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.