Oct 14, 2014
ENDLESS™ Legend
NEED TO KNOW

What is it? 4X Sci-Fantasy Influenced by: Endless Space Play it on: 2.5 GHZ Intel Core 2, 4GB RAM, 1GB graphics card, 3GB HDD. Reviewed on: Intel Core i7 2.8GHZ, 8GB RAM, Ati Radeon HD 5800 Alternatively: Fallen Enchantress DRM: Steam Price: 27 / $35 Release: Out now Developer: Amplitude Studios Publisher: In-house Website: Official site Multiplayer: Up to 8

At first sight, Endless Legend is a traditional 4X game, albeit set in a fantasy spin-off of the science fiction universe shared by Endless Space and Dungeon of the Endless. It's easy, in this industry, to fail to innovate—after all Activision-Blizzard has made billions out of 'more of the same'. Yet, despite its franchise heritage, at every stage Endless Legend shines. Where it takes from the past, it puts its own spin on it. Where it innovates, it does so cautiously and mostly successfully.

Firstly, it comes with carefully, heavily asymmetric factions. The Ardent Mages, for example, are masochists who generate magic, both in battle and on the main map, through self-harm, whilst The Wild Walkers are an Elf-like faction, who've abandoned their forests for a career in construction. The Vaulters, by contrast, are the Viking-like survivors of a crashed spaceship who specialise in science, whilst the Broken Lords are noble armoured warriors who have to eat dust or drain life to survive.

Let's start with settling. Like a traditional 4X game (ie, a Civ knock-off), you build cities on resource-heavy hexes, and turn food into population growth into settlers to make more cities. Except if you're the Cultists that is, who create one giant city. Or the Roving Clans, who can move their cities. Or The Broken Lords, who don't need food.

So after settling, of course, you explore the map, to meet the other factions. Except if you're uplifted dragons like the Drakken, who already know where everyone is on the map and have diplomatic relations with them from the start, and can force them into peace.

Even the diplomacy is innovative. Want to attack another faction? Well, if you don't have the influence points necessary, then you simply can't do it. But you can make it cheaper by threatening—and hence warning—the other faction. However, those same points influence points are used to pay for Empire plans - critical long-term buffs. So the more international politicking you indulge in, the less you can focus on domestic policies. Unless you're the insectoid-zombie Necrophages, that is, who don't talk but just eat, so are permanently at war with the other factions. Or the mercantile Roving Clans, who can't declare war, so have to provoke enemies into attacking them.

There are also minor factions dotted around the map. If you pacify these, they become part of your civilisation (and ultimately can be assimilated). Except if you're the Cultists, you can convert them, and they feed tribute—warriors and resources—back to the capital.

What I'm repeatedly saying is that each faction plays the game slightly differently, and has different victory conditions. The Necrophages just want to eat everything. The Vaulters just want to get back to the stars. The Broken Lords want to find a cure for their hunger.

Of course, the worst bit of most 4X games is the century-skipping, the period where you're either just clicking 'next turn', or where you're tending to a hundred cities. Endless Legend has an answer to that too, and not just the highly-effective automated governors you can put in charge of each city. Each faction has a story, rich and long, that's unlocked through quests across the map. There are a load of other ways to get quests too—stumbling through ruins or talking to the minor factions—which throw up resources, unique items and story progress. These mix up what you want to do. My peaceful game as the Drakkan was derailed when a faction story mission demanded that I not only attack one of my allies, but seize and hold one of their cities. Other times, I've been forced to make peace, or hunt down armies, or find buried treasure, all with pitch-perfect quest text.

I'm running out of room to praise the game, so quickly: the music is sweetly uplifting; the art is informative and beautiful; the unit customisation is well-handled; world-generation is spot-on; resource management and trading is superb; I can't even say anything bad about the GUI, which is a first; and it's the same great game in multiplayer.

The only disappointing bits of the game is the tutorial, which is completely insufficient, and the combat, which is like an clockwork version of Heroes of Might and Magic. When you enter battle, your troops spill out of their single stack and spread out across a small area of the map into a small arena. Then they take turns automatically attacking and moving, with terrain height and troop type playing a big part in victory. Thankfully, like Total War, you can just skip the battles completely. Given the small number of units in a battle and the semi-automation, I didn't find these tactically interesting, so automating was a good choice.

Thankfully, smart as ever, Amplitude Studios has created another astounding story-driven game, that really has taken the best bits of RTS, RPG and 4X, drawing much from Endless Space, and spun it differently for every faction. Save for the weakness of the combat, this is a game that wannabe developers should play and learn from. Given that it has eight major factions who are all nearly infinitely customisable, the replay value is, well, endless.

Oct 9, 2014
ENDLESS™ Legend - Steph (✿◠‿◠)
http://i.imgur.com/sulH5Gt.jpg[/url]


From our Dev Blog.

Hi everyone,

It has now been 3 weeks since we officially released Endless Legend. Thanks again for your involvement, warm words, constructive criticism to help us make this game a success. It has been a challenging adventure, and the release has allowed us to catch our breath and lick our wounds for a few days. We have not been idle, though, and have continued tracking the technical issue to allow you all to play the game in good conditions.

But as we stated in the past, release was just a stage in the life cycle of the game, so it is time to speak of the future.

First of all, a new patch is imminent, which will incorporate fixes on the gameplay, AI, typos, more of a collection of small items than a big change. But I am confident the release note will be impressive as usual. :)

Next, the first step for modding will be released. The system is here, along with the UI to select/activate a mod, and it allows to override the full simulation, AI, and GUI bitmaps to create new city improvements, new factions and traits, overhaul the tech tree with new icons, and tune the AI. What we want to achieve before we release it is a set of examples to guide you in the process of creating mods. You can expect to get this first version of modding in a matter of weeks, as soon as our modding instructions and samples are ready. Depending on the success of modding, we will extend it to incorporating new 3D models and textures.

After that we are going to work on free add-ons and expansions, much like what we did for Endless Space.

The focus right now is on a free add-on which we want to release before the end of this year. In order to be efficient, we have restarted our agile process with 2-weeks sprints, meaning that it will be difficult to deliver intermediate versions of the add-on before it is all done and reviewed by the VIP and our QA. Also we want to make a consistent package for each add-on (as we did on Endless Space) rather than a series of smaller updates.

Here is a list of the subjects we will process during the development of the coming add-ons. It is possible that not everything will fit in it, and that we will have several add-ons.
  • Some cool stuff involving weapon visuals (I cannot say more)
  • Advanced world generation options, as well as fixing the remaining generation issues on the exotic operating systems
  • New outgame view (the 3d scene behind the menus)
  • New side quests
  • A new minor faction
  • Advanced notifications (idle cities, unassigned heroes, end of pillars, etc.)
  • Loading tips to clarify some deep game mechanics which cannot be explained in the tutorial
  • Market improvement
  • Battle UI improvement
  • AI War management: attack (more parallel attacks, opportunistic interceptions)
  • AI War management: defence (more units in garrison, regrouping of armies inside cities, better frontier defence)
  • AI War management: threat evaluation and region scoring (threat of rising players, minor factions, mission interruption)
  • AI Empire Plan Management: avoid hurting the economy to achieve higher tiers at all costs
  • AI Resource Management: tweaks and tuning, better use of luxury boosters
  • AI Overall Balancing: tech priorities, improve militia
  • And more AI improvements on Battle, Unit Design, and Economy

Thanks for your attention.

~Amplitude Studios
Oct 9, 2014
ENDLESS™ Legend - Steph(✿◠‿◠)
http://i.imgur.com/sulH5Gt.jpg[/url]


From our Dev Blog.

Hi everyone,

It has now been 3 weeks since we officially released Endless Legend. Thanks again for your involvement, warm words, constructive criticism to help us make this game a success. It has been a challenging adventure, and the release has allowed us to catch our breath and lick our wounds for a few days. We have not been idle, though, and have continued tracking the technical issue to allow you all to play the game in good conditions.

But as we stated in the past, release was just a stage in the life cycle of the game, so it is time to speak of the future.

First of all, a new patch is imminent, which will incorporate fixes on the gameplay, AI, typos, more of a collection of small items than a big change. But I am confident the release note will be impressive as usual. :)

Next, the first step for modding will be released. The system is here, along with the UI to select/activate a mod, and it allows to override the full simulation, AI, and GUI bitmaps to create new city improvements, new factions and traits, overhaul the tech tree with new icons, and tune the AI. What we want to achieve before we release it is a set of examples to guide you in the process of creating mods. You can expect to get this first version of modding in a matter of weeks, as soon as our modding instructions and samples are ready. Depending on the success of modding, we will extend it to incorporating new 3D models and textures.

After that we are going to work on free add-ons and expansions, much like what we did for Endless Space.

The focus right now is on a free add-on which we want to release before the end of this year. In order to be efficient, we have restarted our agile process with 2-weeks sprints, meaning that it will be difficult to deliver intermediate versions of the add-on before it is all done and reviewed by the VIP and our QA. Also we want to make a consistent package for each add-on (as we did on Endless Space) rather than a series of smaller updates.

Here is a list of the subjects we will process during the development of the coming add-ons. It is possible that not everything will fit in it, and that we will have several add-ons.
  • Some cool stuff involving weapon visuals (I cannot say more)
  • Advanced world generation options, as well as fixing the remaining generation issues on the exotic operating systems
  • New outgame view (the 3d scene behind the menus)
  • New side quests
  • A new minor faction
  • Advanced notifications (idle cities, unassigned heroes, end of pillars, etc.)
  • Loading tips to clarify some deep game mechanics which cannot be explained in the tutorial
  • Market improvement
  • Battle UI improvement
  • AI War management: attack (more parallel attacks, opportunistic interceptions)
  • AI War management: defence (more units in garrison, regrouping of armies inside cities, better frontier defence)
  • AI War management: threat evaluation and region scoring (threat of rising players, minor factions, mission interruption)
  • AI Empire Plan Management: avoid hurting the economy to achieve higher tiers at all costs
  • AI Resource Management: tweaks and tuning, better use of luxury boosters
  • AI Overall Balancing: tech priorities, improve militia
  • And more AI improvements on Battle, Unit Design, and Economy

Thanks for your attention.

~Amplitude Studios
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Sep 25, 2014
ENDLESS™ Legend - Steph (✿◠‿◠)
Hey everyone,

Yes, we're still here. :)

Thank you very much for the feedback on Endless Legend: it's helped fix tons of issues as you will find below. We are aware of some remaining issues and are still investigating, however, please make sure you report all your issues in the right section of the forum (here) and that you attach your files (as explained here) and give as much info as you can.



RELEASE NOTES [1.0.2]


CHANGES AND ADDITIONS
  • Added data to randomly change the AI's personality at the beginning of a new game
  • The game speed value is used to modify the AI building scoring
  • Players can now exchange resources when negotiating an open borders treaty during a Cold War
  • Through the Diplomacy, the Alliance relation between 2 empires allows you to attack a tierce Empire army within the territory of your ally, if you are protecting your own territory
  • Disabling multiple GUI elements during end of turn
  • Available improvements are now sorted by category, then industry cost, then custom sort (based on the new GuiSorting.xml file)
  • Improved the feedback of the active/activable luxury resources

IMPORTANT FIXES
  • Fixed an issue where the Founder Pack bonuses (Ice Wargs minor faction, Namkang hero and "A song of ice, only ice" custom faction trait) are not available for the owners of the EL Founder Pack
  • Fixed an issue where game remains stuck during the Battle simulation phase of the Manual battle when setting the "Encounter sequence" to "Advanced"
  • Fixed an issue where armies disappear when going on water tiles surrounded by terrain tiles
  • Fixed an issue where a skippable assert is generated when the user selects and then deselects multiple times a faction in the Diplomacy screen right after ending his turn
  • Fixed an issue where a skippable assert is generated when the user rapidly presses the Escape button several times while being in the faction selection screen

OTHER FIXES

MP
  • Fixed an issue where clients joining sessions while the host is in the loading screen remain stuck if the host closes the game
  • Fixed an issue where session does not appear for the previous host after a server migration
  • Fixed an issue where the host receives a skippable assert resulting in being stuck when resyncing the multiplayer session
  • Fixed an issue where if a client times out in a MP lobby, the host loses the session server and receives a "Failed to connect" notification
  • Fixed an issue where the client doesn't receive a message that the connection with host was lost if the Ethernet cable is removed or the uplink is lost

AI
  • Fixed an issue where AI Empires do not build borough streets if they are custom factions with the Cellulose mutation trait
  • Fixed an issue where AI Empires have a very low priority for rebuilding minor villages
  • Fixed an issue where the AI is stuck when the frontier tile is a non stoppable one

CUSTOM FACTIONS
  • Fixed an issue where the "Deep Generator" technology is available for custom factions without the "Vaulters" or "Mezari" affinity
  • Fixed an issue where several technologies are unavailable for custom factions with the "Mezari" affinity
  • Fixed an issue where the "Rookery" and "Mercenary Market" technologies are treated as separate technologies in the faction editor
  • Fixed an issue where the "Advanced Filigree" starting technology trait is available in the faction editor selection
  • Fixed an issue where custom factions can be created with the "Language Square" starting technology and the "Pitiless" trait

EMPIRE / CITIES
  • Fixed an issue where Settler can cost more than one population
  • Fixed an issue with the Winter additional effect "-1 resource on strategic resource deposit"
  • Fixed an issue where Winter River effect does not mention the dust malus in the Empire management screen
  • Fixed an issue where contradictory information is displayed in the "Empire bonuses" on the slow game speed
  • Fixed an issue where the notification for starvation will be displayed even when the city has 1 population
  • Fixed an issue where the "Imperial Kennels" city improvement does not increase the experience units gain per turn
  • Fixed an issue where the "Self-repairing Defences" city improvement does not grant an XP bonus
  • Fixed an issue where there is a inconsistency of the values of the different market tabs

BATTLE
  • Fixed an issue where the "Stun" capacity is always successful
  • Fixed an issue where the "Ardent Fire" capacity is not functional
  • Fixed an issue where the "Increased Fire 3" capacity of Ardent Mages heroes does not function properly
  • Fixed an issue where the "Increased Fire 3" capacity of the Ardent Mages heroes does not have a visual effect when used
  • Fixed an issue where the "Increased Fire 3" capacity status effect is not displayed on the supported unit
  • Fixed an issue where the "Improved Movement" combat effects do not apply
  • Fixed an issue where the "Confidence" bonus does not function properly
  • Fixed an issue where the "Sharp Sense" bonus does not function properly
  • Fixed an issue where the "Higher Ground" bonus does not function properly
  • Fixed an issue where the "Higher Ground" effect does not appear in the unit status effects during manual combat
  • Fixed an issue where support class heroes do not have the "Ranged" capacity
  • Fixed an issue where Roving Clans heroes do not have the "Ranged" capacity
  • Fixed an issue where the Preacher's "Unleashed Potential" support ability does not have any sound effects
  • Fixed an issue where the Ardent Mages pillar buttons remain functional and do not become greyed out when ending the turn
  • Fixed an issue where the battle FX of the Ice Wargs are missing

DIPLOMACY
  • Fixed an issue where First Encounter between Empires occurs without mutual vision
  • Fixed an issue where a user is not prompted with the First Encounter notification when discovered using the "Vision and Map Exchange" treaty
  • Fixed an issue where no encounter notification is generated at the start of the session when playing against a Drakken empire

QUESTS
  • Fixed an issue where building multiple "Verda's Temple" at the same time breaks the Ardent Mage questline
  • Fixed an issue where the chapter 7 of the Roving Clans major faction is too difficult to complete compared to other major faction questlines
  • Fixed an issue where the reward for the "Power and Prestige" side quest is too low for the first era

GRAPHICS
  • Fixed an issue with the walk animation of the Urces units
  • Fixed several issues with the animations of the Vaulters and Mezari ambassadors

TEXT CONTENT
  • Fixed several issues with the French, German, Russian and Polish localisations
  • Fixed an issue where spacing between words cannot be noticed due to the font choice in quest descriptions (modification of the kerning values)


~Amplitude Studios
Sep 25, 2014
ENDLESS™ Legend - Steph(✿◠‿◠)
Hey everyone,

Yes, we're still here. :)

Thank you very much for the feedback on Endless Legend: it's helped fix tons of issues as you will find below. We are aware of some remaining issues and are still investigating, however, please make sure you report all your issues in the right section of the forum (here) and that you attach your files (as explained here) and give as much info as you can.



RELEASE NOTES [1.0.2]


CHANGES AND ADDITIONS
  • Added data to randomly change the AI's personality at the beginning of a new game
  • The game speed value is used to modify the AI building scoring
  • Players can now exchange resources when negotiating an open borders treaty during a Cold War
  • Through the Diplomacy, the Alliance relation between 2 empires allows you to attack a tierce Empire army within the territory of your ally, if you are protecting your own territory
  • Disabling multiple GUI elements during end of turn
  • Available improvements are now sorted by category, then industry cost, then custom sort (based on the new GuiSorting.xml file)
  • Improved the feedback of the active/activable luxury resources

IMPORTANT FIXES
  • Fixed an issue where the Founder Pack bonuses (Ice Wargs minor faction, Namkang hero and "A song of ice, only ice" custom faction trait) are not available for the owners of the EL Founder Pack
  • Fixed an issue where game remains stuck during the Battle simulation phase of the Manual battle when setting the "Encounter sequence" to "Advanced"
  • Fixed an issue where armies disappear when going on water tiles surrounded by terrain tiles
  • Fixed an issue where a skippable assert is generated when the user selects and then deselects multiple times a faction in the Diplomacy screen right after ending his turn
  • Fixed an issue where a skippable assert is generated when the user rapidly presses the Escape button several times while being in the faction selection screen

OTHER FIXES

MP
  • Fixed an issue where clients joining sessions while the host is in the loading screen remain stuck if the host closes the game
  • Fixed an issue where session does not appear for the previous host after a server migration
  • Fixed an issue where the host receives a skippable assert resulting in being stuck when resyncing the multiplayer session
  • Fixed an issue where if a client times out in a MP lobby, the host loses the session server and receives a "Failed to connect" notification
  • Fixed an issue where the client doesn't receive a message that the connection with host was lost if the Ethernet cable is removed or the uplink is lost

AI
  • Fixed an issue where AI Empires do not build borough streets if they are custom factions with the Cellulose mutation trait
  • Fixed an issue where AI Empires have a very low priority for rebuilding minor villages
  • Fixed an issue where the AI is stuck when the frontier tile is a non stoppable one

CUSTOM FACTIONS
  • Fixed an issue where the "Deep Generator" technology is available for custom factions without the "Vaulters" or "Mezari" affinity
  • Fixed an issue where several technologies are unavailable for custom factions with the "Mezari" affinity
  • Fixed an issue where the "Rookery" and "Mercenary Market" technologies are treated as separate technologies in the faction editor
  • Fixed an issue where the "Advanced Filigree" starting technology trait is available in the faction editor selection
  • Fixed an issue where custom factions can be created with the "Language Square" starting technology and the "Pitiless" trait

EMPIRE / CITIES
  • Fixed an issue where Settler can cost more than one population
  • Fixed an issue with the Winter additional effect "-1 resource on strategic resource deposit"
  • Fixed an issue where Winter River effect does not mention the dust malus in the Empire management screen
  • Fixed an issue where contradictory information is displayed in the "Empire bonuses" on the slow game speed
  • Fixed an issue where the notification for starvation will be displayed even when the city has 1 population
  • Fixed an issue where the "Imperial Kennels" city improvement does not increase the experience units gain per turn
  • Fixed an issue where the "Self-repairing Defences" city improvement does not grant an XP bonus
  • Fixed an issue where there is a inconsistency of the values of the different market tabs

BATTLE
  • Fixed an issue where the "Stun" capacity is always successful
  • Fixed an issue where the "Ardent Fire" capacity is not functional
  • Fixed an issue where the "Increased Fire 3" capacity of Ardent Mages heroes does not function properly
  • Fixed an issue where the "Increased Fire 3" capacity of the Ardent Mages heroes does not have a visual effect when used
  • Fixed an issue where the "Increased Fire 3" capacity status effect is not displayed on the supported unit
  • Fixed an issue where the "Improved Movement" combat effects do not apply
  • Fixed an issue where the "Confidence" bonus does not function properly
  • Fixed an issue where the "Sharp Sense" bonus does not function properly
  • Fixed an issue where the "Higher Ground" bonus does not function properly
  • Fixed an issue where the "Higher Ground" effect does not appear in the unit status effects during manual combat
  • Fixed an issue where support class heroes do not have the "Ranged" capacity
  • Fixed an issue where Roving Clans heroes do not have the "Ranged" capacity
  • Fixed an issue where the Preacher's "Unleashed Potential" support ability does not have any sound effects
  • Fixed an issue where the Ardent Mages pillar buttons remain functional and do not become greyed out when ending the turn
  • Fixed an issue where the battle FX of the Ice Wargs are missing

DIPLOMACY
  • Fixed an issue where First Encounter between Empires occurs without mutual vision
  • Fixed an issue where a user is not prompted with the First Encounter notification when discovered using the "Vision and Map Exchange" treaty
  • Fixed an issue where no encounter notification is generated at the start of the session when playing against a Drakken empire

QUESTS
  • Fixed an issue where building multiple "Verda's Temple" at the same time breaks the Ardent Mage questline
  • Fixed an issue where the chapter 7 of the Roving Clans major faction is too difficult to complete compared to other major faction questlines
  • Fixed an issue where the reward for the "Power and Prestige" side quest is too low for the first era

GRAPHICS
  • Fixed an issue with the walk animation of the Urces units
  • Fixed several issues with the animations of the Vaulters and Mezari ambassadors

TEXT CONTENT
  • Fixed several issues with the French, German, Russian and Polish localisations
  • Fixed an issue where spacing between words cannot be noticed due to the font choice in quest descriptions (modification of the kerning values)


~Amplitude Studios
Sep 18, 2014
ENDLESS™ Legend - Steph'nie
Hey everyone,


We are very glad to announce that Endless Legend is now out of Early Access and officially released on Steam! Check out the release notes below and our trailer!


https://www.youtube.com/watch?v=wTt1c9IIoRI



RELEASE NOTES [1.0.0]

CHANGES AND ADDITIONS
  • Added the Cultists of the Eternal End faction
  • Enabled the customization of factions
  • Added the Nydia Minor faction
  • Added the Mezari faction (reskin of the Vaulters - Dungeon of the Endless Founder Pack owners)
  • Added the Ice Wargs Minor faction (Endless Legend Founder pack owners)
  • Added the Researcher Namkang (new hero - Endless Legend Founder pack owners)
  • Added the Auto-Explore and Sleep Army actions
  • Added Steam achievements and Trading Cards.
  • Added 2D cursor. Behaviour:
    • Grey => nothing special
    • Blue => a selection is possible
    • Red => only an offensive interaction is possible
    • Green => any other interaction is possible
  • Changed Heroes' starting abilities
  • Slightly increased Watchtower cost (from 125 to 160)
  • Updated units stats (now defence and attack are within the same range)
  • Updated unit costs
  • Updated the life siphon capacity
  • Improved the Broken Lords Infantry and the Ardent Mages Battle Mage
  • Increased the costs of Drakken's force peace and alliance
  • Nerfed the Ceratan
  • Balanced Cultists number conversion costs and converted village upkeep
  • Changing several times a diplomatic status will now have a significant impact on diplomatic costs
  • A besieged city cannot be traded
  • Increased the costs for technology exchanges
  • Fade out the audio properly during loading, and restore it properly at the end of loading
  • Removed end turn SFX on the button
  • The player is now redirected to the main menu after an error occurred while joining a lobby
  • Minor factions can now attack cities starting turn 100th, besiege them starting turn 50th and attack converted villages starting turn 15th
  • The AI can now research the military technology from era 6th.
  • Improved the assimilation heuristic: now it assimilates the greatest strength belief instead of just the first minor faction
  • Roving Clans uses Privateers for their war now
  • AI armies are never idle now, if there's no more patrol missions we will assign several armies for the same missions
  • Bank accounts are used to compute the Dust exchange appreciation
  • Added Polish and Russian localizations

FIXES
  • Fixed several issues where the game crashes when exiting to desktop
  • Fixed an issue where the game remains in front of other programs when alt-tabbed
  • Fixed an issue where the game doesn't start on the primary monitor
  • Fixed an issue where the assimilation AI layer tries to assimilate an already assimilated minor faction
  • Fixed an issue where minor factions do not conquest cities
  • Fixed an issue where the AI does not make enough extension
  • Fixed an issue where the AI Empires have a very low priority for building Extractors
  • Fixed an issue where the AI doesn't react to player sneak attacks on capitals
  • Fixed an issue where, when making extension, the AI does not try to level up districts
  • Fixed an issue where tropical mountain forest is wrongly linked to tropical rock forest
  • Fixed an issue with the Bark Skin capacity
  • Fixed an issue where the master volume is reset each turn
  • Fixed an issue where units do not auto split from armies when the destination is not adjacent
  • Fixed an issue where the militia will never have more action point after a first battle
  • Fixed an issue where the siege action could not be started when the district is an extension/centre and located over a cliff
  • Fixed several issues with unique items
  • Fixed an issue where a desync occurs when building a district in the area of a pillar
  • Fixed an issue where a desync occurs with clients using different languages
  • Fixed an issue when going back to the lobby after a desync. Sometimes a client would reload the game as if he was ready
  • Fixed an issue where the player is no longer considered as an AI if they were not ready when the game started
  • Fixed several issues with the display of the Upkeep
  • Fixed several issues with the buttons and layout for the Big Screen UI
  • Fixed an issue where the armies spawned in the Ardent Mages chapter 7 do not attack the correct city if the user reaches chapter 7 and then loads a game which was saved before completing chapter 6
  • Fixed an issue where battle effects are visible through the fog of war in multiplayer sessions

KNOWN ISSUES
  • Conversion trait has unwanted consequences when used for custom factions (especially, if you choose to be able to have more than 1 city).
  • Some issues can be encountered with the Urces walk animation.


Have fun! :)


~Amplitude Studios
Sep 18, 2014
ENDLESS™ Legend - Steph(✿◠‿◠)
Hey everyone,


We are very glad to announce that Endless Legend is now out of Early Access and officially released on Steam! Check out the release notes below and our trailer!


https://www.youtube.com/watch?v=wTt1c9IIoRI



RELEASE NOTES [1.0.0]

CHANGES AND ADDITIONS
  • Added the Cultists of the Eternal End faction
  • Enabled the customization of factions
  • Added the Nydia Minor faction
  • Added the Mezari faction (reskin of the Vaulters - Dungeon of the Endless Founder Pack owners)
  • Added the Ice Wargs Minor faction (Endless Legend Founder pack owners)
  • Added the Researcher Namkang (new hero - Endless Legend Founder pack owners)
  • Added the Auto-Explore and Sleep Army actions
  • Added Steam achievements and Trading Cards.
  • Added 2D cursor. Behaviour:
    • Grey => nothing special
    • Blue => a selection is possible
    • Red => only an offensive interaction is possible
    • Green => any other interaction is possible
  • Changed Heroes' starting abilities
  • Slightly increased Watchtower cost (from 125 to 160)
  • Updated units stats (now defence and attack are within the same range)
  • Updated unit costs
  • Updated the life siphon capacity
  • Improved the Broken Lords Infantry and the Ardent Mages Battle Mage
  • Increased the costs of Drakken's force peace and alliance
  • Nerfed the Ceratan
  • Balanced Cultists number conversion costs and converted village upkeep
  • Changing several times a diplomatic status will now have a significant impact on diplomatic costs
  • A besieged city cannot be traded
  • Increased the costs for technology exchanges
  • Fade out the audio properly during loading, and restore it properly at the end of loading
  • Removed end turn SFX on the button
  • The player is now redirected to the main menu after an error occurred while joining a lobby
  • Minor factions can now attack cities starting turn 100th, besiege them starting turn 50th and attack converted villages starting turn 15th
  • The AI can now research the military technology from era 6th.
  • Improved the assimilation heuristic: now it assimilates the greatest strength belief instead of just the first minor faction
  • Roving Clans uses Privateers for their war now
  • AI armies are never idle now, if there's no more patrol missions we will assign several armies for the same missions
  • Bank accounts are used to compute the Dust exchange appreciation
  • Added Polish and Russian localizations

FIXES
  • Fixed several issues where the game crashes when exiting to desktop
  • Fixed an issue where the game remains in front of other programs when alt-tabbed
  • Fixed an issue where the game doesn't start on the primary monitor
  • Fixed an issue where the assimilation AI layer tries to assimilate an already assimilated minor faction
  • Fixed an issue where minor factions do not conquest cities
  • Fixed an issue where the AI does not make enough extension
  • Fixed an issue where the AI Empires have a very low priority for building Extractors
  • Fixed an issue where the AI doesn't react to player sneak attacks on capitals
  • Fixed an issue where, when making extension, the AI does not try to level up districts
  • Fixed an issue where tropical mountain forest is wrongly linked to tropical rock forest
  • Fixed an issue with the Bark Skin capacity
  • Fixed an issue where the master volume is reset each turn
  • Fixed an issue where units do not auto split from armies when the destination is not adjacent
  • Fixed an issue where the militia will never have more action point after a first battle
  • Fixed an issue where the siege action could not be started when the district is an extension/centre and located over a cliff
  • Fixed several issues with unique items
  • Fixed an issue where a desync occurs when building a district in the area of a pillar
  • Fixed an issue where a desync occurs with clients using different languages
  • Fixed an issue when going back to the lobby after a desync. Sometimes a client would reload the game as if he was ready
  • Fixed an issue where the player is no longer considered as an AI if they were not ready when the game started
  • Fixed several issues with the display of the Upkeep
  • Fixed several issues with the buttons and layout for the Big Screen UI
  • Fixed an issue where the armies spawned in the Ardent Mages chapter 7 do not attack the correct city if the user reaches chapter 7 and then loads a game which was saved before completing chapter 6
  • Fixed an issue where battle effects are visible through the fog of war in multiplayer sessions

KNOWN ISSUES
  • Conversion trait has unwanted consequences when used for custom factions (especially, if you choose to be able to have more than 1 city).
  • Some issues can be encountered with the Urces walk animation.


Have fun! :)


~Amplitude Studios
ENDLESS™ Legend - Steph'nie


Message from Mathieu, CEO at Amplitude Studios:

"Hi all,

This is it, the day of release has finally come for Endless Legend.

What started as "Hey, let’s make Endless Space in a fantasy setting" bloomed into a gargantuan (for Amplitude’s size at least) fantasy 4X. We are very tired, it has been long and stressful, but we are very proud of what we have achieved. We are also very proud of having matured this game with you during Early Access, so thanks again for your trust, support and spot-on feedback.

As we stated in the past, release is just a step in the life cycle of Endless Legend -- a step which is necessary to receive press reviews and ship the game to retail stores. It is a foundation on which we will build together in the coming months. You have plenty of ideas and we do too (having some booze tonight will likely improve that), and I am confident the game will grow in all aspects for the best.

We had a pizza night yesterday at Amplitude, polishing and fixing the last nagging issues, and we were very happy with what we had in our hands. The game is arriving on Windows 32 and 64 bit versions, as well as on Mac 32 bits. We have some issues with external middleware that is preventing us from releasing a 64 bits Mac version right now, but it is at least breathing so it should not take too long. The 32 bit version of the game runs fine on Mac 64 bit systems, however. The Linux version is breathing as well, also with a few middleware issues, but we should be able to release it shortly.

The game releases in English, French, German, Polish and Russian. Other languages will follow soon (think of two languages close to French)"



Tonight's release


Compared to the last public version you received, you will discover:
  • The Cultists faction (more details below!): very exotic, very fun, very dangerous. If an AI plays it next to you, make sure you kill them before they overwhelm you. I was defeated yesterday evening by those bastards, thanks Nosferatiel :)
  • Custom factions: our Technical Director has already found the one killer custom faction he is inordinately proud of.
  • Final animated ambassadors for all factions, including the large ones (negotiation screen) and smaller ones (diplomatic status)
  • The Mezari faction (for Endless Legend [classic or founder] Dungeon of the Endless founder pack owners)
  • The Icewarg minor faction (for Endless Legend founder pack owners)
  • The Drakken special hero (for Endless Legend founder pack owners)
  • The Nydia minor faction, for all. It may feel reminiscent of another faction from another Amplitude game. #tease
  • Lots of AI tuning and improvements, faction behaviour has been improved (if you play next to a Roving Clans empire get ready to see mercenaries coming your way, even though he claims you are his best friend).
  • All battle data has been re-tweaked. I loved the way the battle played yesterday, yet we still cannot wait to get your opinion on which unit or faction is overpowered or underpowered. Try to keep in mind the global balancing though; for example, the Broken Lords hero is very strong, but expanding BL cities is expensive, so this makes them a conquering faction, rather than an expanding one.
  • We have also rebalanced some buildings’ costs, minor faction difficulty, region sizes, etc. to make the game experience fluid and interesting at all stages
  • We have of course fixed tons of bugs, especially some nightmarish random crashes and freezes which were very hard to nail down.

Known issues
  • In some rare situations (which we cannot reproduce here or at QA), generating the game fails. Make sure you have administrative rights when you launch the game, and also using the Win 7 compatibility trick might help. We have upgraded the Steamworks middleware to a more recent version to make sure we kill all Steam related issues.
  • In some specific cases in multiplayer, performing multiple join/leaves can result in desyncs. Re-hosting the game fixes the desync. Our QA has reported complete MP sessions with no desync at all, so the MP experience should be very smooth
  • There may be some German/Russian texts not perfectly fitting in boxes, but nothing game breaking there.



The Cultists of the Eternal End


Because you guys made this happen: here's a preview of the Cultists of the Eternal End, Endless Legend's faction entirely designed by the community with Nosferatiel, Telum and Adazu in particular. So enjoy!









https://www.youtube.com/watch?v=u1_pD4pJOGg



We'll share more info on the actual release later today so stay tuned!


~Amplitude Studios
ENDLESS™ Legend - Steph(✿◠‿◠)


Message from Mathieu, CEO at Amplitude Studios:

"Hi all,

This is it, the day of release has finally come for Endless Legend.

What started as "Hey, let’s make Endless Space in a fantasy setting" bloomed into a gargantuan (for Amplitude’s size at least) fantasy 4X. We are very tired, it has been long and stressful, but we are very proud of what we have achieved. We are also very proud of having matured this game with you during Early Access, so thanks again for your trust, support and spot-on feedback.

As we stated in the past, release is just a step in the life cycle of Endless Legend -- a step which is necessary to receive press reviews and ship the game to retail stores. It is a foundation on which we will build together in the coming months. You have plenty of ideas and we do too (having some booze tonight will likely improve that), and I am confident the game will grow in all aspects for the best.

We had a pizza night yesterday at Amplitude, polishing and fixing the last nagging issues, and we were very happy with what we had in our hands. The game is arriving on Windows 32 and 64 bit versions, as well as on Mac 32 bits. We have some issues with external middleware that is preventing us from releasing a 64 bits Mac version right now, but it is at least breathing so it should not take too long. The 32 bit version of the game runs fine on Mac 64 bit systems, however. The Linux version is breathing as well, also with a few middleware issues, but we should be able to release it shortly.

The game releases in English, French, German, Polish and Russian. Other languages will follow soon (think of two languages close to French)"



Tonight's release


Compared to the last public version you received, you will discover:
  • The Cultists faction (more details below!): very exotic, very fun, very dangerous. If an AI plays it next to you, make sure you kill them before they overwhelm you. I was defeated yesterday evening by those bastards, thanks Nosferatiel :)
  • Custom factions: our Technical Director has already found the one killer custom faction he is inordinately proud of.
  • Final animated ambassadors for all factions, including the large ones (negotiation screen) and smaller ones (diplomatic status)
  • The Mezari faction (for Endless Legend [classic or founder] Dungeon of the Endless founder pack owners)
  • The Icewarg minor faction (for Endless Legend founder pack owners)
  • The Drakken special hero (for Endless Legend founder pack owners)
  • The Nydia minor faction, for all. It may feel reminiscent of another faction from another Amplitude game. #tease
  • Lots of AI tuning and improvements, faction behaviour has been improved (if you play next to a Roving Clans empire get ready to see mercenaries coming your way, even though he claims you are his best friend).
  • All battle data has been re-tweaked. I loved the way the battle played yesterday, yet we still cannot wait to get your opinion on which unit or faction is overpowered or underpowered. Try to keep in mind the global balancing though; for example, the Broken Lords hero is very strong, but expanding BL cities is expensive, so this makes them a conquering faction, rather than an expanding one.
  • We have also rebalanced some buildings’ costs, minor faction difficulty, region sizes, etc. to make the game experience fluid and interesting at all stages
  • We have of course fixed tons of bugs, especially some nightmarish random crashes and freezes which were very hard to nail down.

Known issues
  • In some rare situations (which we cannot reproduce here or at QA), generating the game fails. Make sure you have administrative rights when you launch the game, and also using the Win 7 compatibility trick might help. We have upgraded the Steamworks middleware to a more recent version to make sure we kill all Steam related issues.
  • In some specific cases in multiplayer, performing multiple join/leaves can result in desyncs. Re-hosting the game fixes the desync. Our QA has reported complete MP sessions with no desync at all, so the MP experience should be very smooth
  • There may be some German/Russian texts not perfectly fitting in boxes, but nothing game breaking there.



The Cultists of the Eternal End


Because you guys made this happen: here's a preview of the Cultists of the Eternal End, Endless Legend's faction entirely designed by the community with Nosferatiel, Telum and Adazu in particular. So enjoy!









https://www.youtube.com/watch?v=u1_pD4pJOGg



We'll share more info on the actual release later today so stay tuned!


~Amplitude Studios
...