Endless Legend Inferno is coming to Steam this week, on August 2nd! We're very proud to be collaborating with NGD Studios to bring a new life to a game that is so loved by our community. In case you've missed the big announcements, check out our previous blog posts, or better yet, read on as we will be showcasing some of the new stuff bit by bit.
FREE UPDATE CHANGES AND ADDITIONS
First off, we're starting with an oft-asked question: yes, there are bug fixes in Endless Legend coming along with the expansion! What's more, in the tradition of Amplitude-releasing-things, these changes come for free. There's a much longer list that includes fixes, but these are the main important bits:
These changes should improve Endless Legend immensely, and solve some issues with returning players. The list including fixes comes on release date! Now let's move on to the new guys in town...
KAPAKU FACTION
Rescued from the brink of extinction after the invasion of their home world, the Kapaku were evacuated by the Concrete Endless and sent to Auriga. They were promised a new beginning on a new planet, but discovering the true intentions of their saviors will pit them against both Auriga’s current denizens and the dark remnants of the Dust Wars.
Overall Rationale
The Kapaku are tinkers and inventors, a race of craftsmen with powerful bonds to earthen energies. Small in size, their resourcefulness and skill led them to create powerful stone golems to use as labors and soldiers.
The Kapaku are a new race uniquely suited to the Volcanic Terrain, able to thrive off it where other races would struggle, and their symbiotic relationships with their golems allows them to exploit more resources more efficiently, fueling their machinery to turn Auriga into a new Volcanic Paradise.
Faction Affinities and Traits
Sub-Rationale
The Kapaku have a unique connection to the Dust Eclipses, borne out of their relationship to the Concrete. They are also very powerful on volcanic tiles and are able to create more volcanic terrain by “volcanoforming” the map, but require sizeable amounts of strategic resources to do so. Their perks should reflect these special bonds, while highlighting their skill as builders and artisans.
Feature Overview
The Kapaku Affinity is Born of Ash: They are able to gather food on volcanic tiles, but can’t get food on any other terrain. Due to their alien diet, they must char and burn what would otherwise be edible food for other factions, but can find ample nourishment in the ashes and minerals of volcanic tiles.
This affinity is complemented by a new capacity shared by all Kapaku units, Inner Fire. This ability gives Kapaku units additional bonuses both in and out of combat for fighting and ending their turn on volcanic tiles. Kapaku units gain bonus damage when fighting on Volcanic Terrain, and they are able to regenerate life normally, ignoring the penalty of Volcanic Terrain. Kapaku armies can also move over Lava Rivers without harm. Now if only there was some way to make more of a given type of terrain…
Fortunately for them, Kapaku have access to Volcanoformation, a powerful technology handed to them by the Concretes that can turn any terrain into volcanic tiles. They are able to use any strategic resource to create and stock Volcanoformers, which can then be placed by their armies anywhere on the map. After a few turns to power up, the device goes off and transforms the tile it’s placed on and all surrounding tiles to Volcanic-type tiles. Enemies can tamper and disable devices, so they must be careful!
In order to tame Auriga, the Kapaku will need as many resources as possible. To that end, they can rely on their Golems to exploit additional tiles for them through a Golem Camp. Camps are a special kind of extension that must be researched once the Kapaku have reached Era II. Each city can build one Camp anywhere on the region – even if it’s not connected to the city – and it will exploit the surrounding tiles as if it were a regular borough. Camps don’t level up nor contribute to leveling up districts, but can be broken up and relocated once the city catches up to them.
Through their voyage with the Concrete, the Kapaku became avid Stargazers, and as such have acute knowledge of the mysterious patterns of Dust Eclipses: They are able to predict them as accurately as the Allayi can predict winter.
Their encounter with the Endless has also instilled in them an Endless Fascination, and while exploring the many ruined temples of Auriga they gain new insights into their mysterious technology. Kapaku search parties gain a small Science boost when exploring ruins, and exploiting ruins yields bonus science.
A master craftsman wastes no materials, and the Kapaku are no different. After some careful study of their enemy’s fortifications (Available in Era III), they are able to apply their Siege Engineering knowledge to repurpose the rubble from felled enemy defenses into usable building materials. Siege Damage dealt to enemy cities is accumulated and converted into Industry Stockpiles.
Faction Heroes
Sub-Rationale
Kapaku Heroes embody the crafty and resourceful nature of their kind. Their capacities and abilities must reflect both their connection to volcanic terrain as well as their skill as tinkers. In order to make them stand out in spite of their small size, they mount large stone golem “beasts”, making them the first Cavalry Hero in Endless Legend!
Feature Overview
Kapaku Heroes have a lot to unpack in such a small frame. No wonder they ride around in such large golems! Let’s take a look one section at a time: Their Capacities, their Skill Tree and the Cavalry Tree.
Like all Kapaku units, Heroes have the Inner Fire capacity, increasing their damage while on Volcanic Terrain while in combat, as well as granting them Health Regeneration when ending their turn on it.
The Cavalry Class Skill Tree focuses on helping your army hit hard and fast. This helps shore up some of the shortcomings on flame units, that tend to be rather slow, but can be used to devastating effect as a hired hero for more offensive factions!
The Faction Skill Tree for the Kapaku is tailored to provide positive interactions with the new elements introduced on this expansion, as well as helping shore up some of the difficulties that other factions may face when starting in a Volcanic Region.
Faction Units
Sub-Rationale
The twin strengths of the Kapaku are their symbiotic relationship with their golems, designed to be powerful and durable, and their connection to earthen powers, that allows geomancers to buff their allies with the power drawn from where they stand.
While golems charge into battle and hold the front lines, geomancers must plan their movements carefully to place the right effect on their allies at the right time.
Feature Overview
Kapaku armies have three distinct roles to fill: The slow and durable Tier 1 Stone Sentinel marches forward to take the brunt of the enemy attack, while Kapaku support spell casters, the Geomancers, maneuver in the back lines to buff their minions. Meanwhile, the powerful Golem Riders can move ahead and attempt to flank the enemy or attack their ranged units using their powerful charge and sweeping attacks.
Stone Sentinels are the backbone of the Kapaku Army.
Sentinels wield massive two-handed weapons: Claymores and Battle Axes. Being made of stone, it would seem their makers didn’t see fit to give them the self-preservation required to use a shield.
Sentinels have Inner Fire, are Disease Immune, and being Automatons have no army upkeep. However, given their relatively poor stats they require additional support from Kapakus or Minor Faction units in order to be effective in battle.
Geomancers are spell casters capable of hindering their enemies with their long-range attacks or place different buffs on their allies using the terrain where they stand.
Geomancers are support units, able to debuff the enemy using Quarterstaves and Longscepters. They are Fast, and have Range 3 in addition to Inner Fire.
Their Geomancy capacity allows them to cast buffs on their allies based on the type of terrain where they stand, so careful maneuvering is key to make the most out of this units. Volcanic Terrain applies an Attack Boost on the unit, Forest and Frozen Spikes give bonus Initiative, and other terrains apply a Defense Boost. In order to clearly differentiate between these terrains, volcanic tiles have their own decal to be shown during battles (Like forests and frozen spikes) to make it easier to plan your strategy.
Golem Riders powerful cavalry units that charge into battle and are capable of wreaking havoc in the enemy lines, softening them up for the advance of the Sentinels.
Golem Riders can attack from their mount using Longspears, or they can just rely on their mounts' powerful Claws to take care of their enemies. They have several staples of Cavalry Units, such as Fast and Charge, but their Inner Fire combined with Circular Attack make them very dangerous to tightly packed enemies. Properly supported, these behemoths can end battles before they really start.
We hope you have enjoyed this first look at the Kapaku faction, and that you are eager to learn more about the changes and fixes coming to Endless Legend!
We're very happy to finally be revealing what we've been cooking up! A week from now on August 2nd, we'll be releasing Endless Legend Inferno &Endless Space 2 Supremacy.
Rather than make one humongous blog post to introduce both, we're splitting them up. Click on each picture to be taken to the description of the corresponding expansion! You can already pre-order any one expansion now to get a 10% discount, or better yet: order both as a bundle and get 20% off!
Endless Legend is three years old today! We had promised the Artbook quite a while ago, and we are very proud to release it now, for free, to all owners of Endless Legend.
With over 200 pages of gorgeous artwork, we invite you to accompany us on a journey through the wilds of Auriga, from its desolate mountain peaks to its bottomless seas and the horrors lurking within. Meet the peoples and species that have made the game so memorable, and learn from our writers and artists the anecdotes that shaped them.
Enjoy the Steam summer sale and a 75% discount on Endless Legend and its expansions, including Tempest, our latest naval expansion (with the Morgawr faction pictured above). :)
Have a great summer,
Amplitude Studios
:elfood::elindustry::eldust::elscience::elinfluence:
[1.5.14] Release Notes - Forgotten Love
Hey everyone,
We have a small surprise for you. Following the excitement of the Make War Not Love event of last month, we've decided to go ahead and do our part anyway! The new content pack Forgotten Love will be available tonight at 7pm CET on Steam, for free! This pack brings two heroines (one of them of pugtapult fame) to the Mezari faction, the Commander Irjsko Lasmak & Sable Deceiver Bayari Kulaa.
Along with Forgotten Love, we have released a new small update that contains bug fixes, and tweaks to AI with regards to Empire plans and district expansion. These changes were suggested by our community, so we'd like to say that you people are amazing, especially if your username is Ninakoru. Here is the full list of changes:
ADDITIONS
[FORGOTTEN LOVE]
Added Irjsko Lasmak and Bayari Kulaa to cast of heroes. This content was unlocked to celebrate the Make War Not Love 4 community event.
Fixed a few typos in AIParameters[EmpirePlan] and a deprecated use of ClassCity:IntermediateTradeRoutesGain.
Fixed how district gain are calculated.
Empire plans never have a value of 0, no matter the strategic state (the multipliers have been raised from 0 to 0.1).
Tribal Council parameter has been moved to the correct file for clarity.
Raised Allayi desire for Luxury resources.
FIXES
[ALL VERSIONS]
Fixed an issue where certain support units hang back in battle, wasting turns.
Fixed an issue where the proper achievement is not unlocked when finishing the tutorial.
Fixed a few typos spotted by the community.
Have fun!
~Amplitude Studios
Make War Not Love
Hey everyone!
A week from now is Valentine's day. Yay (Maybe? Who cares)! Or maybe, you know, nay! Why spend time with your loved ones, when you can spend time doing what you love instead?
Make War, Not Love, is a SEGA event pitting all strategy studios (Relic, Creative Assembly, and now Amplitude, whee!) against one another, in a battle to the death! Well, not really. But in a battle for the ultimate bragging rights, and of course, to win cool stuff along the way, with a grand finale in London where Wilbefast will be defending our colors!
Here's how it's gonna go down:
Starting NOW, registrations are open, allowing players to pick a side between Endless Legend, Dawn of War 2, Total War: Warhammer & Company of Heroes 2. Your support will be critical as we want to make sure to put up a fight!
The event, starting on the 14th, will consist in a bunch of light-hearted challenges where our studios will play one another and try to woo each other's communities. Every challenge will see one studio win, and the players who chose to support it will win a little something.
For two of these challenges, we'll be needing YOU!
The first of these two will require players to like a creation we've made for the occasion (which we'll unveil then), and to share it so that it gets the biggest possible clout: having possibly the smallest community of all pillars, we're hoping we stand a chance!
The second challenge will basically be a popularity contest for the various studios: each will have an hour-long stream segment on the Make War Not Love stream at the PC Gamer Weekender event in London. Points will be awarded for the most engaging and popular stream, and basically this is where you come in! We'll be live from 5:45 until 6:45PM CET on Feb 18th, so make sure to tune in if you can!
This is our first time taking part in the event, and we're excited, if a little wide-eyed at all the stuff going on, but still, excited!
We'll update you as the event progresses and challenges unfold, so you can cheer on our champions and support us in the struggle ahead. For now, all we ask of you is that you registerto show your allegiance to the Endless Legend community!
The final cool bit? All the above titles will be on sale for the duration of the event, starting on the evening of the 16th!
Cancel all your plans, sharpen your guns, we're staying in and we're having fun!
[1.5.12] Patch Notes
Hey everyone,
Thanks a lot for all your recent bug reports. We hope this patch fixes most issues you've brought up to us so you can fully enjoy our game!
BALANCING
[TEMPEST]
Reduced the average max number of strategic resource facilities per fortress.
Reduced the average max number of luxury resource facilities per fortress.
Removed the flat penalty of Dust Accumulator and Center of Influence unique facilities.
Reduced the impact of the Fomorians using Dust Accumulator and Center of Influence unique facilities.
FIXES
[ALL VERSIONS]
Fixed an issue where damage dealt to garrisoned units during a siege is not reduced based on the city's fortification.
Fixed an issue where the attack bonus from high ground is applied for the entire the round regardless of unit position.
Fixed an issue where Cultists can convert villages pacified and owned by their allies during gameplay.
Fixed an issue where siege is not broken if the besieging army is moved to a tile where siege could not be initiated.
Fixed an issue where the loot received from "Taskol" units is not properly displayed.
Fixed an issue where experience gained for units with the "Fast Learner 3" capacity is inconsistent with its tooltip.
Fixed an issue where the "declaration of war needed" notification displays debug text when attempting to convert an allied village.
Fixed several text overlapping issues.
Fixed several typos.
[SHADOWS]
Fixed an issue where allied heroes become injured when destroying the city they infiltrated.
[SHIFTERS]
Fixed an issue where the rate of resource collection does not automatically update if the Skyfin levels up.
[TEMPEST]
Fixed an issue where ungarrisoned fortresses become captured if the battle ends in draw while being defended by reinforcements.
Fixed an issue where two end-game unique facilities (Sky-shaker and Vile Tide facilities) don't apply their tile Dust bonus.
Fixed an issue where the "Lord of the Sea" Morgawr skill does not remove the penalty from "Seaweed" weather effect.
Fixed an issue where the "Forcefield" unit capacity received from the "Engineer – Hyperium" does not function.
Fixed an issue where movement isn't refreshed inside the fleet panel after heroes are assigned.
Fixed an issue where the lightning status effect is not displayed inside the unit panel or on the 3D map during battles.
Fixed an issue where users are not informed that damage from "Coastal Battery" is spread across all units in a fleet.
Fixed an issue where the Chapter 2 of the Morgawr faction quest can be completed without capturing the fortresses.
Have fun!
~Amplitude Studios
[1.5.7] Patch Notes
Hey everyone,
Thanks a lot for all your recent bug reports. We hope this patch fixes most issues you've brought up to us so you can fully enjoy our game!
IMPORTANT FIXES
[ALL VERSIONS]
Fixed an issue where defenders' life is lost even if there still is fortification during a siege.
[SHIFTERS]
Fixed an issue where "Pathfinder" Allayi hero skill does not work.
[TEMPEST]
Fixed an issue where battle-related Tempest achievements are not properly unlocked in certain cases ("It Came from the Depths", "Go back to R'lyeh", "The Great Old One" and "Full Deck").
Fixed an issue where the game will desync if players trade fortresses with units assigned to garrison during a MP session.
OTHER FIXES
[ALL VERSIONS]
Fixed an issue where units are damaged by retaliation in controlled land or oceanic regions during truce.
Fixed several text issues.
[TEMPEST]
Fixed an issue where units are damaged by retaliation in controlled oceanic regions during cold war.
Fixed an issue where fortresses will become captured without being assaulted if their garrison is destroyed when participating as reinforcements.
Fixed an issue where manual battles can be initiated without defenders if ungarrisoned fortresses are attacked.
Fixed an issue where submerged undetected units will receive retaliation damage.
Fixed an issue where "Super Charge" is not applied after deployment on lightning tiles or in the same turn after movement.
Have fun!
~Amplitude Studios
[1.5.6] Patch Notes
Hey everyone,
Have you played our latest Tempest expansion and Pact of the Seas update yet? :)
Here's our patch note for [1.5.6].
CHANGES AND ADDITIONS
[TEMPEST]
Improved granularity for facilities quantities.
Reduced to 3 the max number of sunken ruins per oceanic region.
Decreased from 2 to 1.35 the max number of strategic resource facilities per fortress.
Decreased from 2 to 1.35 the max number of luxury resource facilities per fortress.
Improved repartition of sunken ruins at generation.
Tweaked Fortress placement.
Added new naval quest images.
Dry dock icon changes when building fleets is not possible.
Updated the reward of the "There Is Something Out There..." quest.
Nerfed quest army of chapter 4 of Morgawr faction quest.
Nerfed "Dust Accumulator" and "Center Of Influence" unique facility effects when used by the Fomorians.
Increased from 2 to 3 rounds the duration of the Dust Focal effects on enemies.
Reduced from 20% to 10% (of max Life) the damage over time of the Endless Flames.
Increased a bit the repulse of coasts on Fortresses.
Reduced a bit the repulse of Wastelands.
Reduced by 35% the proportion of resources moved from lands to fortresses.
Increased movement costs from 2 to 3 on tiles with "Seaweed".
IMPORTANT FIXES
[ALL VERSIONS]
Fixed several issues where the visual position of the fleet or army is wrong.
[TEMPEST]
Fixed an issue where the world generation can crash the game when playing on a tiny world without oceans.
Fixed an issue where land percentage impacts resource facility quantity the wrong way around.
Fixed an issue where a skippable assert is generated at the start of the turn when a stockpile facility is revealed.
Fixed an issue where "Strategic Thinking" and "Touch of Luxury" generate an assert message upon completion.
OTHER FIXES
ARMIES / UNITS
[ALL VERSIONS]
Fixed an issue where the garrison armies are able to retrofit before combat.
Fixed an issue where the attack cannot be performed if a ruin is between attacker and defender.
Fixed an issue where the fleets with 5 movement points or more can perform 1 movement action after the movement points are consumed.
Fixed an issue where the transport ship has range 2 instead of 3.
Fixed an issue where armies defending a city cannot find a valid path when ordered to attack the besieging army.
Fixed an issue where the player is unable to attack an unknown empire.
Fixed an issue where the player is not notified that he/she does not have enough action points when trying to attack an army.
[SHIFTERS]
Fixed an issue where the frozen fleets are displayed into the "unit idle" list.
[TEMPEST]
Fixed an issue where the player is not informed that the bathysphere cannot counter-attack.
Fixed an issue where the coastal bombardment action is automatically reactivated when artillery ships are moved adjacent to cities.
Fixed an issue where disabling bombardment does not properly refresh the idle armies button.
Fixed an issue where there is no information available regarding the interaction between shallow waters and the "Submersible" capacity.
Fixed an issue where the submersion unit description does not inform the player about the immunity to the "Endless Flame" effect.
Fixed an issue where roaming fleets can attack Shifters' Mantas.
Fixed an issue where the "Submersible Slayer" capacities are not functional.
Fixed an issue where the "Fomorian Slayer" capacity is not functional.
Fixed an issue where the acid spray "Corrosion" effects do not function.
Fixed an issue where fleets cannot parley with minor faction villages.
Fixed an issue where there is an inconsistency between the "Super Charge" effects displayed and effects during the combat.
Fixed an issue where players are not informed that the "Super Charge" capacity gives units immunity to the lightning weather effect in battles.
Fixed an issue where players are not informed about the duration of "Super Charge".
Fixed an issue where the attack and damage penalties from the "Artillery" capacity are not applied during battles.
Fixed an issue where the "Guard" unit capacity is only applied when garrisoned in a fortress.
BATTLES
[ALL VERSIONS]
Fixed an issue where the user loses his/her city if he/she decides to not reinforce with militia or the governor when an army on a city tile is attacked.
Fixed an issue where the units life exceed the unit border if they have more than 1000 Health.
[TEMPEST]
Fixed an issue where the naval battlefield is not properly centered when attacking a facility attached to a citadel.
Fixed an issue where the Fomorians banners are not displayed on a raft in battle.
Fixed an issue where fortresses cannot reinforce fleets or other fortresses.
Fixed an issue where battles against fortresses result in a draw if another friendly fortress is in range.
HEROES
[ALL VERSIONS]
Fixed an issue where the movement bonus received from the "Flight Master" hero skill is not added to the total army's movement.
[TEMPEST]
Fixed an issue where the "Fortification Boost 2" hero trait effect does not function.
Fixed an issue where the city influence production tooltip displays debug text if a hero with "Influence Efficiency 2" trait is assigned to the city.
QUESTS
[ALL VERSIONS]
Fixed an issue where quests that display counters are starting with (0/-1).
Fixed an issue where the chapter 1 of the victory questline will be completed successfully when searching marked ruins with any army.
Fixed an issue where, when you trigger a quest, the counter is not updated.
Fixed an issue where the chapter 7 of the Roving Clans quest does not complete immediately after the quest objectives are fulfilled.
[GUARDIANS]
Fixed an issue where the user cannot parley with the targeted village of the "A Plague Of Savagery" quest.
[SHADOWS]
Fixed an issue where players don't need to infiltrate the indicated city to complete the chapter 3 of the Forgotten faction quest.
[TEMPEST]
Fixed an issue where fleets spawned by quests detect submerged naval units and privateers.
Fixed an issue where the Morgawr main quest objective trackers display negative values after loading a saved game.
Fixed an issue where the chapter 2 of the Morgawr faction quest is not received if users already control all fortresses on the map.
Fixed an issue where the step 2 of the chapter 2 of the Morgawr faction quest cannot be completed if the objective fortresses are already controlled.
Fixed an issue where the chapter 2 of the Morgawr faction quest cannot be completed if the player has already captured the targeted fortresses when the step 2 occurs.
Fixed an issue where the chapter 3 of the Morgawr faction quest counter is not displayed properly for the client.
Fixed an issue where the step 2 of the chapter 4 of the Morgawr faction quest objective army remains stuck on the sea.
Fixed an issue where the chapter 6 of the Morgawr faction quest objective is misleading.
Fixed an issue where the chapter 6 of the Morgawr faction quest does not properly complete when defeting two armies in one combat.
Fixed an issue where the chapter 7 of the Morgawr faction quest can be completed by another faction.
Fixed an issue where progress will not be made on the chapter 7 of the Morgawr faction quest if Black Spot was declared before receiving the quest.
Fixed an issue where the "Seeking Calm Seas" fortress quest objective pinned quest is not properly displayed.
Fixed an issue where the "Dust and Trust" fortress quest counter is not displayed properly for the client.
Fixed an issue where the "Watery proof" fortress quest does not fail if the sea monster is destroyed.
Fixed an issue where the "Yellow bathysphere, yellow bathysphere..." fortress quest counter is not displayed properly for the client.
Fixed an issue where the "Yellow bathysphere, yellow bathysphere..." fortress quest objective remains marked on the map if the quest fails.
Fixed an issue where the "A Touch of Luxury" fortress quest counter is not displayed properly for the client.
Fixed an issue where the "Strategic Thinking" fortress quest counter is not displayed properly for the client.
Fixed an issue where the "Script or Scratches" naval quest objective cannot be completed by the client.
Fixed an issue where the "Script or Scratches" naval quest text displays incorrect informations.
Fixed an issue where the "More Than Money" naval quest is not completed successfully after fulfilling its objective.
Fixed an issue where quest armies can spawn on oceanic tile instead of land tile.
MISCELLANEOUS
[ALL VERSIONS]
Fixed an issue where only two victory conditions are displayed inside the status screen of the tutorial.
Fixed an issue where the button to "select next city" is not functional.
Fixed an issue where city without "Right of Way" City Improvement can have land trade routes.
[TEMPEST]
Fixed an issue where vision is not removed after losing control of fortresses.
Fixed an issue where the wrong splash screen is displayed for owners of Tempest on the Mac version.
Fixed an issue where the "Mare Nostrum" achievement isn't unlocked when prerequisites are met.
Fixed an issue where the host receives a "Declaration of war needed" notification if the client tries to attack an AI fortress.
Fixed an issue where players are informed that the dissent action requires resources for its activation.
Fixed an issue where players are not informed that the "Black Spot" diplomatic action can be used on one empire at a time.
Fixed an issue where players are not informed about the Catspaw trait which allows other mind controlled armies or privateers to be detected.
Fixed an issue where there is no information provided in-game about Catspaw units and their inability to merge/split.
Fixed an issue where the Catspaw trait is not functional for custom factions created without the "Seed of Dissent" trait.
Fixed an issue where the Catspaw merge/split notification is not displayed when attempting to merge catspaw with large armies.
Fixed an issue where the Catspaw merge/split notification is not displayed when attempting to merge trained units with catspaw.
Fixed an issue where the Catspaw merge/split notification is not displayed when attempting to merge without having movement left.
Fixed an issue where players are not informed that the morale bonus from "Trust" does not stack if applied by multiple units.
Fixed an issue where the "Improved Movement 3" capacity received from Rare Hydrofoils does not increase movement speed by 3.
Fixed an issue where Vaulters cannot complete the Market Alchemist Legendary Deed by exploiting facilities.