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ENDLESS™ Legend 2 News

Update #10 - Quest Fixes

[p]Small update to correct fixes prior to the weekend!.[/p][p]We also updated the PTB to include the same content + Multiplayer.[/p][p][/p][p]\[Version Number: 0.73.161223][/p][p][/p][h2]Tahuks[/h2]
  • [p]Fixed no rewards received in the Tahuk’s quest chapter 6[/p]
[h2]Aspects[/h2]
  • [p]Fixed rewards received in the Aspect’s quest chapter 5[/p]
[h2]Quests and events[/h2]
  • [p]Fixed missing icons and localization in the events for narrative victories[/p]
  • [p]Fixed a technical issue with events[/p]
  • [p]Removed and event with a missing portait[/p]
[p][/p][hr][/hr][p] [/p][p]This is part of our second big update, Clearing Skies![/p][p]We actually released it yesterday 🔥[/p][p][dynamiclink][/dynamiclink][/p][p]Enjoy and have a nice weekend![/p]

Update #09 - Clearing Skies

[p]Hello hello![/p][p][/p][p]It is about time to release our next update, Clearing Skies 🌥[/p][p][/p][p]We bring plenty of new elements and new QoL that will make your experience of the game even better! Let´s get down to business[/p][p][/p][p]\[Message to GamePass players > The update will arrive next week, as we are in the middle of the certification process][/p][p][/p]
Highlights
[h3]New Main HUD[/h3][p]We know the UI is one of the key elements of any game, and we are committed to improving it after all your feedback! The team made some big changes to reduce the feelings of crampedness some players felt. We moved all the important icons from the "End Turn" to the left side (with all the major aspects to manage about your empire). Also, we remade the resources panel and included the science output into the top-right![/p][p]Last thing, we implemented by default the "AI Status" (the colored bubbles) that will indicate to you when the "AI has finished their turn".
[/p][p][/p][h3]Zone of Control (ZoC)[/h3][p]We do like that troops are agile and can move around the battleground BUT we hear that this was causing frustration to players ("they are just rushing my archers"). Therefore, we have implemented a light version of a ZoC. Now, units in melee will take +1 movement point in order to move around.
Give it a try and let us know how you feel about it![/p][p]At the moment, there is not much "visual feedback", but no worries as the team is working on that part.
[/p][h3]AI improvements[/h3][p]We have been making some improvements on the battle part on our latest update (Into Battle), and now we have enhanced how AI expands into more territories and also how they behave in regards victory conditions + quests.
[/p][h3]Tahuk Rebalance[/h3][p]Big thanks to Giotisfilopanos for helping us identify how Tahuk is getting big "Stonks". We made some changes to avoid having +4k science before turn 100 (I am sure you will find other ways to achieve that)[/p][p]
[/p][p][/p][h3]What about Multiplayer 😱?[/h3][p]No worries, you will be able to play multiplayer, but not on the main branch! We wanted to take a bit of extra time to keep fixing desyncs before deploying it on the main branch.[/p][p]Players, at any time, can access the multiplayer directly on the Public Test Branch (PTB) > We will leave open the PTB for this purpose[/p][p]If you try the multiplayer, please share with us your experience, and if you encounter troubles, share the files with us![/p][p]
[/p][p][/p][p]You will find below all the changes from the update 👇[/p][p][/p][hr][/hr][p]Did you notice Derek released the next State of the Game🔥 ??![/p][p]You can check it here [/p][p][dynamiclink][/dynamiclink][/p][p]Derek is going into details of some of the changes in this update and also giving a sneak peek of the next update 👀 [/p][hr][/hr][p][/p][p][/p]
Changelog
[p][/p][h2]Major Factions[/h2][h3]Kin of Sheredyn​[/h3]
  • [p]Added an immersive notification when the player unlocks a new power [/p]
  • [p]Improved feedback on the Chosen tooltip when you can’t build it [/p]
[h3]Tahuk​[/h3]
  • [p]Observatory effect[/p]
    • [p]Reduced Observatory not in Monsoon effect from +10 to +4 Science [/p]
    • [p]Streamlined the Observatory Dust cost with the Burrow or Coral Spore Dust formula [/p]
  • [p]Deciphering Stone technology
    [/p]
    • [p]Reduced Star Charts' effect from +5 to +2 Science on Observatories[/p]
  • [p]Stargazing technology[/p]
    • [p]Moved the technology from Era 2 to Era 3 [/p]
    • [p]Updated its Celestial Guidance improvement to now provide +4 Food on Laboratories [/p]
    • [p]Added unlock of the Solar Strobe improvement [/p]
  • [p]Tahuk Festival[/p]
    • [p]Updated the cost of Tahuk Festival to a minimum of 2 population [/p]
    • [p]Updated Tahuk Festival’s effect to now provide +20 Industry & -10 Approval[/p]
  • [p]Stellar Astronomy technology[/p]
    • [p]Moved the technology from Era 4 to Era 5 [/p]
    • [p]Added unlock of the Crystallography School improvement that adds +2 Science on Glass tiles [/p]
  • [p]Glass[/p]
    • [p]Reduced the terrain type effect from +5 to +3 Science[/p]
  • [p]Eternal Sunshine[/p]
    • [p]Reduced the Eternal Sunshine effect to +50% FIDSI on Population Vocations & +5 Approval per Holy Oculum level[/p]
  • [p]Council[/p]
    • [p]Added the Oracle trait on the hero given in the Faction Quest[/p]
  • [p]Improved tooltips on political stance [/p]
  • [p]Improved tooltips on empire actions [/p]
  • [p]Added feedback in the city screen to display the % chance to spawn a rebel army when a city suffers from “Blind fanaticism” [/p]
  • [p]Fixed the Science scaling of the 'Called Fury' effects on by applying a flat rate to the settlement instead (Thanks to Giotisfilopanos for spotting it!)
    [/p]
[h3]Last Lord​[/h3]
  • [p]Improved feedback and tooltip on Marquis Galardi for the Last Lords quest [/p]
  • [p]Fixed Honorary Knighting tooltip [/p]
  • [p]Fixed Sacrifice for the Realm tooltip (thanks xaivous for the report!) [/p]
[h3]Aspect​[/h3]
  • [p]Improved diplomacy feedback when playing with another Aspect empire[/p]
  • [p]Reduced the base cost of the Force Truce to 2,000 influence, but it increases by 500 influence at each era
    [/p]
  • [p]Fixed an issue where Aspects could win after being eliminated [/p]
[h2]UI/UX​[/h2]
  • [p]Updated the look of the main HUD and the end turn button [/p]
  • [p]Added a nested tooltip for “Territory” [/p]
  • [p]Improved tooltips explanation for Natural Wonders [/p]
  • [p]Displayed monsoon effects in the tooltips of the end turn button [/p]
  • [p]Polished pins display and improved the underground-travel button pin [/p]
  • [p]Improved other empires displayed in the diplomacy screen [/p]
  • [p]Improved FX in heroes’ academy screen [/p]
  • [p]Improved the bribe tooltip for minor factions[/p]
  • [p]Added the clock in the HUD directly (use the setting to display it) [/p]
  • [p]Finished polishing the new HUD (quest panel background, better shadows, better colors, etc.)[/p]
  • [p]Activated by default the player status around the end turn button in solo so you’ll know when AI finishes their turn [/p]
  • [p]Improved illustrations in technology tooltips [/p]
  • [p]Added populations’ illustrations in their tooltips[/p]
  • [p]Fixed drag and dropping elements in the construction queue when there is a lot of elements (thanks Zer0 for the report!) [/p]
  • [p]Fixed end turn state showing “pending turn” when loading a save [/p]
  • [p]Fixed unread notification red dot appearing for no apparent reason[/p]
  • [p]Fixed disappeared pinned quest when loading a save[/p]
  • [p]Fixed some hints appearing although they shouldn’t     [/p]
  • [p]Fixed pins disappearing when pausing the game and when starting the game from a save [/p]
  • [p]Fixed hints’ highlights in hero screen [/p]
  • [p]Fixed all settlements screen staying open in front of the city view [/p]
  • [p]Fixed too long texts in the Steam Deck’s UI [/p]
  • [p]Fixed labels and texts shown broken when loading a save [/p]
[h2]Military​[/h2]
  • [p]Added zone of control on all units and flying units ignore this rule [/p]
  • [p]Added VFX to see the damaged buildings on the map during a siege [/p]
  • [p]Improved the skill trees of some heroes gained through quests [/p]
  • [p]Improved hero draws randomness [/p]
  • [p]Improved equipment loot to favor it to be equipped by current heroes in empire [/p]
  • [p]Improved feedback when spending a hero skill point [/p]
  • [p]Improved skill tree display with new VFX and clearer states [/p]
  • [p]Added an option to be able to instant resolve all battles in the new game settings (even forced manual battles) [/p]
  • [p]Added rarity colors to looted items in the battle victory screen [/p]
  • [p]Added a colored background in the equipment’s tooltip for rarity[/p]
  • [p]Improved hire mercenary’s tooltip when it’s unavailable [/p]
  • [p]Minor Factions can now spawn 2 armies instead of 1[/p]
  • [p]Removed the left click outside of battle to exit a battle [/p]
  • [p]Reduce the duration of the 'Remove Forest' army action from 3 turns to 1 turn[/p]
  • [p]Fixed an issue when defeating a unit while moving to the unit’s tile and the new friendly unit created would appear on the same tile, making it impossible to move[/p]
  • [p]Fixed tooltips for negative status
    [/p]
  • [p]Fixed skill tree unlocks displaying incorrectly[/p]
  • [p]Fixed path displaying non-reachable tiles as reachable [/p]
  • [p]Fixed heroes not shown on the map when adding into an army [/p]
[h2]Victory Conditions​[/h2]
  • [p]Advanced the score victory (hence end of the game) to 275 turns instead of 300 [/p]
  • [p]AI can now switch between different victory conditions [/p]
  • [p]Improved the UI look of the victory conditions screen when the UI is scaled down to 80% [/p]
  • [p]Delayed Victory Condition trigger [/p]
  • [p]Scaled Villages, Fortresses and Territories required with map size and number of Major Empires [/p]
  • [p]Increased Resources, Population and Natural Wonder thresholds [/p]
[h2]AI​[/h2]
  • [p]Improved AI decision to buy foundations [/p]
  • [p]Improved how AI handles the construction queue and the cancellation of the items [/p]
  • [p]Improved AI focus on major faction’s quests [/p]
  • [p]Improved AI decision to surrender although they are winning the war [/p]
  • [p]Improved AI decision to claim new territory and expand[/p]
  • [p]Improved minor factions’ choice to merge army, they will do it whenever they have the chance to[/p]
  • [p]Applied an influence penalty to restrict the AI's expansion on the easiest difficulty levels [/p]
  • [p]Increased AI bonuses for the most challenging difficulty levels[/p]
  • [p]Fixed a technical issue with AI regrouping armies [/p]
  • [p]Fixed an issue where the AI would repeatedly try to cancel a "Buy-out Construction" Task  [/p]
  • [p]Fixed an issue with improvement buy-out  [/p]
  • [p]Fixed an issue where the AI would repeatedly fail at following a path because it tries to use a ghost bridge  [/p]
  • [p]Fixed an issue where the AI would try to buy Technologies from a Tahuk without Library[/p]
  • [p]Fixed an issue where AI could go bankrupt by itself by buying out too many units [/p]
  • [p]Fixed an issue where AI would cancel their construction for no apparent reason  [/p]
  • [p]Fixed AI army management where they used too expensive units [/p]
  • [p]Fixed AI army management where they would build new armies instead of promoting already existing ones[/p]
  • [p]Fixed a rare issue where AI would never occupy a city after a successful siege  [/p]
[h2]World Generation​[/h2]
  • [p]Removed suggestion of tiles considered a bad placement when placing a settlement [/p]
  • [p]Improved rifts generation into the world [/p]
  • [p]Balanced resources spawn in the world [/p]
  • [p]Fixed camps granted on a territory with a dungeon by quests [/p]
  • [p]Fixed gates not showing when a road was passing through [/p]
[h2]City Construction / Economy​[/h2]
  • [p]Reduced the Lithosphere Gallery improvement effect from 50 to 25 Dust [/p]
  • [p]Reduced Blast Furnace improvement effect from 25 to 15 Industry [/p]
[h2]Doomwraiths​[/h2]
  • [p]Added a cinematic when a tormented settles in a territory [/p]
  • [p]Improved tormented army management [/p]
  • [p]Changed the corruption application from territory based to settlement based [/p]
  • [p]Fixed some tormented never spawned [/p]
[h2]Audio​[/h2]
  • [p]Added missing sounds in main menu news buttons [/p]
  • [p]Added sounds to fortresses [/p]
  • [p]Added audio to bridges and dams’ constructions [/p]
  • [p]Added audio on multiplayer features (timers, chat, ready in lobby) [/p]
[h2]Visual[/h2]
  • [p]Improved VFX on end turn button[/p]
  • [p]Fixed holes appearing in between tiles[/p]
  • [p]Fixed rendering on AMD GPU with latest drivers (Thanks Amberhawk and Drunken Eagle for the reports!)[/p]
[h2]Tutorial[/h2]
  • [p]Improved the quality of the intro cinematic of the tutorial [/p]
  • [p]Improved tutorial asking to queue units [/p]
  • [p]Updated the first tutorial battle to avoid softlocks[/p]
  • [p]Fixed curiosities spawning on minor factions’ villages in tutorial [/p]
  • [p]Fixed the splitting/merging tutorial hint [/p]
  • [p]Fixed hints blocking each other in the hero screen [/p]
  • [p]Fixed a softlock in the population tutorial (Thanks Lanfuest for the report!) [/p]
[h2]Quests, Events & Lore[/h2]
  • [p]Removed some quests to improve immersion for some major factions [/p]
  • [p]Improved objectives which use population count over several turns to be able to count multiple populations (for example, the divine population in the Kin’s quest)[/p]
  • [p]Rebalanced “the Viper” quest [/p]
  • [p]Activated back by default all quips (you can deactivate them in the settings) [/p]
  • [p]Fixed the quest "A Matter of Memory" [/p]
  • [p]Fixed no characters shown in specific cases [/p]
  • [p]Fixed event repeating themselves [/p]
[h2]Misc[/h2]
  • [p]Updated localization for multiplayer lobbies and settings[/p]
  • [p]Updated the trait rewarded in the Unseeing Seers specific quest from dust to industry [/p]
  • [p]Fixed “Music interval duration” audio setting’s description [/p]
  • [p]Fixed “Game speed” setting’s description [/p]
  • [p]Fixed missing localization for Tahuk’s leader diplomatic lines [/p]
  • [p]Fixed Observatory tooltip’s text Fixed a technical issue in the diplomatic screen[/p]
  • [p]Fixed the Councilor effect, Alchemical Genius, so that its +5 Science bonus now only applies to districts and not foundations (thanks Eggplant for the report!) [/p]
  • [p]Fixed “Victory Score” setting’s description [/p]
  • [p]Fixed a technical issue in a Last Lords’ hint [/p]
  • [p]Fixed a technical issue in a specific reward’s tooltip [/p]
  • [p]Fixed a technical issue in the rebellion UI in the city [/p]
  • [p]Fixed a technical issue in when creating a world with Archipelago No Wrap settings[/p]
  • [p]Fixed a technical issue in subjugation [/p]
  • [p]Fixed 2 technical issues in quest dialog panels Updated localization[/p]
  • [p]Fixed a trait’s tooltip in Aspect’s Empire window[/p]
  • [p]Updated localization throughout the game    [/p]
[h2]Steam Deck​[/h2]
  • [p]Fixed the council menu access from the radial menu [/p]
  • [p]Fixed tooltip for cavalry ability [/p]
[h2]Localization ​[/h2]
  • [p]Updated the localizations in all languages [/p]
  • [p]Fixed localization in minor faction’s quests [/p]
  • [p]Fixed localization in “Pending Diplomatic Choice” on end turn button [/p]
  • [p]Fixed localization in "Corrupted Defenses" event [/p]
  • [p]Fixed localization in "Something on the Shore" event [/p]
  • [p]Fixed localization for Fighting Tormented passive skill [/p]
  • [p]Fixed localization for rift teleportation [/p]
[p][/p][p][/p][hr][/hr][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! [/p][p]✋ HOLD ✋ If you read the entire blog until here, then it is time to leave a Steam review (it is a joke) and join the awesome community playing Endless Legend 2 (this part is not a joke 😂)[/p][p][/p][p]
[/p]

State of the Game - November 2025

[p][/p][p]As I am writing this, it is 7 weeks since ENDLESS Legend 2 released into Early Access. It’s a short time, but it’s been a thrilling ride of great feedback, balance updates and patches. Since releasing Early Access, we have released 23 updates to the game on the main and PTB branches. [/p][p][/p][p]Some feedback from you: [/p]
[p]“I have a little over 20 hours in across 3 play throughs and im calling this my fav 4x ever, even in early access.” - HeadShopGuy [/p][p]“Very pleased with the gameplay and the level of detail of the world. The combination of old and new mechanics is just right. Two small gripes for now: there is a lot of dialog in the quests but its skippable so im not bothered too much, and certain victory conditions are too easy, both for the player and AI.” – Mr. I.O.P. [/p][p]“Arnaud Roy charging like 50 bucks for his new album is ludicrous. The game it comes with is really good though, so I guess I can let it slide.” – TurboGrandpa [/p][p]“Becomes very tedious close to endgame. Game needs endgame crisis or something like this.” – Einzbern [/p][p]“Not enough Horatio.” – Sovereign [/p][p]“Better than Civ8.” – Reece (who is apparently a time traveler) [/p][p]“First 4x game where I actually finished a game.” - Zeel [/p][p]“The mushroom people came to live in my city.” - Octob3r [/p]
[p][/p][h3]Progress [/h3][p]Last months “State of the Game” covered feedback from Early Access and the key issues we are focused on. I want to keep you updated on progress of everything I mentioned: [/p]
[p]AI[/p]
[p]October Update added better Unit Management [/p][p]November Update adds better AI Expansion (and more) [/p]
[p]UI[/p]
[p]October Updated add clearer Tech Screen 
November Update adds a new Main Game Window [/p][p]A new City Construction flow is coming [/p]
[p]Multiplayer[/p]
[p]We released a Multiplayer test [/p]
[p]Simultaneous Turns[/p]
[p]October update added an indicator of other players active turns [/p][p]November update will have this on by default [/p]
[p]Writing[/p]
[p]In progress. Read more about it here: [dynamiclink][/dynamiclink][/p]
[p]Endgame[/p]
[p]In progress. Read more about it here: [dynamiclink][/dynamiclink][/p]
[p][/p][p]Let’s discuss each item in more detail. [/p][p][/p][p]AI [/p][p]A big part of the reason that we do an Early Access is to get feedback on the AI and how to adjust it to make it more fun to play against (this is often very different than making it better at winning). [/p][p]This feedback showed that the AI wasn’t putting enough pressure on the player, who was able to steamroll it by the midgame. This is caused by a variety of issues (balance issues humans are better at identifying and exploiting than the AI is) and has a lot of outcomes (lack of tension, victory being won earlier because players can focus on achieving them instead of other goals, the feeling that the world is too open, etc). [/p][p]In our October Update we focused on the military strategy of the AI. We found issues where it wasn’t upgrading its units as well as human players. Deciding to upgrade requires the AI to consider if it should spend the resources and Dust on unit upgrades as compared to other things with more long-term benefits. But it was underperforming here. We made changes for this (as well as other changes) and noticed that the AI win ratio jumped from 10% to 23%. [/p][p]Note: There is no magic number with win ratios. We only want to make sure the AI is applying pressure and tension, and this is one way to loosely measure it. [/p][p][/p][p][/p][p][/p][p]For the November update we focused on AI expansion. Taking territories, building camps and cities, etc. It’s still early since the November update is just in PTB (Public Test Branch) but so far, the results are dramatic both in feeling and AI wins, jumping to 43%. [/p][p]I also shared the following chart in the October State of the Game. It displays how the AI and humans are claiming territories across the game. We noticed that the AI was doing this much more slowly than human players, and the factions the AI was expanding with were often very different than humans (with the Necrophage spreading slowly and the Kin quicker, which is the opposite of humans). [/p][p] [/p][p][/p][p][/p][p]Early data from the upcoming November update shows significant improvement. Human players expand at a similar rate but the AI is now keeping up. This is from the PTB, so it’s very limited data, we are looking forward to getting more data when it fully releases. [/p][p][/p][p][/p][p][/p][p][/p][p]UI [/p][p]There is a big change coming in the November update. We have redone the main game screen based on player feedback. [/p][p][/p][p]This is what it looked like before: [/p][p][/p][p]And this is after: [/p][p][/p][p]There are lots of changes here but most notably: [/p]
  • [p]Empire level buttons now all appear in the upper left. This makes them easier to find as you only have one area to search and simplifies the Turn button. [/p]
  • [p]Leader art was removed from the upper left to shrink and make it more streamlined. [/p]
  • [p]A lot of wasted space was removed from the upper left panel. [/p]
  • [p]Science/turn was added to the upper right panel. [/p]
  • [p]Upper right was made thinner to reduce wasted space. [/p]
  • [p]Strategic resources display was shrunk and they are no longer buttons. This was a particularly brilliant idea from our UI designer. Having all the strategic resources be buttons took up so much space, but now when you click the single “Manage Resources” button you can get access to all the options you used to have by clicking them. [/p]
  • [p]End turn button was shrunk. We enabled the active player indictors by default (it can be disabled in options). [/p]
[p]Overall, a much cleaner design that takes up less space and conveys more information. [/p][p] [/p][p][/p][p]Simultaneous Turns [/p][p]Speaking of the active player indicators, Simultaneous turns were another issue players had issues with. Turns are still Simultaneous; we don’t want to delay humans by requiring them to wait for the AI to all finish their turns (for players that just want turns to go as quickly as possible). [/p][p]But for players that want the option to not move at the same time as the AI we made some changes. Most importantly the AI no longer holds its turns. Previously the AI was a little evil. If it didn’t have a place it wanted to go to it would save its moves and wait for the human player to go and then move if you got to close to it. Even though this is totally “fair”, a human can do this to a human in a MP game, it feels unfair because it gives the impression that AI is getting 2 turns. [/p][p]We changed it so that the AI must make its moves and then lock its turn. It cannot move again after finishing its turn. And we display which player (human and AI) are still moving, and which are done. If you are a player that doesn’t like to move at the same time as the AI, you can let the AI finish its moves before you take yours. [/p][p][/p][p][/p][p]Multiplayer [/p][p]To be honest I was surprised at the amount of people requesting Multiplayer, and the amount of negative steam reviews we got because it wasn’t in the first EA build. It is obviously an important feature for you, and we have had fun playing with it internally as well. [/p][p]Earlier this month we made a test build available. We are being extremely cautious here because we know a lot of players are excited for it, and the last thing we want to do is drop a buggy version that causes frustration and damages the impression of the game. [/p][p]We also see a lot of players going quite late in their multiplayer games. The following is the turns reached in the multiplayer games so far. [/p][p][/p][p][/p][p]It’s great to see players going to the late game in MP. [/p][p][/p][p]Overall games have been stable and working. There have been desyncs and reconnecting has resolved them. Because these desyncs have been more common than we like we won’t be adding Multiplayer to the public November update. But… we will keep the multiplayer test branch up and update it with all the new content until we integrate it into the public build. [/p][p]Basically, we want to be extremely clear that we don’t think it is good enough yet (which is what putting it in the public build would mean) but we also want to make it available for those that still want to play with it. And honestly, we appreciate the testing, we capture all the info from desyncs and get them to the developers to fix. [/p][p][/p][p][/p][p]Writing [/p][p]We are hard at work making writing changes (and translating those changes into many many languages). We are changing to a more Endless Legend 1 style presentation where we set the scene instead of just dropping to dialog. The dialog is both greatly reduced, and more specific to the faction you are playing as, instead of being as generic. [/p][p][/p][p][/p][p]The amazing Slowhands provided more detail. You can read it here: [/p][p][dynamiclink][/dynamiclink][/p][p] [/p][p]Endgame [/p][p]The endgame is also being reworked. Victory conditions will require multiple objectives, path selection will be more important and impacting to player relationships and we will be adding an Armageddon event to the endgame. [/p][p][/p][p][/p][p]You can read more about the intent and details here: [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][h3]What’s Next? [/h3][p][/p][p]As mentioned, the Writing changes and Endgame changes are coming soon. But another thing that is high on our radar is: [/p][p][/p][p]City Flow/UI [/p][p]Currently when you build a district you select where you want to place the district, then what district you want to place. This creates 3 problems: [/p]
  1. [p]There is no place to see all the available districts. Players may not know they can build an extractor or upgrade a Minor Faction village unless they click on the resource or the base Minor Faction village. This will be even more true when we add upgrade districts for Anomalies.[/p]
  2. [p]Most of the time a player is more concerned with the type of district he wants to build, and the location is secondary. The current flow asks the player to reverse this order, and it feels unintuitive. Mentally you think “I want to build a laboratory.” But the game asks you to put that on hold and pick a location, then come back and select the laboratory.[/p]
  3. [p]It’s difficult to recommend good options in the current flow. We can’t recommend building on a tile without knowing what you should build since the type of construction is more important than the location. After the change it’s easier for us to recommend both at the type level (your city needs food, you should build a food district) and at the placement level (okay, you have selected a laboratory, here is a good place to put it). [/p]
[p]This is a bigger change and we will need work integrating, but also adopting the UI, feedback and onboarding. But it is currently in process, and we are excited to get it out. [/p][p][/p][p]-- Derek Paxton,[/p][p]Game Director[/p][p][/p][hr][/hr][p][/p][p]Don't forget, we're running an art contest for the co-creation of a new minor faction! If you'd like to see your idea make it into the game, check the details in the announcement and submit your concept.[/p]

Community Minor Faction - Art Contest

[p]After the first phase of the minor faction co-creation, which was focused on the Lore + Gameplay, now it is time to draw 🎨 [/p][p]I have to say it was a tough battle between trees, crabs and dogs 💥 [/p][p][/p][p]Before going into the details of how you can participate, it is worth reminding you of the winning option 👇, as that will be the main inspiration for your design! [/p][p]
[/p]
​The Mangrove of Harmony 
[p]You can have all the details of the minor faction in THIS LINK [/p][p]
[/p][p]Over ages, one vast Dustcidious tree grew into a mangrove the size of a mountain, its roots forming living reservoirs that captured and infused the sea with Dust. Thus were born the Mangroves: beings of patience, balance, and tidal grace. Slow to grow but unshakable in will, their strength lies in endurance and adaptation. They thrive where Dust and water meet, forming living bastions that protect both nature and civilization alike [/p][p] [/p][p]​Gameplay Concept:   [/p]
  • [p]The Mangrove of Harmony provides bonuses to Dust, Food, and Defense, representing their mastery over Dustwater reservoirs. Their units are slow-growing but extremely durable—trees of war that outlast rather than outpace. [/p]
[p]Unique Unit:  [/p]
  • [p]The Colossus of Harmony (but ultimately up to devs): a walking fortress formed from countless interwoven Mangroves. Its special attack, Tendril Spear, launches a mass of Dust-infused tendrils that pierce enemies from afar, evolving to cause minor splash damage as the unit evolves.[/p]
[p][/p]
Minor Faction Art Contest 
[p]You literally have a blank canvas to design and draw whatever you please. But here are some areas that can help you 👇
[/p]
  • [p]Visual intentions for the Hero / Elder / Buildings, etc. [/p]
  • [p]Moodboard or references for the style [/p]
  • [p]Do not hesitate to use sketches, photomontages, full illustrations, etc. [/p]
[p]If you are not that good with artistic skills (like me), you can describe how you imagine the visual and include some references to help players and our art team to see “your direction”. I made an example, in case it could help you.[/p][p][/p][h2]🎨 Submit your proposal in the Contest Section \[LINK][/h2][p][/p][hr][/hr][h3] 🚨 RULES 🚨 [/h3]
  • [p]No use of any AI is allowed[/p]
  • [p]If you are checking references images do not hesitate to grab and include the link (to avoid misunderstanding of potential AI use)[/p]
  • [p]We reserve the right to discard options in the case of use of AI[/p]
[hr][/hr][p][/p][p][/p][h2]📅 SCHEDULE [/h2]
  • [p]Design Content > 17 Nov - 30 Nov [/p]
  • [p]Vote > 4 Dec - 14 Dec [/p]
[p] [/p][p][/p][p][/p][h2]🗳 Engage and upvote the ideas you like the most! [/h2][p]Even if you do not feel comfortable submitting a proposition, it’s okay, you check all the different ideas from the community and upvote the one you like the most 💘 [/p][p][/p][p][/p][p] [/p][h2]Selection process [/h2][p]We’ll be tracking the ideas that gain the most interest from the community and selecting 4 of them. Internally, we’ll also organize a “Dev pick” to choose an additional idea that caught the team’s attention. [/p][p][/p][hr][/hr][p][/p][p]We cannot wait to see your wild designs 🧑‍🎨[/p][p]Best of luck to all participants 🌠[/p]

Narration Next Steps

[p]Hey everyone,[/p][p]Today we will have with us Jeff (Slowhands for those recognizing the name), Narrative Director for the Endless Universe. He will be talking about the challenges and plans for the narration in Endless Legend 2.[/p][hr][/hr][p][/p][p]​Greetings from the ink-stained cubicles where the narrative team hammers out triggers and texts, racing deadlines and fighting spellcheck (“No! It’s S-a-i-a-d-h-a!”) as unsteady towers of lore tomes threaten to fall on the keyboard and erase hours of sweaty work… At least we get croissants 🥐
[/p][p]As you have seen by now, the creative team on Endless Legend 2 decided to approach the storytelling and narrative structures in a very different way from past Amplitude games. The results have not been what we hoped for, and we understand that many of you in our community are not happy with the outcome. 
[/p][p]We have therefore been working on changes that should better match your expectations and, hopefully, make the narrative soul of the game more appealing. To make sure we get this right, however, we need to get your feedback on the new approach to help us decide what works best. [/p][p]
[/p]
Challenges and changes 
[p]These are the key narrative vectors that we are changing, with an explanation of why and how we think this will improve your game experience. 
[/p][p]First off, we will be excluding major factions from Events that are inconsistent with their tone or their gameplay. This means things like removing Food-oriented Events for the Last Lords and friendly diplomatic Events from the Necrophage. 
[/p][p]Another concern that you have voiced is the length and the “clickiness” of some of the narration. We will be removing a large chunk of this by returning the Pacification Quests to a much more Endless Legend 1-style, with a narrative intro and at most 2-3 clicks to get to the Objective (including perhaps an incidental line about the minor or major faction or the game situation). The relatively lengthy intros will be reduced to something like this[/p][p][/p][p]
In addition, further dialogue exchanges will generally be reduced to a single line[/p][p]
[/p][p]​We are also reviewing the Faction Quests to lighten the number of clicks and improve the flow and the tone, as well as working on additional 2D art for each faction. [/p][p]Our next task is to make the Victory Quest and narrative victory content more meaningful and understandable. For the moment these texts and screens are very much Early Access; the ideas are there but the details are far from being finalized. We are working to improve the clarity, flow, and impact of the endgame content and the narrative outcomes that the player can choose. The Event chain will be fleshed out, and the user interface improved to better explain and track what is happening. [/p][p]
We are also reworking the Relationship Events by reducing or removing certain Event classes, improving the Lone Wolf Events, and adding some unique Events that are more appropriate for the Necrophage. [/p][p][/p][p]One other final change to the text content is to edit and update Events and Quips to make sure the tone is more in line with the game style, free of modernisms and contemporary references. [/p][p][/p][p]On the system side, as well as the structures and scaffolding of the above changes, we will be providing a Settings option to reduce the frequency of narrative interactions; if the player chooses to, they can minimize the narrative content to only the Faction Quest and the Victory Quest. [/p][p] [/p][p]​We will also add small 3D models to indicate Map-based Events (these are Events that are triggered by an army traversing a specific map tile—it could be related to the FIDSI, an Anomaly, a Resource, etc.). The player will have to interact with the model to launch the Event, which should make the link between the tile and the Event clearer. Currently, it is possible to open e.g. a Forest tile Event when the army that triggered it is now in the Desert. Adding a pin will also put the decision in the player’s hands as to whether they want to launch the Event or ignore it. [/p][p][/p][p]Please note that this is a long list, which means it will require time and resources to address. You should start seeing these changes by the end of 2025, and we will continue to roll them out during Early Access. We hope that these revisions take into account some of the issues that you have had, and we extra-hope that the game keeps getting better for you. Feedback, as always, is welcome. [/p][p]
[/p][p]Greetings from the narration team; Nicky_N, StoryEngine, and Slowhands [/p]