ENDLESS™ Legend - Steph'nie
From the Dev Blog: http://forums.amplitude-studios.com/content.php?430-Endless-Legend-Production-Update

Hi everyone,

I wanted to give you an update on where we stand on the production side of Endless Legend. We are knee deep in development of a great beta version, but you do not necessarily realize that. So here are a few clarifications.


Process and updates
Since the release of the alpha version by the end of April, we have delivered a number of patches for the most crucial bugs, then resumed the development of new features which were dearly missing in the game you played so far. The way we work is in sprints of 2 weeks, which result in a build review and the start of a new sprint. In parallel, we send game versions to our QA on a regular basis, which results usually (we are not perfect :)) in bugs to fix. The difficulty for us is that fixing bugs prevents us to develop more features and improvements (including the ones you requested). So for us it is a matter of balancing the time spent on fixing bugs and developing new features. Also, there is a strong temptation to become feature complete to avoid new side effects and bugs.

The bottom line is that it is difficult right now to deliver a build with the quality standards you are used to. Still, we are considering releasing a “work in progress” build in a parallel branch to the main build. It would be your choice to download this build (however imperfect) and give us feedback on the current development. We will update you soon if we choose this solution.

In any case, we are really fully focused on the game, we restaffed the team a few months ago with additional developers, so we have what it takes to reach our objectives.


Current developments
Since the release of the alpha, we have worked on the following aspects on the game.

A new faction is almost complete, with graphical assets (units, cities, animations), design content (affinity, traits) as well as its specific gameplay. This faction was more complex to develop as its gameplay is really exotic and brings what some of you thought was missing in a Fantasy game (I think I revealed too much already ;)). We have also started working on the 6th faction of the game, which contains a very specific gameplay as well.

We have implemented new modes of transportation, especially with the ship navigation system, which now allows us to play on maps with several continents. Sadly we need to teach the AI how to use it, so we have to wait a bit more before we release this. We have also added a road system which can connect cities and speed up transportation on land. We are developing the trade routes aspect in addition to that, which will greatly encourage the use of the diplomatic system.

The diplomatic system was pretty well developed feature-wise in the alpha, but it was missing a proper AI behaviour. We already have developed a good deal of peace/truce/war management by the AI, and are progressing on the ability for the AI to setup contract terms and handle more complex options. The diplomatic AI has been developed with an Adaptive Multi Agent System (AMAS) which is already operational and shows good potential to emerge interesting AI decisions (we used it on the low level city management with good results). It is a huge step for us because the tools which come with this AMAS make it easier to monitor how the AI is reasoning, instead of having to understand a bunch of interconnected algorithms.

We are also developing other capabilities for the AI, such as acquiring resources on the terrain, designing units relevant to the owned resources, and assembling more consistent armies. We are working on an improvement for the military behaviour and a better interception/avoidance of enemy armies by the AI. A new city governor has been implemented and seems satisfactory. We are improving the deployment / targeting system in the battle. The deployment itself is almost done, and should take much better account of terrain elevation and defensive positions. It should greatly help the development of the new targeting system in battle, so that units choose more meaningful targets.

Speaking of the battle, we have already applied numerous improvements to its behaviour, for example the display of the units list in deployment. We still plan on adding a game option to select the number of resolution rounds per order phase. For players avid of complete tactical control, you will be able to give orders for each execution round. However we hope that the new battle AI will be greatly improved and will allow less tactical players to enjoy the battle just as well. We are spending a great deal of time improving the feedback and understanding of the battle, especially displaying exact stats in real time, which is missing right now. It is a complex task, because we are transforming a round-based simulation to an almost real time simulation, and I suspect that will not make things easy for multiplayer synchronisation…

There is a number of smaller features that I will enumerate rapidly and which are complete or all but complete: an immersive faction selection interface at game start (instead of a droplist), improved Vaulters holy resource gameplay, improvement of the Siege system, city militia to avoid losing your city to a single scout, several visual improvements and animations.


Multiplayer
This is the one big feature we want to release for our beta version. We have been working on it for months now, and even before then we built a new messaging architecture from the ground up. The architecture is solid and we have been able to play the game for tens of turns without desync. However desyncs do occur from time to time, as new added features do not always take multiplayer into account. It is a tedious task for our multiplayer developer to track all these mishaps. Our new architecture seems to be robust enough (much more than Endless Space) and we also have developed specific tools to track desyncs and fix them faster.

Again, the temptation is strong to complete as many game feature as we can before we deliver the multiplayer, to avoid regressions, but we cannot wait forever and are impatient to see you play the multiplayer. And besides, that is what the Games2Gether is all about: adding new features. On a very positive note, we have a much better management of the host dropping the game. When this happens, a new host is elected and all remaining players enter a new lobby, ready to restart the game. We have considered having an auto migration, but this could result in an unwanted loading time when the host leaves the game. Instead we prefer that players decide to continue or not, in the lobby. Of course we will listen to your feedback when you try it.


Mac version
As I stated in a previous post, it is difficult for us to deliver a Mac version right now, as it would slow down our QA and build delivery processes. Adding features and improvements is the priority right now. Still, our engineers have started looking into the Mac version. The biggest issue usually consists of making running on Mac the external components used by the game (DLLs, video and sound playback). The game is running on Mac now, although we have to fix some graphical shaders for OpenGL. Also, we had a small setback as a burglar (for real) stole our development MacBook last Friday… So a new Mac is coming, we are on it, but we need more time to avoid jeopardising the development of the full game.


Next update
As stated above, it is difficult for us to deliver a new version right now with sufficient quality. However, we will look into a “Test” branch for the bravest ones. For the rest of you, we will probably deliver a new build between 2 to 4 weeks, depending on the quality of what we have in 2 weeks.


Thanks for your attention!

~Amplitude Studios
ENDLESS™ Legend - Steph(✿◠‿◠)
From the Dev Blog: http://forums.amplitude-studios.com/content.php?430-Endless-Legend-Production-Update

Hi everyone,

I wanted to give you an update on where we stand on the production side of Endless Legend. We are knee deep in development of a great beta version, but you do not necessarily realize that. So here are a few clarifications.


Process and updates
Since the release of the alpha version by the end of April, we have delivered a number of patches for the most crucial bugs, then resumed the development of new features which were dearly missing in the game you played so far. The way we work is in sprints of 2 weeks, which result in a build review and the start of a new sprint. In parallel, we send game versions to our QA on a regular basis, which results usually (we are not perfect :)) in bugs to fix. The difficulty for us is that fixing bugs prevents us to develop more features and improvements (including the ones you requested). So for us it is a matter of balancing the time spent on fixing bugs and developing new features. Also, there is a strong temptation to become feature complete to avoid new side effects and bugs.

The bottom line is that it is difficult right now to deliver a build with the quality standards you are used to. Still, we are considering releasing a “work in progress” build in a parallel branch to the main build. It would be your choice to download this build (however imperfect) and give us feedback on the current development. We will update you soon if we choose this solution.

In any case, we are really fully focused on the game, we restaffed the team a few months ago with additional developers, so we have what it takes to reach our objectives.


Current developments
Since the release of the alpha, we have worked on the following aspects on the game.

A new faction is almost complete, with graphical assets (units, cities, animations), design content (affinity, traits) as well as its specific gameplay. This faction was more complex to develop as its gameplay is really exotic and brings what some of you thought was missing in a Fantasy game (I think I revealed too much already ;)). We have also started working on the 6th faction of the game, which contains a very specific gameplay as well.

We have implemented new modes of transportation, especially with the ship navigation system, which now allows us to play on maps with several continents. Sadly we need to teach the AI how to use it, so we have to wait a bit more before we release this. We have also added a road system which can connect cities and speed up transportation on land. We are developing the trade routes aspect in addition to that, which will greatly encourage the use of the diplomatic system.

The diplomatic system was pretty well developed feature-wise in the alpha, but it was missing a proper AI behaviour. We already have developed a good deal of peace/truce/war management by the AI, and are progressing on the ability for the AI to setup contract terms and handle more complex options. The diplomatic AI has been developed with an Adaptive Multi Agent System (AMAS) which is already operational and shows good potential to emerge interesting AI decisions (we used it on the low level city management with good results). It is a huge step for us because the tools which come with this AMAS make it easier to monitor how the AI is reasoning, instead of having to understand a bunch of interconnected algorithms.

We are also developing other capabilities for the AI, such as acquiring resources on the terrain, designing units relevant to the owned resources, and assembling more consistent armies. We are working on an improvement for the military behaviour and a better interception/avoidance of enemy armies by the AI. A new city governor has been implemented and seems satisfactory. We are improving the deployment / targeting system in the battle. The deployment itself is almost done, and should take much better account of terrain elevation and defensive positions. It should greatly help the development of the new targeting system in battle, so that units choose more meaningful targets.

Speaking of the battle, we have already applied numerous improvements to its behaviour, for example the display of the units list in deployment. We still plan on adding a game option to select the number of resolution rounds per order phase. For players avid of complete tactical control, you will be able to give orders for each execution round. However we hope that the new battle AI will be greatly improved and will allow less tactical players to enjoy the battle just as well. We are spending a great deal of time improving the feedback and understanding of the battle, especially displaying exact stats in real time, which is missing right now. It is a complex task, because we are transforming a round-based simulation to an almost real time simulation, and I suspect that will not make things easy for multiplayer synchronisation…

There is a number of smaller features that I will enumerate rapidly and which are complete or all but complete: an immersive faction selection interface at game start (instead of a droplist), improved Vaulters holy resource gameplay, improvement of the Siege system, city militia to avoid losing your city to a single scout, several visual improvements and animations.


Multiplayer
This is the one big feature we want to release for our beta version. We have been working on it for months now, and even before then we built a new messaging architecture from the ground up. The architecture is solid and we have been able to play the game for tens of turns without desync. However desyncs do occur from time to time, as new added features do not always take multiplayer into account. It is a tedious task for our multiplayer developer to track all these mishaps. Our new architecture seems to be robust enough (much more than Endless Space) and we also have developed specific tools to track desyncs and fix them faster.

Again, the temptation is strong to complete as many game feature as we can before we deliver the multiplayer, to avoid regressions, but we cannot wait forever and are impatient to see you play the multiplayer. And besides, that is what the Games2Gether is all about: adding new features. On a very positive note, we have a much better management of the host dropping the game. When this happens, a new host is elected and all remaining players enter a new lobby, ready to restart the game. We have considered having an auto migration, but this could result in an unwanted loading time when the host leaves the game. Instead we prefer that players decide to continue or not, in the lobby. Of course we will listen to your feedback when you try it.


Mac version
As I stated in a previous post, it is difficult for us to deliver a Mac version right now, as it would slow down our QA and build delivery processes. Adding features and improvements is the priority right now. Still, our engineers have started looking into the Mac version. The biggest issue usually consists of making running on Mac the external components used by the game (DLLs, video and sound playback). The game is running on Mac now, although we have to fix some graphical shaders for OpenGL. Also, we had a small setback as a burglar (for real) stole our development MacBook last Friday… So a new Mac is coming, we are on it, but we need more time to avoid jeopardising the development of the full game.


Next update
As stated above, it is difficult for us to deliver a new version right now with sufficient quality. However, we will look into a “Test” branch for the bravest ones. For the rest of you, we will probably deliver a new build between 2 to 4 weeks, depending on the quality of what we have in 2 weeks.


Thanks for your attention!

~Amplitude Studios
May 14, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Added a +10 Approval on all luxury boosters.
  • Increased Approval gain per District level from 10 to 15.
  • Switched technology positions: Marketplace (Resources) is now in Era 2, and Marketplace (Mercenaries) is now in Era 3.

IMPORTANT FIXES
  • Fixed an issue where an unskippable assert is generated while loading or starting a new session (*.OnUnloadGame).
  • Fixed an issue where a skippable assert is displayed by clicking multiple times on a notification in order to remove it.
  • Fixed several Null Reference Exceptions (ArmyWorldCursor.OnCursorDrag, Garrison.UpdateLifeAfterEncounter).
  • Fixed an issue where the "A final battleground" Broken Lords - chapter 7, step 1 - quest cannot be completed.

OTHER FIXES
  • Fixed an issue with the charge capacity.
  • Fixed an issue where the Diplomacy screen is cropped on a 4:3 display.
  • Fixed an issue where the camera stops panning when the player moves the cursor over the HUD.
  • Fixed an issue where the player remains stuck inside the combat notification when clicking multiple times to remove it.
  • Fixed an issue where the unit preview screen does not display the extra slot granted by the "Tailor's Guild" technology.
  • Fixed an issue where the quest rewards are not positioned correctly in the reward field.
  • Fixed an issue where the Dust income is not displayed on the control banner panel (Using the kilo symbol now when values exceed 1000 (both for the stock and trend). Also in case where the text overflows, the text is displayed with a smaller font.
  • Fixed an issue where the "Earth Tower" and "Ceratan Village" graphical representations are overlapped by their tiles.
  • Fixed an issue where a draw does not trigger the completion of a quest when everyone is killed.
  • Fixed an issue where an equipment item is sticking to the mouse after a right-click to close, while the item is being dragged.
  • Fixed an issue where the player could not see the preview of a unit when it was the only unit of its army.
  • Fixed an issue where the initiative modifications were not properly updated on the client side during battles.
  • Fixed several names and descriptions.
May 14, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Added a +10 Approval on all luxury boosters.
  • Increased Approval gain per District level from 10 to 15.
  • Switched technology positions: Marketplace (Resources) is now in Era 2, and Marketplace (Mercenaries) is now in Era 3.

IMPORTANT FIXES
  • Fixed an issue where an unskippable assert is generated while loading or starting a new session (*.OnUnloadGame).
  • Fixed an issue where a skippable assert is displayed by clicking multiple times on a notification in order to remove it.
  • Fixed several Null Reference Exceptions (ArmyWorldCursor.OnCursorDrag, Garrison.UpdateLifeAfterEncounter).
  • Fixed an issue where the "A final battleground" Broken Lords - chapter 7, step 1 - quest cannot be completed.

OTHER FIXES
  • Fixed an issue with the charge capacity.
  • Fixed an issue where the Diplomacy screen is cropped on a 4:3 display.
  • Fixed an issue where the camera stops panning when the player moves the cursor over the HUD.
  • Fixed an issue where the player remains stuck inside the combat notification when clicking multiple times to remove it.
  • Fixed an issue where the unit preview screen does not display the extra slot granted by the "Tailor's Guild" technology.
  • Fixed an issue where the quest rewards are not positioned correctly in the reward field.
  • Fixed an issue where the Dust income is not displayed on the control banner panel (Using the kilo symbol now when values exceed 1000 (both for the stock and trend). Also in case where the text overflows, the text is displayed with a smaller font.
  • Fixed an issue where the "Earth Tower" and "Ceratan Village" graphical representations are overlapped by their tiles.
  • Fixed an issue where a draw does not trigger the completion of a quest when everyone is killed.
  • Fixed an issue where an equipment item is sticking to the mouse after a right-click to close, while the item is being dragged.
  • Fixed an issue where the player could not see the preview of a unit when it was the only unit of its army.
  • Fixed an issue where the initiative modifications were not properly updated on the client side during battles.
  • Fixed several names and descriptions.
May 6, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Added the icons for Mithrite and Hyperium accessories.
  • Added the effect of the booster to the droppable luxury resources' tooltips in the Quest and Marketplace screens.
  • The booster state is now only shown in the booster tooltips of the Empire screen.
  • Added the effect of the booster to the luxury deposits' tooltips in the Region panel.
  • Now all FIDS/Approval/Influence bonuses and maluses are applied on the "gain" part which can't become less than 0. Other "upkeep" costs (Food consumption, Dust upkeep, etc.) are applied afterwards.
  • Now Stockpiles give FIS as following:
    • Level 1: 60% of the cost
    • Level 2: 70% of the cost
    • Level 3: 80% of the cost
  • Corrected assimilation cost increase (now depends on number of currently assimilated factions).
  • Reduced hero cost per level on Marketplace.
  • Moved Necrophages6 technology (Era2 on the left) to avoid conflict with accessory common tier 3 technology.
  • Added a scrollview for the list of units in the Military Screen.
  • Added a scrollview for the rewards in the Quest screen and notification panel.
  • Added a tooltip on the army upkeep of the military screen.
  • Updated the manuals. The research function is now enabled.

IMPORTANT FIXES
  • Fixed an issue preventing the display of the game after an alt+tab.
  • Fixed several Null Reference Exceptions (ArmyAction_Attack.FillTargets, Garrison.UpdateLifeAfterEncounter and VisibilityRenderer.Unload).
  • Fixed an Argument Null Exception (DiplomaticRelationScore.AddModifier).

OTHER FIXES
  • Fixed an issue where researching assimilation slot technologies will increase the cost of all the assimilations. Now the price depends on the number of already assimilated factions (with the same cost evolution).
  • Fixed an issue where the GUI arrow buttons for previous/next controlled region don't work properly.
  • Fixed an issue where the selected units cannot be selected again when splitting units.
  • Fixed an issue where the split unit should be selected when splitting a unit.
  • Fixed an issue of serialization regarding the stockpiles.
  • Fixed an issue where Stockpiles of the same type cannot be applied to multiple cities at once.
  • Fixed several issues regarding the siege system.
  • Fixed an issue where, during manual combat, if a unit's path towards its target is obstructed by another unit, the unit will not attempt to find a new path or to attack another target.
  • Fixed an issue where map scrolling using the arrow keys is disabled when the mouse cursor is held over an element of the GUI.
  • Fixed an issue where playing multiple sessions without exiting to desktop will cause a menu overlap when selecting an army.
  • Fixed several names and descriptions.
May 6, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Added the icons for Mithrite and Hyperium accessories.
  • Added the effect of the booster to the droppable luxury resources' tooltips in the Quest and Marketplace screens.
  • The booster state is now only shown in the booster tooltips of the Empire screen.
  • Added the effect of the booster to the luxury deposits' tooltips in the Region panel.
  • Now all FIDS/Approval/Influence bonuses and maluses are applied on the "gain" part which can't become less than 0. Other "upkeep" costs (Food consumption, Dust upkeep, etc.) are applied afterwards.
  • Now Stockpiles give FIS as following:
    • Level 1: 60% of the cost
    • Level 2: 70% of the cost
    • Level 3: 80% of the cost
  • Corrected assimilation cost increase (now depends on number of currently assimilated factions).
  • Reduced hero cost per level on Marketplace.
  • Moved Necrophages6 technology (Era2 on the left) to avoid conflict with accessory common tier 3 technology.
  • Added a scrollview for the list of units in the Military Screen.
  • Added a scrollview for the rewards in the Quest screen and notification panel.
  • Added a tooltip on the army upkeep of the military screen.
  • Updated the manuals. The research function is now enabled.

IMPORTANT FIXES
  • Fixed an issue preventing the display of the game after an alt+tab.
  • Fixed several Null Reference Exceptions (ArmyAction_Attack.FillTargets, Garrison.UpdateLifeAfterEncounter and VisibilityRenderer.Unload).
  • Fixed an Argument Null Exception (DiplomaticRelationScore.AddModifier).

OTHER FIXES
  • Fixed an issue where researching assimilation slot technologies will increase the cost of all the assimilations. Now the price depends on the number of already assimilated factions (with the same cost evolution).
  • Fixed an issue where the GUI arrow buttons for previous/next controlled region don't work properly.
  • Fixed an issue where the selected units cannot be selected again when splitting units.
  • Fixed an issue where the split unit should be selected when splitting a unit.
  • Fixed an issue of serialization regarding the stockpiles.
  • Fixed an issue where Stockpiles of the same type cannot be applied to multiple cities at once.
  • Fixed several issues regarding the siege system.
  • Fixed an issue where, during manual combat, if a unit's path towards its target is obstructed by another unit, the unit will not attempt to find a new path or to attack another target.
  • Fixed an issue where map scrolling using the arrow keys is disabled when the mouse cursor is held over an element of the GUI.
  • Fixed an issue where playing multiple sessions without exiting to desktop will cause a menu overlap when selecting an army.
  • Fixed several names and descriptions.
Apr 30, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Free extractors (from districts) count as real built extractors for the quest counts.
  • Slightly increased the size of unlocked units and the list of effects, to avoid scrollbars in most cases of the Minor Faction selection panel.
  • The Ending Reward of the Broken Lords Quest is now an Instant Heal after the battle.
  • A "Hidden" reward is never displayed to the Player in the quest journal as long the step is not completed.
  • Added pathfinding rule for city tiles (district and city centre):
    • The movement cost between 2 city tiles is fixed and override the initial movement cost of the terrain tile.
    • It is always possible to move from a city tile to another, regardless the altitude.
  • Removed Industry on Dry Soil terrain.
  • Decreased Luxury5 (Wine) bonus to CityApproval from 40 to 25.
  • Cavalry map movement decreased from 8 to 6.
  • Added the descriptor to improve bonus from forest for the Wild Walkers.
  • Added a "show location" button to the Encounter notification panel.
  • The resource which have not been discovered appear as "?" in the Region panel.
  • Performed some memory optimisations.

IMPORTANT FIXES
  • Specifying access mode READ when opening the settings file. Failing to do so causes invisible/notforwarded/uncaught exceptions and prevents users from playing the game.

FIXES
  • Fixed an issue where a unit does not get the unit ability from item when they are described in the base item. We still have to display the item ability in the unit design tooltip. Please see the People of Auriga PDF file for a description of the capacities.
  • Fixed an issue where a crash occurring when a constructible can be unlocked by 2 techs (which is forbidden for now).
  • Fixed an issue where Vaulters Teleport army action can be used while the booster is inactive.
  • Fixed an issue where "Fish Farm" and "Dust Dredger" river bonus is not applied on borough exploitation areas.
  • Fixed an issue where saving and loading during the 4.0 Vaulters quest will cause the quest to complete when capturing any city.
  • Fixed an issue where the 3.1 Necrophages quest cannot be completed if the user loads the session.
  • Fixed an issue where saving and loading the session resets the player's progress for the 6.1 Necrophage quest.
  • Fixed an issue where the player is not informed about the technology required to complete any 3.0 Wild Walkers quest.
  • Fixed an issue where the 7.1 Necrophages quest "Unatural born killers" can be completed without ending the turn by saving and loading the session.
  • Fixed an issue where no reward is offered when completing the last step in the necrophages faction quest.
  • Fixed an issue where cities that have been conquered can no longer be assaulted.
  • Fixed an issue where Ahote Zaltana hero icon is inconsistent in tooltips.
  • Fixed an issue where the pacified village tooltip displays wrong information in the region panel.
  • Fixed an issue where Pacified villages do not reduce the cost of minor faction units when trained.
  • Fixed an issue where resources are displayed inside the region panel even if the nodes have not been discovered.
  • Fixed an issue where the Winter does not reduce the vision for districts.
  • Fixed an issue where the Winter notification displays the vaulters empire bonus to all factions.
  • Fixed an issue where minimizing and restoring the battle notification causes the killed units to disappear.
  • Fixed an issue where the "pacification" reward disappears from the quest screen and notification after loading the session.
  • Fixed an issue where the "Eayah's Arm" and "Starblade" two-handed swords can be equipped at the same time than a shield.
  • Fixed an issue where the approval of the city is wrong when loading a save.
  • Fixed an issue where the army actions panel was hidden under the units list panel, after a reload with an enemy army selected.
  • Fixed an issue where the portrait of the Quest Heroes in the Quest screen and the Battle Unit Card is wrong.
  • Fixed an issue where the dead units are not displayed, after an encounter where one of the sides has lost all its units and if the player minimizes and restores the panel.
  • Fixed an issue where the buyout button is wrongly disabled in queue items when there is zero production from the city, even if all the other requirements are met.
  • Fixed an issue where the military power gauge is only looking at dead units in the Encounter notification panel.
  • Fixed several typos.
Apr 30, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Free extractors (from districts) count as real built extractors for the quest counts.
  • Slightly increased the size of unlocked units and the list of effects, to avoid scrollbars in most cases of the Minor Faction selection panel.
  • The Ending Reward of the Broken Lords Quest is now an Instant Heal after the battle.
  • A "Hidden" reward is never displayed to the Player in the quest journal as long the step is not completed.
  • Added pathfinding rule for city tiles (district and city centre):
    • The movement cost between 2 city tiles is fixed and override the initial movement cost of the terrain tile.
    • It is always possible to move from a city tile to another, regardless the altitude.
  • Removed Industry on Dry Soil terrain.
  • Decreased Luxury5 (Wine) bonus to CityApproval from 40 to 25.
  • Cavalry map movement decreased from 8 to 6.
  • Added the descriptor to improve bonus from forest for the Wild Walkers.
  • Added a "show location" button to the Encounter notification panel.
  • The resource which have not been discovered appear as "?" in the Region panel.
  • Performed some memory optimisations.

IMPORTANT FIXES
  • Specifying access mode READ when opening the settings file. Failing to do so causes invisible/notforwarded/uncaught exceptions and prevents users from playing the game.

FIXES
  • Fixed an issue where a unit does not get the unit ability from item when they are described in the base item. We still have to display the item ability in the unit design tooltip. Please see the People of Auriga PDF file for a description of the capacities.
  • Fixed an issue where a crash occurring when a constructible can be unlocked by 2 techs (which is forbidden for now).
  • Fixed an issue where Vaulters Teleport army action can be used while the booster is inactive.
  • Fixed an issue where "Fish Farm" and "Dust Dredger" river bonus is not applied on borough exploitation areas.
  • Fixed an issue where saving and loading during the 4.0 Vaulters quest will cause the quest to complete when capturing any city.
  • Fixed an issue where the 3.1 Necrophages quest cannot be completed if the user loads the session.
  • Fixed an issue where saving and loading the session resets the player's progress for the 6.1 Necrophage quest.
  • Fixed an issue where the player is not informed about the technology required to complete any 3.0 Wild Walkers quest.
  • Fixed an issue where the 7.1 Necrophages quest "Unatural born killers" can be completed without ending the turn by saving and loading the session.
  • Fixed an issue where no reward is offered when completing the last step in the necrophages faction quest.
  • Fixed an issue where cities that have been conquered can no longer be assaulted.
  • Fixed an issue where Ahote Zaltana hero icon is inconsistent in tooltips.
  • Fixed an issue where the pacified village tooltip displays wrong information in the region panel.
  • Fixed an issue where Pacified villages do not reduce the cost of minor faction units when trained.
  • Fixed an issue where resources are displayed inside the region panel even if the nodes have not been discovered.
  • Fixed an issue where the Winter does not reduce the vision for districts.
  • Fixed an issue where the Winter notification displays the vaulters empire bonus to all factions.
  • Fixed an issue where minimizing and restoring the battle notification causes the killed units to disappear.
  • Fixed an issue where the "pacification" reward disappears from the quest screen and notification after loading the session.
  • Fixed an issue where the "Eayah's Arm" and "Starblade" two-handed swords can be equipped at the same time than a shield.
  • Fixed an issue where the approval of the city is wrong when loading a save.
  • Fixed an issue where the army actions panel was hidden under the units list panel, after a reload with an enemy army selected.
  • Fixed an issue where the portrait of the Quest Heroes in the Quest screen and the Battle Unit Card is wrong.
  • Fixed an issue where the dead units are not displayed, after an encounter where one of the sides has lost all its units and if the player minimizes and restores the panel.
  • Fixed an issue where the buyout button is wrongly disabled in queue items when there is zero production from the city, even if all the other requirements are met.
  • Fixed an issue where the military power gauge is only looking at dead units in the Encounter notification panel.
  • Fixed several typos.
Apr 28, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Added the User's Manual and the Bestiary to the game files.
  • The AI should build the biggest possible army to besiege or attack city.
  • Rounding a few values in some panels (especially health and heal costs).
  • Now showing the correct unit design revision everywhere, not just the latest one.
  • The Empire plan is reset when the player cannot buy the tiers of the previous plan.
  • The "Keypad Enter" key will end the turn, if it's available and if the player is out of the pause screen.

FIXES
  • Fixed the "System.Linq.Check.SourceAndPredicate" issue where the player enters a stuck situation: when an army engages in a queued battle order or if s/he attempts to assign a hero to an army which is in combat.
  • Fixed an issue where the luxury boosters have a duration of 1 turn.
  • Fixed an issue where the player encounters an unskippable assert if s/he attempts to assign a hero to an army which is in combat.
  • Fixed an issue where the player is stuck on the loading screen after loading a session due to an unsafe serialization of empty world paths.
  • Fixed an issue where the player cannot select a movement path for that army after an Auto Combat is complete.
  • Fixed an issue where the Army Actions List does not refresh after an Auto Combat and displays wrong actions.
  • Fixed an issue where the Vaulters Chapter 6 - Step 2 Quest - does not complete if the player activates the holy resource booster during that session.
  • Fixed an issue where Ahote Zaltana Wild Walkers hero model is invisible in manual combat and on the 2D map.
  • Fixed an issue where several quests cannot be completed after a save/load operation.
  • Fixed multiple issues where the interactions with an army/city were not disabled when it started a battle.
  • Fixed several typos.
Apr 28, 2014
ENDLESS™ Legend - Lt_Miles
CHANGES AND ADDITIONS
  • Added the User's Manual and the Bestiary to the game files.
  • The AI should build the biggest possible army to besiege or attack city.
  • Rounding a few values in some panels (especially health and heal costs).
  • Now showing the correct unit design revision everywhere, not just the latest one.
  • The Empire plan is reset when the player cannot buy the tiers of the previous plan.
  • The "Keypad Enter" key will end the turn, if it's available and if the player is out of the pause screen.

FIXES
  • Fixed the "System.Linq.Check.SourceAndPredicate" issue where the player enters a stuck situation: when an army engages in a queued battle order or if s/he attempts to assign a hero to an army which is in combat.
  • Fixed an issue where the luxury boosters have a duration of 1 turn.
  • Fixed an issue where the player encounters an unskippable assert if s/he attempts to assign a hero to an army which is in combat.
  • Fixed an issue where the player is stuck on the loading screen after loading a session due to an unsafe serialization of empty world paths.
  • Fixed an issue where the player cannot select a movement path for that army after an Auto Combat is complete.
  • Fixed an issue where the Army Actions List does not refresh after an Auto Combat and displays wrong actions.
  • Fixed an issue where the Vaulters Chapter 6 - Step 2 Quest - does not complete if the player activates the holy resource booster during that session.
  • Fixed an issue where Ahote Zaltana Wild Walkers hero model is invisible in manual combat and on the 2D map.
  • Fixed an issue where several quests cannot be completed after a save/load operation.
  • Fixed multiple issues where the interactions with an army/city were not disabled when it started a battle.
  • Fixed several typos.
...