Decreased impact of stocks and transactions on market prices
Reduced the stockpile prices on the market place
Added a random number of turns between diplomatic proposals to avoid multiple AI proposals at the same turn
Tweaked a bit the attribute bonuses given by the Sceptre, Wand, Staff and Claws weapons
IMPORTANT FIXES
Fixed an issue where an infinite end turn occurs in a specific situation
Fixed an issue where a skippable assert is generated for the host at the beginning of each turn in a multiplayer session (OrderQueueConstruction.Pack)
Fixed an issue where a session desyncs when the AI empires retrofit units with the "Sweep strike back" capacity
Fixed an issue where a session desyncs due to unit design modifications in a specific situation
Fixed a null reference exception when the AI empires are dealing with boosters
OTHER FIXES
AI
Fixed an issue where the AI empires retrofit only one unit per turn
Fixed an issue where the AI empires don't react to player sneak attacks on capitals
Fixed an issue where War is cancelled every 2 turns by AI empires
FACTIONS
Fixed an issue where the Hold Position strategy for Ardent Mages ranged units doesn't work
Fixed an issue where the Cultists and the Ardent Mages do not have access to the right technologies when using a pre 1.0.21 save file
Fixed an issue where using conversion on a village will break population bonus with a Custom Faction
Fixed an issue where the Cultist Custom Faction has a cap of 85 custom points when everyone else has 80 points
Fixed an issue where Pillars are not available for Custom Factions
Fixed an issue where some technology traits stay in the faction traits list of the Custom Factions screen even after their prerequisite is removed
Fixed an issue where Broken Lords Chapter 7 step 1 quest cannot be completed using Custom Factions with the Anarchists trait
Fixed an issue where the Pillars and Spells cannot be used with Custom Factions without the Ardent Mages affinity
Fixed an issue where units created by the Proliferators can trigger an error message
Fixed an issue where Undead units are not usable for factions other than the Necrophages
GUI
Fixed an issue where the Research notification keeps popping out at loading when no research are available anymore
Fixed an issue where the Strategic booster does not force the strategic GUI button to show when the resource stock is null and the booster is active.
Fixed an issue where, when an hero has all the accessory slots equipped (at least 3), the third accessory will be removed when drag and dropping the first one out
Fixed an issue where the AI deal attitude bar for the open borders treaty is not modified by added technologies
MARKET PLACE
Fixed an issue where units don't reset all their attributes (current health points, movement points) when sold to the market place
Fixed an issue where the Booster auction doesn't check if the booster is salable
QUESTS
Fixed an issue with some quests rewarding units using an edited unit design
Fixed an issue where the chapter 4 of the Necrophages questline rewards units based on their edited design
Fixed an issue where the chapter 1 step 2 of the Ardent Mages questline rewards units based on their edited design
Fixed an issue where saving on the same turn the city from Ardent Wizard chapter 4 quest is destroyed would corrupt the quest upon loading
Fixed an issue where quests requiring colonisation can be completed by colonising any region
MISC.
Fixed an issue where the Siege breaker army can stay immobile because of a pathfinding misuse
Fixed an issue where minor faction assimilation is lost when all converted villages are destroyed
Fixed an issue where the garrison unit count can exceed the maximum capacity when buying mercenary units
Fixed an issue where the user cannot see or access save file created after a victory has been achieved
Fixed an issue where the user remains stuck in the tutorial if the city is selected too fast after the city construction step
Fixed an issue where the flying units do not receive targeting orders while initiating combat in areas with limited deployment tiles
Decreased impact of stocks and transactions on market prices
Reduced the stockpile prices on the market place
Added a random number of turns between diplomatic proposals to avoid multiple AI proposals at the same turn
Tweaked a bit the attribute bonuses given by the Sceptre, Wand, Staff and Claws weapons
IMPORTANT FIXES
Fixed an issue where an infinite end turn occurs in a specific situation
Fixed an issue where a skippable assert is generated for the host at the beginning of each turn in a multiplayer session (OrderQueueConstruction.Pack)
Fixed an issue where a session desyncs when the AI empires retrofit units with the "Sweep strike back" capacity
Fixed an issue where a session desyncs due to unit design modifications in a specific situation
Fixed a null reference exception when the AI empires are dealing with boosters
OTHER FIXES
AI
Fixed an issue where the AI empires retrofit only one unit per turn
Fixed an issue where the AI empires don't react to player sneak attacks on capitals
Fixed an issue where War is cancelled every 2 turns by AI empires
FACTIONS
Fixed an issue where the Hold Position strategy for Ardent Mages ranged units doesn't work
Fixed an issue where the Cultists and the Ardent Mages do not have access to the right technologies when using a pre 1.0.21 save file
Fixed an issue where using conversion on a village will break population bonus with a Custom Faction
Fixed an issue where the Cultist Custom Faction has a cap of 85 custom points when everyone else has 80 points
Fixed an issue where Pillars are not available for Custom Factions
Fixed an issue where some technology traits stay in the faction traits list of the Custom Factions screen even after their prerequisite is removed
Fixed an issue where Broken Lords Chapter 7 step 1 quest cannot be completed using Custom Factions with the Anarchists trait
Fixed an issue where the Pillars and Spells cannot be used with Custom Factions without the Ardent Mages affinity
Fixed an issue where units created by the Proliferators can trigger an error message
Fixed an issue where Undead units are not usable for factions other than the Necrophages
GUI
Fixed an issue where the Research notification keeps popping out at loading when no research are available anymore
Fixed an issue where the Strategic booster does not force the strategic GUI button to show when the resource stock is null and the booster is active.
Fixed an issue where, when an hero has all the accessory slots equipped (at least 3), the third accessory will be removed when drag and dropping the first one out
Fixed an issue where the AI deal attitude bar for the open borders treaty is not modified by added technologies
MARKET PLACE
Fixed an issue where units don't reset all their attributes (current health points, movement points) when sold to the market place
Fixed an issue where the Booster auction doesn't check if the booster is salable
QUESTS
Fixed an issue with some quests rewarding units using an edited unit design
Fixed an issue where the chapter 4 of the Necrophages questline rewards units based on their edited design
Fixed an issue where the chapter 1 step 2 of the Ardent Mages questline rewards units based on their edited design
Fixed an issue where saving on the same turn the city from Ardent Wizard chapter 4 quest is destroyed would corrupt the quest upon loading
Fixed an issue where quests requiring colonisation can be completed by colonising any region
MISC.
Fixed an issue where the Siege breaker army can stay immobile because of a pathfinding misuse
Fixed an issue where minor faction assimilation is lost when all converted villages are destroyed
Fixed an issue where the garrison unit count can exceed the maximum capacity when buying mercenary units
Fixed an issue where the user cannot see or access save file created after a victory has been achieved
Fixed an issue where the user remains stuck in the tutorial if the city is selected too fast after the city construction step
Fixed an issue where the flying units do not receive targeting orders while initiating combat in areas with limited deployment tiles
Added more data to the save files, in order to allow parsing for league/stats database.
AI
Allowed garrisons of AI empires to handle a siege on their own.
Improved the battle targeting of AI units.
Reduced the Dust and Food stresses, and increased the Industry stress for the AI empires.
Increased the importance of Industry when the AI chooses a city spot for its next city.
Added the use of the retrofit feature for the AI empires.
Improved the way AI empires manage their Empire plan.
Improved the way AI empires manage their construction queues.
Changed the way AI empires manage their researches: must-have technologies begin with a low heuristic value but increase a lot at each completed research.
Added an "after battle" analysis in order to adapt the unit designs of AI empires.
Refactored the unit design system used by the AI empires.
Improved the management of the "Slayer" abilities by the AI empires in their unit designs.
Increased the weights of resources marketplace technology and the assimilation technology for the AI empires.
Feedback have prerequisites to avoid strange messages from AI empires (for example: "We appreciate your peaceful behaviour" during a war).
Open/Close Borders and Map Exchange/Embargo are now used by AI empires.
BALANCING
Drakkens' Force status declarations increase their costs when they are used.
Removed the constraints upon land mass from Large and Huge map sizes (issues with too many regions are handled another way by the World generator).
Added Morale penalty (-1) to Ranged and Support units when there are enemies around.
Decreased by 30% Damage and by 10% Attack values of Ranged units and heroes.
Other unit tweaks: WW-Forest Spirit, BL-Infantry, BL-Ryder, AM-Battle Mage, RC-Berzerk, D-Drakkenling, Giant Ogre, Justicere, Ice Warg.
Unit capacities: Dark Proof added to Ice Warg, Slightly increased BL-Ryder Life Drain, reduced a bit power of Fire Rain AoE for Witches.
Hero default capacities: downgraded from Lv.3 to Lv.2 Industry and Damage boost capacities.
Tweaked Luxury Effects: switched Emerald and Grassilk effects, changed Hydromiel effects for Hero Upkeep reduction, slightly reduced Dust Orchid effect.
Increased the military technologies' weights of the 4th Era.
Tweaked the cost of some custom faction traits.
The "We are legion" faction trait requires the Conversion faction trait. Rage wizards technologies are now linked to a faction trait instead of the faction affinity.
Added prerequisites on terrain tag water for the shipyard.
Changed the descriptions of 4 Luxury Resources (according to their gameplay changes).
Changed the position of the "Mindless Slaughter" technology (Necrophages quest reward, Era 4).
BATTLE
Added an attack odds panel in battle.
Added the possibility to swap the units' positions in battle deployment.
Improved the battle targeting rules (decreased cases where units do nothing).
Added the battle deployment zone size in the Registry file.
The coloured area of the life bar is more visible in battle.
The life bar in battle is removed when de-zooming.
Reachable and attack tiles are now more visible in the Winter season.
Improved the targeting highlight in battle.
Clamped min and max Morale bonus from -6 to +6.
GUI
The colour palette can now be selected as a game options of the User Interface tab; includes a colour-blind mode that can be edited through the palette.xml file.
Added a custom tooltip on the terms' prices that explains what modifiers influence it, in the notification of diplomatic interactions.
When a notification is about a warning or a compliment, the contract is displayed for clarification.
Added the number of assimilated villages on each minor faction slot.
The real number of available assimilation slots is now displayed in the Empire screen (was capped by the number of assimilable minor factions).
Added tooltips on the "Army in battle" and "Army locked by other battle" icons.
Added a section in the districts tooltips to explain how to level them up.
Added the Battle Movement icon in the Unit battle tooltip.
Display of the World Seed value in the bottom left corner of the Options screen.
Sorted out the pillar faction trait (no arcana use when there are no pillars and set the right pillar price for Ardent Mage).
Improved the large version of the spells' icons.
ITEMS
Added Mastery Strategic Resource Cost Bonus system: the more you unlock item technologies, the more you get discounts on item strategic resource costs.
Increased by 50% strategic cost of items (to improve strategic resources rarity and to partially compensate the new Mastery system that can potentially decrease by 60% the strategic resources costs of items).
Increased by 20% Industry and Dust costs of items made of Iron or Dust.
MARKETPLACE
Improved the stock management in the marketplace.
Added a feature of auto-supply of stockpiles in the marketplace.
Reduced a bit the impact of the level up of units on the marketplace.
Changed the value of the Sellout Market Tax.
Changed values of the marketplace reference prices of stockpiles and heroes.
UNITS AND HEROES
Downgraded Industry Efficient and Damage Boost capacities (Hero default capacities).
Unit instant heal can now be modded to choose the used resource.
Renamed the "Low Damage" ability: now "Warrior Apprentice".
Removed Low Damage (Warrior Apprentice) ability of Support units but reduced their base attack values.
Sorted abilities to have Range ability on top of the abilities list.
IMPORTANT FIXES
Fixed an issue where an assert can be raised by the Trade Routes system (some region was not correctly excluded).
Fixed an issue where an assert can be raised when the Roving Clans lose their main city and have some roaming privateers.
Fixed an issue where a crash can occur when displaying info about an annihilated army which was a privateer army.
Fixed an issue where a crash can occur when loading a save where a unit is mistaken for a hero.
Fixed an issue where an unskippable assert is received by the host during gameplay.
Fixed an issue where a desync in MP games is caused by AI empires (when manipulating the construction queues).
Fixed an issue where audio is muted and audio options have no functionality when booting the title without headset or speakers plugged in.
And we ran out of characters. :) For the complete release notes, please check the official forum.
Added more data to the save files, in order to allow parsing for league/stats database.
AI
Allowed garrisons of AI empires to handle a siege on their own.
Improved the battle targeting of AI units.
Reduced the Dust and Food stresses, and increased the Industry stress for the AI empires.
Increased the importance of Industry when the AI chooses a city spot for its next city.
Added the use of the retrofit feature for the AI empires.
Improved the way AI empires manage their Empire plan.
Improved the way AI empires manage their construction queues.
Changed the way AI empires manage their researches: must-have technologies begin with a low heuristic value but increase a lot at each completed research.
Added an "after battle" analysis in order to adapt the unit designs of AI empires.
Refactored the unit design system used by the AI empires.
Improved the management of the "Slayer" abilities by the AI empires in their unit designs.
Increased the weights of resources marketplace technology and the assimilation technology for the AI empires.
Feedback have prerequisites to avoid strange messages from AI empires (for example: "We appreciate your peaceful behaviour" during a war).
Open/Close Borders and Map Exchange/Embargo are now used by AI empires.
BALANCING
Drakkens' Force status declarations increase their costs when they are used.
Removed the constraints upon land mass from Large and Huge map sizes (issues with too many regions are handled another way by the World generator).
Added Morale penalty (-1) to Ranged and Support units when there are enemies around.
Decreased by 30% Damage and by 10% Attack values of Ranged units and heroes.
Other unit tweaks: WW-Forest Spirit, BL-Infantry, BL-Ryder, AM-Battle Mage, RC-Berzerk, D-Drakkenling, Giant Ogre, Justicere, Ice Warg.
Unit capacities: Dark Proof added to Ice Warg, Slightly increased BL-Ryder Life Drain, reduced a bit power of Fire Rain AoE for Witches.
Hero default capacities: downgraded from Lv.3 to Lv.2 Industry and Damage boost capacities.
Tweaked Luxury Effects: switched Emerald and Grassilk effects, changed Hydromiel effects for Hero Upkeep reduction, slightly reduced Dust Orchid effect.
Increased the military technologies' weights of the 4th Era.
Tweaked the cost of some custom faction traits.
The "We are legion" faction trait requires the Conversion faction trait. Rage wizards technologies are now linked to a faction trait instead of the faction affinity.
Added prerequisites on terrain tag water for the shipyard.
Changed the descriptions of 4 Luxury Resources (according to their gameplay changes).
Changed the position of the "Mindless Slaughter" technology (Necrophages quest reward, Era 4).
BATTLE
Added an attack odds panel in battle.
Added the possibility to swap the units' positions in battle deployment.
Improved the battle targeting rules (decreased cases where units do nothing).
Added the battle deployment zone size in the Registry file.
The coloured area of the life bar is more visible in battle.
The life bar in battle is removed when de-zooming.
Reachable and attack tiles are now more visible in the Winter season.
Improved the targeting highlight in battle.
Clamped min and max Morale bonus from -6 to +6.
GUI
The colour palette can now be selected as a game options of the User Interface tab; includes a colour-blind mode that can be edited through the palette.xml file.
Added a custom tooltip on the terms' prices that explains what modifiers influence it, in the notification of diplomatic interactions.
When a notification is about a warning or a compliment, the contract is displayed for clarification.
Added the number of assimilated villages on each minor faction slot.
The real number of available assimilation slots is now displayed in the Empire screen (was capped by the number of assimilable minor factions).
Added tooltips on the "Army in battle" and "Army locked by other battle" icons.
Added a section in the districts tooltips to explain how to level them up.
Added the Battle Movement icon in the Unit battle tooltip.
Display of the World Seed value in the bottom left corner of the Options screen.
Sorted out the pillar faction trait (no arcana use when there are no pillars and set the right pillar price for Ardent Mage).
Improved the large version of the spells' icons.
ITEMS
Added Mastery Strategic Resource Cost Bonus system: the more you unlock item technologies, the more you get discounts on item strategic resource costs.
Increased by 50% strategic cost of items (to improve strategic resources rarity and to partially compensate the new Mastery system that can potentially decrease by 60% the strategic resources costs of items).
Increased by 20% Industry and Dust costs of items made of Iron or Dust.
MARKETPLACE
Improved the stock management in the marketplace.
Added a feature of auto-supply of stockpiles in the marketplace.
Reduced a bit the impact of the level up of units on the marketplace.
Changed the value of the Sellout Market Tax.
Changed values of the marketplace reference prices of stockpiles and heroes.
UNITS AND HEROES
Downgraded Industry Efficient and Damage Boost capacities (Hero default capacities).
Unit instant heal can now be modded to choose the used resource.
Renamed the "Low Damage" ability: now "Warrior Apprentice".
Removed Low Damage (Warrior Apprentice) ability of Support units but reduced their base attack values.
Sorted abilities to have Range ability on top of the abilities list.
IMPORTANT FIXES
Fixed an issue where an assert can be raised by the Trade Routes system (some region was not correctly excluded).
Fixed an issue where an assert can be raised when the Roving Clans lose their main city and have some roaming privateers.
Fixed an issue where a crash can occur when displaying info about an annihilated army which was a privateer army.
Fixed an issue where a crash can occur when loading a save where a unit is mistaken for a hero.
Fixed an issue where an unskippable assert is received by the host during gameplay.
Fixed an issue where a desync in MP games is caused by AI empires (when manipulating the construction queues).
Fixed an issue where audio is muted and audio options have no functionality when booting the title without headset or speakers plugged in.
And we ran out of characters. :) For the complete release notes, please check the official forum.
Visions of the Unseen (EL) and Chronicles of the Lost (ES) add-ons will be available tomorrow on Steam (automatic update). We'll then post the detailed release notes for each game! Today, we're focusing on the Vaulters who got some nice additions in both games.
The Vaulters in Endless Space
The Vaulters now have their own introduction video in Endless Space. Just a screenshot for now: you'll be able to see it in game tomorrow!
The Vaulters in Endless Legend
We added a really cool Vaulters background scene in the main menu:
Come back tomorrow for the detailed release notes. ~Amplitude
Visions of the Unseen (EL) and Chronicles of the Lost (ES) add-ons will be available tomorrow on Steam (automatic update). We'll then post the detailed release notes for each game! Today, we're focusing on the Vaulters who got some nice additions in both games.
The Vaulters in Endless Space
The Vaulters now have their own introduction video in Endless Space. Just a screenshot for now: you'll be able to see it in game tomorrow!
The Vaulters in Endless Legend
We added a really cool Vaulters background scene in the main menu:
Come back tomorrow for the detailed release notes. ~Amplitude
The release of Endless Legend's "Visions of the Unseen" add-on is approaching and today, we'd like to talk about the addition of a special minor faction that you chose in a past GAMES2GETHER vote a few weeks ago: the Eyeless Ones.
The Eyeless Ones
Blind from birth, these monks train their other senses to the point of supernatural acuity. Whether the explanation is intense concentration or Dust magic, their skills are undeniable.
"Though legend would have us believe the members of this tribe blind their children at birth, reason and observation indicate that they are an eyeless mutation of other Aurigan species. With non-visual senses enhanced, however -- including a sixth sense called "kanjwe" that is little understood -- they are able to sense, hear, and feel all that is visible, and some that is not."
The Eyeless Ones are the 15th minor faction in Endless Legend! As usual, you will be able to assimilate them like any other minor villages, and therefore build their units for your own army.
The release of Endless Legend's "Visions of the Unseen" add-on is approaching and today, we'd like to talk about the addition of a special minor faction that you chose in a past GAMES2GETHER vote a few weeks ago: the Eyeless Ones.
The Eyeless Ones
Blind from birth, these monks train their other senses to the point of supernatural acuity. Whether the explanation is intense concentration or Dust magic, their skills are undeniable.
"Though legend would have us believe the members of this tribe blind their children at birth, reason and observation indicate that they are an eyeless mutation of other Aurigan species. With non-visual senses enhanced, however -- including a sixth sense called "kanjwe" that is little understood -- they are able to sense, hear, and feel all that is visible, and some that is not."
The Eyeless Ones are the 15th minor faction in Endless Legend! As usual, you will be able to assimilate them like any other minor villages, and therefore build their units for your own army.
In case you missed our previous announcements (how could you, really?), please check out the recent Dev Blog posts on the upcoming Add-Ons for both Endless Legend and Endless Space:
So what's coming for Endless Legend in this add-on? Many things..! We mentioned the new side quests in our previous blog post, but today, let's talk about something that was highly requested by the community: diplomatic answers that would fit each faction's personality better and greatly improve the immersion.
DIPLOMATIC ANSWERS
Before the official release of EL, we already took a first step toward this direction, with the addition of animated diplomats, who now have their own flavour text.
Sending the Ardent Mages a "Declaration of War".
Sending a "Warning" to the master of the Marketplace: the Roving Clans.
You will trigger these messages if you send a treaty to the AI: a declaration of war, a truce, a research agreement, etc. But sometimes, the AI will also let you know what it thinks about your actions. These messages will change depending on the faction it is playing as, but also with its current mood.
To sum it up, there are three parameters to take into account: fear, trust and envy. Each message is associated with one of these states. For example, if you colonise a nearby region, the AI will probably get a bit jealous of you, since you deliberately decided to take a territory just outside its frontiers (our AI can be emotional too, yes). If it was already envying your territory, the message will be very different to a message from a mocking and powerful AI that doesn't think of you as a threat. But you will prove them wrong, won't you?
In case you missed our previous announcements (how could you, really?), please check out the recent Dev Blog posts on the upcoming Add-Ons for both Endless Legend and Endless Space:
So what's coming for Endless Legend in this add-on? Many things..! We mentioned the new side quests in our previous blog post, but today, let's talk about something that was highly requested by the community: diplomatic answers that would fit each faction's personality better and greatly improve the immersion.
DIPLOMATIC ANSWERS
Before the official release of EL, we already took a first step toward this direction, with the addition of animated diplomats, who now have their own flavour text.
Sending the Ardent Mages a "Declaration of War".
Sending a "Warning" to the master of the Marketplace: the Roving Clans.
You will trigger these messages if you send a treaty to the AI: a declaration of war, a truce, a research agreement, etc. But sometimes, the AI will also let you know what it thinks about your actions. These messages will change depending on the faction it is playing as, but also with its current mood.
To sum it up, there are three parameters to take into account: fear, trust and envy. Each message is associated with one of these states. For example, if you colonise a nearby region, the AI will probably get a bit jealous of you, since you deliberately decided to take a territory just outside its frontiers (our AI can be emotional too, yes). If it was already envying your territory, the message will be very different to a message from a mocking and powerful AI that doesn't think of you as a threat. But you will prove them wrong, won't you?