We are very happy to announce that our Shifters expansion for Endless Legend will be available on Steam later today (7PM CEST) but you can already check out the release notes and access the changes and fixes we have implemented in the vanilla version. :)
And good news, the expansion will be 25% off for an entire week and all the Endless games will also be on sale with up to 80% discount to celebrate the release. Make sure you complete your Endless games collection. ;)
Added Pearls of Auriga A pure outgrowth of Auriga, they distil the living essence of the planet. Both powerful and beautiful, the Pearls appear only during the Dark Season and can be put to many wondrous purposes, such as impacting the effects of the Dark Season or building beautiful new districts.
Added Allayi Faction To survive the horrors of the Dust Wars, the Allayi scattered themselves to the cold places of Auriga. Now that the Guardians have awakened they are coming together, hoping to save Auriga and rebuild the life they once had.
Added Altar of Auriga screen The Altar of Auriga is a sacred building to those who live upon her. It is a centre of ancient power from the times even before the Endless.
Added Blessings of Auriga. By bringing Auriga's Pearls and unlocking the Altar's Blessings, powerful magical effects can be applied to a city, region, or empire.
Added a new season management and new Winter difficulties, available in the Advanced Settings of a new game (old system remains as a game choice)
Added more Winter effects. Coastal water and lakes can be frozen during Winter, making them passable
CHANGES AND ADDITIONS [All versions]
AI
Added governor penalty values to army hero items and vice versa, to further force heroes to use archetype-appropriate equipment
Added a safe-guard to prevent AIs from evaluating terms positively when they want to propose a contradictory term
Higher difficulty AI will be less cooperative in diplomacy
Units now take into account terrain obstacles when attempting to deploy near one another
Improved the AI awareness of approval. AI empires will ignore approval bonuses when approval is high and rush them if approval is low
BALANCING
Increased the Influence cost for "Truce" and "Force Truce"
Some diplomatic abilities will have dependencies with each other: like disabling trade routes whenever either empire closes their borders. Commercial and Research agreements are now blocked by closed borders, just like trade
Roving Clans Setseke unit is faster, has no upkeep, has sweep strike-back and ignores terrain movement penalties
"Walls of Faith" trait now grants +100 Fortification instead of 160
Decreased the strategic resource cost and upkeep of "Strength of the vault", increased its fortification bonus
"Search Party" technology is more efficient: it also increases by 5% odds to find loot and 5% odds to find a quest, in addition to reduce by 10% odds to find nothing
The cost of stockpiles no longer depends on the game speed
Science stockpiles also now correctly provide 100/600/1100/1600 like the other stockpiles rather than 100/600/1000/1600
GUI
Added a new army action: "Detach Leader"
Added details on game session accessible from the Game Pause Screen
Added a feedback on the Army label when an army has suffered from retaliation damage or has been healed by a tower
Added a new panel on the loading and score screens introducing content provided by the host of a MP game
Added a description to tooltips of the Battle Status Effects applied to a unit, explaining bonuses and penalties
Added clarification on the impact of Unit Slots on the Army Upkeep
Unified the display of Pillage Power/Siege Power/Fortification Point Loss variables. The value are displayed on the Army Content panel
Replaced some text fields by text areas (Custom Faction, Mod Compilation, Mod Changes)
Renamed Sisters of Mercy "Blessing" capacity to "Benediction"
The Content Management panel has 3 tabs now: Add-ons, Expansions, Updates
"Friendly Banner" Drakken hero skill unlocks now a unit ability (same name)
CHANGES AND ADDITIONS [Shadows content]
"Practiced Pillage" also reduces by 1 the Military Upkeep of army units
"Spying" 1 to 4 hero abilities grant different Upkeep reduction when spying: +40%, +50%, +60%, +80% instead of +50% for everyone
"What's Mine is Mine" technology grants +15 Security instead of +10
"Caudata Sanctuary" also grants -30% spy action cost on Hero
Reduced the Buyout cost of Technologies by 5%
Added "Army Piercing Boost" to the native army leader capacities of Ziema
Tweaked Forgotten trait costs in order to better fit with recent Faction balancing
The detection range is displayed with the vision range on the Army Content panel
IMPORTANT FIXES [All versions]
Fixed an issue where armies assigned to auto explore will stop exploring the map
Fixed an issue where the auto explore has no functionality when activated in an explored region
Fixed other issues with the auto-explore feature
OTHER FIXES [All versions]
CITIES
Fixed an issue where in case of debt recovery the first automatic step to counter negative dust income isn't to reassign workers to dust production
ARMIES/UNITS
Fixed an issue where the army "Attack" action displays false information in its tooltip during the tutorial
BATTLE
Fixed an issue where support units will not heal while in range of both friendly and enemy units when using the offensive combat strategy
Fixed an issue where AI major factions do not order units to heal during battles
Fixed an issue where support units would move when set to hold position
Fixed an issue where Sister of mercy units and heroes prioritize using the "Benediction" capacity while having "offensive" strategy set
Fixed an issue where Sister of mercy units and heroes move to apply the blessing capacity while having "hold position" strategy set
Fixed an issue where units with a healing capacity will only heal themselves while having the hold position strategy set
Fixed an issue where Cavalry units overvalued high-ground when choosing default targets
Fixed an issue where units would ignore closer targets and so miss their turn sometimes
Fixed an issue where similar units would all target the same unit
AI
Fixed an issue where all automated AIs build Science stockpiles but never Industry or Food ones
Fixed an issue where the AI queues Wonders in multiple cities
Fixed an issue where AI under-evaluates Era 5 technologies in comparison to technology from other eras
Fixed an issue where "Canal System" is evaluated as though it provided industry in both seasons
Fixed an issue where the AI does not use the "Commercial agreement" diplomatic treaty
Fixed an issue where the AI does not use the "Research agreement" diplomatic treaty
Fixed an issue where AI factions will cancel alliance and peace treaties while they're still willing to sign the same treaty again
Fixed an issue where AI factions declare closed borders immediately after accepting the open borders treaty
Fixed an issue where changing diplomatic state from alliance to either peace, war or cold war does not cost influence
Fixed an issue where AI was not able to retreat when being attacked while besieging
Fixed an issue where AI do not remove reinforcements when the besieging army is attacked and will lose
Fixed an issue with the unit attack percent empire bonus: it now counts all units, not just those in cities
Fixed an issue where units are equipped with hero-tagged equipment by the AI
QUESTS
Fixed an issue where players are not informed that the sixth chapter of the Vaulter questline becomes completed at the end turn validation
Fixed an issue where the Drakken chapter 8.1 "Reprogrammed" does not become completed while being at truce with another faction
Fixed an issue where "A question of proof" quest can be obtained when all watchtowers have already been built in the area
GUI
Fixed an issue where players receive a victory notification when there is actually a draw.
Fixed an issue where a skippable assert was generated if the user selects a channelled army action and presses the "Esc" key at the same time
Fixed an issue where the Alliance to Peace declaration has a negotiation icon instead of a declaration icon
Fixed an issue where the first time the user selects a city and queues multiple units and buildings the scroll bar does now appear correctly
Fixed an issue where scrollbar was invisible on first show for city lists
Fixed an issue where the version number has reduced visibility on the Vaulter/Drakken outgame view or inside the in-game menu
Fixed an issue where the position of the version text is modified after creating a mods playlist title of over 37 characters
Fixed an issue where the Minor Faction Bonus information is incomplete
Fixed an issue where experience values were not properly centred during manual combat
Fixed an issue where the information displayed in tooltips for tiles with extractors/nodes is false when bonuses/penalties are applied
Fixed an issue where the information displayed in the "Empire bonuses" regarding the faction techs is unclear
Fixed an issue where the Cultists "We are legion" and "Destructive analysis" faction techs are not displayed in the "Empire summary" and in the "Empire bonuses"
Fixed an issue where the Ardent Mages faction techs "Dust mechanics","Dust purifier", "Painosphere" and "Sacrificial amplifiers" are not displayed in the "Empire bonuses"
Fixed an issue where Meritocratic Promotion and Signal Corps tooltips provide incomplete information
Fixed an issue where the "Unskilled Labor" and "Organized Labor" technologies do not inform players about the FIDSI gain from stockpiles
Fixed an issue where Luxury resources have incomplete tooltips inside the negotiation screen
Fixed an issue where one of the filters inside the Faction editor screen has no functionality
Fixed an issue where army capacity is not properly updated when disbanding units from an army
Fixed an issue where units still have XP bars displayed once they reach level 10
Fixed an issue where the tooltip information of the "Ice in the veins" hero skill displays false information
Fixed an issue where the tooltip of the upkeep button displays false information when proliferator spawned units exceed the army size
Fixed an issue where the tooltip of the Cultists "Conversion" trait does not inform the user that the trait also leeches strategic and luxury resources
Fixed an issue where the author of the custom faction does not appear in the custom faction's "Description" box
Fixed an issue where retrofit button uses the industry icon which implies the action costs industry
Fixed an issue where the city list scroll bar overlaps the number of garrison units when the maximum value exceeds 10
Fixed an issue where players are not informed that for converted villages to provide resources the necessary techs are needed
Fixed an issue where players are not informed that cities need exploited forest tiles in order to construct the "Lumber Mill"
Fixed an issue where players are not informed how detected armies are displayed on the adventure map with "The Sharing" trait
Fixed an issue where players are not informed that XP is received by heroes which are assigned as governors when city improvements are built
Fixed an issue where players are not informed that districts start at level 0 and will not grant any bonuses per level until they're upgraded
Fixed an issue where players are not informed that the "Cull the herd" faction trait does not function for converted villages
Fixed an issue where players are not informed about the effects gained by pillars with each level
Fixed an issue where players are not informed of the bonuses gained for pacifying minor villages
Fixed an issue where the AI victory notification title does not fit inside the detailed game notifications tab
Fixed an issue where an inconsistency between the displayed unit difficulty modifiers and their in-game effects appears
Fixed an issue where false information is displayed in the Join Lobby screen in the "Turns" tab when the host is in the loading screen
Fixed several typos in localization files
MISC.
Fixed an issue where the Diplomatic points gain of "United Empires Council" is not working as intended
Fixed an issue where relationship status can be changed by offering only one item no matter the value of the item offered as a gift. "Gift" attitude modifier is now correctly added ONLY when the empire receives technology/resources without giving anything in exchange, while "PostiveContract" is added in other cases. The multiplier is correctly set based on the value of the gift or positivity of the contract respectively
Fixed an issue where the first encounter notification of the Mezari faction does not trigger a sound to be played
OTHER FIXES [Guardians content]
Fixed an issue where a "Division by zero" error can occur when building a Wonder
Fixed an issue where the Era I "Wealth Harvester" legendary deed counter displays the incorrect number of boosters required
Fixed research cost of Guardian of Water
Fixed an issue where the number of "Scyther" units trained is not limited by the maximum number of garrisoned units
OTHER FIXES [Shadows content]
Fixed an issue where there the Forgotten do not play first encounter audio prompts
Fixed an issue where there is no method of unlocking the Forgotten specific accessories introduced in the expansion
Fixed an issue where regional buildings continue to be affected by pillage after hostile armies are removed with closed borders
Fixed an issue where the last empire selection is not saved for Forgotten empires on the new game screen
Fixed an issue where there is no graphic indicator in the Military Screen for Invisible armies
Fixed an issue where the influence cost of the Declare War On treaty is not reduced by the Diplomatic Cost Reduction espionage action
Fixed an issue where the counter for the Forgotten Chapter 8 Step 2 is modified when defenceless cities are captured
OTHER FIXES [The Lost Tales content]
Fixed an issue where a city built after Eyeless one lore quest has begun is not taken into account
Fixed an issue where misleading information is displayed for the objective of the "Crystaline caverns" lore quest
Fixed an issue where the "Marathon" quest's step one objective does not show the progress
Fixed an issue where the 2nd step of the "Relocation of the Blind" quest does not have a show location button
Fixed an issue where the quest counter in the "A Faith of Fire" step 2 does not function
Fixed an issue where failing "Ancient Enmities" during step 1 will update the quest to step 2 before displaying it as failed
Fixed an issue where failing "Fragile peace" during step 1 will update the quest to step 2 before displaying it as failed
We are very happy to announce that our Shifters expansion for Endless Legend will be available on Steam later today (7PM CEST) but you can already check out the release notes and access the changes and fixes we have implemented in the vanilla version. :)
And good news, the expansion will be 25% off for an entire week and all the Endless games will also be on sale with up to 80% discount to celebrate the release. Make sure you complete your Endless games collection. ;)
Added Pearls of Auriga A pure outgrowth of Auriga, they distil the living essence of the planet. Both powerful and beautiful, the Pearls appear only during the Dark Season and can be put to many wondrous purposes, such as impacting the effects of the Dark Season or building beautiful new districts.
Added Allayi Faction To survive the horrors of the Dust Wars, the Allayi scattered themselves to the cold places of Auriga. Now that the Guardians have awakened they are coming together, hoping to save Auriga and rebuild the life they once had.
Added Altar of Auriga screen The Altar of Auriga is a sacred building to those who live upon her. It is a centre of ancient power from the times even before the Endless.
Added Blessings of Auriga. By bringing Auriga's Pearls and unlocking the Altar's Blessings, powerful magical effects can be applied to a city, region, or empire.
Added a new season management and new Winter difficulties, available in the Advanced Settings of a new game (old system remains as a game choice)
Added more Winter effects. Coastal water and lakes can be frozen during Winter, making them passable
CHANGES AND ADDITIONS [All versions]
AI
Added governor penalty values to army hero items and vice versa, to further force heroes to use archetype-appropriate equipment
Added a safe-guard to prevent AIs from evaluating terms positively when they want to propose a contradictory term
Higher difficulty AI will be less cooperative in diplomacy
Units now take into account terrain obstacles when attempting to deploy near one another
Improved the AI awareness of approval. AI empires will ignore approval bonuses when approval is high and rush them if approval is low
BALANCING
Increased the Influence cost for "Truce" and "Force Truce"
Some diplomatic abilities will have dependencies with each other: like disabling trade routes whenever either empire closes their borders. Commercial and Research agreements are now blocked by closed borders, just like trade
Roving Clans Setseke unit is faster, has no upkeep, has sweep strike-back and ignores terrain movement penalties
"Walls of Faith" trait now grants +100 Fortification instead of 160
Decreased the strategic resource cost and upkeep of "Strength of the vault", increased its fortification bonus
"Search Party" technology is more efficient: it also increases by 5% odds to find loot and 5% odds to find a quest, in addition to reduce by 10% odds to find nothing
The cost of stockpiles no longer depends on the game speed
Science stockpiles also now correctly provide 100/600/1100/1600 like the other stockpiles rather than 100/600/1000/1600
GUI
Added a new army action: "Detach Leader"
Added details on game session accessible from the Game Pause Screen
Added a feedback on the Army label when an army has suffered from retaliation damage or has been healed by a tower
Added a new panel on the loading and score screens introducing content provided by the host of a MP game
Added a description to tooltips of the Battle Status Effects applied to a unit, explaining bonuses and penalties
Added clarification on the impact of Unit Slots on the Army Upkeep
Unified the display of Pillage Power/Siege Power/Fortification Point Loss variables. The value are displayed on the Army Content panel
Replaced some text fields by text areas (Custom Faction, Mod Compilation, Mod Changes)
Renamed Sisters of Mercy "Blessing" capacity to "Benediction"
The Content Management panel has 3 tabs now: Add-ons, Expansions, Updates
"Friendly Banner" Drakken hero skill unlocks now a unit ability (same name)
CHANGES AND ADDITIONS [Shadows content]
"Practiced Pillage" also reduces by 1 the Military Upkeep of army units
"Spying" 1 to 4 hero abilities grant different Upkeep reduction when spying: +40%, +50%, +60%, +80% instead of +50% for everyone
"What's Mine is Mine" technology grants +15 Security instead of +10
"Caudata Sanctuary" also grants -30% spy action cost on Hero
Reduced the Buyout cost of Technologies by 5%
Added "Army Piercing Boost" to the native army leader capacities of Ziema
Tweaked Forgotten trait costs in order to better fit with recent Faction balancing
The detection range is displayed with the vision range on the Army Content panel
IMPORTANT FIXES [All versions]
Fixed an issue where armies assigned to auto explore will stop exploring the map
Fixed an issue where the auto explore has no functionality when activated in an explored region
Fixed other issues with the auto-explore feature
OTHER FIXES [All versions]
CITIES
Fixed an issue where in case of debt recovery the first automatic step to counter negative dust income isn't to reassign workers to dust production
ARMIES/UNITS
Fixed an issue where the army "Attack" action displays false information in its tooltip during the tutorial
BATTLE
Fixed an issue where support units will not heal while in range of both friendly and enemy units when using the offensive combat strategy
Fixed an issue where AI major factions do not order units to heal during battles
Fixed an issue where support units would move when set to hold position
Fixed an issue where Sister of mercy units and heroes prioritize using the "Benediction" capacity while having "offensive" strategy set
Fixed an issue where Sister of mercy units and heroes move to apply the blessing capacity while having "hold position" strategy set
Fixed an issue where units with a healing capacity will only heal themselves while having the hold position strategy set
Fixed an issue where Cavalry units overvalued high-ground when choosing default targets
Fixed an issue where units would ignore closer targets and so miss their turn sometimes
Fixed an issue where similar units would all target the same unit
AI
Fixed an issue where all automated AIs build Science stockpiles but never Industry or Food ones
Fixed an issue where the AI queues Wonders in multiple cities
Fixed an issue where AI under-evaluates Era 5 technologies in comparison to technology from other eras
Fixed an issue where "Canal System" is evaluated as though it provided industry in both seasons
Fixed an issue where the AI does not use the "Commercial agreement" diplomatic treaty
Fixed an issue where the AI does not use the "Research agreement" diplomatic treaty
Fixed an issue where AI factions will cancel alliance and peace treaties while they're still willing to sign the same treaty again
Fixed an issue where AI factions declare closed borders immediately after accepting the open borders treaty
Fixed an issue where changing diplomatic state from alliance to either peace, war or cold war does not cost influence
Fixed an issue where AI was not able to retreat when being attacked while besieging
Fixed an issue where AI do not remove reinforcements when the besieging army is attacked and will lose
Fixed an issue with the unit attack percent empire bonus: it now counts all units, not just those in cities
Fixed an issue where units are equipped with hero-tagged equipment by the AI
QUESTS
Fixed an issue where players are not informed that the sixth chapter of the Vaulter questline becomes completed at the end turn validation
Fixed an issue where the Drakken chapter 8.1 "Reprogrammed" does not become completed while being at truce with another faction
Fixed an issue where "A question of proof" quest can be obtained when all watchtowers have already been built in the area
GUI
Fixed an issue where players receive a victory notification when there is actually a draw.
Fixed an issue where a skippable assert was generated if the user selects a channelled army action and presses the "Esc" key at the same time
Fixed an issue where the Alliance to Peace declaration has a negotiation icon instead of a declaration icon
Fixed an issue where the first time the user selects a city and queues multiple units and buildings the scroll bar does now appear correctly
Fixed an issue where scrollbar was invisible on first show for city lists
Fixed an issue where the version number has reduced visibility on the Vaulter/Drakken outgame view or inside the in-game menu
Fixed an issue where the position of the version text is modified after creating a mods playlist title of over 37 characters
Fixed an issue where the Minor Faction Bonus information is incomplete
Fixed an issue where experience values were not properly centred during manual combat
Fixed an issue where the information displayed in tooltips for tiles with extractors/nodes is false when bonuses/penalties are applied
Fixed an issue where the information displayed in the "Empire bonuses" regarding the faction techs is unclear
Fixed an issue where the Cultists "We are legion" and "Destructive analysis" faction techs are not displayed in the "Empire summary" and in the "Empire bonuses"
Fixed an issue where the Ardent Mages faction techs "Dust mechanics","Dust purifier", "Painosphere" and "Sacrificial amplifiers" are not displayed in the "Empire bonuses"
Fixed an issue where Meritocratic Promotion and Signal Corps tooltips provide incomplete information
Fixed an issue where the "Unskilled Labor" and "Organized Labor" technologies do not inform players about the FIDSI gain from stockpiles
Fixed an issue where Luxury resources have incomplete tooltips inside the negotiation screen
Fixed an issue where one of the filters inside the Faction editor screen has no functionality
Fixed an issue where army capacity is not properly updated when disbanding units from an army
Fixed an issue where units still have XP bars displayed once they reach level 10
Fixed an issue where the tooltip information of the "Ice in the veins" hero skill displays false information
Fixed an issue where the tooltip of the upkeep button displays false information when proliferator spawned units exceed the army size
Fixed an issue where the tooltip of the Cultists "Conversion" trait does not inform the user that the trait also leeches strategic and luxury resources
Fixed an issue where the author of the custom faction does not appear in the custom faction's "Description" box
Fixed an issue where retrofit button uses the industry icon which implies the action costs industry
Fixed an issue where the city list scroll bar overlaps the number of garrison units when the maximum value exceeds 10
Fixed an issue where players are not informed that for converted villages to provide resources the necessary techs are needed
Fixed an issue where players are not informed that cities need exploited forest tiles in order to construct the "Lumber Mill"
Fixed an issue where players are not informed how detected armies are displayed on the adventure map with "The Sharing" trait
Fixed an issue where players are not informed that XP is received by heroes which are assigned as governors when city improvements are built
Fixed an issue where players are not informed that districts start at level 0 and will not grant any bonuses per level until they're upgraded
Fixed an issue where players are not informed that the "Cull the herd" faction trait does not function for converted villages
Fixed an issue where players are not informed about the effects gained by pillars with each level
Fixed an issue where players are not informed of the bonuses gained for pacifying minor villages
Fixed an issue where the AI victory notification title does not fit inside the detailed game notifications tab
Fixed an issue where an inconsistency between the displayed unit difficulty modifiers and their in-game effects appears
Fixed an issue where false information is displayed in the Join Lobby screen in the "Turns" tab when the host is in the loading screen
Fixed several typos in localization files
MISC.
Fixed an issue where the Diplomatic points gain of "United Empires Council" is not working as intended
Fixed an issue where relationship status can be changed by offering only one item no matter the value of the item offered as a gift. "Gift" attitude modifier is now correctly added ONLY when the empire receives technology/resources without giving anything in exchange, while "PostiveContract" is added in other cases. The multiplier is correctly set based on the value of the gift or positivity of the contract respectively
Fixed an issue where the first encounter notification of the Mezari faction does not trigger a sound to be played
OTHER FIXES [Guardians content]
Fixed an issue where a "Division by zero" error can occur when building a Wonder
Fixed an issue where the Era I "Wealth Harvester" legendary deed counter displays the incorrect number of boosters required
Fixed research cost of Guardian of Water
Fixed an issue where the number of "Scyther" units trained is not limited by the maximum number of garrisoned units
OTHER FIXES [Shadows content]
Fixed an issue where there the Forgotten do not play first encounter audio prompts
Fixed an issue where there is no method of unlocking the Forgotten specific accessories introduced in the expansion
Fixed an issue where regional buildings continue to be affected by pillage after hostile armies are removed with closed borders
Fixed an issue where the last empire selection is not saved for Forgotten empires on the new game screen
Fixed an issue where there is no graphic indicator in the Military Screen for Invisible armies
Fixed an issue where the influence cost of the Declare War On treaty is not reduced by the Diplomatic Cost Reduction espionage action
Fixed an issue where the counter for the Forgotten Chapter 8 Step 2 is modified when defenceless cities are captured
OTHER FIXES [The Lost Tales content]
Fixed an issue where a city built after Eyeless one lore quest has begun is not taken into account
Fixed an issue where misleading information is displayed for the objective of the "Crystaline caverns" lore quest
Fixed an issue where the "Marathon" quest's step one objective does not show the progress
Fixed an issue where the 2nd step of the "Relocation of the Blind" quest does not have a show location button
Fixed an issue where the quest counter in the "A Faith of Fire" step 2 does not function
Fixed an issue where failing "Ancient Enmities" during step 1 will update the quest to step 2 before displaying it as failed
Fixed an issue where failing "Fragile peace" during step 1 will update the quest to step 2 before displaying it as failed
Tomorrow is the big day: we'll be releasing Endless Legend Shifters on Steam. We know you're as excited as us, so in case you missed our previous blog post, check them out for more information on the content of the expansion: the Allayi gameplay & units, and the enhanced winter.
Today, check out our focus video to discover the new features of Endless Legend Shifters with some gameplay footage and explanations by Jeff Spock, our Narrative Director and Lead Writer!
Thank you guys for making those videos and participating in the closed beta!
GIVEAWAY
We're also giving away three keys for the Shifters expansion on Twitter. We'll pick the winners tomorrow so you all get a chance, but all you have to do is follow us on Twitter and retweet this.
Tomorrow is the big day: we'll be releasing Endless Legend Shifters on Steam. We know you're as excited as us, so in case you missed our previous blog post, check them out for more information on the content of the expansion: the Allayi gameplay & units, and the enhanced winter.
Today, check out our focus video to discover the new features of Endless Legend Shifters with some gameplay footage and explanations by Jeff Spock, our Narrative Director and Lead Writer!
Thank you guys for making those videos and participating in the closed beta!
GIVEAWAY
We're also giving away three keys for the Shifters expansion on Twitter. We'll pick the winners tomorrow so you all get a chance, but all you have to do is follow us on Twitter and retweet this.
Endless Legend Shifters is coming out in a few days!
We've introduced you to the Allayi faction and their gameplay in our previous blog post, but today, we'll talk about the enhanced winter season, a mechanic very important and unique to Endless Legend. We've worked on making this season mechanic richer and more interesting, with more control for you over the elements, so let us know what you think!
ENHANCED WINTER
Winter is a hugely important part of the lore of Endless Legend, but it has been sometimes perceived as simply being a slower version of summer. This is something we wanted to address. Different sort of play should take place depending on the season. Winter must provide new opportunities, not simply be dreaded and endured but influenced, planned for and taken advantage of. Exploration and de facto map control (that is controlling a region without actually settling in it) are also something we wanted to push a little.
PEARLS OF AURIGA
Pearls are secreted by Auriga herself as a sort of dying gasp; she stores energy during the summers and delivers it to her “true children” during winters. For factions, pearls then become a way to connect with Auriga and benefit from her power and to get her help.
The goal is to encourage exploration and de facto map control, especially in winter, but also give players something to look forward to in winter, enable to play with winter and to unlock new game elements.
Feature Overview The Pearls of Auriga appear on the first turn of winters on various terrain tiles until being collected by players directly on the map:
Pearls appear in the same tiles each winter through the same game.
Each region receives around the same number of Pearls each winter.
If not collected, Pearls can stack on tiles, so if many winters pass a tile can contain a large number.
Building cities and districts will block Pearl spawn points.
Pearls can only be accumulated by moving an army into a tile where there is a Pearl. Once a Pearl has been collected it is removed from the map: first come, first served. In order to collect Pearls players therefore need to plan their movements and equip their armies with winter in mind.
ALTAR OF AURIGA
This is a new screen to which you get access only by building a very unique Empire district named the Altar of Auriga. This new district requires a few pearls to be built but is available in the construction list from the very beginning of each game.
Blessings Any empire involved into the collection of the Pearl of Auriga can first expect to unlock new powers and constructions called Blessings. One again, the goal is to encourage exploration and de facto map control, especially in winter and give players something to look forward to when winter arrives.
Feature Overview The Pearls of Auriga appear on the first turn of winters on various terrain tiles until being collected by players directly on the map: Players will want to collect Pearls whenever possible, as they will give access to a set of Blessings:
Pearl Items
City improvements (including one to defend cities)
Unique City districts
Defensive Towers
Stockpiles (thus allowing Pearls to be converted into).
Voting Voting is a new mechanic giving players a say in which winter effects are added to the game. The goal here is to foster earlier interactions and conflicts of interest between players: to put players in opposition with each other rather than the game system.
Feature Overview The Pearls of Auriga can also be used to "pray" at the Altar of Auriga. Each empire can invest Pearls in order to back one or several of a short-list of three winter effects. On the first turn of summer a new set of three winter effect candidates is drawn and revealed to all the players:
The cost of a prayer increases with each turn of summer in order to encourage early voting.
Players can pray as many times as they can afford, but do not see other players' votes until the beginning of their next turn.
On the first turn of winter the candidate winter effect with the most prayers is applied.
The two losing events are returned to the draw pool, but will come back with a higher default amount of votes if they are selected several times in a game.
ADVANCED WINTER
Shifters introduces the possibility to set the harshness of winters for a game, mainly playing on different starting effects, frequency, duration and their randomness. Apart from that a new variety of effects has been introduced for a more advanced vision of winter. With this, we'd like to encourage the use of the Altar of Auriga by introducing new, highly asymmetrical effects that polarize players, & increase replayability by introducing a wider variety of different effects. And make winter more interesting, obviously. ;)
Feature Overview We also want different effects to appeal to different players at different times. This should lead to strategic, defensive voting, secret agreements and so on (and yes, we have thought about how the AI will handle all this!). The idea is to add more variety to the impacts of the winter effects which, up until now, have tended to be exclusively economic and negative. The new winter effects will affect players in a much more asymmetrical manner, penalizing one play-style or context and rewarding another. Here are a few examples of some of the additions:
+15% on Hostile Minor Faction unit attributes / -50% Assimilation cost.
All borders are temporarily opened.
-5% Empire Dust per war declared / +50% on Diplomatic Points earned.
No Reinforcement flag on armies / -50% Unit Upkeep in armies.
Endless Legend Shifters is coming out in a few days!
We've introduced you to the Allayi faction and their gameplay in our previous blog post, but today, we'll talk about the enhanced winter season, a mechanic very important and unique to Endless Legend. We've worked on making this season mechanic richer and more interesting, with more control for you over the elements, so let us know what you think!
ENHANCED WINTER
Winter is a hugely important part of the lore of Endless Legend, but it has been sometimes perceived as simply being a slower version of summer. This is something we wanted to address. Different sort of play should take place depending on the season. Winter must provide new opportunities, not simply be dreaded and endured but influenced, planned for and taken advantage of. Exploration and de facto map control (that is controlling a region without actually settling in it) are also something we wanted to push a little.
PEARLS OF AURIGA
Pearls are secreted by Auriga herself as a sort of dying gasp; she stores energy during the summers and delivers it to her “true children” during winters. For factions, pearls then become a way to connect with Auriga and benefit from her power and to get her help.
The goal is to encourage exploration and de facto map control, especially in winter, but also give players something to look forward to in winter, enable to play with winter and to unlock new game elements.
Feature Overview The Pearls of Auriga appear on the first turn of winters on various terrain tiles until being collected by players directly on the map:
Pearls appear in the same tiles each winter through the same game.
Each region receives around the same number of Pearls each winter.
If not collected, Pearls can stack on tiles, so if many winters pass a tile can contain a large number.
Building cities and districts will block Pearl spawn points.
Pearls can only be accumulated by moving an army into a tile where there is a Pearl. Once a Pearl has been collected it is removed from the map: first come, first served. In order to collect Pearls players therefore need to plan their movements and equip their armies with winter in mind.
ALTAR OF AURIGA
This is a new screen to which you get access only by building a very unique Empire district named the Altar of Auriga. This new district requires a few pearls to be built but is available in the construction list from the very beginning of each game.
Blessings Any empire involved into the collection of the Pearl of Auriga can first expect to unlock new powers and constructions called Blessings. One again, the goal is to encourage exploration and de facto map control, especially in winter and give players something to look forward to when winter arrives.
Feature Overview The Pearls of Auriga appear on the first turn of winters on various terrain tiles until being collected by players directly on the map: Players will want to collect Pearls whenever possible, as they will give access to a set of Blessings:
Pearl Items
City improvements (including one to defend cities)
Unique City districts
Defensive Towers
Stockpiles (thus allowing Pearls to be converted into).
Voting Voting is a new mechanic giving players a say in which winter effects are added to the game. The goal here is to foster earlier interactions and conflicts of interest between players: to put players in opposition with each other rather than the game system.
Feature Overview The Pearls of Auriga can also be used to "pray" at the Altar of Auriga. Each empire can invest Pearls in order to back one or several of a short-list of three winter effects. On the first turn of summer a new set of three winter effect candidates is drawn and revealed to all the players:
The cost of a prayer increases with each turn of summer in order to encourage early voting.
Players can pray as many times as they can afford, but do not see other players' votes until the beginning of their next turn.
On the first turn of winter the candidate winter effect with the most prayers is applied.
The two losing events are returned to the draw pool, but will come back with a higher default amount of votes if they are selected several times in a game.
ADVANCED WINTER
Shifters introduces the possibility to set the harshness of winters for a game, mainly playing on different starting effects, frequency, duration and their randomness. Apart from that a new variety of effects has been introduced for a more advanced vision of winter. With this, we'd like to encourage the use of the Altar of Auriga by introducing new, highly asymmetrical effects that polarize players, & increase replayability by introducing a wider variety of different effects. And make winter more interesting, obviously. ;)
Feature Overview We also want different effects to appeal to different players at different times. This should lead to strategic, defensive voting, secret agreements and so on (and yes, we have thought about how the AI will handle all this!). The idea is to add more variety to the impacts of the winter effects which, up until now, have tended to be exclusively economic and negative. The new winter effects will affect players in a much more asymmetrical manner, penalizing one play-style or context and rewarding another. Here are a few examples of some of the additions:
+15% on Hostile Minor Faction unit attributes / -50% Assimilation cost.
All borders are temporarily opened.
-5% Empire Dust per war declared / +50% on Diplomatic Points earned.
No Reinforcement flag on armies / -50% Unit Upkeep in armies.
Endless Legend Shifters is coming to Steam this week, on April 7th! We're very excited to continue the support for Endless Legend two years after the official release. In case you've missed our recent livestream that featured the new expansion, here's a focus on the Allayi units, the new faction that's coming this Thursday.
THE ALLAYI FACTION
(...) Fearful and beaten, the Allayi scattered themselves in the cold places of Auriga, hiding and dwindling, surviving the horrors of the Dust wars through their extreme toughness, their skills with native life forms, and their close bond to the planet. Now, finally, the Guardians have awakened; taking this as a sign, the Allayi are coming together and daring to rebuild something of the life they once had. With the Guardians weak, and Auriga dying, they view it as their fate to do what is possible to preserve their once glorious homeworld.
AFFINITY
Shifting The Allayi faction is deeply bound to the life and death of Auriga, which the player mostly experiences through the prism of the changing seasons. Their gameplay is centred around exploration and the collection of a new resource, Auriga Pearls, with which they have a particular affinity. All their units change form based on the season, becoming more active in winter and more settled in summer. Also, they will gradually manage to control these form-shifting abilities.
Overview
All faction units have the "Shifting" capacity which alters their attributes and capacities depending on their current "shifter form": In summer units assume their "Light Form":
+20% Defence.
+10% Regeneration
-50% Unit upkeep
In winter units assume their "Dark Form":
+20% Attack.
Immunity to Winter movement and vision reduction
+1 Vision Range
+1 Map Movement
+1 Battle Movement
This form can later be modified artificially (out of season) using an exclusive Blessing available in the Altar of Auriga: The effect last for 1 turn and cost 1 orb per unit level.
TRAITS
Garth of the Allayi The faction has access, as a starting trait, to a very specific city borough, in place of the usual one. It costs Pearls and Industry :industry: to build, but has also much improved attributes:
1 per city Pop
-5 Approval / +15 per extra level on district
+2 Food
+2 Industry
+2 Dust / +4 per extra level on district
+2 Science / +4 per extra level on district
+2 Influence / +4 per extra level on district
+20 City Fortification per extra level on district
Pearl Sensitive The Allayi have a particular relationship with the Auriga Pearls, and much of their gameplay centers around collecting and using them. We wanted the faction to lead the "arms race" as far as voting for winter effects is concerned: other factions should be pushed to join them as a result.
The empire can see the locations of pearls through the fog of war, so in all the areas they have explored
This ability is shared with friendly empires when a map exchange treaty is ratified
In addition the Allayi receive pearls whenever they successfully search a ruin, in addition to the loot
Breath of Auriga The Allayi have a special relationship with the seasons, so it is important that they have access to superior powers of prediction. This will help them to collect pearls (as they will be ready) and to vote more effectively (because they know when the voting will end).
-100% winter prediction margin of error.
We Chosen Few The Allayi are explorers, ecologists and pioneers, not empire-builders, so will tend to have small empires of only a few cities. Their production needs to be intensive not extensive. Until now we've not had a faction midway between the Cultists' single-city empires and the Necrophages sprawling hive clusters. They should play very differently from other factions and provide experienced players with a new challenge, with each unit of population feeling precious and special. This penalty will also oblige the Allayi player to focus on pearl collection in order to prop up their economy and to defend themselves: their special borough in particular will come in handy.
+50% Growth required for each new population on cities.
+150% Expansion Disapproval on cities.
Mercurial Diplomats The Allayi have a lunatic nature, subject to mood swings as the seasons change. This trait will mostly serve the lore, but it does contribute to the faction's season-based planning gameplay. We wanted the shifting to affect every part of the game, including diplomacy.
-25% influence cost in summer for all diplomatic treaties.
-25% influence cost in winter for all diplomatic declarations.
Battlefield Symbiosis The symbiotic and shifting nature of the faction is further emphasized by the interdependence of their units. This trait reinforces the importance of morale and should make the Allayi faction interesting to play with on the battlefield.
+15% initiative per point of positive morale on units (up to +90%)
-15% initiative per point of negative morale on units (up to -90%)
UNITS
Hero The only Ranged unit of the Faction, with a bonus when collecting Pearls. In summer, they can indirectly also support units by using Shifting Nova ability.
"Shifting Nova" ability:
If in "Light Form": Automatically heals surrounding friendly units (15% of Damage)
If in "Dark Form": Circle area of effect on targeted enemy unit (15% of Damage)
Starting unit: "Seeker" A faction based on exploration needs a fast starting unit to cover a lot of ground in the first turns.
Overview
A decent cavalry unit which can equip a spear or sword and shield.
"Shifting charge" ability:
If in "light form": -10% to enemy attack per movement point spent.
If in "dark form": -10% to enemy defence per movement point spent.
Era 1 unit: "Skyfin" A very special support unit with an extremely high movement range, created primarily to collect pearls but also to support other armies. It can, in addition, deploy on a resource deposit, allowing the Allayi empire to compensate for the lack of regions it directly controls. If done, this also provides an approval bonus to the hosting region, creating an interesting symbiotic relationship between empires.
Overview
An especially fast, solitary, flying support unit, which can equip wands or claws.
"Shifting Awe" ability:
If in "light form": +1 morale on the target ally, jumps across friendly units like chain lightning.
If in "dark form": -1 morale on the target enemy, jumps across friendly units like chain lightning.
"One with Auriga" ability:
Can deploy on any unclaimed resource deposit to extract resources each turn.
The amount of resources extracted depends on the level of the unit.
The region owner shares the unit's vision and their city gains +10 approval
The unit cannot be attacked by Minor faction roaming armies
Era 2 unit: "Monk" The faction line-up can't be entirely made up of scouts. There needs to be strong fighting unit. It should, however, still be highly mobile.
Overview
A powerful flying combat unit which can equip a spear or 2-handed sword.
"Shifting combo" ability:
If in "light form": increasing hit ability, up to 3 consecutive attacks
If in "dark form": increasing hit ability, up to 3 consecutive counters
Stay tuned for more reveals on the Shifters expansions! ;) ~Amplitude Studios
Endless Legend Shifters is coming to Steam this week, on April 7th! We're very excited to continue the support for Endless Legend two years after the official release. In case you've missed our recent livestream that featured the new expansion, here's a focus on the Allayi units, the new faction that's coming this Thursday.
THE ALLAYI FACTION
(...) Fearful and beaten, the Allayi scattered themselves in the cold places of Auriga, hiding and dwindling, surviving the horrors of the Dust wars through their extreme toughness, their skills with native life forms, and their close bond to the planet. Now, finally, the Guardians have awakened; taking this as a sign, the Allayi are coming together and daring to rebuild something of the life they once had. With the Guardians weak, and Auriga dying, they view it as their fate to do what is possible to preserve their once glorious homeworld.
AFFINITY
Shifting The Allayi faction is deeply bound to the life and death of Auriga, which the player mostly experiences through the prism of the changing seasons. Their gameplay is centred around exploration and the collection of a new resource, Auriga Pearls, with which they have a particular affinity. All their units change form based on the season, becoming more active in winter and more settled in summer. Also, they will gradually manage to control these form-shifting abilities.
Overview
All faction units have the "Shifting" capacity which alters their attributes and capacities depending on their current "shifter form": In summer units assume their "Light Form":
+20% Defence.
+10% Regeneration
-50% Unit upkeep
In winter units assume their "Dark Form":
+20% Attack.
Immunity to Winter movement and vision reduction
+1 Vision Range
+1 Map Movement
+1 Battle Movement
This form can later be modified artificially (out of season) using an exclusive Blessing available in the Altar of Auriga: The effect last for 1 turn and cost 1 orb per unit level.
TRAITS
Garth of the Allayi The faction has access, as a starting trait, to a very specific city borough, in place of the usual one. It costs Pearls and Industry :industry: to build, but has also much improved attributes:
1 per city Pop
-5 Approval / +15 per extra level on district
+2 Food
+2 Industry
+2 Dust / +4 per extra level on district
+2 Science / +4 per extra level on district
+2 Influence / +4 per extra level on district
+20 City Fortification per extra level on district
Pearl Sensitive The Allayi have a particular relationship with the Auriga Pearls, and much of their gameplay centers around collecting and using them. We wanted the faction to lead the "arms race" as far as voting for winter effects is concerned: other factions should be pushed to join them as a result.
The empire can see the locations of pearls through the fog of war, so in all the areas they have explored
This ability is shared with friendly empires when a map exchange treaty is ratified
In addition the Allayi receive pearls whenever they successfully search a ruin, in addition to the loot
Breath of Auriga The Allayi have a special relationship with the seasons, so it is important that they have access to superior powers of prediction. This will help them to collect pearls (as they will be ready) and to vote more effectively (because they know when the voting will end).
-100% winter prediction margin of error.
We Chosen Few The Allayi are explorers, ecologists and pioneers, not empire-builders, so will tend to have small empires of only a few cities. Their production needs to be intensive not extensive. Until now we've not had a faction midway between the Cultists' single-city empires and the Necrophages sprawling hive clusters. They should play very differently from other factions and provide experienced players with a new challenge, with each unit of population feeling precious and special. This penalty will also oblige the Allayi player to focus on pearl collection in order to prop up their economy and to defend themselves: their special borough in particular will come in handy.
+50% Growth required for each new population on cities.
+150% Expansion Disapproval on cities.
Mercurial Diplomats The Allayi have a lunatic nature, subject to mood swings as the seasons change. This trait will mostly serve the lore, but it does contribute to the faction's season-based planning gameplay. We wanted the shifting to affect every part of the game, including diplomacy.
-25% influence cost in summer for all diplomatic treaties.
-25% influence cost in winter for all diplomatic declarations.
Battlefield Symbiosis The symbiotic and shifting nature of the faction is further emphasized by the interdependence of their units. This trait reinforces the importance of morale and should make the Allayi faction interesting to play with on the battlefield.
+15% initiative per point of positive morale on units (up to +90%)
-15% initiative per point of negative morale on units (up to -90%)
UNITS
Hero The only Ranged unit of the Faction, with a bonus when collecting Pearls. In summer, they can indirectly also support units by using Shifting Nova ability.
"Shifting Nova" ability:
If in "Light Form": Automatically heals surrounding friendly units (15% of Damage)
If in "Dark Form": Circle area of effect on targeted enemy unit (15% of Damage)
Starting unit: "Seeker" A faction based on exploration needs a fast starting unit to cover a lot of ground in the first turns.
Overview
A decent cavalry unit which can equip a spear or sword and shield.
"Shifting charge" ability:
If in "light form": -10% to enemy attack per movement point spent.
If in "dark form": -10% to enemy defence per movement point spent.
Era 1 unit: "Skyfin" A very special support unit with an extremely high movement range, created primarily to collect pearls but also to support other armies. It can, in addition, deploy on a resource deposit, allowing the Allayi empire to compensate for the lack of regions it directly controls. If done, this also provides an approval bonus to the hosting region, creating an interesting symbiotic relationship between empires.
Overview
An especially fast, solitary, flying support unit, which can equip wands or claws.
"Shifting Awe" ability:
If in "light form": +1 morale on the target ally, jumps across friendly units like chain lightning.
If in "dark form": -1 morale on the target enemy, jumps across friendly units like chain lightning.
"One with Auriga" ability:
Can deploy on any unclaimed resource deposit to extract resources each turn.
The amount of resources extracted depends on the level of the unit.
The region owner shares the unit's vision and their city gains +10 approval
The unit cannot be attacked by Minor faction roaming armies
Era 2 unit: "Monk" The faction line-up can't be entirely made up of scouts. There needs to be strong fighting unit. It should, however, still be highly mobile.
Overview
A powerful flying combat unit which can equip a spear or 2-handed sword.
"Shifting combo" ability:
If in "light form": increasing hit ability, up to 3 consecutive attacks
If in "dark form": increasing hit ability, up to 3 consecutive counters
Stay tuned for more reveals on the Shifters expansions! ;) ~Amplitude Studios