ENDLESS™ Legend - Lt_Miles
http://i.imgur.com/J7RNWvD.jpg[/url]

Happy (early) Halloween everyone!

You all know how candies are bad for your teeth. Therefore, we think that it would be for your own good to stay home and play Endless Legend instead of trick or treating...Just kidding obviously. What's true however is that we have released an exciting Halloween Mini Add-On for you. Here's what it includes:
  • Modding support, more info on this can be found HERE
  • A new side quest
  • A new Broken Lord hero and an item
  • Various bug fixes


RELEASE NOTES [1.0.12]

CHANGES AND ADDITIONS
  • Added the mod support
  • Added a new side quest unlocking a new Broken Lords' Hero and a new item
  • Reduced base XP gain per turn on Hero as Governor from 3 to 2 (now identical to XP gain on Hero as Leader)

IMPORTANT FIXES
  • Fixed an issue where the host receives an unskippable assert during a session
  • Fixed an issue where the player receives an assert message and remains stuck in combat after ending the targeting phase

OTHER FIXES
  • Fixed an issue where the AI does not take the Founder's Memorial improvement into account
  • Fixed an issue where the AI factions do not build Watchtowers
  • Fixed an issue where the village dust ray indicator from the quest "Too Many Chiefs" does not disappear when the quest is failed
  • Fixed an issue where custom factions with the "Make Trade Not War" trait were asked to declare war in a side quest
  • Fixed an issue where armour quest items were Tier 2 instead of Tier 4
  • Fixed an issue where quest items makes Tier 3 items obsolete (because effects are not always better)
  • Fixed an issue where the Ardent Mages main chapter 8 cannot be completed
  • Fixed an issue where the custom Cultists affinity factions without "Weapons of the Enemy" trait cannot raze captured cities
  • Fixed an issue with custom Vaulters improvements that could be build multiple times
  • Fixed an issue with the "Strength of the Vault" tech position when used in a custom faction
  • Fixed an issue where the technology allowing to explore again ruins does not reset the FX and 2D icon
  • Fixed an issue where some buildings show completion in 1 turn regardless their position in the queue
  • Fixed an issue where the minor factions can be assimilated in colonised regions even when never discovered
  • Fixed several text issues


Have fun!
ENDLESS™ Legend - Lt_Miles
http://i.imgur.com/J7RNWvD.jpg[/url]

Happy (early) Halloween everyone!

You all know how candies are bad for your teeth. Therefore, we think that it would be for your own good to stay home and play Endless Legend instead of trick or treating...Just kidding obviously. What's true however is that we have released an exciting Halloween Mini Add-On for you. Here's what it includes:
  • Modding support, more info on this can be found HERE
  • A new side quest
  • A new Broken Lord hero and an item
  • Various bug fixes


RELEASE NOTES [1.0.12]

CHANGES AND ADDITIONS
  • Added the mod support
  • Added a new side quest unlocking a new Broken Lords' Hero and a new item
  • Reduced base XP gain per turn on Hero as Governor from 3 to 2 (now identical to XP gain on Hero as Leader)

IMPORTANT FIXES
  • Fixed an issue where the host receives an unskippable assert during a session
  • Fixed an issue where the player receives an assert message and remains stuck in combat after ending the targeting phase

OTHER FIXES
  • Fixed an issue where the AI does not take the Founder's Memorial improvement into account
  • Fixed an issue where the AI factions do not build Watchtowers
  • Fixed an issue where the village dust ray indicator from the quest "Too Many Chiefs" does not disappear when the quest is failed
  • Fixed an issue where custom factions with the "Make Trade Not War" trait were asked to declare war in a side quest
  • Fixed an issue where armour quest items were Tier 2 instead of Tier 4
  • Fixed an issue where quest items makes Tier 3 items obsolete (because effects are not always better)
  • Fixed an issue where the Ardent Mages main chapter 8 cannot be completed
  • Fixed an issue where the custom Cultists affinity factions without "Weapons of the Enemy" trait cannot raze captured cities
  • Fixed an issue with custom Vaulters improvements that could be build multiple times
  • Fixed an issue with the "Strength of the Vault" tech position when used in a custom faction
  • Fixed an issue where the technology allowing to explore again ruins does not reset the FX and 2D icon
  • Fixed an issue where some buildings show completion in 1 turn regardless their position in the queue
  • Fixed an issue where the minor factions can be assimilated in colonised regions even when never discovered
  • Fixed several text issues


Have fun!
Oct 17, 2014
ENDLESS™ Legend - .Steph(✿◠‿◠)
Hey guys,

We just released a quick patch.


[1.0.8] RELEASE NOTES

Important fixes
  • Fixed an issue where an IndexOutOfRangeException is displayed (AILayer_Encounter.UpdateSpellScoringGrid)
  • Fixed an issue where a KeyNotFoundException is displayed (AIBehaviorTreeNode_Decorator_SelectTarget.Execute)
  • Fixed an issue where the Roving Clans Setseke is unable to colonise a region
  • Fixed an issue where the AI empires have a malus on Slow and Endless speed

Have a nice weekend!

~Amplitude Studios
Oct 17, 2014
ENDLESS™ Legend - Steph(✿◠‿◠)
Hey guys,

We just released a quick patch.


[1.0.8] RELEASE NOTES

Important fixes
  • Fixed an issue where an IndexOutOfRangeException is displayed (AILayer_Encounter.UpdateSpellScoringGrid)
  • Fixed an issue where a KeyNotFoundException is displayed (AIBehaviorTreeNode_Decorator_SelectTarget.Execute)
  • Fixed an issue where the Roving Clans Setseke is unable to colonise a region
  • Fixed an issue where the AI empires have a malus on Slow and Endless speed

Have a nice weekend!

~Amplitude Studios
Oct 16, 2014
ENDLESS™ Legend - Lt_Miles
RELEASE NOTES [1.0.7]

CHANGES AND ADDITIONS
  • Added the Italian version of Endless Legend.
  • Reduced the arrival of roaming faction armies in Newbie and Easy difficulties.
  • Updated the strategic resources costs on city improvements.
  • Reduced Subterranean Gardens Food bonus in Winter from 15 to 10 (per exploitation tile).
  • Changed "Scientific Envoy" strategic cost from 20 Glassteel to 20 Titanium (since that improvement gives more science on trade routes and Science improvements require Titanium, not Glassteel like Dust improvements)
  • Changed "Army Manual" strategic cost from 5 Mithrite to 5 Hyperium (XP bonuses are linked to Hyperium)
  • Changed XP gains:
    • Doubled Hero XP gains for Search, Bribe, Conversion, Siege and when defending against a Siege.
    • Slightly increased Hero XP gain as governor when an element in the city construction queue is built/recruited.
    • Removed Hero XP gain when colonizing.
  • Rework the Broken Lord formula: now the cost increases way slower depending on the empire scale.
  • Lowered effect of regeneration: 5 /10 / 15 => 2 /4 / 6 per level
  • Removed additional +1 vision on city center gained in Roving Clans' "Tower defense" improvement
  • Tweaked the values and prerequisites of two Necrophages quest city improvements.
  • Tweaked prerequisite of side quests asking to reach 40 of science or industry during 10 turns.
  • Tweaked Conversion trait to make sure additional cities pay 5 times less than the main city per converted village within the empire.
  • Changed the whole formula for the military power AI evaluation: the AI makes a better evaluation before attacking an army.
  • Reduced the heuristic for weapon technologies: the more the AI has weapon/armor technologies, the less it wants more of them.
  • Allowed multiple attacks for AI empires.
  • Improved the opportunistic AI behavior when near a ruin.
  • Increased the diversity of units used by the AI empires.
  • Added a new influence trend rule: the influence points gained per turn from an alliance now increase in time.
  • Removed invalid term when a contract is counter proposed.

IMPORTANT FIXES
  • Added more information to the logs provided by the World Generator.
  • Changed the way the World Generator is compiled in order to fix issues with some configurations.
  • Fixed an issue where a NullReferenceException assert is displayed when teleport is used on sieged city with battle.
  • Fixed an issue where the Besieger tag on an army are not properly removed.
  • Fixed an issue where AI garrison does not keep more than one unit.
  • Fixed an issue where Auto battle takes place instead of Manual battle if there is an fleet nearby that could come as reinforcements.
  • Fixed an issue where Trade Routes cause a desync.

OTHER FIXES
  • Fixed an issue with the AI when the pacified village are too far.
  • Fixed an issue where AI conversion does not work when the village is pacified.
  • Fixed an issue where AI does not convert enemy villages.
  • Fixed an issue where AI does not complete quests.
  • Fixed an issue where a level up notification is displayed even if the unit has reached the max level.
  • Fixed an issue with side quests asking to build an "Only One Per Empire" city improvement in a specific city.
  • Fixed an issue with the prerequisite of the "Master of Luxury" quest.
  • Fixed an issue where the Ardent Mages Era 6 "Sacrificial amplifiers" technology is counted for Scientific Victory.
  • Fixed an issue with the Cultists Faction color.
  • Fixed an issue where building a settler for the Broken Lords cost 2 populations.
  • Fixed an issue where the "Food efficient" and "Agriculturally Challenged" traits can be added to the same custom faction.
  • Fixed an issue where Villages pacified by force do not grant vision when converted by the cultists major faction.
  • Fixed an issue where the bonus displayed for Necrophages "Roadside picnic" and "Iron constitution" skills was wrong.
  • Fixed an issue where a city is created without settler.
  • Fixed an issue where units cannot be transferred onto city tiles.
  • Fixed an issue where the army names are not properly displayed for some languages.
  • Fixed an issue where the retrofit cost does not take care of speed and empire bonuses.
  • Fixed an issue where shared vision treaties grant vision to allies from Privateer armies.
  • Fixed an issue where the Diplomatic relation state chaos now doesn't applied at the beginning of the game and at the first encounter.
  • Fixed an issue where it is not possible to change the technology selection state of a previously canceled technology after a save/load process.
  • Fixed an issue where the movement path changes color when drawn across hostile armies hidden in fog of war.
  • Fixed several localization issues with the Polish version.
Oct 16, 2014
ENDLESS™ Legend - Lt_Miles
RELEASE NOTES [1.0.7]

CHANGES AND ADDITIONS
  • Added the Italian version of Endless Legend.
  • Reduced the arrival of roaming faction armies in Newbie and Easy difficulties.
  • Updated the strategic resources costs on city improvements.
  • Reduced Subterranean Gardens Food bonus in Winter from 15 to 10 (per exploitation tile).
  • Changed "Scientific Envoy" strategic cost from 20 Glassteel to 20 Titanium (since that improvement gives more science on trade routes and Science improvements require Titanium, not Glassteel like Dust improvements)
  • Changed "Army Manual" strategic cost from 5 Mithrite to 5 Hyperium (XP bonuses are linked to Hyperium)
  • Changed XP gains:
    • Doubled Hero XP gains for Search, Bribe, Conversion, Siege and when defending against a Siege.
    • Slightly increased Hero XP gain as governor when an element in the city construction queue is built/recruited.
    • Removed Hero XP gain when colonizing.
  • Rework the Broken Lord formula: now the cost increases way slower depending on the empire scale.
  • Lowered effect of regeneration: 5 /10 / 15 => 2 /4 / 6 per level
  • Removed additional +1 vision on city center gained in Roving Clans' "Tower defense" improvement
  • Tweaked the values and prerequisites of two Necrophages quest city improvements.
  • Tweaked prerequisite of side quests asking to reach 40 of science or industry during 10 turns.
  • Tweaked Conversion trait to make sure additional cities pay 5 times less than the main city per converted village within the empire.
  • Changed the whole formula for the military power AI evaluation: the AI makes a better evaluation before attacking an army.
  • Reduced the heuristic for weapon technologies: the more the AI has weapon/armor technologies, the less it wants more of them.
  • Allowed multiple attacks for AI empires.
  • Improved the opportunistic AI behavior when near a ruin.
  • Increased the diversity of units used by the AI empires.
  • Added a new influence trend rule: the influence points gained per turn from an alliance now increase in time.
  • Removed invalid term when a contract is counter proposed.

IMPORTANT FIXES
  • Added more information to the logs provided by the World Generator.
  • Changed the way the World Generator is compiled in order to fix issues with some configurations.
  • Fixed an issue where a NullReferenceException assert is displayed when teleport is used on sieged city with battle.
  • Fixed an issue where the Besieger tag on an army are not properly removed.
  • Fixed an issue where AI garrison does not keep more than one unit.
  • Fixed an issue where Auto battle takes place instead of Manual battle if there is an fleet nearby that could come as reinforcements.
  • Fixed an issue where Trade Routes cause a desync.

OTHER FIXES
  • Fixed an issue with the AI when the pacified village are too far.
  • Fixed an issue where AI conversion does not work when the village is pacified.
  • Fixed an issue where AI does not convert enemy villages.
  • Fixed an issue where AI does not complete quests.
  • Fixed an issue where a level up notification is displayed even if the unit has reached the max level.
  • Fixed an issue with side quests asking to build an "Only One Per Empire" city improvement in a specific city.
  • Fixed an issue with the prerequisite of the "Master of Luxury" quest.
  • Fixed an issue where the Ardent Mages Era 6 "Sacrificial amplifiers" technology is counted for Scientific Victory.
  • Fixed an issue with the Cultists Faction color.
  • Fixed an issue where building a settler for the Broken Lords cost 2 populations.
  • Fixed an issue where the "Food efficient" and "Agriculturally Challenged" traits can be added to the same custom faction.
  • Fixed an issue where Villages pacified by force do not grant vision when converted by the cultists major faction.
  • Fixed an issue where the bonus displayed for Necrophages "Roadside picnic" and "Iron constitution" skills was wrong.
  • Fixed an issue where a city is created without settler.
  • Fixed an issue where units cannot be transferred onto city tiles.
  • Fixed an issue where the army names are not properly displayed for some languages.
  • Fixed an issue where the retrofit cost does not take care of speed and empire bonuses.
  • Fixed an issue where shared vision treaties grant vision to allies from Privateer armies.
  • Fixed an issue where the Diplomatic relation state chaos now doesn't applied at the beginning of the game and at the first encounter.
  • Fixed an issue where it is not possible to change the technology selection state of a previously canceled technology after a save/load process.
  • Fixed an issue where the movement path changes color when drawn across hostile armies hidden in fog of war.
  • Fixed several localization issues with the Polish version.
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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