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Endless Legend - Fragen und Antworten

Trefft bei Endless Legend auf die bizarrsten und gefährlichsten Kreaturen! Und seid selbst eine von ihnen ...
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luxi68
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Re: Endless Legend - Fragen und Antworten

Beitrag von luxi68 » 29. August 2015, 08:54

Das AddOn "Shadows" wird am 2. September erscheinen. :) Zur Feier des Tages gibt es Endless Legend und das AddOn Guardians bei Steam um 50% reduziert.

http://forums.amplitude-studios.com/con ... oncept-Art

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Pium
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Re: Endless Legend - Fragen und Antworten

Beitrag von Pium » 31. August 2015, 13:31

Hi, vielen Dank für den Tip! Lohnt deiner\eurer Meinung nach der Kauf des DLC "Guardians"?

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F.Bolli
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Re: Endless Legend - Fragen und Antworten

Beitrag von F.Bolli » 31. August 2015, 14:21

Kurze Antwort: Ja
Das Addon gibt dem Spiel neue Features, die sich in das Grundspiel gut einpaßen.
Ich hab den Kauf nicht bereut und werde mir auch das 2. Addon zulegen. :-BD
Wer Rechschreib- oder Grammatikfehler findet, darf sie behalten. Ich habe mehr als genug davon.

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luxi68
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Re: Endless Legend - Fragen und Antworten

Beitrag von luxi68 » 31. August 2015, 18:25

Da kann ich F.Bolli nur zustimmen. :)

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Pium
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Re: Endless Legend - Fragen und Antworten

Beitrag von Pium » 31. August 2015, 20:33

Danke für euere Meinung. Ich hab mir jetzt EL+ Guardian DLC geholt.

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luxi68
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Re: Endless Legend - Fragen und Antworten

Beitrag von luxi68 » 2. September 2015, 19:44

Das AddOn Shadows ist erhältlich. :)
http://www.youtube.com/watch?v=449kwDubrRo

Und es enthält eine Menge Änderung, auch für die anderen Spielteile:

RELEASE NOTES - SHADOWS [1.2.0]

This major addition to the game content includes the long-awaited espionage system (spying, infiltration and pillaging). It also includes an entire Major Faction, the Forgotten, whose gameplay is based on espionage.

ADDITIONS [Shadows]

Added a new Major Faction: the Forgotten
Masters of deception, infiltration, and sabotage, the arrival of the Forgotten among the factions of Auriga will change everything. From pillaging extractors to poisoning governors, the rules of conflict will never be the same again.
Added a new Army action: Pillage
Ransack a regional building. Its effects will be temporarily disabled after its defence value drops to 0. The loot depends on the nature of the place.
Added a new Hero action: Infiltration
Infiltrate a visible foreign city with one of your heroes, in order to be able to perform new actions against your opponents.
Added a new City action: Roundup
Protect your cities against spies, but at the cost of a part of your production.
Added the Infiltration actions, unlocked once a spy has infiltrated an opponent city
Decrease Vision
Reveal Spy
Decrease Diplomatic Cost
Decrease Science Production (non Forgotten-specific)
Steal Technology (Forgotten-specific)
Decrease Morale
Decrease Industry Production
Decrease Population
Damage Fortification
Target Governor
Added new diplomatic interactions related to the espionage
Added a new diplomatic term: Prisoner Exchange
Added the Camouflage (invisibility on forest tiles) and Stealth (invisibility on all tiles) capacities
Added the Dual Wield capacity (-50% on attribute bonuses from offhand weapon)




CHANGES AND ADDITIONS [All versions]

Added a new game option in order to show/mask the empire information and curves displayed in-game
Added the ability to whisper to a known player by clicking on his/her status sector in the End Turn panel
Added a new tab in the options: controls can be redefined
Added new controls:
Bottom of all construction queues: you can now add an improvement at the bottom of the construction queue of all your cities by pressing CTRL when you click on the chosen improvement.
Top of all construction queues: you can now add an improvement at the top of the construction queue of all your cities by pressing SHIFT when you click on the wanted improvement.
Top of one construction queue: you can now add an improvement at the top of the construction queue of a city by pressing ALT when you click on the chosen improvement.
Added several new key bindings
AI now takes into account the market-value of luxury and strategic resources in diplomacy
Remove retreat possibility when being in a besieged district
+1 on unit military upkeep when in armies
"Fragile Health" and "Make Trade not War" trait costs have been increased
Added City Upkeep to a couple of Improvements where it was still missing
Added a confirmation message to hero assignment in case the army is made of Privateers
Impacted with gamespeed the time required to reach the max value of Research and Commercial agreements bonus
Reduced "Fast" Game Speed multiplier on Luxury and Strategic Resource Production (from 2 to 1.5)
Added the Sharp Sense capacity to shields
Changed Titanium Shields Damage bonus (5%/10%/20%) to a 5%/10%/20% Life bonus
Decreased Damage bonus granted by Glassteel on weapons (-50%)
Decreased Attack bonus granted by Titanium on weapons (-50%)
Tweaked Movement bonus granted by Improved Movement capacity on Iron Talismans:
Tier1: +1 Map Movement, +1 Battle Movement, +3 Initiative
Tier2: +2 Map Movement, +1 Battle Movement, +5 Initiative
Tier3: +3 Map Movement, +1 Battle Movement, +7 Initiative
Increased bonus granted by Glory of Death capacity on Titanium Talismans:
Tier1: +0.5 Morale per adjacent enemy
Tier2: +1 Morale per adjacent enemy
Tier3: +1.5 Morale per adjacent enemy
Reduced Vision bonuses granted by Improved Vision capacity on Iron rings:
Tier1: Improved Vision 1 (+1 vision) + Sharp Sense 1
Tier2: Improved Vision 1 (+1 vision) + Sharp Sense 2
Tier3: Improved Vision 2 (+2 vision) + Sharp Sense 3
Reduced Damage bonus granted by Improved Damage capacity on Titanium rings: Tier1: +10% / Tier2: +20% / Tier3: +30%
Reduced Initiative bonus granted by Improved Initiative capacity on Glassteel rings: Tier1: +10% / Tier2: +20% / Tier3: +30%
Tweaked Defence bonus granted by Improved Defence capacity on Adamantian Rings: Tier1: +15% / Tier2: +30% / Tier3: +60%
Tweaked Attack bonus granted by Improved Attack capacity on Palladian Rings: Tier1: +15% / Tier2: +30% / Tier3: +60%
Tweaked contextual damage bonus granted by Retaliation capacity on Palladian Talismans: Tier1: +15% / Tier2: +30% / Tier3: +60%
Increased Army Defence bonus granted by Adamantian Insignia, to Tier1: +5 & +15% / Tier2: +10 & +30% / Tier3: +15 & +40%
Increased Army Attack bonus granted by Palladian Insignia, to Tier1: +15% / Tier2: +30% / Tier3: +40%
Increased Unit Defence bonus granted by the Adamantian Ring, to Tier1: +25% / Tier2: +50% / Tier3: +75%
Increased Unit Attack bonus granted by the Palladian Ring, to Tier1: +25% / Tier2: +50% / Tier3: +75%
Increased Unit Strike-Back Damage bonus granted by the Palladian Talisman, to Tier1: +30% / Tier2: +50% / Tier3: +70%
Reduced by 30% the base price of Heroes on market
Increased by 30% healing cost when a hero gets disabled
Multiplied by 2 instead of 3 Healing speed bonus from the Hero Skill Fast Healer Level 1 and Level 2
Removed all Food references in the Broken Lords' empire plans and added new options instead
Doubled the Era 1 research bonus granted by the Quest reward of the first Broken Lords quest chapter
Decreased a bit the amount of Dust required in step 2 of the first Broken Lords quest chapter
Increased by 2 Life Drain capacity bonus of the Broken Lords Ryder
Reduced from 50% to 35% of Damage value the Dust Bishop Healer capacity
Decrease to 15% Healing Halo capacity bonus
Reduced by 30% Damage base attribute value of Drider, Eyeless Ones and Drakkens Heroes
In addition to militia and fortification, Cultists now have one additional Militia slot compared to other factions
Reduced from 50% to 35% the bonuses granted by the 2 Cultists quest Items called "The Wordless Will" and "Order of Isiver"
Reduced from 25% to 20% resources extracted from region deposits by converted Cultists villages
Removed information displayed in the Empire Bonuses Screen due to game speed




CHANGES AND ADDITIONS [Guardians]

Decreased by 2 the effect of the Guardian earthquake on tiles that are not the target
Tweaked the "Minor Faction, Major Pain" cooperation quest




IMPORTANT FIXES [All versions]

Fixed a desync caused when a user joins the AI slot of a progress in session
Fixed an issue where an assert message is generated for the user multiple times during the late stages of a session
Fixed an issue where a skippable assert generated at the beginning of every turn during late-game in a session




FIXES [Guardians]

GUARDIANS CONTENT PACK


Fixed an issue where the Era 1 "Visionary Leader" deed does not complete on 10/10 progress if achieved by killing multiple armies in one combat
Fixed an issue where the Era 1 "Wealth Harvester" objective 2 deed can be completed by activating Vaulters boosters
Fixed an issue where the Necrophage sacrifice counts as a luxury booster in the "Wealth Harvester" achievement
Fixed an issue where the Era 2 "Warrior's Warrior" deed will not gain any progress when killing armies during a city assault
Fixed an issue where the Cultists can no longer achieve the Era 3 "Market Alchemist" deed
Fixed an issue where resources do not count towards the "Market Alchemist" deed after they have been activated as a holy resource
Fixed an issue where the Legendary Buildings do not count as districts for the Era 5 Economic deed
Fixed an issue where none of the available automated governors build national buildings
Fixed an issue where the Vaulters teleport has the graphics effect which indicates the range of the Air Guardian teleport action
Fixed an issue where the Roving Clan empire loses the ability to rebuild Legendary Buildings after using "Setseke ho!" ability multiple times
Fixed an issue where the "Master of markets" trade deed progression indicator is not updated after the trade routes income has been recalculated
Fixed an issue where misleading information is displayed as the first objective for the 2nd era "Master of markets" legendary deed
Fixed an issue where regular quest armies come in as reinforcements for the Colossus spawned in the "A test of strength global" quest although they have different banners
Fixed an issue with the Warriors' Warrior deed
Fixed issues where Deeds cannot be completed with Vaulters and Cultists factions




FIXES [All versions]

AI

Fixed an issue where AI major factions do not equip units with accessory items in custom unit designs
Fixed an issue where the AI empires value Influence too much
Fixed an issue where the AI does not value cities enough in diplomatic negotiations
Fixed an issue where AI empires don't use Titanium
Fixed an issue where AI does not retrofit anymore
Fixed an issue where the "aggression during cold war" AI feedback can be received during war
Fixed an issue where Settlers in queue can block the growth of AI if the construction becomes infinite
Fixed an issue where the automated governor builds the water and river improvements without having the terrain requirements met
Fixed an issue where automated governors do not attempt to upgrade districts or city centres



BATTLE

Fixed an issue where the "Increased Fire 3" did not properly increase the attack of its target
Fixed an issue where units cannot be transferred onto city tiles during a siege
Fixed an issue where Privateer armies 3D models are not removed from the Battle Field Area once the battle begins
Fixed an issue where the "force move a unit" command is not functional
Fixed an issue where the combat notification is displayed whenever assaulting a defenceless city
Fixed an issue where if the besieging army uses the "Retreat" action the siege will not be broken
Fixed an issue where the Combat Strength Ratio Bar does not update when the user selects or deselects reinforcements



DIPLOMACY

Fixed an issue where players can use trade in diplomacy as an exploit to take control of an AI's capital city
Fixed an issue where spamming compliments increased chances to win a diplomatic victory
Fixed an issue where the owner of a privateer army is discovered in the diplomacy screen when reaching the line of sight of another Empire
Fixed an issue where the First Encounter notification is misleading when discovering an empire using Privateers
Fixed an issue where the host receives a "Declare war" notification if the client declares war by trying to attack/siege a city
Fixed an issue where the host receives the "Declare War" notification if a client attacks another major faction with an army which is not on a tile near the attacked unit or city



FACTIONS

Fixed an issue where expansion disapproval technologies are incorrectly removed from custom factions
Fixed an issue where the Empire and Expansion tier 4 plan has no effect on the Broken Lords
Fixed an issue where Necrophages Militia units do not have the "Disease immunity" capacity
Fixed an issue where the tooltip for the Ardent Mages "Incantation of Defence" will display only the level 1 effect of the spell
Fixed an issue where the Wild Walkers Chapter 2.1 reward "Visions of Glory" does not increase the empire's influence each time a district or a legendary building is built



GUI

Fixed an issue where the mods notification increases in size after the user closes it and enters the Mods menu a second time
Fixed an issue where the user is not informed about how he/she can use the in-game chat options
Fixed an issue where the Expansion Construction Bubbles are displayed on the Adventure Map even when the city is not selected
Fixed an issue where capacities overlap UI elements when there are 12 or more, in the Hero screen
Fixed an issue where strategies cannot be changed in manual combat if units have more than 12 capacities
Fixed an issue with the Loot label of the Encounter Result Panel
Fixed an issue where the Heal army button overlaps the armies in the military screen
Fixed an issue where unchecking auto popup notifications from the options menu does not uncheck the button in the notifications
Fixed an issue where the bankruptcy adjustments notification displayed false information when the user did not have the "Mercenary market" technology
Fixed an issue where the bankruptcy adjustments notification displayed false information when buildings were destroyed
Fixed an issue where world shape options are not properly greyed out on Tiny and Huge World Sizes
Fixed an issue where the Land percentage options are not properly greyed out for the Huge Map size
Fixed an issue where the Normal and Hard World difficulties are not greyed out although they are not functional in the "Advanced world settings screen" when the AI difficulty is set to "Newbie"
Fixed an issue where the Hard World difficulty is not greyed out although it is not functional in the "Advanced world settings screen" when the AI difficulty is set to "Easy"
Fixed an issue where the Easy World difficulty is not greyed out although it is not functional in the "Advanced world settings screen" when the AI difficulty is set to "Endless".
Fixed an issue where the world size is changed from "Random" to "Small" or "Normal" inside the new game screen when changing the number of empires
Fixed an issue where Privateers army owner can be revealed with end turn button info
Fixed an issue where MP advanced settings are not working when looking at them in the lobby
Fixed an issue where the tooltip of the "Double Or Nothing" skill displays false information
Fixed an issue where the "Press a key" text is displayed after pressing Shift, Alt or Ctrl in order to create a 2 key combination
Fixed an issue where the multi-targeting command is not available in the controls list
Fixed an issue where the End Deployment and End Targeting Phases cannot be activated through use of the keyboard
Fixed an issue where the Default key for Move Camera Right is "R"
Fixed an issue where there is no separate key command which makes an army continue their queued orders
Fixed an issue where the End Combat Phase function of the End the turn button is not mentioned in the Controls screen
Fixed an issue where there is no separate key command which makes an army continue their queued orders
Fixed an issue where the user is not informed that the number luxury resource types is affected by the world size settings
Fixed an issue where the Mezari affinity is not greyed out in the faction editor screen if the content is unavailable
Fixed an issue where the Mezari Custom faction is not removed from the affinity selection drop down list when the "Dungeon of the Endless Crystal pack" DLC is disabled
Fixed an issue where no confirmation message is displayed when users want to assign heroes to privateer armies
Fixed an issue where inactive mods do not display their status on the left of the "available mods" list
Fixed an issue where there is no "Ascending-Descending" arrow indicator on the sorting buttons located in the "Save/Load" panel
Fixed an issue where there is no "Ascending-Descending" arrow indicator on the sorting buttons located in the "City List" screen
Fixed an issue where there is no "Ascending-Descending" arrow indicator on the sorting buttons located in the "Military" screen
Fixed an issue where there is no "Ascending-Descending" arrow indicator on the sorting buttons located in the "Trade Routes" panel



HEROES / UNITS

Fixed an issue where an army remains stuck after merging it with another army which has no more movement points
Fixed an issue where units were not properly levelled-up according to Eras depending on Game speed
Fixed an issue where Settlers can be trained without having cities incur the Food penalty during training
Fixed an issue where the winter vision penalty for cities is not removed by governors with the "Cold operator" skill immediately after being assigned
Fixed an issue where the first level of the "One Step Ahead" skill effect does not apply
Fixed an issue where Heroes can remain stuck in the infiltration process if the infiltrated city is besieged
Fixed an issue where when loading a save, heroes have twice their skills descriptor
Fixed an issue where Settlers cannot be destroyed or sold after razing captured cities
Fixed an issue where the Spare Quiver skill doesn't give an extra accessory slot
Fixed an issue where privateer armies display the quest banner instead of a default roaming army banner
Fixed an issue where privateer armies are displayed as friendly if allied or at peace with their owner
Fixed an issue where the privateer armies tooltip will display its army name on mouseover
Fixed an issue where the Damage Bonus from the Retaliation 1 and 3 capacities is not applied



MISC.

Fixed an issue where achievements can be unlocked via a mod
Fixed an issue where the BFF achievement does not work
Fixed an issue where multiple empires are spawned on the same island when setting the "Empire Spawn" to "Ideal FIDS placement", "Close" and "Chaotic" while using the "Scattered" generation preset
Fixed several issues in the texts



QUESTS

Fixed an issue where Quest items are under-performing compared to normal items due to how percentile statistic values are calculated
Fixed an issue where Heroes obtained through quests always start at level 1
Fixed an issue where effects of global events do not disappear after X turns
Fixed an issue where exploring quests targeted ruins does not grant the experience bonus
Fixed an issue where parleying with quest targeted villages does not grant the experience bonus
Fixed an issue where ruins marked by quests cannot be searched for loot without completing the quest objective
Fixed an issue where the Broken Lords Chapter 2 "Our Baser Nature" step 1 and 2 quests do not have a quest tracker
Fixed an issue where the Chapter 3 of the Ardent Mages faction quest has no progress counter in the quest objectives
Fixed an issue where the Chapter 6 step 1 of the Ardent Mages faction quest has no progress counter in the quest objectives
Fixed an issue where the Cultist chapter 1 step 1 "uncertain beginnings" quest objective does not have a tracking method
Fixed an issue where there is no info at all on where is the army to destroy in chapter 4 Cultists
Fixed an issue where the Drakkens Chapter 3 "Resolutely Forward" step 1 quest does not have a tracker
Fixed an issue where the Drakkens Chapter 3 "Resolutely Forward" step 1 objective counter is counting the technologies from the wrong era
Fixed an issue where Necrophages first quest doesn't choose a region where villages are already destroyed

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Marvin
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Re: Endless Legend - Fragen und Antworten

Beitrag von Marvin » 3. September 2015, 05:19

Hatte von den Entwicklern nen Preview Key und muss sagen mir hat das ziemlich gut gefallen, habe auch gleich mit den Vergessenen gespielt und hatte eigentlich recht viel Spaß damit, es wirkt ein wenig störrend, dass man eine Stadt sehen muss (also nicht nur auf der Map sondern auch mit Einheit in der Nähe wg FoW) um einen Helden darin zu platzieren, denn danach dauert es wieder einige Runden, bis er interessante Spionageaktione, die dann aber durchaus sehr vernichtenden sein können. Aber man muss halt wieder einen Helden eine Zeit lang weggeben, dafür erhalten sie aber Fähigkeiten die am Ende iirc es ermöglichen jede Runde versetzt zu werden.
https://youtube.com/Legendarymarvin Mein YT Kanal mit Videos zu Strategiespielen (z.Z. EU4, HoI4 & Civ6)

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F.Bolli
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Re: Endless Legend - Fragen und Antworten

Beitrag von F.Bolli » 3. September 2015, 13:12

Das die Spionage an Helden gebunden ist, finde ich nicht schlecht. Ansonsten wären die Aktionen meiner Meinung nach ziemlich op
Wer Rechschreib- oder Grammatikfehler findet, darf sie behalten. Ich habe mehr als genug davon.

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Nosferatiel
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Re: Endless Legend - Fragen und Antworten

Beitrag von Nosferatiel » 4. September 2015, 22:23

F.Bolli hat geschrieben:Das die Spionage an Helden gebunden ist, finde ich nicht schlecht. Ansonsten wären die Aktionen meiner Meinung nach ziemlich op
Dadurch haben Helden jetzt halt 3 Einsatzmöglichkeiten: General, Gouverneur und Spion.

WB und ich haben gerade eben eine kleine Vorstellung vom Shadows-Addon aufgenommen, die er am Sonntag womöglich schon rausbringt. ;)

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F.Bolli
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Re: Endless Legend - Fragen und Antworten

Beitrag von F.Bolli » 5. September 2015, 07:42

Ich habs schon mal angespielt. (ca 200 Runden) :-D Die Spioangefunktion ist nicht schlecht, sie fügt sich gut in's Spiel ein. Man braucht Einfluß um Aktionen auszuführen, und der Spion muß eine gewisse Zeit in der zu spionierenden Stadt stationiert gewesen sein.
Das macht Meiner Meinung nach die Helden,(bzw den Kauf von Helden) und die "Sternchen" Generierung noch wichtiger als bisher.
Einziges Manko, finde ich, ist die Beschränkung das man Helden nur in Städten einsetzen kann die man mit einer seiner Einheiten auch auf der Karte sehen kann.
Wenn Fraktionen die Grenzen dicht gemacht haben, hat man keine Möglichkeit zur Spionage mehr.
Wer Rechschreib- oder Grammatikfehler findet, darf sie behalten. Ich habe mehr als genug davon.

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