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ENDLESS™ Legend 2 News

Update #04 - Fortress and Faction Fixes

[p]\[Version - 0.71.158116][/p][p][/p][p]The weekend is upon us but that didn't stop the team from releasing the latest update for this week 💪[/p][p]We keep the work on fixing issues spotted by the community! Thanks you very much 💖[/p][p][/p]
[p]Sneak peek for next week > ROADMAP 👀[/p]
[p][/p][h2]Balancing[/h2]
  • [p]Tweaked the formula of the industry cost of districts as it was previously overflowing and then cost 0 industry to build. Shoutout to DayStalker 李艾利 and BubbleHunter for the report[/p]
[p] [/p][h2]Necrophage[/h2]
  • [p]📦 Fixed an issue with the "The Holy Grail" quest asking you for too many rare equipment on an hero. It is now requiring a more reasonable number of rare equipments. Thank you MangUwU and Nekrovex for the reports[/p]
[p] [/p][h2]Tahuks[/h2]
  • [p]Fixed a softlock after buying technologies from the Library of a Tahuk empire in specific cases. Kudos to Stellar and MrRaute for the bug reports on Amplifiers[/p]
  • [p]Fixed a localisation issue in the tooltip of the Holy Oculum building[/p]
  • [p]Fixed a localisation issue in the Ritual Astronomy faction trait tooltip[/p]
[p]  [/p][h2]Last Lords[/h2]
  • [p]Round-up action is now unusable in a city that is besieged. We also fixed a crash that was linked to this specific case. Shout out to EnryuV for the bug report on Amplifiers[/p]
  • [p]Fixed the placement of Archimedias' Scroll technology in the Technology Tree[/p]
  • [p]Tweaked the Mineral Inquisition Improvement effect that to specify a quarry instead of an extractor. Thank you Swarles Barkley for the bug report[/p]
[p][/p][h2]Derek[/h2]
  • [p]Derek is back in the game 🙌! Added a skippable video explaning our Early Access philosophy the first time players launch the game.[/p]
[p] [/p][h2]Quests[/h2]
  • [p]Fixed an issue where players could not pay resources to a minor village to complete a pacification quest [/p]
  • [p]Fixed an issue where locating a minor village through the Locate button in the Quest pinned UI would highlight the wrong tile. Thank you 星空鉄道 for the bug reports on Discord.[/p]
  • [p]Fixed a typo inside the "The Day of Reckoning" Quest choice for Impress.[/p]
[p] [/p][h2]Key Character Events[/h2]
  • [p]Reverted the previous changes on the rewards. There are now again Rewards on the introduction events of Character in Key Character Events. We advise you to not load a save made where a Key Character Event is pending for a choice but a save before such an event triggers.[/p]
[p] [/p][h2]Bugfixing[/h2]
  • [p]Fixed an issue where it was impossible to clear a Fortress with the Instant Resolution when the battle zone would have been too small. You can now use Instant Resolution in such cases[/p]
  • [p]Fixed an issue where the game would ask the player to "Come back another time! Another Hero-led Army is already exploring this Fortress" after failing an attempt of clearing a dungeon or when opening and closing the Fortress window several times. You can now, ironically, head back to those Fortresses! Thank you Shizu for the bug report on Discord[/p]
  • [p]Fixed an issue where the shield was not displayed on the left and right side panels when selecting a unit during a battle[/p]
  • [p]Fixed an issue where we would display the ongoing subjugation action in the Subjugation Window when there was no subjugation action selected yet in specific cases[/p]
  • [p]Fixed a localisation issue with Xavius Notable called "Trimere"[/p]
  • [p]Fixed a technical issue when displaying the pin of an army before a quest spawned it[/p]
  • [p]Fixed a technical issue with the Unit Specialization Window in very specific cases[/p]
  • [p]Fixed a technical issue when clicking the shortcut buttons in the army UI after a player selected a non-hero unit in specific cases.[/p]
[p][/p][p]Yesterday we shared our plans to improve the UI/UX based on all the feedback we gathered from Insiders and players that tried the demo. Take a look in case you missed it 👇[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Have a nice weekend![/p][p][/p][hr][/hr][p][/p][h2]Your Feedback Matters: Reviews and Community[/h2][p]Thank your for sharing all your feedback and reviews of the game! We couldn't be here without all your support ✨[/p][p]If you manage to have some time during the weekend to enjoy the game (I know some of you might be busy with Hades 2) please leave a Steam review and join our community on the forum, the Amplitude Discord, or our Amplifiers community hub.
[/p]

UI/UX Next Steps

[p][/p][p]A friend once told me, “UI design is gameplay design”. Especially in 4x games the mechanics are only part of the puzzle, the UI/UX side of interacting with those components can make a simple game great, or a great game incredibly frustrating. [/p][p][/p][p]Based on your feedback many players have found the UI in Endless Legend 2 to be non-optimal (I’m paraphrasing, some of you were much more explicit…). We have been looking at ways to improve and address the feedback. Some of which were bugs (wrong information), some of which were requests for improvements (not providing enough information), but we also got the sense of more holistic issues. [/p][p][/p][p]We are working on a redesign that broadly attempts to consolidate information, improve flow and remove the “Divided UI” concept from the game. I used “Divided UI” to refer to cases where we split information on different sides of the screen because there was a logical difference (for us) or we wanted to minimize overlap on the center of the screen. But it ended up being frustrating for players that didn’t know what part of the screen to look at to information or actions. [/p][p][/p]
Main Screen UI 
[p]On the main game screen this “Divided UI” was most noticeable with empire actions. Some were in the upper left (protectorates, empire, quest log, etc) and some were around the turn button (heroes, research, diplomacy). The reason for this break is that some of these actions are related to turns (having to pick a tech that turn, having to pick a new hero, having to respond to a diplomatic request), but that distinction doesn’t matter to most players as much as just having one place they can go to find these types of empire actions.  [/p][p][/p][p]👷‍♀️ We are looking at making several changes here to improve feedback and bring elements together. [/p]
  1. [p]All empire actions are in the upper left[/p]
  2. [p]Faction powers moves to the top center to be more noticeable[/p]
  3. [p]Strategic resources take up less space[/p]
  4. [p]Research per turn is now clearly displayed[/p]
[p][/p][h2]BEFORE[/h2][h2][/h2][h2]AFTER ✨[/h2][p][/p][p][/p]
City Flow/UI 
[p]There are also issues understanding the decisions on the city screen. Adjacency, leveling districts, managing population, and having clear decisions on what to build next were all muddy. This also suffers from the “Divided UI” issue mentioned above, where some of the city information is displayed at the top and the construction part was on the bottom.[/p][p][/p][p]This is more than just a UI issue and we are also looking at it as a flow issue and considering things like having Districts work like improvements (so you can just select one from the build list instead of needing to click a tile in the world first). [/p][p][/p][p]🎯 The goals of this are[/p]
  1. [p]To have all city information at the bottom of the screen[/p]
  2. [p]Switch District construction to list based (ie: you pick the district you want and then the place, not the place and then the district)[/p]
  3. [p]Allow players to filter their districts and improvements lists[/p]
  4. [p]Allow players to have the Population and Construction menus open at once[/p]
  5. [p]Allow players to view already constructed improvements. Take up less space[/p]
[p][/p][h2]BEFORE[/h2][p][/p][h2]AFTER🔮[/h2][p][/p][p][/p][p][/p][p]So, what do you think? Is this the right direction? Do you prefer the current UI? [/p][p]Would you like the UI to include more cat pics? We would like to hear from you.[/p][p][/p][p][/p][p]Derek Paxton, [/p][p]Game Director of ENDLESS Legend 2[/p][p][/p][hr][/hr][p][/p][h2]Your Feedback Matters: Reviews and Community[/h2][p]
Thanks to all of you who already shared some feedback with us, we are reading all your comments and look at the best way to integrate them into the game 💖 [/p][p]Huge kudos to those who have already shared a review of the game, it is incredible to see the amazing reception the game is having 🌟[/p]

Update #3 - Victory Conditions Balancing

[p]
\[Version Ea0_0.71.158063][/p][p][/p][p]Hey everyone, another day, another update! Apart from hotfixes we wanted to do a quick balancing pass to most of the victory conditions as we know it has been a point of discussion among the community.[/p][p]Let us know what you think 😊 [/p][p][/p][p][/p][p]Balancing Victory Conditions[/p][p]We introduced a variable that take into consideration the difficulty that the player selected for their game. This will make the objectives more easy to adjust.[/p]
  • [p]Multitudes & Wealth Victories made harder[/p]
[p]Multitude (Food Victory) > between 70 - 130 population[/p][p]Wealth (Dust Victory) > between 20 - 60 strategic resources[/p]
  • [p]Acclaim, Stature, Insight Victories made easier [/p]
[p]Acclaim (Industry Victory) > between 3-7 monuments[/p][p]Stature (Diplomatic victory) > between 20-40 minor faction pacified[/p][p]Insight (Dungeon victory) > This one is a bit more complicated as it take into consideration the map size. I will spare you from the math class. But it should be easier 👍[/p][p][/p][p]We will keep monitoring your feedback closely on this topic to continue improving them. [/p][p] [/p][p]Necrophage:[/p]
  • [p]Fixed a crash upon consuming an enemy city. Thank you Trivity for the bug report[/p]
  • [p]Fixed an issue where Burrows would stay visible and tooltipable after razing them - Thanks Danger and Lehodryc for the bug reports on Steam[/p]
[p] [/p][p]Tutorial & Hints:[/p]
  • [p]Fixed an issue where the hints could stop behaving correctly on Steam Deck in specific cases[/p]
  • [p]Removed a hint about signing treaties as it felt too spammy for players[/p]
[p] [/p][p]Quests: [/p]
  • [p]Fixed an issue where the text was overflowing in the "A Broken Mirror" quest when the font size was on 2[/p]
[p][/p][p]Key Character Events [/p]
  • [p]Removed Rewards on introduction events of Characters in Key Character Events.[/p]
  • [p]Added Rewards based on player's previous choices on subsequent Key Character Events. We will improve on this on a future update.[/p]
[p] [/p][p]General Improvements[/p]
  • [p]Improving messaging ingame in the pop-up that warns players the game doesn't have enough permissions to write on the disk. If you had this issue, please check out for troubleshooting [/p]
  • [p]Fixed a visual issue where the status of a unit would be visually applied to any unit of the same army.
    For example, the "Dying" status of Marquis Galari unit from the Last Lords faction quest was visually spreading the "Dying" status to others units of his army anymore. [/p]
[p] [/p][p]Bugfixing: [/p]
  • [p]Fixed a crash at End Turn linked to subjugation[/p]
  • [p]Random crashes to desktop while buying tiles in foundation with influence \[link] - Arthur trying to repro, waiting for info[/p]
  • [p]Fixed an issue where the text was overflowing in the population selection in the City UI[/p]
  • [p]Fixed a visual issue where "regular" schematic views feedbacks would not overlap properly with corruption schematic view feedback[/p]
  • [p]Fixed a technical issue where unit pin in battles was not displayed if the unit had too many health points. Thank you whoever managed to have a hero that had 12 000 health points to trigger this bug (we know you cheated!)[/p]
  • [p]Fixed a technical issue occurring when selecting "Normal Game" in the First Time User Flow in very specific cases[/p]
  • [p]Fixed a technical issue when showing councilor in the councilor list when assigning them to the council in specific cases[/p]
  • [p]Fixed a technical issue when the end round button was showing as active when it should have been disabled when no unit was selected[/p]
  • [p]Fixed a technical issue with a terrain shader[/p]
  • [p]Fixed a technical issue when the game tries to create a subjugation with a dead army (We don't have any undead faction yet!)[/p]
  • [p]Fixed a technical issue where the Strip tile action from the Necrophages would continue after the army doing it was destroyed in specific cases (pesky bugs!)[/p]
[p][/p][p]See you in a few mins to discuss the future changes on the UI 👀[/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][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. [/p][p]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]

Update #2 - Fixing some community bugs

[p]\[Version number - Ea0_0.71.158018][/p][p] [/p][p]Thanks for keep sharing your feedback in the different platforms (Steam, Amplifiers, Discord, etc.). We are taking notes and talking to the team every day about your concerns to see what can be done in the following updates 🌠[/p][p][/p][p]Tahuks[/p]
  • [p]Fixed a crash when using Esoteric Delegation faction ability in specific cases. Thank you blueyedjay1 for the bug report.[/p]
[p] [/p][p]Necrophage[/p]
  • [p]Fixed an issue where units could not be specialised without knowing why. Thanks Bowfyre for the message on Discord.  [/p]
[p][/p][p]Tutorial[/p]
  • [p]Fixed an issue where the tutorial prompts would stop appearing after reaching the assimilation step in the tutorial scenario. Shoutout to Dinenae for the report.[/p]
  • [p]Fixed an issue where the tutorial would lead to a softlock in very specific cases around the technology tree part of the tutorial. [/p]
[p] Quests[/p]
  • [p]Fixed an issue with a curiosity quest " Whose Forefathers" offering no rewards or objectives. [/p]
[p][/p][p]General Improvements[/p]
  • [p]Ensured some specific rewards in quests and events are not duplicated (for example the "Triggers a Battle")[/p]
  • [p]Hide Loyalty content in the Main menu as they don't unlock anything yet [/p]
[p][/p][p] Bugfixing[/p]
  • [p]Fixed an issue with a curiosity quest offers no objective or rewards.[/p]
  • [p]Fixed an issue showing "UIMapper not found" when rebinding inputs. Thank you Liquid Egg Product for the report.[/p]
  • [p]Fixed an issue where the Event "Down Time" had no choices and led to a softlock. If you encountered this issue, you might need to load the save the turn before the event triggered. Cheers MyFireBow for the bugreport on Amplifiers.[/p]
  • [p]Fixed an issue where tooltips were missing in quests and events rewards.[/p]
  • [p]Fixed a technical issue when trying to display tooltips in notification information.[/p]
  • [p]Fixed a technical issue when displaying previews of empire actions.[/p]
  • [p]Fixed a technical error when quitting the game (but why on Saiadha would you quit the game?).[/p]
  • [p]Fixed a technical issue when previewing an attack in battle.[/p]
  • [p]Fixed a technical issue around Deeds in the Empire Screen. [/p]
  • [p]Fixed a technical issue with burrow information synchronisation in specific cases. We might need to continue fixing other sources of this issue.[/p]
  • [p]Added logs to better understand a technical issue when assessing a victory condition.[/p]
  • [p]Added logs to better understand a technical issue when AI tries to use army it shouldn't use[/p]
[p][/p][hr][/hr][p][/p][h2]Your Feedback Matters: Reviews and Community[/h2][p][/p][p]We just reached 350 reviews on Steam and an amazing 89% Very Positive score 😲[/p][p]Thanks everyone of you who spent a minute (some of you a bit more) to share your thoughts about the game! [/p][p][/p][p]Tomorrow we will be sharing another blog with our plans for improving the UI/UX 😎[/p][p][/p]

Early Access – Night 1

[p][/p][p] [/p][p]As I write this, we are a little less than 24 hours after Endless Legend 2 released in Early Access. We have already had more players than ever before, even beating the Demo numbers. [/p][p]The response has been incredibly positive, and we took some time last night in the studio to celebrate. It was nice to see the team relax, have a drink and enjoy knowing that their hard work is appreciated. Your kind words and posts made that possible. [/p][p]But, it is just the beginning. [/p][p] [/p]
Update #01
[p]We have gone through your reports and bug reports (thank you for those) and have an update ready to go out today for fixes. We will continue to monitor and patch issues as they come in. Expect more updates as we continue to monitor the forums and the team resolves issues (we are already working on the next update). [/p][p][/p][p]These are the issues resolved in today’s update: [/p]
  • [p]Changed the quality level on Steam Deck to ensure framerate is correct by default. [/p]
  • [p]Fixed an issue where the "Kin's Fate" part of the Kin of Sheredyn faction quest could not be continued with upgraded Chosen units. [/p]
  • [p]Fixed an issue where the "A Bitter Truth" part of the Necrophages faction quest could be failed when retreating from a battle. [/p]
  • [p]Fixed missing localization in the "The Holy Grail" part of the Necrophages faction quest. [/p]
  • [p]Fixed an issue where the Last Lord population could not be bought out. We are still looking at other potential issues that could cause this issue. [/p]
  • [p]Fixes Celestial Scrying Tech; +1 Vision Range on Unit effect. Thank you dilgear for the bug report. [/p]
  • [p]Fixed an issue with the unlocking of the "Out of their Depth" achievement. [/p]
  • [p]Fixed a technical issue when hovering the Haven nested tooltip. [/p]
  • [p]Fixed an issue where deprecated localization was used on battle terrain modifiers. [/p]
  • [p]Fixed an issue where a village being subjugated and targeted by corruption could lead to saves being corrupted (pun intended). [/p][p][/p]
Archer, Warrior, Caster and Windows Defender 
[p]A particular issue that some users have reported is an error message about Windows Defender. Windows Defender doesn’t recognize the game yet, so it is blocking it. We have a thread on how to resolve it if you run into it. We are working on improving the error message so it points you to a thread on how to fix this if you get the error. [/p][p][/p]
UI/UX 
[p]We have seen feedback from both Demo and EA players about the UI in the game. Since the Demo we have been working on a new design that takes your feedback into account. On Thursday, September 25th we plan to share those concepts with you to get your opinion as well before we commit to large scale changes (which are proposing changes to both UI and mechanics to make it easier). [/p][p][/p]
Balance 
[p]We are getting a lot of feedback. Especially about the mid to late game and narrative victory conditions, none of which were in the Demo. Our designers are looking at making balance changes there, some of the victory conditions were too easy (population and resources) and some may be impossible on some maps. So, a balance pass is needed. [/p][p][/p][p][/p][p] [/p][p]Percentages of games won by humans: [/p]
  • [p]33% Multitude (Population) victory[/p]
  • [p]33% Annihilation victory [/p]
  • [p]16% Supremacy (Expansion) victory [/p]
  • [p]7% Wealth (Dust) victory [/p]
  • [p]4% Insight (Exploration) victory [/p]
  • [p]2% Stature (Diplomacy) victory [/p]
  • [p]1% Turn Limit [/p]
  • [p]
  • [p]
[p]Just because more people win by a method doesn’t mean it’s to easy, it may just be a more fun way to play. But… in this case we see it lining up with your feedback. [/p][p][/p]
Drunken Pathfinding 
[p]Pathfinding is remembering too much. We want it to only hold memory of what you mouseover (so you can force a path if you want) when you are holding down the button. But since it’s storing your mouseover information even when you don’t hold it down it often seems to take weird paths (because you didn’t intend to be giving pathing information as you moved the mouse around). It’s something we are looking at fixing. [/p][p][/p]
Other Issues 
[p]Please don’t think that if your issue isn’t listed here, it’s because we haven’t heard you. We are also looking at writing, world generation, AI and other areas you have highlighted. Those are coming as well. [/p][p][/p][hr][/hr][p][/p]
Frequently Asked Questions 
[p][/p][h2]Multiplayer [/h2][p]We have seen players asking about multiplayer, and negative reviews about the lack of multiplayer. Multiplayer will be added during Early Access, but is not available yet. [/p][p][/p][h2]Simultaneous Turns [/h2][p]Some players have expressed frustration with simultaneous turns, or more specifically the feeling that they are in a race against the AI to move first. We have made some changes here with the timing of moves, to delay the AI (which seems to work unless the player has a popup) and to keep the AI from targeting things the player has set as a destination. We also made a change for EA where the AI doesn’t get to “store moves” (meaning it can’t). But it’s still frustrating. [/p][p][/p][p]There are 2 things we could do here. We could have the AI move separately than the human player, which would increase turn times. Or we could better communicate to the player about when the AI is taking their turn. [/p][p][/p][p]We tried the 2nd option by using the display we using in multiplayer games that shows when everyone is taking their turn and has clicked finish. It works well but is very “loud” for something that most players don’t care about. I think we might need to add it as a game option so the players that care about not moving until the AI is finished can choose to do that. [/p][p][/p][p]We have work to do here. What are your thoughts? [/p][p] [/p]
On to Day 2 
[p]Thank you for the great feedback, please keep it coming. I know your top issue may not be fixed immediately but I hope you will see significant changes and improvement with every major update. [/p][p]And by the end we will have a great game. We are so glad you decided to join us. [/p][p][/p][p][/p][p]Derek Paxton, [/p][p]Game Director of ENDLESS Legend 2 [/p]