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ENDLESS™ Legend 2 News

Military Adjustment - ​​Issue of tactics

[p]Hey bosses,[/p][p][/p][p]I'm Pierre, Game designer for Amplitude since the beginning of the preproduction of Endless Legends 2, and I have 3 main missions:
[/p]
  1. [p]Heroes content & systems: I'm the one to blame when you break the game with your level 50 hero (they should never be that level)[/p]
  2. [p]Battles: I'm also responsible for battle systems and content; we'll mainly discuss this today.[/p]
  3. [p]Necrophages: Kind of the main client of my 2nd mission, making them a pain in your games when facing them or feeling like the ever-hungry (and angry) swarm when playing it.[/p]
[p][/p][p][/p][p]
We heard you, and recognize that sometimes the “stats check” part of battles makes them feel kind of “too” straightforward. We are trying to make the battle still accessible while having good tactical decisions to make; the game is still a 4X at heart. The complexity shouldn’t mainly come from military resolution; there is a balance to be found that'll be chased during the early access following your feedback.[/p][p][/p]
New battle feature
[p]To start in this direction, we implemented a small new rule: encirclement.

Units start losing defense when multiple enemy units are adjacent to them (Starting with 3 adjacent enemy units):
[/p]
  • [p]-25% Defense per additional enemy. [/p]
    • [p]3 enemies > -25%[/p]
    • [p]4 > -50%[/p]
    • [p]5 > -75%[/p]
    • [p]6 > -100%[/p]
[p]
This should help make the position matter more, making the lines of players more compact to avoid getting completely crushed next turn. This would also decrease the strength of defense, which we are keeping an eye on, even though the other change of this update might compensate for this loss of power by encirclement.
[/p][p]This is a first step, the goal is to find the sweet balance of complexity. We'll follow up on your results and look forward to your suggestions. Battle is an evolving feature.[/p][p][/p]
​Units experience
[p]Keeping a unit alive so it becomes elite is a cool thing to have: veterans fighting for you since day 1 is a great fantasy. Not so great when the small soldiers become complete veterans after 50 turns. Gapping the stats of other units in the game makes conquest too easy. [/p][p]We adjusted experience and veterancy rewards, so it follows a healthier line: [/p][p][/p]
  • [p]Experience required has changed 👇[/p]
[p]Veterancy level  [/p]
[p]Old Value  [/p]
[p]New Value  [/p]
[p]1  [/p]
[p]300  [/p]
[p]300  [/p]
[p]2  [/p]
[p]600  [/p]
[p]800  [/p]
[p]3  [/p]
[p]900  [/p]
[p]2300  [/p]
[p]4  [/p]
[p]1200  [/p]
[p]4800  [/p]
[p]5  [/p]
[p]1500  [/p]
[p]8300  [/p]
[p] [/p][p]This change of value is also accompanied by a 2 new era effect of Military Discipline (era 2 & 4): giving +30 % experience gains on hero and units. The idea is to create soft caps for units and heroes so they don’t snowball their experience out of control if you didn’t build into specific experience bonuses (meaning I don’t want you to have level 3 units turn 20 🔫).[/p][p] [/p][p][/p][p][/p][p]This graph, for the more math-oriented of you, displays the raw amount of experience required to level up units. The 4 curves show the difference in raw experience required to level up. Those soft caps should be more obvious. Tell me how they feel in-game![/p][p][/p][p]Test it and break, we will adjust the values following your feedback, but the goal is clear => less veterancy early on, work for it (also keep in mind that era unlocks give experience to units on creation, so the units don’t fall too much behind if you didn’t kill every single minor faction early on).[/p][p][/p][p]We also did some Veterancy changes: to compensate for this slowdown in unit experience, we adjusted its effects: Veterancy was giving +5% Health & damage and +2 defense, now it grants +10% health & damage and +3 Defense. This is a first pass on these news values and is subject to changes if we feel the early veterancy level feels too important, but keeping very experienced units very efficient. [/p][p][/p]
​Units specialization
[p]We updated every single unit of the game to give them a clearer role or dynamic. The first version you tested made the unit gain a bit of all stats, making comparing the two choices hard, as it is a small amount of everything. Now unit specialization should be clearer:[/p]
  • [p]Dust path = a bit of stats and small/no ability upgrade from the original[/p]
  • [p]Strategic path= More stats and an additional/upgraded ability from the original unit.[/p]
[p]
[/p][p]​For example, the legionaries were changed a bit: the Left pass is more of a damage-oriented unit with fewer abilities, the right one still the protector it was: gaining the defensive aura and gaining more tankiness, a mix of those cheap legionaries specialized will work well together. Finding another "support" unit or "damaging" unit will also do the trick well.[/p][p][/p][p]This is a step forward; the roles of units are going to evolve more and more as patches ship and we get stats on what you are picking, finding the "boring" or "pointless" units in order to make sure that everyone has a seat at the table.[/p][p][/p][p]Some abilities from the base units were also removed or changed, as well as some abilities adjusted/balanced. [/p][p][/p][p]For example, tripping now has an effect when using a defend action instead of attacking, dealing the status to all adjacent enemy unit instead of only the attacked unit.[/p][p][/p][h3]Additional examples[/h3][h3][/h3][p][/p]
Heroes active & balance
[p]We know that their numbers are a bit low. We're adjusting them as you’ll read this, we’ll see if we have to send it to you before you can access the build, if so, full recap in the future changelog. [/p][p][/p][p]We also considered the hero experience required to level up following the new era unlock, so you don’t end up with a level 29 by turn 150, try to break the glass ceiling. I’ll be watching you from my data table 👀🔭.[/p][p] [/p]
Conclusion
[p]This seems like a lot of changes already, feel free to tell us what you think about it, what you’d like to see or reflect upon. I hope you’ll enjoy your time playing the game, and I’m really excited to hear about your feedback. There is still a lot to do, but I’m ready to cook to make combat feel great. [/p][p][/p][p]Seeya,
Pier
[/p][hr][/hr][p]This will be part of the next update![/p][hr][/hr][p][/p][h2]Your Feedback Matters: Reviews and Community[/h2][p]Big thanks to all of you who have already shared feedback with us! Hearing from our players is critical to making the game better, through Early Access.   If you haven’t yet shared your thoughts, now is a great time to leave a review or join our community on the forum, our Discord, or here on Amplifiers. [/p]

Hotfix - Preparations for next update

[p]Hey![/p][p][/p][p]\[Version Number: 0.71.158144][/p][p][/p][p]Just letting you know we made a super small hotfix.[/p][p]It is a technical change in order to prepare for the next update.[/p][p][/p][p]In case you missed it 👇[/p][p][/p]
Roadmap for the EA
[p][dynamiclink][/dynamiclink][/p][p][/p]

From Feedback to Features: The Year Ahead

[p]Working with our players has always been at the heart of Amplitude’s philosophy, as you know best what you want from our game. This is why we decided to bring ENDLESS™ Legend 2 to Early Access, and after spending a few days reading your feedback, we are ready to share our plan until early next year along with a little tease of what lies ahead down the road. [/p][p]Putting a game in so many hands always results in a ton of feedback, especially about balance as each of you pursues victory their own way. So balancing and bugfixing will be a big focus for us in the next few months. [/p][p]Of course, we also want to give you some exciting new toys to play with: custom factions will be coming this year, along with multiplayer (more details in the weeks ahead). Along the way, we’ll start to co-create new game content with you, too. [/p][p] [/p][h2]User Interface Improvements [/h2][p]We’ve also seen a lot of you share your thoughts about the UI, so we’ve been discussing some big changes to the main screen and the city screen. You can find a sneak peek in the recent blog by our game director, but this is a big change and will take some time before we can release it. [/p][p][/p][p][/p][p][/p][h2]Your Feedback Matters: Reviews and Community [/h2][p]Big thanks to all of you who have already shared feedback with us! Hearing from our players is critical to making the game better, through Early Access.  
If you haven’t yet shared your thoughts, now is a great time to leave a review or join our community on the forum, our Discord, or Amplifiers our community platform. [/p]

Update #05 - Subjugation Fixes

[p]Today we end our first week after releasing in Early Access and we couldn't be happier 😁[/p][p]Thanks to all of you that who have tried the game and have been sharing feedback and bugs with us! This has helped the team a lot in order to fix the most urgent matters ✨[/p][p][/p][p]As you can imagine 5 days 5 updates is REAAAALLYY good, but it is not something that can be sustain for perpetuity. Now, we need to focus on a bigger update that cover more things than just hotfixes (like military adjustments, balancing, etc.).[/p][p][/p][p]We will be sharing more information of what is coming next really soon 🔥[/p][p][/p][p]Do not hesitate to keep sharing your feedback as it is key in order to adjust our future plans/updates 📝[/p][p][/p][p]\[Version Ea0_0.71.158141][/p][h2]
Quests[/h2][p]Changed the objective of the "the Unmourned Dead" quest as the objective was not specifying the city where the player needed to have laboratories. It now takes in account any laboratories district in any city. We will most likely change it in a future update with a better feedback. Thank you Klajd for the bug report on Discord.
[/p][h2]Events[/h2]
  • [p]Fixed an issue with the "Sins of the Father" Event could fail to have its intended consequences in specific cases[/p]
  • [p]Fixed an issue with the "Messenger from the Stars" Event could fail to have its intended consequences in specific cases[/p]
  • [p]Fixed an issue with the "Servants of the Empire" Event could fail to have its intended consequences in specific cases[/p]
[p][/p][h2]Bugfixing[/h2]
  • [p]Fixed a crash when heroes would exchange quips in battles in very specific cases. Shoutout to Zarathoustra for the bug report on Amplifiers[/p]
  • [p]Fixed a technical issue where subjugation was not ending properly in specific situations[/p]
  • [p]Fixed a technical issue where the city defense power estimation was incorrect[/p]
  • [p]Fixed an issue where players could launch a subjugation on an already besieged city[/p]
  • [p]Fixed an issue where players could directly subjugate a city and bypassing the siege battle by retreating from the siege battle and reattacking directly[/p]
  • [p]Fixed an issue where destroying an army besieging a city in a battle would not resolve the siege properly. Thank you ZombieR for the report on Amplifiers[/p]
  • [p]Fixed an issue when tooltips could stop behaving correctly in specific cases[/p]
  • [p]Fixed a technical issue in the victory condition screen around the minor faction victory in specific cases[/p]
  • [p]Fixed a technical issue when trying to display expired notifications during the turn change in specific cases[/p]
  • [p]Fixed a technical issue when selecting a soon-to-be-destroyed unit in battle through its unit pin in specific cases[/p]
  • [p]Fixed a technical issue where Tahuk observatories internal data was incorrect in specific cases[/p]
[p][/p][hr][/hr][p][/p][h2]Your Feedback Matters: Reviews and Community[/h2][p]Almost 700 Very Positive reviews 😱 [/p][p]THANK YOU FOR ALL YOUR SUPPORT 💖[/p][p][/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 #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.
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