve stability
    [/p]
  • [p]Fixed an issue where the feedback for the “Hood of Inscription” item was misleading. It now correctly displays the associated ability.  [/p]
  • [p]Updated the tooltips for certain consumable items that incorrectly stated they allowed movement or attacks after use. Items that do allow post-use actions now display this correctly. [/p]
  • [p]Improved the way retreat behave. If possible, retreating armies will now prioritize going to allied fortified tiles.[/p]
  • [p]Fixed an issue where Kin of Sheredyn and Aspect units from Hotfix #6 were not in the previous build. [/p]
  • [p]Fixed an issue where left clicking outside of a battle arena would exit the battle view[/p]
[p][/p][h2]​Doomwraith balancing  [/h2][p]We received feedback that Doomwraiths were too impactful They are tough units, and their corruption effect was crippling cities, making it difficult to produce units to counter them. The following changes have been made: [/p]
  • [p]Corruption applied by Doomwraiths to cities is now less severe. Maluses now increase over time, reaching up to 50% after 10 turns. [/p]
  • [p]The “Bait Doomwraith” action is now unlocked by default. [/p]
  • [p]The “Close Rift” action is now unlocked by default. [/p]
  • [p]Doomwraiths now react immediately when the “Bait Doomwraith” action is used. [/p]
  • [p]The “Collective Sacrifice” technology now reduces the cost of the “Bait Doomwraith” action by 50%. [/p]
  • [p]The cost of the “Bait Doomwraith” action has been increased. It now scales with the distance from its settled territory and increases further after each monsoon. [/p]
[p][/p][h2]Partner Traits Balancing [/h2]
  • [p]“Exacting Standards” now grants +1 Resilience and +1 Might. [/p]
  • [p]“Hopeless Romantic” now grants +1 Movement outside of battle to all units in the army. [/p]
  • [p]“Star-Crossed Fate” now grants +2 Vision Range. [/p]
  • [p]“Self-Sacrifice” now grants +2 Resilience. [/p]
  • [p]“Blind Devotion” now grants +20 Health on units of the army and +1 Upkeep to all units of the army. [/p]
  • [p]“Possessive Impulse” now grants +5 Damage and +25 Health to non-hero swarm units in the army. [/p]
  • [p]“Zealous Instructor” now grants +20% experience gain to all non-hero units in the army. [/p]
  • [p]“Zest for Life” now grants +40 Health. [/p]
  • [p]“Heart of Steel” now grants +10 Capture Points. [/p]
  • [p]“Distant Longing” now grants +10% Focus to all non-hero units in the army. [/p]
  • [p]“Healing Presence” now grants +10 Health Regen to all non-hero units in the army. [/p]
  • [p]“Strong, Silent Type” now grants +10 Damage. [/p]
  • [p]“Spoiled Rotten” now grants +5 Defense to all non-hero units in the army. [/p]
  • [p]“Power Couple” now grants +1 Determination and +1 Intellect. 
    [/p]
[h2]Councilor Effects[/h2]
  • [p]Grifter reducing from +30 to +15% Dust & Industry on Cities[/p]
  • [p]Fecund effect changes to: +3 pop slots on all vocations.[/p]
  • [p]Natalist effect nerf to -10% cost to grow all population [/p]
[p][/p][h2]Economy​[/h2]
  • [p]Updated the “Cultivation” improvement bonus to grant +4 Food on Farm districts, instead of +3 Food per Improvement. [/p]
  • [p]Updated the “Guilds” improvement bonus to grant +4 Industry on Work districts, replacing the previous +3 Industry per Improvement. [/p]
  • [p]Updated the “Tolls and Taxation” improvement bonus to grant +8 Dust on Merchant's House districts, instead of +3 Dust per Improvement. [/p]
  • [p]Updated the “University” improvement bonus to grant +4 Science on Laboratory districts, instead of +3 Science per Improvement. [/p]
  • [p]Updated the “Public Works” improvement bonus to grant +2 Influence on Forum districts, replacing the previous +3 Influence per Improvement. [/p]
  • [p]Replaced the “Auxiliary Forces” improvement bonus: it now grants +100 Fortifications on Keep districts, instead of +5 Approval per Improvement. [/p]
  • [p]Removed the 25% Industry cost reduction on Laboratory districts from the “Hothouses” technology. [/p]
  • [p]Updated Victory Path global bonuses: only empires that choose a specific path now receive the corresponding bonuses. Rebalanced the bonuses accordingly. [/p]
  • [p]Changed the Noquensii population effect: it now grants +2 Influence when at Peace, instead of +2 Influence on Scribes. [/p]
  • [p]Nerfed the “Lined Crates” Improvement from +3 to +2 resources on Extractors. [/p]
  • [p]Fixed an issue where the “Quarry Oversight” Improvement was not providing +50 Dust on Extractors. [/p]
  • [p]Fixed an issue where the “Corkscrew Drill” and “Lined Crates” Improvements were not providing an additional resource on the extractors.
    [/p]
[p][/p][h2]SAVES – MAJOR CHANGE [/h2]
  • [p]Cloud synchronization software (OneDrive, Dropbox, Google Drive) could lock the folder the game was using to store temporary files (including saves) which prevented some players from launching the game. We have changed where we store temporary files [/p]
    • [p]from > C:\\Users\\\[username]\\Documents\\Endless Legend 2 [/p]
    • [p]to > C:\\Users\\\[username]\\AppData\\Local\\Amplitude Studios\\Endless Legend 2 [/p]
[p]The game will copy the contents of the previous folder to the new folder. If you encounter any issue with your saves after launching the game, please verify this copy has been done properly.  [/p][p][/p][h2]Major Factions[/h2][p][/p][h3]Aspects [/h3]
  • [p]Aspect population now also provides +1 Influence when at Peace. [/p]
  • [p]Rebalanced the objectives of the Aspect faction quest to better align with the game's pacing.  [/p]
  • [p]Fixed an issue where pacifying a minor village thanks to the Aspect Coral would also resolve ongoing pacification quests from other empires. [/p]
[p][/p][h3]Kin of Sheredyn [/h3]
  • [p]Fixed an issue where the "Armored Fist" battle skill did not grant the shield to the correct unit. [/p]
[p]\[/p]\[/p]
  1. [p]Fixed an issue where the "Rejuvenation" faction ability did not work on armies that took damage during the same turn. [/p]
  2. [p]Fixed an issue where the "Replenish Faith" faction ability did not work on armies that took damage during the same turn. [/p]
  3. [p]Updated the loading and technology screen backgrounds for the Kin of Sheredyn [/p]
  4. [p]Updated the 2D artwork for the Defender and Guardian units: we swap them to make them more "natural" after the changes on the units.[/p]
  5. [p]Fixed an issue where an army would not spawn during the Kin of Sheredyn’s major quesT[/p]
[p][/p][h3]Last Lords [/h3]
  • [p]The "Sacrifice for the Realm" action no longer displays a Dust cost, as the previous value was incorrect. [/p]
  • [p]Fixed an issue where Laboratory districts could generate Food for the Last Lords in specific cases. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the tooltip for the "Honorary Knighting" city ability of the Last Lords. [/p]
  • [p]Fixed an issue where hints incorrectly stated that two districts could be built on minor villages, while only one is now allowed.
    [/p]
[h3]Necrophages [/h3]
  • [p]When a Burrow evolves into a Nest, it is now automatically attached to the city. [/p]
  • [p]Due to this new auto-attachment feature when evolving a Burrow into a Nest, Necrophages can no longer access camp terraforming. As a result, they can no longer research the following technologies: Geology (Era 2), Digs (Era 4), and Anomalogy (Era 5). [/p]
  • [p]Fixed an issue where Necrophage districts did not account for Matriarch's Tail districts when leveling up. [/p]
  • [p]Fixed an issue where Necrophage players saw a failure message when attempting to declare a justified war, despite being able to send the declaration. [/p]
  • [p]Fixed an issue where the objective of the "You Scratch My Back" Necrophage faction quest, which involves destroying minor faction villages, could not be completed in specific cases. [/p]
[p][/p][h3]Tahuks [/h3]
  • [p]Fixed an issue where the rewards of the "New Dawn" Tahuks faction quest would overflow outside the UI. [/p]
  • [p]Fixed an issue where the Influence bonus from "Stars' Light" would not scale correctly with the level of the Holy Oculum district. [/p]
  • [p]Fixed the tooltips for some Tahuks’ notables.
    [/p]
  • [p]Fixed a crash occurring in the Tahuks’ Library[/p]
  • [p]Added a 5-turn cooldown to Holy Fire Conduit (HFC) firing[/p]
  • [p]Added Food and Influence production to Libraries [/p]
  • [p]Removed the SGE upgrade requirement from a quest step 
    It is the quest asking of increasing to level 3 the Holy Oculum[/p]
[p][/p][h2]​AI [/h2][p]This is an area we will continue to improve through major patches. Your feedback is invaluable to us — thank you! [/p]
  • [p]Improved how the AI defends against sieging armies. [/p]
  • [p]Improved how the AI engages other armies in battle. As a result, AI units should survive longer, be more likely to be upgraded, and earn more Veterancy. [/p]
  • [p]Improved how the AI composes its armies. [/p]
  • [p]Improved how the AI manages Necrophage larvae. Necrophage AI empires should now have fewer isolated larvae units. [/p]
  • [p]Ensured the AI uses up-to-date information when calculating pathfinding. [/p]
  • [p]Improved how the AI handles terraformation.  [/p]
  • [p]Improved how the AI attacks minor villages [/p]
  • [p]Fixed an issue where the AI could buy out population when playing factions other than the Last Lords. [/p]
  • [p]Fixed an issue where AI-controlled Last Lords could \[REDACTED]. They will now behave as intended. [/p]
  • [p]Fixed a bug where the AI would retain many unused armies. [/p]
  • [p]Fixed various bugs where the AI would issue unnecessary orders. [/p]
  • [p]Improved how the AI considers tributes when proposing or accepting surrenders. [/p]
  • [p]Fixed an issue where the AI could accept surrendering while dominating a war.
    [/p]
  • [p]Improved how AI upgrade units and handle armies[/p]
  • [p]Improved AI’s awareness of the Necrophage asymmetry[/p]
  • [p]Made AI more aggressive towards players and villagesImproved the city construction of cities[/p]
[p][/p][h2]​Art [/h2]
  • [p]Updated the texture of the weapon used by the Xavius Elder in minor villages. [/p]
  • [p]The sound volume slider can now be adjusted up to 150%. [/p]
  • [p]Fixed a visual issue occurring during Ochling unit attacks. [/p]
  • [p]Updated the timing of tree spawning when discovering new tiles or loading a save. [/p]
  • [p]Fixed a visual issue with the "Force Lance" skill of the Skycutter item. [/p]
  • [p]Added more distinct smoke effects on damaged buildings. (Can smoke really be clear, though?) [/p]
  • [p]Added new sound effects for the "Monument to the Lost" district. [/p]
  • [p]Added new visual effects on large rifts during Monsoon. [/p]
  • [p]Improved the icon for rifts on the schematic view. [/p]
  • [p]Improved the icon for minor villages in the schematic view. [/p]
  • [p]Improved the icon for quests in the schematic view.  [/p]
  • [p]Added sound effects for major faction selection in the lobby. [/p]
  • [p]Improved the visual illustrations of deeds.[/p]
  • [p]Improved the portrait illustration of the “Rachti Kazra” Necrophage hero. [/p]
  • [p]Improved the illustrations of Kin of Sheredyn heroes. [/p]
  • [p]The sound volume slider can now be adjusted up to 150%. [/p]
[p][/p][h2]Victory Conditions[/h2][p]We made a pass to balance some of the victory conditions[/p][p][/p][p]\[Harder 🟠] Multitude (Food Victory) / Insight (Dungeons victory) / Supremacy (Exploration Victory) [/p][p]\[Easier 🟢] Acclaim (Industry Victory) [/p]
  • [p]Multitude (Food Victory) [/p]
    • [p]Previously: 70 - 130 population[/p]
    • [p]Now: 100 - 150 population
      [/p]
  • [p]Insight (Dungeons victory) [/p]
    • [p]Previously: 5-15 [/p]
    • [p]Now:  10-16[/p]
  • [p]Supremacy (Exploration Victory) > too complicated the formula, its harder.[/p]
  • [p]Reduced the cost to build the monument from 5000 to 4000 industry[/p]
[p][/p][h3]Other Changes[/h3]
  • [p]Improved Victory Window localization to better explain the effects of victory paths on the empire[/p]
[p][/p][h2]​World generation [/h2]
  • [p]Fixed an issue where some tiles were incorrectly classified as mountains.  [/p]
[p][/p][h2]Onboarding  [/h2]
  • [p]Added nested tooltips to the "Monsoon has come to Saiadha" notification. [/p]
  • [p]The tutorial difficulty is now automatically set to Explorer if players launch a game after selecting a different difficulty. [/p]
  • [p]Fixed an issue where the Hero Level-Up hint would not trigger if a hero reached level 2 before the starter hero. [/p]
  • [p]Improved the highlighted zones and positioning of the second "War Score" hint. [/p]
  • [p]Fixed an issue where hints were displayed above the in-game exception error pop-up. [/p]
  • [p]Removed a source of bankruptcy during the tutorial. [/p]
  • [p]The tutorial now grants vision on minor villages if the player lacks it, to properly display explanations. [/p]
  • [p]Fixed tutorial hints that would not appear under the correct prerequisites. [/p]
  • [p]Fixed an issue where rifts could not be closed in the tutorial game.[/p]
[p][/p][h2]​Narrative  [/h2]
  • [p]It is now possible to minimize event windows. [/p]
  • [p]Improved dialogues so that you can minimize one and open another one.  [/p]
  • [p]Armies now halt on curiosities that trigger events. [/p]
  • [p]Fixed a visual issue in the “Story So Far” section of the Victory Window. [/p]
  • [p]Fixed an issue where hidden quest rewards were displayed after reloading a save. [/p]
  • [p]Ensured the first pacification quest given by the Ametrines is unique to their Minor Empire, while subsequent quests can be generic. [/p]
  • [p]Fixed an issue where foundations were not properly counted toward the objective of the "The Viper" quest. [/p]
  • [p]Fixed an issue where the incorrect character was displayed in a dialogue of the "The Historian" quest. [/p]
  • [p]Camera focus now behaves more consistently when a quest or event begins. [/p]
  • [p]Events and Quests UI now handle multiple cost modifier effects more reliably. [/p]
  • [p]Quest-related curiosities are now only visible to the empire that needs to collect them. [/p]
  • [p]Fixed an issue where the Harper unit spawned by the "Artistic License" pacification quest was not assigned to your empire. [/p]
  • [p]Fixed an issue where the "The Fallen Comrade" event failed to apply its intended consequences in specific cases. [/p]
  • [p]Fixed an issue where the “A Quest Requires Your Attention” mandatory action was displayed on the End Turn button but did not lead to the quest. [/p]
  • [p]Fixed an issue where active quips were incorrectly displayed when opening an event or quest dialogue. [/p]
  • [p]Fixed an issue where the “Hide Quips” option was ignored in specific cases. [/p]
  • [p]Fixed an issue where multiple consecutive quips on the same army could lock its movement and cause erratic camera behavior. [/p]
  • [p]Fixed misattributed dialogue lines in all major faction quests. [/p]
  • [p]Fixed misattributed lines in collectible quests. [/p]
  • [p]Fixed several localization issues in quest dialogues [/p]
  • [p]Tweaked the rewards of Key Beats Events.[/p]
[p][/p][h2]​Empire & City Management [/h2]
  • [p]Minor Faction Elders now have different Councilor effects when assigned to the Council. [/p]
  • [p]Fixed an issue where the technology research queue was cleared after finishing the construction of a district or improvement. [/p]
  • [p]Fixed an issue where players were unable to place Haven districts on tiles relevant to quests. [/p]
  • [p]Fixed an issue where the foundation cost label appeared oversized. [/p]
  • [p]Fixed an issue where the "Prepared Settlement" tooltip displayed incorrect information. [/p]
  • [p]Fixed an issue where the tooltip of a damaged district repeated the deactivation message twice. [/p]
  • [p]Fixed an issue where the Laboratory district incorrectly benefited from underwater anomalies. [/p]
  • [p]Fixed an issue where a misleading “This City Structure cannot be improved further” message was displayed when opening the Improvements tab in certain cases. [/p]
  • [p]Fixed an issue where improvements could not be added to captured cities. [/p]
  • [p]Fixed a rounding error in the display of progress for technologies being researched. [/p]
[p][/p][h2]​Diplomacy [/h2]
  • [p]Fixed an issue where resources included in a diplomatic offer were lost if the receiving empire had a full stock of that resource before accepting. [/p]
  • [p]Fixed an issue where players could offer undiscovered resources in exchange for treaties. (No spoilers allowed.) [/p]
  • [p]Players can no longer propose surrender while leading a war. [/p]
  • [p]Fixed an issue where the icon for Aspects-only treaties was sometimes incorrect. [/p]
  • [p]Fixed an issue where the surrender notification incorrectly stated that the other empire asked you to surrender, instead of the reverse. [/p]
  • [p]Improved the visual feedback for cost modifiers in treaty proposals. [/p]
  • [p]The science bonus from the “Shared Research” treaty has been reduced from 10% to 3%. [/p]
  • [p]Similarly, the science bonus from the “Deeper Collaboration” treaty has been reduced from 10% to 7%. [/p]
  • [p]Fixed an issue where merging two armies in another empire’s territory was possible without open borders. [/p]
  • [p]Fixed several localization issues[/p]
[p][/p][h2]​General UI [/h2]
  • [p]Removed an incorrect mention of a restriction on battles in minor villages, fortresses, and anomalies.[/p]
  • [p]Added the player’s name to the End Game screen. [/p]
  • [p]Standardized the tooltips for hero classes.  [/p]
  • [p]Improved the icons for Veterancy levels.[/p]
  • [p]Improved the icons in the Lobby for the Faction and Customization tabs. [/p]
  • [p]Improved Council-related icons. [/p]
  • [p]Improved the icon for the “Sacrifice Population to Doomwraith” action. [/p]
  • [p]Improved the skill icons used by Wandering Spirit and Stellar units. [/p]
  • [p]Improved the appearance of the City Panel on ultrawide screen resolutions. [/p]
  • [p]Improved the icons for minimizing and skipping dialogue in narrative UI. [/p]
  • [p]Improved the icon for the "Horn of the Gorog" item and the “Clan’s Protection” skill icon granted by it. [/p]
  • [p]Updated the attribute icons for the "Curious Looter" passive hero skill. [/p]
  • [p]Fixed an issue where pressing Escape or right-clicking would not close the Aspects Spore or Necrophage Nest UI. [/p]
  • [p]Fixed an issue where the FIDSI resource breakdown in the City UI was not rounded correctly. (This was only a visual issue.) [/p]
  • [p]Updated the icon for dungeon armies so that it now uses the same icon as dungeon locations. [/p]
  • [p]Disabled the tooltip for skill tiers once they are unlocked. [/p]
  • [p]Fixed an issue where the “Send Treaty” button was not greyed out until the AI responded. [/p]
  • [p]Fixed an issue where the terrain tooltip failed to appear on certain water tiles. [/p]
  • [p]Prevented unit and army pins from stacking when one passes through another. [/p]
  • [p]Added partner trait bonus details to the partner tooltip. [/p]
  • [p]Hidden unit specialization costs of 0, which could appear in specific cases. [/p]
  • [p]Prevented immersive notifications from being skipped during camera sequences. [/p]
  • [p]Ensured that the in-game exception error pop-up appears if the out-of-game one appeared earlier in the same playing session. [/p]
  • [p]Fixed an issue where resource icons were difficult to see in the Victory Screen. [/p]
  • [p]Fixed an issue where UI visual effects were not displayed correctly after changing the game resolution in-game. [/p]
  • [p]Improved greatly the readability of the technology screen [/p]
  • [p]Added the status of the turn of AI players in solo (ready or playing). [/p]
    • [p]To display it, you need to turn it on in the settings [/p]
  • [p]Added a tooltip for the population effect in the selector in the City top panel.[/p]
  • [p]Added a warning when placing your capital in a suboptimal location to assist new players [/p]
  • [p]Fixed the placement of certain technologies in the new tech tree [/p]
[p][/p][h2]​Localisation [/h2]
  • [p]Improved the French localization of the “Round-Up” tooltip. [/p]
  • [p]Improved the tooltips for “Holy Oculum” and “Ritual Astronomy”.  [/p]
  • [p]Improved the “Coral” tooltip — for real this time! [/p]
  • [p]Improved the tooltip explanations on how to benefit from Natural Wonder effects. [/p]
  • [p]Improved the tooltip explanation regarding why weapons cannot be equipped on certain heroes. [/p]
  • [p]Improved the tooltip explanations for the “Illuminated” status and Tahuk battle affinity. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the description of the "Tendril's Dance" Aspect faction trait. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the "Protective Spirit" status. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the dialogue of the "Precious Find" Tahuk faction quest. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the “The Disciples” Tahuk faction quest. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the "Welcome Back, Faithful Friend" Last Lords faction quest entry in the Quest Journal. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the “A Greater Harmony” Aspects faction quest. [/p]
  • [p]Fixed an issue where unlocalized text appeared in notifications when failing the “Not of Chorus” Aspects faction quest. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the “The Orator” event. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the tooltip for the Kin of Sheredyn faction trait "Supreme Commandments". [/p]
  • [p]Fixed an issue where a variable was not correctly localized in the “Left Behind” Narrative Event. [/p]
  • [p]Fixed a localization issue affecting the display of the "Numerologist" councilor trait effect. [/p]
  • [p]Fixed an issue where unlocalized text appeared when displaying the effect of the “Haggler” councilor trait. [/p]
  • [p]Fixed an issue where unlocalized text appeared when adding an army as reinforcement in battle. [/p]
  • [p]Fixed an issue where unlocalized text appeared when attempting to add a partner while none were available. [/p]
  • [p]Fixed an issue where unlocalized text appeared in the skill tree of Consortium heroes. [/p]
  • [p]Fixed an issue where unlocalized text appeared when hovering the End Turn button, if a diplomacy-related mandatory action was pending. [/p]
  • [p]Fixed an issue where greeting the Last Lords leader showed unlocalized text. [/p]
  • [p]Fixed an issue where enforcing the "Closing Borders" proposition with the Kin of Sheredyn leader showed unlocalized text. (I guess they didn’t want you to do that.) [/p]
  • [p]Fixed an issue where unlocalized text appeared in the tooltip of damaged or sacked districts. [/p]
  • [p]Improved the explanations in the tooltips of the Observatory.  [/p]
  • [p]Improved the explanations about the Auto-save frequency options.[/p]
  • [p]Fixed an issue where unlocalized text appeared in the “A Clean Break” Tahuk Faction Quest.[/p]
  • [p]Fixed an issue where unlocalized text appeared in the “Strangers Call” Aspect Faction Quest.[/p]
  • [p]Fixed an issue where unlocalized text appeared in the “Qan perisai” Notable character. [/p]
  • [p]Fixed an issue where unlocalized text appeared when attempting to attack an enemy settlement. [/p]
[p][/p][h2]Technical & General Bugs[/h2]
  • [p]Fixed 96 technical issues. Shoutout to the community for reporting bugs — it's been incredibly helpful! [/p]
  • [p]Fixed incorrect or missing hints related to hero equipment[/p]
  • [p]Fixed the “Heart of Glass” achievement not triggering when a quest point of interest was present in the territory [/p]
  • [p]Fixed multiple technical crashes and issues [/p]
  • [p]Fixed the “Landmark” achievement not unlocking correctly with Natural Wonders
    [/p]
  • [p]Fixed an issue that occurred when holding down the right mouse button while attacking [/p]
[p][/p][h2]Menus [/h2]
  • [p]Fixed an issue where faction names overflowed in certain languages. [/p]
  • [p]Improved the appearance of the lobby for ultrawide screen resolutions. [/p]
  • [p]Ensured that analytics are enabled by default. [/p]
[p][/p][h2]Steam Deck [/h2]
  • [p]Fixed an issue where hints about manual battle were displayed during deployment phase and would skip themselves on Steam Deck. [/p]
  • [p]Updated the selector arrow behavior when hovering the Customize and Remove buttons on opponents, to prevent overlap on Steam Deck. [/p]
  • [p]Prevented players from accessing the side and top HUD panels when using the Sacred Flame Tahuk building on Steam Deck. [/p]
  • [p]Fixed an issue where tooltips did not consistently appear in the “Story So Far” section of the Victory Window on Steam Deck. [/p]
  • [p]Fixed an issue where the selector appeared over the loading screen in certain cases on Steam Deck. [/p]
  • [p]Fixed an issue where the population management hint overlapped with the UI on Steam Deck. [/p]
  • [p]Fixed an issue where unrecruited hero attributes could be modified on Steam Deck. [/p]
  • [p]Fixed an issue where item tooltips were not displayed on Steam Deck. [/p]
  • [p]Improved the selection feedback in the top-left hero list within the detailed view on Steam Deck. [/p]
  • [p]Removed a redundant “Go To Dialog” prompt that appeared on items in the “Story So Far” section of the Victory Window on Steam Deck. [/p]
  • [p]Fixed a navigation issue in the radial menu when hovering options on Steam Deck. [/p]
  • [p]Fixed an issue where Russian text overflowed in the load screen on Steam Deck. [/p]
  • [p]Fixed an issue where selecting a district to build failed to focus on the correct tile on Steam Deck. [/p]
  • [p]Fixed an issue where interacting with a Narrative Event pin was not possible on certain tiles on Steam Deck. [/p]
  • [p]Fixed an issue where navigating to the Improvements tab prevented switching to other tabs in certain cases on Steam Deck. [/p]
  • [p]Fixed an issue where pressing Back did not work on the Improvements and Units tabs of the City UI on Steam Deck. [/p]
  • [p]Fixed an issue where navigation from equipment slots to the item list failed when the player had only a few items on Steam Deck. [/p]
  • [p]Fixed an issue where equipment slots disappeared after unequipping an item in specific cases on Steam Deck. [/p]
  • [p]Improved the display of unit rewards from quests and events in dialogues and journal UI on Steam Deck. [/p]
  • [p]Fixed an issue where swapping armies displayed the previous army’s pathfinding on Steam Deck. [/p]
  • [p]Fixed an issue where the radial skill menu selected the wrong skill when hovering on Steam Deck. [/p]
  • [p]Updated the input handling for exception error pop-ups on Steam Deck to ensure smoother navigation. [/p]
  • [p]Fixed an issue where input prompts were misaligned in Japanese, Simplified Chinese, and Traditional Chinese on Steam Deck. [/p]
  • [p]Added sound effects for AI faction changes in the Lobby on Steam Deck. [/p]
  • [p]Added sound effects for notification management on Steam Deck. [/p]
  • [p]Added sound effects for turn transitions on Steam Deck. [/p]
  • [p]Added sound effects for army panel navigation on Steam Deck. [/p]
  • [p]Added sound effects for HUD panel navigation (both sides and top) on Steam Deck. [/p]
  • [p]Added sound effects for radial menu navigation on Steam Deck. [/p]
  • [p]Added sound effects for enabling tooltip mode on Steam Deck. [/p]
  • [p]Added sound effects for city panel navigation on Steam Deck. [/p]
  • [p]Fixed an issue where the highlighted tile was not centered on the screen in certain cases on Steam Deck.[/p]
  • [p]Fixed an issue where the selector would not show after canceling and reopening the subjugation window in specific cases on Steam Deck. [/p]
[p][/p]
[/expand]

[h2]Unit Rebalance[/h2]
[expand]
[h3]Kin of Sheredyn[/h3][p][/p][p]Legionary unit now has 120 Health, 10 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Shield Mastery I. [/p]
  • [p]Defender unit now has 140 Health, 10 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert II, Shield Mastery I. [/p]
  • [p]Guardian unit now has 160 Health, 10 Defense, 55 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert II, Shield Mastery II. [/p]
  • [p]Warden unit now has 160 Health, 15 Defense, 40 - 50 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Shield Mastery I, Defensive Aura I. [/p]
  • [p]Custodian unit now has 200 Health, 20 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Shield Mastery I, Defensive Aura II.   [/p]
[p]
[/p][p]Sentinel unit now has 120 Health, 5 Defense, 30 - 40 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Aware. [/p]
  • [p]Explorer unit now has 160 Health, 10 Defense, 30 - 40 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Aware, Patroller I. [/p]
  • [p]Pathfinder unit now has 200 Health, 15 Defense, 30 - 40 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Aware, Patroller II. [/p]
  • [p]Harrier unit now has 150 Health, 5 Defense, 40 - 50 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Aware, Weakening Strike I. [/p]
  • [p]Harasser unit now has 180 Health, 5 Defense, 50 - 60 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Aware, Weakening Strike II. [/p]
[p]
[/p][p]Archer unit now has 120 Health, 0 Defense, 40 - 52 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Coordinated Attack I. [/p]
  • [p]Heavy Archer unit now has 160 Health, 5 Defense, 40 - 52 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Coordinated Attack I. [/p]
  • [p]Bowmaster unit now has 200 Health, 10 Defense, 40 - 52 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged V, Coordinated Attack I. [/p]
  • [p]Bloodletter unit now has 140 Health, 0 Defense, 53 - 66 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Coordinated Attack I, Cruel. [/p]
  • [p]Executor unit now has 160 Health, 0 Defense, 66 - 78 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Coordinated Attack II, Cruel. [/p]
[p]
[/p][p]Chosen unit now has 160 Health, 10 Defense, 35 - 50 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Righteous Wrath. [/p]
  • [p]Architect unit now has 200 Health, 15 Defense, 40 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Righteous Wrath, Seismic Slash. [/p]
  • [p]Greatsword unit now has 240 Health, 20 Defense, 45 - 60 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Righteous Wrath, Seismic Slash, Protective Oversight. [/p]
  • [p]Firstsword unit now has 280 Health, 25 Defense, 50 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Righteous Wrath, Seismic Slash, Protective Oversight, Chosen's Wrath.  [/p]
[p]
[/p][p]Herald of the Faith unit now has 170 Health, 15 Defense, 42 - 56 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Defense Expert II. [/p]
  • [p]Clarion unit now has 220 Health, 20 Defense, 42 - 56 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Defense Expert II, Inspiring Strike I. [/p]
  • [p]Commander unit now has 270 Health, 25 Defense, 42 - 56 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Defense Expert II, Inspiring Strike II. [/p]
  • [p]Protector unit now has 200 Health, 15 Defense, 55 - 70 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Defense Expert II, Fearless Charge I.[/p]
  • [p]Champion unit now has 230 Health, 15 Defense, 68 - 82 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Defense Expert II, Fearless Charge II. [/p]
[p][/p][h3]Aspects[/h3][p][/p][p]​Sentry unit now has 120 Health, 5 Defense, 38 - 48 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Steady Blow I.  [/p]
  • [p]Stinger unit now has 160 Health, 10 Defense, 41 - 51 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Steady Blow I.  [/p]
  • [p]Pitiless Stinger unit now has 160 Health,  Defense, 54 - 6 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Steady Blow II.  [/p]
  • [p]Resistor unit now has 140 Health, 5 Defense, 44 - 54 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Steady Blow I.  [/p]
  • [p]Pitiless Resistor unit now has 200 Health, 15 Defense, 44 - 54 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged V, Steady Blow I.  [/p]
[p]
[/p][p]Envoy unit now has 120 Health, 10 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Destabilizing Defense I.  [/p]
  • [p]Crawler unit now has 135 Health, 10 Defense, 36 - 48 Damage, 0% Critical Chance, 3 Movement Points, and the following skills:Aware, Destabilizing Defense I, Patroller I. [/p]
  • [p]Scraper unit now has 150 Health, 10 Defense, 42 - 52 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Destabilizing Defense I, Patroller II. [/p]
  • [p]Surveyor unit now has 150 Health, 15 Defense, 33 - 43 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Destabilizing Defense I, Defense Expert I. [/p]
  • [p]Emissary unit now has 180 Health, 20 Defense, 36 - 46 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Destabilizing Defense II, Defense Expert I. [/p]
[p][/p][p]Observer unit now has 160 Health, 10 Defense, 50 - 65 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Heads-Up! I.  [/p]
  • [p]Peacemaker unit now has 200 Health, 15 Defense, 50 - 65 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Heads-Up! I. [/p]
  • [p]Arbiter unit now has 240 Health, 20 Defense, 50 - 65 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Heads-Up! II. [/p]
  • [p]Guard of the Current unit now has 180 Health, 10 Defense, 60 - 75 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Heads-Up! I, Inspiring Strike I. [/p]
  • [p]Currentwalker unit now has 200 Health, 10 Defense, 70 - 85 Damage, 0% Critical Chance, 4  Movement Points, and the following skills: Heads-Up! I, Inspiring Strike II. [/p]
[p]
[/p][p]​Skyscale unit now has 250 Health, 15 Defense, 55 - 70 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Run Through I. [/p]
  • [p]Brightscale unit now has 275 Health, 15 Defense, 65 - 80 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Run Through I. [/p]
  • [p]Scales of Balance unit now has 300 Health, 15 Defense, 75 - 90 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Run Through II. [/p]
  • [p]Shadowscale unit now has 325 Health, 20 Defense, 55 - 70 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Run Through I, Shattering Strike. [/p]
  • [p]Scales of Justice unit now has 400 Health, 25 Defense, 55 - 70 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Run Through I. [/p]
[p][/p][h3]Necrophages[/h3][p][/p][p]​Larva unit now has 50 Health, 0 Defense, 25 - 35 Damage, 0% Critical Chance, 3 Movement Points. [/p][p]
[/p][p]Feeder unit now has 85 Health, 0 Defense, 37 - 47 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Feast on the Dead. [/p]
  • [p]Soldier unit now has 135 Health, 0 Defense, 45 - 60 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Feast on the Dead, Coordinated Attack I.[/p]
  • [p]Slicer unit now has 185 Health, 0 Defense, 55 - 70 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Feast on the Dead, Coordinated Attack II.  [/p]
[p]
[/p][p]Behemoth unit now has 300 Health, 20 Defense, 50 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Wild Swing II, Defensive Plate. [/p]
  • [p]Savage Behemoth unit now has 350 Health, 20 Defense, 65 - 80 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Wild Swing II, Defensive Plate, Blood Rush. [/p]
  • [p]Lurking Behemoth unit now has 400 Health, 30 Defense, 50 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Wild Swing II, Defensive Plate, Shattering Strike. [/p]
[p]\[/p][/p][p]Necrodrone unit now has 105 Health, 10 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Flying. [/p]
  • [p]Corpse Hunter unit now has 145 Health, 15 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Flying, Patroller I. [/p]
  • [p]Bloodseeker unit now has 185 Health, 20 Defense, 40 - 50 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Flying, Patroller II. [/p]
  • [p]Rusher unit now has 135 Health, 10 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Flying, Fearless Charge I. [/p]
  • [p]Hornet unit now has 165 Health, 10 Defense, 55 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Flying, Fearless Charge II. [/p]
[p][/p][p]Spitter unit now has 85 Health, 0 Defense, 37 - 47 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III. [/p]
  • [p]Corrupter unit now has 125 Health, 0 Defense, 47 - 57 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Cruel. [/p]
  • [p]Infestor unit now has 145 Health, 0 Defense, 57 - 67 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Cruel, Infectious. [/p]
  • [p]Defiler unit now has 185 Health, 10 Defense, 47 - 57 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Cruel, Inspiring Strike I. [/p]
[p][/p][h3]Last Lords[/h3][p][/p][p]​Stalwart unit now has 120 Health, 10 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Leeching Strike I.  [/p]
  • [p]Fallen Knight unit now has 160 Health, 15 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Leeching Strike I. [/p]
  • [p]Merciless Knight unit now has 200 Health, 20 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert II, Leeching Strike I. [/p]
  • [p]Eldritch Knight unit now has 140 Health, 10 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Leeching Strike I, Steady Blow I. [/p]
  • [p]Consul's Guard unit now has 160 Health, 10 Defense, 55 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Leeching Strike I, Steady Blow II. [/p]
[p]
[/p][p]Thrall unit now has 120 Health, 10 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Cruel. [/p]
  • [p]Scavenger unit now has 150 Health, 15 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Cruel, Patroller I. [/p]
  • [p]Shadow Lord unit now has 180 Health, 20 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Cruel, Patroller II. [/p]
  • [p]Fleetfoot unit now has 140 Health, 10 Defense, 38 - 48 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Cruel, Coordinated Attack I.  [/p]
  • [p]Executioner unit now has 160 Health, 10 Defense, 46 - 56 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Aware, Cruel, Coordinated Attack II.  [/p]
[p]
[/p][p]Palanquin of the Profane unit now has 150 Health, 10 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Life from Deat. [/p]
  • [p]Venerable Palanquin unit now has 200 Health, 15 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Life from Deat. [/p]
  • [p]Ancient Palanquin unit now has 250 Health, 20 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged V, Life from Deat. [/p]
  • [p]Leeching Palanquin unit now has 175 Health, 10 Defense, 50 - 60 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Life from Death, Collateral Damage.  [/p]
  • [p]Soulsapping Palanquin unit now has 200 Health, 10 Defense, 55 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Life from Death, Collateral Damage I.  [/p]
[p]
[/p][p]Dust Lord unit now has 250 Health, 10 Defense, 45 - 60 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Flying, Terror.  [/p]
  • [p]Blood Master unit now has 300 Health, 20 Defense, 45 - 60 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Flying, Terror.  [/p]
  • [p]Blood Tyrant unit now has 350 Health, 30 Defense, 45 - 60 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Flying, Terror I.  [/p]
  • [p]Dread Lord unit now has 275 Health, 10 Defense, 60 - 75 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Flying, Terror I, Leeching Strike.  [/p]
  • [p]Dread Duke unit now has 300 Health, 10 Defense, 75 - 90 Damage, 0% Critical Chance, 4 Movement Points, and the following skills: Flying, Terror I, Leeching Strike II.  [/p]
[p][/p][h3]Tahuk[/h3][p]
[/p][p]Initiate unit now has 120 Health, 5 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Aware.  [/p]
  • [p]Apprentice unit now has 150 Health, 8 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Aware, Patroller I.  [/p]
  • [p]True Guide unit now has 180 Health, 11 Defense, 30 - 40 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Aware, Patroller II.  [/p]
  • [p]Vigil Keeper unit now has 135 Health, 5 Defense, 38 - 46 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Aware, Fearless Charge I.  [/p]
  • [p]Vigil Master unit now has 150 Health, 5 Defense, 46 - 54 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Aware, Fearless Charge II.  [/p]
[p]Devotee unit now has 130 Health, 10 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Incapacitating Strike I.  [/p]
  • [p]Fanatic unit now has 170 Health, 15 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Incapacitating Strike I. [/p]
  • [p]Zealot unit now has 210 Health, 20 Defense, 35 - 45 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Incapacitating Strike II [/p]
  • [p]Illuminator unit now has 150 Health, 10 Defense, 45 - 55 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Incapacitating Strike I, Coordinated Attack I.  [/p]
  • [p]Lightbringer unit now has 170 Health, 10 Defense, 55 - 65 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Defense Expert I, Incapacitating Strike I, Coordinated Attack II.  [/p]
[p]
[/p][p]Relic Keeper unit now has 130 Health, 5 Defense, 40 - 50 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Targeting.  [/p]
  • [p]Holy Protector unit now has 130 Health, 5 Defense, 50 - 60 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Targeting.  [/p]
  • [p]Divine Protector unit now has 130 Health, 5 Defense, 60 - 70 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged V, Targeting. [/p]
  • [p]Holy Smiter unit now has 150 Health, 10 Defense, 40 - 50 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Targeting, Inspiring Strike I. [/p]
  • [p]Divine Smiter unit now has 170 Health, 15 Defense, 40 - 50 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged III, Targeting, Inspiring Strike II. [/p]
[p]
[/p][p]Wrath Bearer unit now has 200 Health, 10 Defense, 60 - 75 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Breaching Attack.  [/p]
  • [p]Magnified Wrath unit now has 230 Health, 10 Defense, 70 - 85 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Shattering Strike.  [/p]
  • [p]Devastating Wrath unit now has : 260 Health, 10 Defense, 80 - 95 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV.  [/p]
  • [p]Skeptics' Bane unit now has 250 Health, 10 Defense, 60 - 75 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Breaching Attack, Collateral Damage I.  [/p]
  • [p]Fire of the Gods unit now 300 Health, 10 Defense, 60 - 75 Damage, 0% Critical Chance, 3 Movement Points, and the following skills: Ranged IV, Breaching Attack, Collateral Damage II.  [/p]
[p][/p][/expand]

[h2]Known issues[/h2][p]Wanted to share a couple of issues that will be corrected on the following hotfix (most likely tomorrow?)[/p]
  • [p]Tormented's corruption is counted twice[/p]
  • [p]Tahuk balance to avoid having 4.2k science on turn 84 (thanks for the save GiotisFilopanos)[/p]

Both should be corrected on our laest update #07 https://store.steampowered.com/news/app/3407390/view/514098767258978982?l=english
[p][/p][hr][/hr][p][/p][p]Do not forget to check the Contest Section as we are about to close the proposition to design the next minor faction with the community![/p][p]Vote those ideas you like the most. Next week we will start the voting process, so stay tuned 👀[/p][p]
[/p][p][/p]]If you have read everything until here, Bravo![p]Thanks for being with us on this amazing journey 🎉[/p][p][/p][p]If you missed the latest State of the Game from Derek, you can check it HERE [/p][p][/p][p]See you soon[/p][p][/p][h2]Your Feedback Matters: Reviews and Community[/h2][p]Thanks for you help on reaching out +1k reviwes on Steam 👏[/p][p]If you haven’t yet shared your thoughts, now is a great time to leave a review or join our community on the forum, our Discord, or here on Amplifiers. [/p]

State of the game - October 2025

[p][/p]
Early Access Results 
[p]​Thank you to everyone who left a review and everyone who filled out a survey. If you haven’t done either of those yet, and don’t mind taking the time, they are both very appreciated.[/p][p][/p][p]A special milestone has already been reached, over 1 million hours in the game. That’s over 114 years of running from Sollusk armies, finding cool equipment and watching the oceans recede! [/p][p][/p][p]We are currently going through all the data, including the analytics and the written feedback. It’s important for us to see how many people are hiring hunters to deal with Doomwraiths (very few), as well as hear about what you like and don’t like and see the stats on how you are winning and when (more about that later). 
[/p][p][/p][p]​[/p][p]First, let’s start with game features. As with the Demo, the parts receiving the most critical feedback on the feature list are Diplomacy and Doomwraiths.  [/p][p][/p][p]For Doomwraiths, we have the following changes in the first major update[/p]
  • [p]Corruption applied by Doomwraiths on city is now less impactful. We have made it so that the maluses are now increasing over time up to 50% after 10 turns.  [/p]
  • [p]The “Bait Doomwraith” action is now unlocked by default.  [/p]
  • [p]The “Close Rift” action is now unlocked by default.  [/p]
  • [p]Doomwraiths now react immediately when using the “Bait Doomwraith” action.  [/p]
  • [p]Added a 50% reduction cost to the “Bait Doomwraith” action to the “Collective Sacrifice” technology.  [/p]
  • [p]Increased the cost of the “Bait Doomwraith” action. It is now based on the distance it is sent from its settled territory and also increases after each monsoon. [/p]
[p][/p][p]This is so that players don’t feel crushed if they aren’t able to respond to a Doomwraith right away. We want them to be a real threat and provide a midgame emergent goal for the player. But your economy shouldn’t be crushed by them if it takes you time to get the resources together to deal with them. We may break “Doomwraith Difficulty” off into its own setting so players can choose how powerful they want to make them. [/p][p][/p][p]Diplomacy will be getting updated in the second major update (the multiplayer update) , so there is more to come. 
[/p][p]As to what you are playing 🤔[/p][p]
[/p][p][/p][p]In this graph “Hardcore” players are players that play >80% of their games as that faction. “Main” players are players that play >50% of their games as that faction. Players that don’t play over 50% of their games as one faction fall into the “Multiple” category. 
[/p][p]It’s interesting to see how many players really commit to one faction. Granted, Early Access has only been available for a few weeks as I write this, so I hope more players go out and give another faction a try. Even removing tutorial results (which always start players as the Kin), players typically play as the Kin and enjoy playing against the more unusual factions than being them. [/p][p][/p][p]And yes, I really love graphs, I hope you enjoy seeing them as well. [/p][p] [/p]
Amplifiers   
[p]​Early Access has been incredible; we have a great start. Now, we are focused on working with you on making the game better, which is exactly where we wanted to be. [/p][p]We already have some great ideas coming in on Amplifiers. Feel free to join and submit your own ideas or upvote the ideas you like. 
[/p][p]And we have areas we are focusing on/ Let’s discuss those. [/p][p] [/p]
AI
[p]​We have the following AI updates coming in the first major update: [/p]
  • [p]Improved how AI defends against besieging armies.  [/p]
  • [p]Improved how AI engages other armies in battle. It means AI Units should live longer, be more likely to be upgraded and earn more Veterancy.  [/p]
  • [p]Improved how AI composes their armies.  [/p]
  • [p]Improved how AI manages Necrophage larvae. Necrophage AI empires should have less isolated larvae units.  [/p]
  • [p]Ensured AI was using up-to-date information when considering pathfinding.  [/p]
  • [p]Improved how AI manages terraforming.   [/p]
  • [p]Improved how AI attacks minor villages  [/p]
  • [p]Fixed an issue where AI could buyout population when playing other factions than the Last Lords.  [/p]
  • [p]Fixed an issue where AI Last Lords could \[REDACTED]. They will behave correctly now.  [/p]
  • [p]Fixed a bug where the AI would keep a lot of unused Armies.  [/p]
  • [p]Fixed various bugs with AI orders being sent when there was no need. [/p]
[p]In addition to this we found some bugs that are keeping the AI from being able to effectively fight in the mid to late game around upgrading and managing their armies. It’s not as simple as them not doing it. And it’s difficult to tell if the AI should be upgrading units or using that dust or resources for more long-term economic effects. Which will be fixed in the first major update. [/p][p]
[/p][p]​After making these changes I’ve noticed a big difference in AI aggressiveness with me and with each other. [/p][p][/p][p]Specifically in this game at about turn 50 the Last Lords rolled up on my capital with 2 full armies, declared war and laid siege to my capital. My army was about 5 territories away going for some very remote Glassteel, and I immediately started them running toward home. The following turn the Necrophage also declared war on me and had some roaming armies in the area which I thought would make my trip home even harder. 
[/p][p]But I got lucky and the Necrophage found the Last Lords sieging my city first. What began as a nice orderly line to sack my city became a battle between the Last Lords and the Necrophage outside my gates. By the time I returned home the Last Lords had won, but only had 4 units left. Which I finished off with glee. [/p][p][/p][p]Twenty turns later both the Necrophage and Last Lords were coming back for more but I was able to pay them both off so they would fight each other instead. I thought I was going okay until I checked my score which you can see above, and found out I’m in last place. The game is ongoing. [/p][p][/p][p][/p][p]One thing we are continuing to dig into is AI expansion.[/p][p][/p][p][/p][p]We are seeing that the AI isn’t claiming territories as quickly as human players. Interestingly the AI Kin seems to do the best and the Necrophage tends to do the worst, which is almost the opposite for human players. We will be digging into this for future improvements. 
[/p]
UI
[p]I did a blog about the UI a few weeks ago. We got lots of feedback on it, thank you for that. There were positive comments about the main game screen changes. And a mix of positive and critical feedback about the city screen changes. You can see the beginnings of those changes in the below screenshot. The top left area has been reworked and all the empire level buttons moved there.  [/p][p]Concept Art 👆[/p][p][/p][p]​Currently the plan is to move forward with the main game screen changes you see above. But we are still working on the city screen changes. Most likely you are going to see an update to the city screen that is visually similar to what is in the game now, but changes the flow so that you pick a district first and then place it, instead of the other way around. [/p][p][/p][p]We will then provide recommendations on where to place the district. And be able to show a complete list of all your available districts that will help players that are missing the fact that they can upgrade a minor faction village (as the Last Lords) or place an extractor. [/p][p][/p][p]These changes won’t all come at once. We will roll them out as they become available (without breaking other things) so that we can get feedback from you as we go. [/p][p]
[/p][p]We also got feedback that it was hard to tell technology states on the Research Screen. So, we have added a more obvious check to researched techs, hidden their unlocks and more dramatically modified their shape to look like diamonds. We also added some visual effects and some background art to the screen while we were making updates. 
[/p]
Multiplayer
[p]We released the Roadmap so you can see that Multiplayer is scheduled to be released in the second major update. I know a lot of people are eager to play multiplayer, and that some were surprised to see it come so early. The reason for that is simple, we need Multiplayer to come out soon just so we can start working on any issues with it to make sure it’s rock solid by release. 
[/p]
Simultaneous Turns
[p]Another issue that annoys some players is Simultaneous Turns. Specifically, that the AI can move and do things when you are trying to act and it creates a feeling of racing to do things. We already do some AI tweaking here to try to keep it from stepping on human players (if you have a path set to a curiosity for example, the AI will not move to take it).  [/p][p][/p][p]We do this to lower turn times, it’s not fun to have to wait for the AI to go before you can move. Most players prefer faster turns to the “race” to do things. But, not all. [/p][p]So, we added a new option in settings. It’s “Always Show Empire Statuses”.  
[/p][p]With it enabled you get turn indicators on your end turn button exactly as if you are playing a Multiplayer game. The turns are still simultaneous, but if you prefer to wait until the AI is done moving (which is what you would be forced to do if we disabled Simultaneous) you can wait for the all the bubbles to fill and know that the AI is done with their turn. [/p][p][/p][p][/p]
Writing
[p]Just a brief mention on writing because it’s something we are talking about a lot internally. But I won’t go into too many details here as our writing director (Loremaster? Bard in Chief? Supreme Overlord of Commas?) Jeff Spock is working on a blog specific to this topic. Expect to see more about this soon.  [/p][p][/p]
Endgame
[p]The endgame is an intersection of writing for the narrative side (which we are working on updating) and gameplay. For the gameplay we want to make sure the victory conditions are difficult and come late for most players. [/p][p][/p][p][/p][p]These are humans winning victory conditions from September 22nd-September 24th. The first few days of Early Access and before we tweaked the victory conditions. We saw a lot of players winning very early, especially via the population victory condition.
[/p][p][/p][p]On September 25th we updated the victory conditions, and the above are victories after the change. Some progress was made (especially on population victory), but we are still seeing too many victories too early. There are more balance updates coming. 
[/p][p]Note: The goal isn’t to have all players play until turn 300. We don’t like the period of the game where players have already won, but need to play another 100 turns to get to that victory. So the ideal graph isn’t just everyone winning in the last 30 turns, but it does need to ramp toward the endgame, not hump at turn 170. [/p][p][/p]
Next Steps
[p]The first major update is scheduled for release next week. We have done a lot of work in the past month and will continue as we march forward toward release. We are looking forward to getting your thoughts. [/p][p][/p][p]You can read the changes on the Public Test Beta (PTB) changelog HERE[/p][p]
[/p][p]Derek Paxton, [/p][p]Game Director of ENDLESS Legend 2[/p]

Community Minor Faction Creation

[p]Hey everyone![/p][p][/p][p]We have exciting news to share with the entire community![/p][p]Today, we start the co-creation of a minor faction that will be 99.99% based on your ideas (as far as possible)🌠[/p][p][/p][p]Showtime!​[/p][p][/p]
🔮 Minor Faction Co-Creation
[p]Minor factions are all over Saiadha, and they are really different from each other, from the visual part to the gameplay. All of them have a unique story and background that determine how they interact with the player and the world itself. [/p][p][/p][h2]📜 Template for the design of the Minor Faction[/h2][p][/p][p]There is no need to have all the numbers and details around a minor faction; just the name, their lore, and the overall gameplay is more than enough for us to start working. Perhaps, after this first initial idea, other players might suggest additional effects or details![/p][p][/p][p]Mandatory Part ✨​[/p]
[p]NAME[/p]
[p]\[Mandatory][/p]
[p]INSPIRED BY[/p]
[p]\[Optional] In case inspired by El1 minor faction, perhaps ES2?[/p]
[p]ORIGIN[/p]
[p]Are they from Saiadha? from elsewhere?[/p]
[p]LORE 
(Backstory, personality, are they natives to Saiadha?, what are their motivations, etc.)[/p]
[p]\[Mandatory][/p]
[p]​[/p]
[p]GAMEPLAY ARCHETYPE[/p]
[p] \[🕊️ Needs to be Peaceful minor faction] 

Here, you can provide basic information on how you envision the minor faction to work (without entering into all details)
Example > Okay, their population is well-known traders, and they improve how players interact with luxury resources. Their units are all about crits,
etc, etc.[/p]
[p]PACIFICATION QUESTS[/p]
[p]\[Mandatory > You can share an overall idea or go into details for 2 or 3 quests][/p]
[p][/p][h2]💡 Share your idea in the Contest Section[/h2][p][/p][p]When we mention it needs to be peaceful, we refer to the distinction between a hostile/peaceful minor faction. In this case, it needs to be the second option as we currently have more aggressive ones (so it's a matter of balancing)[/p][p][/p][p]Submissions Here[/p][p][/p][p]⚠️ The team reserves the right to make adaptations to make them feasible[/p][p][/p][hr][/hr][p][/p][h2]📅 SCHEDULE[/h2][p]Gameplay Phase[/p]
  • [p]Gameplay Contest > 14 Oct - 26 Oct[/p]
  • [p]Gameplay Vote > 30 Oct - 11 Nov[/p]
[p]Visual Phase[/p]
  • [p]Visual Contest > 17 Nov - 30 Nov[/p]
  • [p]Visual Vote > 4 Dec - 14 Dec[/p]
[p]
[/p][p][/p][hr][/hr][p][/p][h2]Engage and upvote the ideas you like the most![/h2][p]Apart from sharing your idea about the minor faction, it is time to vote for those that you also consider could be really cool to be added to the game![/p][p]You can upvote any ideas by clicking here[/p][p][/p][p][/p][h2]Selection process[/h2][p]We will keep an eye on those ideas that are gathering more enthusiasm/interest from the community, and we will select 4 ideas.[/p][p]Internally, we will organize a "Dev pick" to select 1 idea that the team will consider that would be nice to have (perhaps the wildest one?).[/p][p][/p][hr][/hr][p][/p][p]We cannot wait to see your crazy ideas! [/p][p]Have a nice day![/p]