You will be able to play the Beta version of Endless Legend tomorrow. Thanks to those who have dared to launch the "Beta Branch" on Steam in the previous weeks (which was pretty much a preview). Your feedback has been more than helpful and allowed us to improve the build for the public release tomorrow. We will be sharing the release notes then but here's what it will include:
Two new playable major factions: the Ardent Mages and the Roving Clans
Multiplayer mode with up to six players out of eight in the final game
Enhanced Battle system (Battle Pace / City Militia / Moral Boost / Upgraded Deployment)
Ships and Harbours: you can now go explore and colonize the world beyond the ocean!
Addition of Roads and Trade Routes
Improved Diplomacy: new Diplomatic Treaties, AI diplomatic behaviour, Counter Proposal option
Addition of Privateers: mercenaries bought in the marketplace who can attack anyone without revealing exactly whose side they are on…
The arcane power of these sorcerers can only be obtained through pain and penance. Transcending their mortal bodies through acts of self-mortification, they are able to touch and manipulate the limitless powers of Dust.
Traders, explorers, and adventurers, the Roving Clans are nomadic and mercantile. Traversing Auriga on their great beasts of burden, the Clans bring commerce and hard-headed negotiation to the far corners of the world.
Artwork and Screenshots
Come back tomorrow for the release notes! :) ~Amplitude Studios
You will be able to play the Beta version of Endless Legend tomorrow. Thanks to those who have dared to launch the "Beta Branch" on Steam in the previous weeks (which was pretty much a preview). Your feedback has been more than helpful and allowed us to improve the build for the public release tomorrow. We will be sharing the release notes then but here's what it will include:
Two new playable major factions: the Ardent Mages and the Roving Clans
Multiplayer mode with up to six players out of eight in the final game
Enhanced Battle system (Battle Pace / City Militia / Moral Boost / Upgraded Deployment)
Ships and Harbours: you can now go explore and colonize the world beyond the ocean!
Addition of Roads and Trade Routes
Improved Diplomacy: new Diplomatic Treaties, AI diplomatic behaviour, Counter Proposal option
Addition of Privateers: mercenaries bought in the marketplace who can attack anyone without revealing exactly whose side they are on…
The arcane power of these sorcerers can only be obtained through pain and penance. Transcending their mortal bodies through acts of self-mortification, they are able to touch and manipulate the limitless powers of Dust.
Traders, explorers, and adventurers, the Roving Clans are nomadic and mercantile. Traversing Auriga on their great beasts of burden, the Clans bring commerce and hard-headed negotiation to the far corners of the world.
Artwork and Screenshots
Come back tomorrow for the release notes! :) ~Amplitude Studios
We're getting closer and closer to a public update for Endless Legend. Once again, if you have missed the explanation from Mathieu, our CEO, on the update delay, please check it out. We are working on so many different things that I'll try to keep you informed with short blog posts like these.
So what's on the menu for today? The transportation system! :)
SEA TRAVEL
In Endless Legend, for ocean travel to be available, the player will have to research the “Ocean travel” technology. Once that technology is discovered, armies will be able to embark/disembark, and ocean trade routes will be available.
Ports Ports can be made only on exploited water tiles. They will be used to embark/disembark more easily, and to create ocean roads. There can be only one port per region.
Embark / Disembark
With armies, you can click on the water to “embark” near any water tile without cliffs in between, then select a destination water tile (also without cliffs in between). It will move the army onto the water tile, transformed into a ship
Embark will deplete all the remaining water movement points of the army
With armies in ships you can click on the map to “disembark” near any land tile without cliffs in between, then select a destination land tile (without cliffs in between). It will move the army onto the land tile, transformed back into a normal army
Disembark will deplete all the remaining land movement points of the army
Please note that this is only a first version.
Ship properties Ships can contain the same number of units than other armies
You can merge ships’ contents
You can split ships’ contents
Empty ships (or with hero only) will disappear, the same way armies do
Ships can move only between two water tiles. Their only new map action is “disembark”
Movement
Units use a different movement attribute on water. That new attribute will be affected by different bonuses than for land movement
All units will start with the same sea movement value
SEA ROADS
The Ocean Travel technology will allow the creation of Port improvements. Ports can be made only on exploited water tiles.
Connecting ports
Ocean roads must go from one port to another.
There must be a valid path between the ports, passing through water tiles inside the 2 concerned regions and 1 ocean region max.
If such a road can be made, then trade routes can be made across the Cities of those two Ports. Unlike land roads, ocean roads will need the 2 ports to be created (no half-roads), and they will disappear immediately if one of the corresponding ports is destroyed.
We're getting closer and closer to a public update for Endless Legend. Once again, if you have missed the explanation from Mathieu, our CEO, on the update delay, please check it out. We are working on so many different things that I'll try to keep you informed with short blog posts like these.
So what's on the menu for today? The transportation system! :)
SEA TRAVEL
In Endless Legend, for ocean travel to be available, the player will have to research the “Ocean travel” technology. Once that technology is discovered, armies will be able to embark/disembark, and ocean trade routes will be available.
Ports Ports can be made only on exploited water tiles. They will be used to embark/disembark more easily, and to create ocean roads. There can be only one port per region.
Embark / Disembark
With armies, you can click on the water to “embark” near any water tile without cliffs in between, then select a destination water tile (also without cliffs in between). It will move the army onto the water tile, transformed into a ship
Embark will deplete all the remaining water movement points of the army
With armies in ships you can click on the map to “disembark” near any land tile without cliffs in between, then select a destination land tile (without cliffs in between). It will move the army onto the land tile, transformed back into a normal army
Disembark will deplete all the remaining land movement points of the army
Please note that this is only a first version.
Ship properties Ships can contain the same number of units than other armies
You can merge ships’ contents
You can split ships’ contents
Empty ships (or with hero only) will disappear, the same way armies do
Ships can move only between two water tiles. Their only new map action is “disembark”
Movement
Units use a different movement attribute on water. That new attribute will be affected by different bonuses than for land movement
All units will start with the same sea movement value
SEA ROADS
The Ocean Travel technology will allow the creation of Port improvements. Ports can be made only on exploited water tiles.
Connecting ports
Ocean roads must go from one port to another.
There must be a valid path between the ports, passing through water tiles inside the 2 concerned regions and 1 ocean region max.
If such a road can be made, then trade routes can be made across the Cities of those two Ports. Unlike land roads, ocean roads will need the 2 ports to be created (no half-roads), and they will disappear immediately if one of the corresponding ports is destroyed.
I know you are eagerly waiting for the new update, but as Mathieu explained the other day, it’s work in progress! I thought it could be fun if I shared with you some screenshots and explanations on what we are currently working on and that is actually coming for you. We'll start with the roads: the visual and game design explained by Mathias and the game designers.
The roads Mathias has worked on [ART]
Hi, I’m Mathias, 3D Artist/Lead Artist at Amplitude Studios.
These past few days, I have worked on the roads in Endless Legend that you will discover in the next update. I’ll let the Game Designers handle the gameplay aspect of the feature below, so I’ll just focus on the visual part.
Anyway, we are using what is called “decals” with an atlas to create and apply roads on the landscape. Indeed, it’s quite an old school technique but with all the bump/specular effects, roads are well integrated and fits with the “detailed board game” art style of Endless Legend. You could almost compare it this to re-usable pieces of a jigsaw puzzle.
I have worked a lot with Timothée, (my other favourite graphic programmer ^^), he programmed a few specific things to make the roads clearer and more realistic.
Trees are removed when a road passes through a forest
We have small bridges across rivers
He makes fancy transitions when paths goes from various terrain types
And we created a battlement with an access to the city where the road reaches it
The roads [GAME DESIGN]
What are roads? They are used to link two adjacent cities, allowing faster movement for armies and enabling trade route bonuses between them.
How do you create a road? The prerequisites for a road to automatically appear are:
The road improvement has been built in at least one of the two cities
There must be at least one valid land path between the two regions that doesn’t go through any other region
When those requirements are met, roads will be drawn on the corresponding path inside their region. If the other region doesn’t have the improvement, then only half of the road will become complete roads (paved roads), and the other region will have pathways instead.
Roads are always made on the shortest path between the two connected points, regardless of the existing road shortcuts.
Road bonuses Paved roads will reduce movement cost on the corresponding tile to 0.5, even on forests. However, pathways don’t have any bonus.
Old roads When a city with is destroyed or moved, all roads within that region will start to deteriorate:
Roads and pathways will disappear after 10 turns.
If a player creates or moves a city (with Roads improvement) into that region again, new roads will be created, and not necessarily passing through old road parts.
Any pathway on the same tile than paved road parts will be removed if needed.
I know you are eagerly waiting for the new update, but as Mathieu explained the other day, it’s work in progress! I thought it could be fun if I shared with you some screenshots and explanations on what we are currently working on and that is actually coming for you. We'll start with the roads: the visual and game design explained by Mathias and the game designers.
The roads Mathias has worked on [ART]
Hi, I’m Mathias, 3D Artist/Lead Artist at Amplitude Studios.
These past few days, I have worked on the roads in Endless Legend that you will discover in the next update. I’ll let the Game Designers handle the gameplay aspect of the feature below, so I’ll just focus on the visual part.
Anyway, we are using what is called “decals” with an atlas to create and apply roads on the landscape. Indeed, it’s quite an old school technique but with all the bump/specular effects, roads are well integrated and fits with the “detailed board game” art style of Endless Legend. You could almost compare it this to re-usable pieces of a jigsaw puzzle.
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I have worked a lot with Timothée, (my other favourite graphic programmer ^^), he programmed a few specific things to make the roads clearer and more realistic.
Trees are removed when a road passes through a forest
We have small bridges across rivers
He makes fancy transitions when paths goes from various terrain types
And we created a battlement with an access to the city where the road reaches it
The roads [GAME DESIGN]
What are roads? They are used to link two adjacent cities, allowing faster movement for armies and enabling trade route bonuses between them.
How do you create a road? The prerequisites for a road to automatically appear are:
The road improvement has been built in at least one of the two cities
There must be at least one valid land path between the two regions that doesn’t go through any other region
When those requirements are met, roads will be drawn on the corresponding path inside their region. If the other region doesn’t have the improvement, then only half of the road will become complete roads (paved roads), and the other region will have pathways instead.
Roads are always made on the shortest path between the two connected points, regardless of the existing road shortcuts.
Road bonuses Paved roads will reduce movement cost on the corresponding tile to 0.5, even on forests. However, pathways don’t have any bonus.
Old roads When a city with is destroyed or moved, all roads within that region will start to deteriorate:
Roads and pathways will disappear after 10 turns.
If a player creates or moves a city (with Roads improvement) into that region again, new roads will be created, and not necessarily passing through old road parts.
Any pathway on the same tile than paved road parts will be removed if needed.