1. ENDLESS™ Legend 2
  2. News

ENDLESS™ Legend 2 News

Update #12 - Hotfix + enjoy the holiday season 🎄

[h2]We wish you a wonderful holiday season 🎄 [/h2][p]2025 will remain a memorable year for the studio, and that’s thanks to you, our community. Your trust and support allowed us to regain our independence and write a new chapter in our story. The first feedback on the early access of ENDLESS Legend 2 has been extremely encouraging, and we’re doing everything we can to make it one of the best strategy games of the year. [/p][p][/p][p]Check our latest major update > The Gathering[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][h2]Latest Hotfix of the year![/h2][p][/p][p]\[Version Number: 0.74.162726][/p][p][/p][h2]Fortress battles[/h2]
  • [p]Fixed a bug that prevented fortress from spawning on map.[/p]
[h2]Necrophages[/h2]
  • [p]Hide tier 1 military Necro district[/p]
[h2]Multiplayer[/h2]
  • [p]Fixed a desync that can happen after a manual battle inside a fortress.[/p]
[h2]Localization[/h2]
  • [p]Fixed a localization error in terrain type tooltip. Thank you Trunar for noticing it![/p]
[p][/p][hr][/hr][p][/p][p]2026 promises to be just as special, as it will mark an important anniversary for the studio. The festivities will kick off in January with Amplified, thank you for being by our side all these years! We can’t wait to write the next chapter with you. [/p][p][/p][p]🎅 We’ll be taking a few days off to rest and will be back in early January to keep building the future together.[/p]

Hotfix 1 - Update The Gathering

[p]Version Number \[0.74.162698][/p][p][/p][h2]Quest[/h2]
  • [p]Fixed the minor faction pacification quest "The Inquiry"[/p]
[h2]Multiplayer[/h2]
  • [p]Fixed empty screen when rejoining a lobby after a desync[/p]
[p][/p][p]He might have another hotfix arriving later today![/p][p][/p][hr][/hr][p][/p][p]In case you missed it, here is our latest big update for the game, The Gathering[/p][p][dynamiclink][/dynamiclink][/p][p]Have a nice day![/p]

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]

State of the Game - December 2025

[p][/p][h2]📅 2025 [/h2][p]​[/p][p]It was a big year for Amplitude Studios. [/p][p]We went independent. Going independent is terrifying, so it was great to see the response and excitement from the Amplified event in January of 2025 (the most viewed one in Amplitude’s history) where ENDLESS Legend 2 was announced. [/p][p][/p][p]After the announcement we held an Insider’s Program and went into Early Access! Thank you for joining us for this journey. The steam reviews and words of support are very appreciated. As are the ideas, bugs reports, feedback, hot sauces and strange Brazilian moonshine (I’m not sure how the player got that through customs and into France. It was a bottle of booze with no label on it, but it was good). [/p][p][/p][p]Strategy gamers have also seen the release of Demos, Early Access or full versions of Civilization VII, Heroes of Might and Magic: Olden Era, Elemental: Reforged, Europa Universalis V, Anno 117: Pax Romana, and many more in 2025. It is a good time to be a strategy gamer. [/p][p]But our focus is on ENDLESS Legend 2 and next update. It is currently available on PTB, which you can access on Steam in the public-test-build-new branch. Let’s talk about the goals for the update. [/p][p]
[/p]
🎭 Creating Midgame Friction 
[p]We want to increase the friction between players. The early game feels good, but then you fall into this balanced state where there is little external pressure to react to. The player is left to pursue his own goals freely. We want more conflict here. Players should want to pursue their own goals but be pushed off their strategy (fairly) by the actions of the world and other players. [/p][p][/p][p]There are four large changes happening in this update to help with this: [/p][p][/p][h3]Increased Territory Size[/h3][p]There are now about 30% less territories in the world. Bigger, more interesting territories now create more borders between nations and more strategic placement. It also reduces the number of Minor Factions in the world so they become more important. [/p][p][/p][h3]Improved Empire Placement[/h3][p]Along with the larger territories we have also changed the way empires are placed. Now, after we generate the map, we separate players, so you are much less likely to end up with another empire a territory or two away. Allowing each player to settle and establish itself leads to more interesting interactions when you encounter them. [/p][p][/p][h3]Diplomacy Improvements[/h3][p]A big part of the static nature of the midgame was that relations with the AI tend to be created in the early game and never change throughout. Treaties last forever so any signed in the first 50 turns can last for the entire game. Because of that, you have less interactions after you accept them (“Yes Aspects, we know you want to share your Coral with us!”) and failing to reward maintaining diplomacy because there isn’t much more to gain from it. [/p][p]We have two changes to improve that. First, some treaties have durations. Since they expire you need to decide if you want to reestablish them or let them go. Reestablishing them costs Influence and that cost is modified by Public Opinion. Which brings us to the other change, we have added the ability to Compliment and Insult other players to allow you to manipulate public opinion and invest in relationships you want to grow, or sow seeds for future war. [/p][p]The risk here is that having to reestablish treaties may feel tedious. 
[/p]
[p]We need feedback on the change to help set the durations. Are they too short? Do you find compliments and insults handy in helping to manage the diplomatic game? Does the AI feel more involved in your game? [/p]
[p][/p][h3]Camp Rebalance[/h3][p]All camps provide Dust income, and we halved the Influence scaling cost to build new camps. The goal here is to make sure that you always want more territory. Prior to this change players would grow to a size where they have the production and resources they wanted and then stop. The Influence cost became prohibitive, and they didn’t want to expend resources defending the extra territories. The AI comes to the same conclusion and stops expanding as well. [/p][p][/p][p]With this change players should always want more territory. It’s more worthwhile to invest in and defend territories, and more rewarding to take them. At least, that’s the concept.  [/p]
[p]Let us know if it changes your behavior or if more is needed. ​[/p]
[p][/p]
👷‍♂️ New Construction Flow 
[p]​Previously you selected a place in the world to place a district and then pick the district. That is being changed in this month’s update to allow you to select the district first and then decide where to place it.  [/p][p][/p][p]This more closely matches the player’s internal decision process. Players don’t typically think “I want something here, what is the best district to put there?”.  They think “I want to build a lab, where is the best place to put it?” [/p][p]
[/p][p]Since you pick the district first, you get to see all available districts. This helps highlight special districts like Extractors or upgrades to Minor Faction villages that players may miss because they aren’t in the immediate viewing area. [/p][p][/p][p][/p][p]​Even more importantly we can now recommend district placement since the game knows which district you are considering. In this screenshot there are three available locations for the Keep, but only 1 is recommended (the game thinks its best on the most southern locations with the thumbs up icon). It is recommended there because it will boost the yields on the adjacent Influence district. By looking around you can review other options and make your own choice. You can even see an arrow pointing from the tile being considered to the tile it will upgrade with the changed yields shown on the upgraded tile so it is so more clear than the prior version. 
[/p][p]It’s a lot of information. But it’s very useful for easily seeing where you should seriously consider placing districts and gives a feel for adjacency and upgrade bonuses without requiring mental math. 
[/p][p]We also know that players with a lot of hours may be a little frustrated that clicking on the terrain to place a district doesn’t work anymore. It’s an ingrained habit that we also had to break internally. We talked about allowing it to work both ways, but that quickly revolved into complexity and confusing flow. We are planning to add pins to un-upgraded resources to help it clearer that you can upgrade them, and when you click the pin we will auto-queue the extractor.[/p][p]
[/p][p][/p]
🤼‍♂️ Multiplayer
[p]Thank you to everyone who played multiplayer games on the last updates PTB (except for those of you that played and destroyed me!). We were able to find and catch a lot of bugs and have now added it to the main game, though still with a Beta label on it. We will continue to monitor and fix issues that come up and we’ve added some additional logging for issues that have been difficult to track down. [/p][p]
[/p][p][/p][p]Here you see the percentage of games that have a desync somewhere during the game. In almost all cases these have been easy enough to reconnect, but still frustrating. And seeing it as high as it was last month (~80% of games would desync once during play) was why we kept it on the test build and didn’t add it to main. Now our desyncs are much rarer with most games never desyncing. But it still isn’t good enough, so we are working on improving it to get those numbers down. 

[/p]
🥩 Necrophage Improvements + Rebalance
[h2][/h2][p]The Necrophage have been revamped to emphasize their strange, organic city and to provide more interesting city decisions. As well as adding more options for gaining and using corpses (not a sentence I ever thought I would type). [/p][p] [/p][p]You can read more about it here 👇[/p][p][dynamiclink][/dynamiclink][/p]
[p]Lichenid: “Man, the new PTB Nectos are super fun – I have no idea if the new feedholes make devour the land worthwhile now, but I love eating my "allies" anomalies too much to stop (It does feel a little unfair that I can access Savage Behemoths and Infestors so early though 😅)” [/p]
[p]Amberhawk: “Also, I love now just setting up an outpost early game by an enemies capital and building two tails side by side to kill any aiding army's while I siege the city  down.”  [/p]
[p]We fully expected the Necrophage to be the least played faction. They are in the game primarily to be fun to play against. But players are having fun trying the latest changes and they are our most played faction on EA3. [/p][p]
[/p][p][/p]
🐱‍🏍 Game Speeds
[p]Game speeds have been added so you are welcome to adjust to your personal preference. Please let us know if it’s too slow, or too fast at the extreme settings. We will be adjusting them based on feedback but we wanted to get them out for testing and so you could use them in multiplayer. [/p][p][/p][p] [/p]
🖋 Writing
[p][/p][h3]Pacification Quests[/h3][p]All of the pacification quests have been redone. These are the most common events/quests you encounter and previously they required 7-9 clicks to get through. That may be okay the first time you go through them, but it got very old, very quick on replays. [/p][p]So we switched to a more ENDLESS Legend 1 style with a large narrator block describing the scene and the situation. Then you get one comment from the minor faction elder and one from your character before presenting the quest and objective. [/p][p]We have also gone through all of these quests and changed up the dialog based on which faction you are playing so it’s not exactly the same if you do it as the Aspects, compared to the Last Lords, etc. The world knows who you are and reacts to it. [/p][p][/p][h3]Filtered Quests and Events[/h3][p]We also found that some events just don’t make sense for some factions to get. The Last Lords shouldn’t care about famine, and the Necrophage don’t care about building a memorial to a lost elder. They have all been reviewed and factions are blocked from receiving events that don’t make sense. It may not be perfect so please let us know if you see an event that doesn’t seem to fit the faction you are playing as. [/p][p][/p][h3]Less Frequent Quests and Events[/h3][p]In general we are reducing the amount of event popups. I did some playtesting on ENDLESS Legend 1 and had 3 events in the first 20 turns. ENDLESS Legend 2 has a lot more events going on, and it can be distracting. Our goal is that the narrative be a reward, that it feels like a special moment, but that’s hard to do when it is so frequent. [/p][p][/p][h3]Disable Optional Events[/h3][p]For players who truly dislike quests and events we have added a setting to Disable Option Events and Quests. This won’t disable your faction quest, victory events or pacification quests. But it will disable any optional content like companion events and councilor events. [/p][p]
[/p]
🤖 AI Progress
[p]We are going to explore some analytics. It’s important to remember that these are from real player games. Because of that, there is a survivor bias in these results. If players are losing badly they tend to quit their game, but the AI can’t do that. The longer the game goes on, the more Human player dominated games tend to last, which makes the AI look less effective than it actually is. [/p][p][/p][p]That understood, hello my fellow strategy nerds. Let’s view some charts! [/p][p]
\[Score per Turn by the AI in different Builds][/p][p][/p][p]The first shows the difference between the original September EA build (Red), October build (Blue), November build (brown) and the December PTB in Green comparing Score for the AI. It’s good to see steady improvement here. [/p][p]
\[Score per Turn by the AI on different Difficulities][/p][p][/p][p]​Here we are comparing the AI on score for each difficulty level where the lowest line is the easiest difficulty and the top is ENDLESS, exactly as you would expect. Again, it’s nice to see that the difficulty levels are working. 
[/p][p]Which leads us into the details of why the AI is losing to Humans, or at least understanding how they are approaching the game differently. Pulling the Dust income per turn they are fairly similar in the early to mid- game, and Influence income is also similar. 
[/p][p]But there are differences. 
[/p][h3]The Difference between AI and Humans [/h3][p]\[AI vs Huma0 in Science generated per Turn across the first 100 Turns][/p][p][/p][p]Humans love Science 💡[/p][p][/p][p]​This chart shows the amount of Research being generated per turn for Humans (Tiel line) and the AI (Gray lines). Issac Asmov lied to us, the AI doesn’t care for technology that much. It’s having an issue valuing the long-term gains of techs vs the short-term gains of other investments. [/p][p]
[/p][p]Humans do not have that problem and they are all about long term investment until its time to switch gears and crush their enemies. I also think this is why AI Dust and Influence production are inline with Humans until the midgame where humans begin to outpace the AI. I don’t think it’s because Humans are investing more in Dust and Influence, I think it’s because the Humans have a tech advantage that is beginning to payoff in other areas. [/p][p]
\[AI vs Human in the Number of Units across the first 100 Turns][/p][p][/p][p]​The AI has its preferred area of investment too. And it turns out the Terminator is the correct predictor. The AI really likes making units. This is a good short term investment, but fills production queues and takes Dust maintenance. [/p][p][/p][p]If the AI were more aggressive with these units, or used them to explore (which it does better than Humans) and claim territories (now that there is better reward for doing that) it may payoff. Or at least force the player to consider the consequences of long term investments that leave him vulnerable to Necrophage teeth, Kin glowing swords and Aspect… paint brushes? Colorful sashes? Whatever the Aspects fight with. [/p][p]
[/p]
🤹‍♂️ What’s Next? 
[p]This is our last major update of 2025. We are excited to start fresh in 2026 with new and updated features. Some of the ones I’m most excited for: [/p][p][/p][h2]Public Opinion Rebalance[/h2][p]This may sound small, but it is an important and impactful change. In this month’s update we added Insults and Compliments to allow players to start playing with Public Opinion. The next step is to put a lot more pressure on changing opinions. Relationships that sour over time if they aren’t maintained. Growing pressure from borders, threat, tensions and victory paths. Different faction personalities with different source s of diplomatic conflict. Essentially a host of game specific diplomacy pressure to reward players who are able to maintain good relationships, and systems to make sure that isn’t always easy. What some people relate as an “AI” issue is that the diplomatic system isn’t providing enough pressure to make the AI like or dislike you so they feel too static. Our goal is to change that. [/p][p][/p][h2]Militia from Empire to City Level[/h2][p]I know this sounds like such a small change. Currently your technologies decide what militia are in your cities. Which means all your cities, ministries, outhouses, etc all have the same general defensive strength. As a defender you aren’t having to make hard choices between investing in yield improvements or defenses (fortifications are nice, but they just delay) and as an attacker you don’t have a variety of soft and hard targets, all targets are generally the same difficulty. So you might as well attack the capital, because it’s about the same difficulty as the outpost that was built last turn. [/p][p]Instead, Militia will be determined by the fortification level of the city. So be aware of where you want to build military districts. And when you see a city with only a meager timber palisade around it, you know it’s ripe for conquest. You will now be able to go to war with enemies and weaken them by sacking cities and outposts, even if you don’t have the strength to take their capital. And you will need to make sure to protect your borders from enemy attacks if you haven’t invested in defense. Which is difficult in a world where the world changes as the game goes on. [/p][p][/p][h2]Retaliation[/h2][p]Otherwise known as counterattack or riposte. The fact that units get to do some damage back to the first enemy that strikes them with a melee attack. I was anti-retaliation for a long time. To me it felt like a special ability that would help make some units feel different than others. But, we needed a way to apply some attrition damage from battles. It was too easy for armies to win without suffering any damage and therefor be able to steamroll through multiple battles. The player wasn’t offered an interesting risk/reward (we want the player to see his army getting weaker and have to make hard decisions about pulling back or pressing on) and would simply drive forward. This is one part toward fixing that.[/p][p][/p][h2]Custom Factions[/h2][p]We are anxious to get custom factions into your hands and implementing lots of new traits that you can use to make the strange, broken faction of your dreams. In this area we care more about fun than balance. We will try to make sure the options are balanced as we can, but we aren’t removing a fun idea just because it causes a balance issue when paired with something else. That’s part of the fun, and we want to leave those extreme traits in for everyone to play with.[/p][p][/p][h2]Endgame and ENDLESS Monsoon[/h2][p]There is a big change coming to the endgame and victory conditions. We are changing the way choosing your path works, so that it means more. You will always see some changes with the traits you gain as you select victory quest options in the December update. We will also be requiring you to achieve all of the objectives for a path to win instead of just one of them to make approaching them more interesting. And we are adding the ENDLESS Monsoon as an Armageddon type event the world falls into when the end of the game nears. A powerful creature will be unleashed, diplomacy becomes difficult and the world changes. It’s our way of saying, the end is here, time to win. [/p][p]
[/p][p][/p][p]​ -- Derek Paxton,[/p][p]Game Director[/p][p][/p][hr][/hr][p]Do not hesitate to try all the changes that will arrive on the next Update![/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][p]Have a nice weekend 😊[/p]

Necrophage Changes: Devour and Rise

[p]​Hello everyone!
Today we have a blog from Pierre, Game Designer, that will talk about the changes that will arrive to Necrophages on the next update! The mic is yours 🎙️[/p][hr][/hr][p][/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.[/p][p][/p][p]This update is more about the Economy part rather than the military aspect of the loved(n't) bugs. [/p][p][/p][p][/p][h2]Current Issues[/h2][p]There are some issues with the current implementation:[/p]
  • [p]The Feedhole produces Corpses: it works well, but this tends to be a "must build" building as it completely defines the cadaver economy, being a huge step in the necrophage economy (once built, the cadaver economy that could be struggling becomes an abundance of resources). Even more if the district is leveled up and completes all its synergies.[/p]
  • [p]The Matriach eye: Science-based, big numbers, not exciting as it doesn't give you an objective apart from building it. It's just big and strong.[/p]
  • [p]The Defensive tentacle: Comes in a bit late, is a bit thematically fighting the military district in the idea of making your city defend better (to be fair, in their current state, military districts are in conflicts with themself in their efficiency to make your city defend better, but this is another subject and is on my to-do list). [/p]
  • [p]Numerous strong infrastructures give a large amount of FIDSI. I firstly thought it was a good way to give some help to a single city civilization, but it has the same issue as the Matriarch's eye: it's strong but not that interesting (and a mindless must-build kind of improvement).[/p]
[p][/p][hr][/hr][p][/p][h2]Our Intentions[/h2][p]That doesn't mean Necrophages are a bad faction, as several of their other systems, especially their military aspect and presence on the map, work very well. Their population is snowballing as you buy out a new population with Corpses is also a strong economic option. They could stay in this kind of "Silver" asymmetrical level faction, but we're aiming for a diamond level faction, and the next step in this goal is to follow these 3 intentions:[/p]
  • [p]Necrophages have a living city: it should feel like a growing, weird organism. The rules of regular city planning shouldn't apply to this kind of organism.[/p]
  • [p]Devour the world: The necrophages are an aggressive faction, spreading their influence over new parts of the map should be incentivized rather than only destroying it to make sure no one can come back to the desolation they caused.[/p]
  • [p]A faction should have multiple ways to be played, and all should be explorable or tested easily, but at some point, the player should commit to one. [/p]
[p][/p][hr][/hr][p][/p]
"Cooking Time"
[p]Ok, now that the objectives of the patch are clear, let's start cooking 🥖[/p][p][/p][p][/p][p][/p][h2]A Living City[/h2][p]Necrophage levels their districts differently now: The districts now upgrade as soon as a Matriarch's eye is built adjacent. [/p][p]Tentacles build condition: Tentacles are now built instantly => No industry cost, no turn-based cost, only a scaling cost in Corpses. Building multiple of the same district increases its price as any other district. You can also build as many tentacle districts as you want => You can keep an eye on every single district now (got it?).[/p][p]Defensive tentacles and military districts fused: Necros cannot build military districts anymore, but now the defense tentacle is unlocked at the same time as when a military district is unlocked. Defense by death.[/p][p]Feedhole: Feedholes now don't give Corpses but food, and upgrade the devour the land yields. Spam them to get real gains from the locust you unleash on the world.[/p][p][/p][h2]Thematical Upgrades[/h2][p]Improvements have been retaken now they reward you if you go for the "tall" playstyle, reinforcing the level 2 districts or "wide" playstyle, giving yields for every admin center you control.[/p][p]Same thing for the more unique improvement, some reinforce population growth, some other units' survivability, or city defense. They have a clear purpose and incentive to build rather than do a bit of everything.[/p][p][/p][h2]Stabilizing the Economy[/h2][p]Some cadaver yield can now be found in the tech tree on multiple techs, making sure you can still produce Corpses and grow your city as the game progresses without creating these steps.[/p][p]The city now produces a cadaver as a base; every single admin center produces an additional cadaver, giving you the incentive to grab more terrains, not only eat every single tile of the world (still doable tho).[/p][p][/p][hr][/hr][p][/p][p]That's all for today folks. We hope you'll enjoy the changes we are making. Tell us about the direction we are going with the faction's asymmetry. I have another faction in my scope and need to confirm we're on the right path. [/p][p][/p][p][/p][p][/p][p]Until then, see you bosses.[/p][p]Pierre[/p][p][/p][p]Credit due for memes: Thanks to the team 🌠[/p]