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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Endless Legend

Tempest Focus Videos



Hey everyone,

Jeff Spock, our Narrative Director, is back in two new focus videos on the newest expansion.

Tempest is the latest expansion for Endless Legend, but we've also released a free update, Pact of the Seas, which includes a shared victory condition, the unique random faction selection, naval battles, and more!


Pact of the Seas & Tempest gameplay


https://www.youtube.com/watch?v=6kVw07UfCdk

The Morgawr Faction


https://www.youtube.com/watch?v=32N24iIlMt0

Enjoy!
~Amplitude Studios

[1.5.0] Release Notes - Tempest & Pact of the Seas



Hey everyone,

Endless Legend: Tempest is now available! You can grab it here:

http://store.steampowered.com/app/521220/


Here are the release notes for the Tempest expansion and Pact of the Seas update [1.5.0], but also all the changes and fixes for the other versions:


ADDITIONS [ALL VERSIONS]


  • Added ability to trigger battles on the ocean tiles.
    The land and sea theatres of war are kept apart to allow for slightly different mechanics and to make balancing simpler. Doing so also avoid degenerate edge-case battlegrounds with insufficient available land or sea tiles to make the battle interesting.
  • Added Privateers' reinforcement system (privateers can be reinforced and can reinforce).
  • Added a new victory condition: Shared Victory.
  • Added a new game option for the faction randomization at the start of a game.
  • Added new attitude score modifiers. The AI empires now reacts when:
    • An enemy, an ally or a friend of the AI has been eliminated by the player.
    • An empire known by the AI has been eliminated by the player.
    • Third party cities are being taken, especially those of allies.
    • The player is at war with an AI's ally.
    • The AI has witnessed an act of betrayal from the player against a player's ally or friend.
    • The player is near to achieving any one of the active victory conditions.
    • The player is allied with an AI’s enemy.
    • The player and AI have been at peace or in an alliance for a protracted period of time.

  • Added new key bindings in order to ease the use of the Steam Controller.
  • Added a 64-bit version for Mac OSX.



ADDITIONS [TEMPEST]


  • Added 4 classes of Fomorians ships.
    Naval units can be merged with land units on water tiles. Naval units can be garrisoned on Fortresses. Naval units will spawn on the customizable city location (Dry Dock).
  • Added 60+ items belonging to the new naval equipment, providing new effects on oceans.
  • Added Fortresses (3 Citadels and 33 Facilities).
    Sea Fortresses are strategic locations on the water for players to fight over. They are a focal point for naval warfare as they provide powerful economic and strategic bonuses. Some of their empires’ strategic and luxury resources will now come from their facilities rather than from land-based deposits. Managing to control every fortress in a region should grant still greater rewards.
  • Added Sunken Ruins.
  • Added a new Army action: Dive.
  • Added 50+ naval quests (through Fortresses and Sunken Ruins).
  • Added a new Major Faction: the Morgawr.
    The Morgawr are a mysterious, malevolent force from the deep. Their powers are in mind control and curses, rather than military, economic, or industrial strength. They are out for themselves, seeking only to evolve, grow, and climb all the way to the stars. Execution of their own destiny is what is important to them, and things such as diplomacy and war are tools to achieve this.
  • Added a new trait: Dissent - Pacified Minor Faction villages can be instigated to rise up and cause trouble by the faction having this trait.
  • Added a new trait: Catspaw - Roaming Minor Faction armies can be controlled by the faction having this trait.
  • Added a new trait: Black Spot - Put the black spot to an empire which may be attacked regardless of its diplomatic relations towards all empires. Eliminating its units will give Dust.
  • Added weather effects impacting fleets on the map and in battle - The sea weather layer will make strategic and tactical movement and placement more interesting, and should also emphasize the dangerous, fickle, fluctuating nature of oceanic territories.
  • Added a new fleet action, unlocked by the Artillery capacity: Coastal Bombardment.
  • Added a new starting city improvement: Coastal Battery.
  • From the depths, an unspeakable horror arises.
  • Added 4 Tempest in-game soundtracks.



CHANGES [ALL VERSIONS]


  • AI now takes into account the strategic and luxury resources it and the other empire have in stock and produce per turn when estimating wealth (in order to evaluate diplomatic terms). Balancing of commodities versus technologies and contracts.
  • The cost of a market ban will now be higher if it was recently removed or nullified (and vice versa).
  • Lowered AI's evaluation of its own technology and resources.
  • +5% increase in the perceived AI value of strategic equipment technologies.
  • Aggressive actions should tend to push AI to war rather than cold war and closed borders. In general the AI should only desire cold war if you have not interacted with it either positively or negatively.
  • Attitudes now influence the buy and sell prices of resources and technologies in diplomatic exchanges.
  • AIs which desire war with an empire will now be much less welcoming of peace and alliance propositions.
  • Lowered AI desire to build stockpiles.
  • Closing borders increases desire for war; global war desire increase desire for alliances; desire for cold war will tend to disappear as the game progresses (in favour of war/peace/alliance); balancing of market ban and market ban removal terms.
  • Research and Commercial agreement diplomatic abilities are removed if disabled due to closed borders - ie. they no longer "respawn" when borders are opened again.
  • Raised the utility of unlocking certain tier 2 and 3 unit bodies, notably the Necrophages Necrodrone and Proliferator.
  • Debuff units will no longer choose to target units immune to debuff in battle (unless they have no choice).
  • The number of converted villages is taken into account in all costs usually using the number of cities in their formula (infiltration actions, diplomacy, boosters).
  • Increased by 50% Dust cost of Stun Ardent Mages spell.
  • Updated the way the world generator handles oceans.
  • Multiplied by 5 the Influence bonus granted by killing enemy units of your allies.
  • Bound to the opponent's Era the amount of Influence granted when killing opponent’s units of an ally (+5 per Era).
  • Reduced of 1 the Influence bonus granted by the Wild Walkers quest technology "Visions of Glory" (4 instead of 5 per building built).
  • Added 5% of world regeneration to quest armies.
  • Decreased from +50% to +40% the bonus granted to Minor factions in the global quest "Minor Faction, Major Pain".
  • Updated AI parameters for item materials: AI should no longer overvalue Titanium and Glassteel items and undervalue Dust, Adamantian, Palladian, Mithrite and Hyperium items.
  • Increased the bonus given by "Will of the hive" Necrophages trait, from a flat 4 to 10%.
  • "Natural Immunity" capacity no longer protects against "Parasitism".



CHANGES [SHADOWS]


  • +1 Fortification damage on unit from "Practiced Pillage" Forgotten trait.
  • Increased a bit Infiltration points per turn granted by the "Spy" capacity: Lv1:+4, Lv2:+6, Lv3:+8, Lv4:+12.
  • "What's Mine Is Mine" Forgotten technology now also grants +3 Infiltration points on all Heroes infiltrated.



CHANGES [SHIFTERS]


  • Reduced decrease in trust from stealing Pearls, increased the impact of exploration lead on map and vision exchange agreements.
  • The "Army Hit" notification informs when a fleet or an army is destroyed.
  • Added +10% Science on "Nyctalopian Lenses" Blessing.
  • Added visual effects and animations to the Altar of Auriga.
  • Added visual effects to Defensive Towers.
  • A new set of Blessing starting traits: equipment, stockpiles, "Chapel of Auriga" and "Nyctalopian Lenses" can be taken as custom faction traits.
  • Reduced the pearl cost of the "Garth of the Allayi" city district (from +4 to +3 per Garth built).
  • Added +100% recovery rate of ownership on cities to "We Chosen Few" trait.
  • Increased the custom trait cost of "We Chosen Few".
  • Decreased the cost of the Allayi affinity.
  • Improved the Winter effect bid and Blessings interest computation for AI empire.
  • Increased by 50% Pearl and Industry cost, and reduced of 1 Dust bonus granted by the "Winter Borough".



IMPORTANT FIXES [ALL VERSIONS]


  • Fixed an issue where a null reference exception may be raised when transferring flying unit up a cliff.
  • Fixed an issue where a skippable assert is received when loading a saved game during the end turn phase on sessions with multiple AIs and a particular context.



FIXES [ALL VERSIONS]



AI
  • Fixed an issue where Drakken AI does not use Force Truce, Force Peace and Force Alliance declarations.
  • Fixed an issue where resources owned by the AI are overvalued during trade.
  • Fixed an issue where the AI deal approval bar for the player opening its borders can be negative during gameplay.
  • Fixed an issue where AI major factions declare closed borders without reason during gameplay.
  • Fixed an issue where AI factions do not offer truce along with bribes when being unable to win wars.
  • Fixed an issue where AI major factions are unwilling to send or accept offers to share vision during gameplay.
  • Fixed an issue where AI factions break peace treaties without reason during gameplay.
  • Fixed an issue where AI factions break alliances without reason during gameplay.
  • Fixed an issue where AI major factions are unwilling to send or accept offers for map exchange.
  • Fixed an issue where the player cannot form a meaningful relationship with the AI.
  • Fixed an issue where AI factions do not send offers to share vision and map exchange.
  • Fixed an issue where AI trust is not modified after capturing a third-party city.
  • Fixed an issue where the AI does not use the "Vision and map embargo" diplomatic treaty.
  • Fixed an issue where the message received by the user that he has armies on the AI's territory is also generated during war.
  • Fixed an issue where Roving Clans AI propose "Market ban removal" during war.
  • Fixed an issue where the "imminent victory" reason can be displayed multiple times inside the AI trust tooltip.
  • Fixed an issue where the AI deal attitude bar is not modified to display the outcome of adding resources or technologies in multiplayer sessions.
  • Fixed an issue where AI factions do not react when players betray their friends or allies.
  • Fixed an issue where AI Empires do not react to the fact that one of the opponents is close to achieving victory.
  • Fixed an issue where the AI Empires do not react when a user is close to a victory condition.
  • Fixed an issue where AI Empires do not use ocean trade routes.
  • Fixed an issue where AI factions do not use the "market ban removal" diplomatic offer.
  • Fixed an issue where the A.I. offers a message of relationship improvement the turn after the player did something negative to it.
  • Fixed an issue where AI empires can declare vision embargo when they have the relationship status "Trusting".
  • Fixed an issue where the Broken Lords AI faction does not equip heroes with items.
  • Fixed an issue where the AI overstates the value of a technology.
  • Fixed an issue where privateers' encounters are taken into account for AI attitude computation.


HEROES AND ARMIES
  • Fixed an issue where units spawned in village and in roaming armies do not respect the current era.
  • Fixed an issue where "Technolover" capacity does not increase the damage bonus when the specific strategic booster is activated.
  • Fixed an issue where the morale bonus from "Shared wisdom" capacity increases based on the number of units adjacent to each other.
  • Fixed an issue where the player is unable to merge a land unit with an army that is on an ocean tile.
  • Fixed an issue where ship contents cannot be merged.
  • Fixed an issue where the user cannot transfer units from land to an adjacent water tile.
  • Fixed an issue where ships do not have a specific movement attribute.
  • Fixed an issue where the movement path simulation is not red when attempting to move an army on top of another from a distance of 2 tiles or more.
  • Fixed an issue where Eslek Tarosh can be built sometimes.
  • Fixed an issue where, when splitting an army to a non-adjacent tile, no movement path will be displayed.
  • Fixed an issue where armies containing only the hero unit cannot be merged with other owned armies without generals assigned.
  • Fixed an issue where the auto exploration process becomes non-functional if it is interrupted it.
  • Fixed an issue where the roaming armies units are not deselected if the unit enters into fog of war.


BATTLE
  • Fixed an issue where the Proliferator Necrophages unit can target friendly units which are immune to parasitism when they have low health.
  • Fixed an issue where the Ardent Mages spell effects are not displayed in the Status Effect.
  • Fixed an issue where only one army can join the battle as reinforcements whenever an owned city without garrison is assaulted.
  • Fixed an issue where units are healed from the "Life Siphon" capacity for the same amount regardless of the damage inflicted during their turn.
  • Fixed an issue where a low tier "Disease" debuff is not replaced with a higher tier during battles.
  • Fixed an issue where the "Cocoon" capacity is inconsistent with its effects.
  • Fixed an issue where the tooltip for the "Blessing" skill is inconsistent with its effects as it also provides immunity against parasitism.
  • Fixed an issue where "Life Drain" capacity supplies false information.
  • Fixed an issue where when attacking a city garrison the battle odds indicator displays false information.
  • Fixed an issue where strategies cannot be changed in manual combat if units have more than 12 capacities.
  • Fixed an issue where the Battle algorithm uses the transition cost to determine the attack range.
  • Fixed an issue where the privateers can be reinforced in battle with normal army.
  • Fixed an issue where the Preacher's "Unleashed Potential" support ability does not play the animation when casted multiple times on the same target.
  • Fixed an issue where the position of reinforcing armies is not saved for the combat results notification.
  • Fixed an issue where the graphic effects from when a unit is infested with "Disease" are displayed before the infestation action actually takes place.
  • Fixed an issue where capacities are always displayed of level one inside the affected unit's panel as status effect.
  • Fixed an issue where no status effect is displayed in the unit panel for units affected by the "Cocoon" capacity.
  • Fixed an issue where the defense bonus from the Drider "Cocoon" capacity is inconsistent with the tooltip information.
  • Fixed an issue where water tiles are marked as usable for deployment during battles.


RESEARCH
  • Fixed an issue where researching the Drakken "Protectors of Auriga" technology will also display the "Native district" in trade.


FACTIONS
  • Fixed an issue where the "Cellulose mutation" Necrophages trait cost is too low compared to its effects.
  • Fixed an issue where the encounter notification for factions using the "Pitiless" trait is contradictory.
  • Fixed an issue where heroes of the Broken Lords faction do not have sound effects.
  • Fixed an issue where Influence cost can have a float value in the empire plan for cultists having converted villages.



DIPLOMACY


  • Fixed an issue where Drakken factions can use diplomatic trade to receive "Native District" which unlocks "Protectors of Auriga".
  • Fixed an issue where the Aggression during Cold War notifications are received with a delay.
  • Fixed an issue where the dust bonus received from commercial agreements is not removed when declaring embargo.
  • Fixed an issue where the science bonus received from research agreements is not removed when declaring embargo.
  • Fixed an issue where a modifier is displayed multiple times in the influence cost tooltip for Drakken forced truce/peace/alliance.
  • Fixed an issue where empires can be banned from the market multiple times in the same turn.
  • Fixed an issue where human players have an attitude bar for deals in diplomacy.
  • Fixed an issue where the alliance tooltip provides false information about the influence modifier timer as it is based on game speed.
  • Fixed an issue where the peace tooltip provides false information about the influence modifier timer as it is based on game speed.
  • Fixed an issue where the notification message saying "Our common friend joins the alliance" is displayed during "Peace".
  • Fixed an issue where no diplomatic feedback notification is received after converting AI villages.
  • Fixed an issue where AI offer disappears after clicking on Counter Proposal.
  • Fixed an issue where AIs react to stolen Pearls even without the Shifters content.



CITY
  • Fixed an issue where on Slow or Endless game speed, all reduction cost bonus increase Production cost.
  • Fixed an issue where maximum Militia units are not displayed in the City garrison.
  • Fixed an issue where automated construction will add the city improvements that can be built only once per empire to the construction queue of multiple cities.
  • Fixed an issue where the Mithrite Tome accessory does not increase the city's approval based on the number of garrisoned militia units.
  • Fixed an issue where scaffolds do not disappear if a village is converted while being rebuilt.
  • Fixed an issue where the city list randomly changes the player's selection when opening the automated governor drop down list.
  • Fixed an issue where an empty notification is displayed if a construction is blocked or completed at the same time as the "Salting the earth" action is completed.
  • Fixed an issue where a city can be besieged by an army located on a cliff.



EMPIRE
  • Fixed an issue where the assimilated minor faction bonus remains in the empire bonuses after the village is converted.
  • Fixed an issue where Empire dust income per turn is not updated to reflect the hero upkeep cost changes.



QUESTS
  • Fixed an issue where the objective of the "From dust to rust" cooperative quest is misleading.
  • Fixed an issue where the objectives of the side quest "The hole in the wall" are not properly balanced with the quest reward.
  • Fixed an issue where the user does not receive a dust reward anymore for completing the "A Plague of Savagery" quest.
  • Fixed an issue where "Minor Faction, Major Pain" event gives its attributes bonus to Converted villages.



MISC.
  • Fixed an issue where the game version is out of bounds when booting on the big screen user interface.
  • Fixed an issue where several units in the faction selection screen do not display a scroll bar.
  • Fixed an issue where missing mods are not displayed in the active and last compilation shortcut tooltip.
  • Fixed an issue where reskinned items are not displayed in their designated location inside the forge.
  • Fixed an issue where no decimal values for exchanges are displayed on the exchange info panel in the marketplace screen.
  • Fixed an issue where the army/city switch doesn't work by using the right arrow.
  • Fixed several issues in texts.



FIXES [GUARDIANS]


  • Fixed an issue where "Market Alchemist" legendary deed requirement is unclear.
  • Fixed an issue where the position of guardian actions are displayed inconsistently inside the actions panel.
  • Fixed an issue where AI major factions do not build all colossus units on the normal or lower difficulty levels.
  • Fixed an issue where the Scyther unit is displayed as having both Guardian Slayer 2 and 3 while equipped with Scythe of Auriga.



FIXES [SHADOWS]


  • Fixed an issue where the notification displayed when a roundup completes has the same title for the friendly roundup and the enemy roundup.
  • Fixed an issue where pressing the quest locator button during the 6th chapter of the Forgotten questline does not cycle through the marked ruins.
  • Fixed an issue where if the user destroys a city with a privateer army his infiltrated spy will be injured.
  • Fixed an issue where the "Hero Exfiltrated" notification is received when the user moves a hero from the espionage assignment to an army or a city.
  • Fixed an issue where the tooltip information displayed for the "Rest and Relaxation" trait is misleading.
  • Fixed an issue where the "Pillage performed" diplomatic reason is applied even when the action was performed by an invisible and undetected army.
  • Fixed an issue where the "Ongoing pillage" diplomatic reason is applied even when the pillaging army is invisible to the AI.
  • Fixed an issue where the Forgotten AI faction does not equip heroes with items.
  • Fixed an issue where some capacities are displayed in double because of the Dual Wield ability of the Forgotten units.
  • Fixed an issue where a graphical corruption is displayed on Forgotten Assassin unit.
  • Fixed an issue where hidden units become visible to minor faction roaming armies after retreating from battles.



FIXES [SHIFTERS]


  • Fixed a null reference error occurring when armies are hit by defensive tower.
  • Fixed an issue where the "Ice works" blessing improvement can be built in cities without rivers or water.
  • Fixed an issue where "The Pilgrims of Auriga" Chapter 4, steps 1 and 3 are completed when another user parleys with the objective villages.
  • Fixed an issue where the noted effect for the "Chapel of Auriga" blessing is misleading by informing players they must rebuild villages.
  • Fixed an issue where the "Ice Works" city improvement cannot be constructed when exploiting sea/lake tiles with ice shelf.
  • Fixed an issue where the Shifting Rage combo buffs are not properly removed when the combo counter increases.
  • Fixed an issue where the tooltip for "Chapel of Auriga" displayed in the faction editor screen is inconsistent.
  • Fixed an issue where the tooltip for "Nyctalopian Lenses" displayed in the faction editor screen is inconsistent.
  • Fixed an issue where the ghost placement model for districts unlocked from blessings is inconsistent with their 3d model.
  • Fixed an issue where the damage indicator is not displayed at the beginning of the "Seeker" attack animation.
  • Fixed an issue where Strategic intensifier does not double resource income when built before the exploitation technology is discovered.
  • Fixed an issue where Luxury intensifier does not double resource income when built before the exploitation technology is discovered.
  • Fixed an issue where users are not informed about the "Ice works" construction requirements.
  • Fixed an issue where Allayi summer regeneration bonus was not applied correctly.
  • Fixed an issue where units do not remain shifted using the "Shapeshifters" blessing after save/load.
  • Fixed an issue where the unit panel is partially displayed for Allayi heroes during battles on the big screen UI.
  • Fixed an issue where deployment areas cannot be seen on frozen water tiles.



FIXES [THE LOST TALES]


  • Fixed an issue where the village marked for Step 3 of the "Pet sounds" quest can be located in regions not colonized by users.
  • Fixed an issue where no message is displayed when parleying with Hurnas during the second step of "Running with the hunt".


Enjoy!
Amplitude Studios

[1.5.0] Pact of the Seas - Free Update Now Available!



Hey everyone,

Our 1.5.0 free update, Pact of the Seas, is out!

You can thank our incredible team for their hard work, both on Pact of the Seas and the Tempest expansion that's coming out tonight. While the latter is our most ambitious expansion so far, the former will introduce new features that you guys have been requesting for quite some time, so we're super excited to finally reveal them! :)

I'm talking about a shared victory condition, the unique random faction selection (to avoid too many duplicated!), more diplomacy options, naval combat for embarked units and more!


Shared victory


Ever had a multiplayer game where the last dozen turns are rife with suspicion and mistrust, as you and your allies all separately angle for the victory, knowing full well that only one of you would win, hoping there was a way you could share credit for your hard-won victory? Hope no more! We added an option at game creation that enables shared victories: basically, if you win, you win for whatever victory you earned, and your allies get the shared victory.



Make sure you tick the option at game creation, because it can't be changed later on. Take comfort in the knowledge that if the option is activated, you are safe(r) from last-minute betrayal!


Unique random factions


This one is for the role-players and lore fans out there. Want to enjoy a game of Endless Legend with as many different factions as possible, avoiding the dreaded multiple Necrophage neighbors? This is now possible! Another option present at game creation, simply select "Unique" instead of "True Random" to enable it. It will also take you into account, meaning that it's not just the AI being unique vis-a-vis one another, but all the factions of the world.

Here is the "Unique" option at game creation:




Diplomacy additions


AI diplomacy has been enriched, and AI-controlled empires will now react in the following situations:

  • An enemy, an ally or a friend of the AI has been eliminated by the player.
  • An empire known by the AI has been eliminated by the player.
  • Third party cities are being taken, especially those of allies.
  • The player is at war with an AI's ally.
  • The AI has witnessed an act of betrayal from the player against a player's ally or friend.
  • The player is near to achieving any one of the active victory conditions.
  • The player is allied with an AI’s enemy.
  • The player and AI have been at peace or in an alliance for a protracted period of time.



Naval combat by embarked units


The attributes of all land units are set to a fixed value whenever they are embarked, and their capacities no longer apply. They are effectively replaced with a weak “transport ship” unit when travelling by sea.

This is what unit stats look like before:



And after embarking:



The unit’s level influences the amount of life the transport ship has. Players still need to pay special attention to protecting their veterans though, as they are only marginally less vulnerable when at sea than their rookies.

The transport ship replaces embarked units during sea battles: it has have a weak ranged attack so that it can at least defend itself against opportunists. Embarked land units gain experience from sea battles as usual.

Embarked General-assigned heroes have considerably stronger flagship transports and their skills, notably army attributes boosts, continue to apply on the sea.


Mac OSX 64-bit version


This one is pretty much self-explanatory. This version should allow better stability for Mac OSC players with powerful/more recent machines.


... and much more!


For the full list of additions, fixes, balance changes for the base game and the expansions, click here for the release notes!


By the way, you can still get 25% off tempest if you pre-order now. The offer ends today at 7pm CEST:

http://store.steampowered.com/app/521220/


Enjoy,
Amplitude Studios

Tempest expansion preorders are LIVE, with 25% off!

Hey everyone!

We're very cheerful here at Amplitude because we just released Endless Space 2 to Steam's Early Access platform, but there's another reason: Tempest preorders just went LIVE and to celebrate this glorious day, the expansion is 25% off until release!



It will be available on Steam for the following price: $12.99 / £9,99 / €12,99. Preorder it now to get the discount!


Tempest expansion - coming October 14th!


Hi everyone,



We are very glad to announce that Endless Legend Tempest will be available on October 14th! Tempest is by far our most ambitious expansion and we can't wait to hear what you think of it! It will be available on Steam for the following price: $12.99 / £9,99 / €12,99. Preorder it starting October 6th to enjoy a 25% discount!



As an appetizer, let us introduce its main features. We'll dive in deeper over the next few days on each of them.






NAVAL WARFARE


Naval battles for everyone! You will be able to battle on the seas using a brand new set of ships unlocked through research. All seaborne units can instigate and reinforce sea battles. Exotic mechanics and tile effects spice up this new type of battle! Ships are also able to bombard cities to damage their fortifications.








OCEAN CONTROL WITH WEATHER SYSTEM

Arcane structures have emerged from beneath the waves: these Endless relics provide strategic and luxury resources, as well as other bonuses to the empire able to control them. To do so, their mysterious guardians must be parleyed with or defeated in battle. The same guardians will patrol “wild” ocean regions, making them a lot less safe to cross without a convoy.
Expect storms, fog and drifting debris to appear on your map. 









SEA FORTRESSES & FOMORIANS MINOR FACTION

New generated ocean regions, including a Sea Fortress, offer strategic locations for players to battle it out on the seas. Anywhere from zero to three fortresses are located in each ocean region, so expect more in oceans that are more strategically pivotal, between islands or continents.












MENACE FROM THE DEEP


Introducing a new terror of the seas! This tentacled sea monster prowls the seas, hunting any ships foolish enough to face it in battle — or failing to get away in time. Fending off the sea monster will require a strong fleet, as the monster will come back stronger every time it is defeated.
Yet the rewards may make the endeavor worthwhile...













THE MORGAWR FACTION


Endless Legend: Tempest adds a new major faction, the Morgawr! Unconditional rulers of the seas, these crabby new neighbors are designed to take advantage of the new additions in Tempest. They will struggle to progress inland, but will encroach on the coastline with a vengeance, backed up by powerful and terrifying naval units. Yet you shouldn't feel safe from them even far from the coasts, as they are capable of sowing dissent upon previously pacified land, and compel even your staunchest allies to attack you...





https://www.youtube.com/watch?v=e75qk0OoVZk







(right click and select "Display in a new tab" to zoom in on the pictures)






















We're curious to see the fishy tactics you'll come up with thanks to the new possibilities! Do you already see some? Let us know!






Announcing Endless Legend: Tempest & closed beta contest

Hey guys and gals!


We've been hinting at it for a pretty long time now, from subtle hints in our Meet the Team blogs to our answers around the forum, with tote bags labelled Endless Legend: Tempest mysteriously making an appearance during our Beer2Gether at Gamescom. The cat's finally out of the bag: Endless Legend's fourth expansion will be Tempest, focused around control of the seas of Auriga!










This expansion will introduce the Morgawr, an aquatic-based Major Faction specialized in naval warfare and manipulation of other creatures. Factions will now be able to fight for dominance of the oceans through the control of sea fortresses, although they will have to wrestle these from the grasp of the Fomorians, a new Minor Faction.






Bring your daughter to work is always a big success with the Morgawr.




Naval Warfare: Naval battles for everyone! You will be able to battle on the seas. All seaborne units can instigate and reinforce sea battles. Exotic mechanics and tile effects spice up this new type of battle!

Ocean Control with Weather System: Arcane structures have emerged from beneath the waves: these Endless relics provide strategic and luxury resources as well as other bonuses to the empire able to control them. To do so, their mysterious guardians must be parlayed with or defeated in battle. The same guardians will patrol “wild” ocean regions, making them a lot less safe to cross without a convoy. Expect clouds, rain and storms to appear on your map.

Sea Fortresses and Minor Faction FomoriansNew generated ocean regions, including a Sea Fortress, offer strategic locations in the water for players to battle it out. Anywhere from zero to three fortresses are located in each ocean region, so expect more in oceans that are more strategically pivotal, between islands or continents.  












Tempest Closed Beta Contest



Applications for the Closed Beta of the Tempest expansion for Endless Legend are now open, and will run until September 1st (10 am, CEST)!  If you think you're the Beta tester that we need, send us an email at: Playtest [at] Amplitude-Studios.com. The e-mail address must be valid if you want to receive an answer! 




Please include:




20 lucky players will receive:

Also, please, only sign up if you think you will have time to play the game and be able to provide some constructive feedback. The closed beta will run from the 15th of September onwards for a couple of weeks.





Thanks, and good luck!






Patch [1.4.4]



Hi everyone,

Here are the release notes for the latest 1.4.4 patch.


CHANGES AND ADDITIONS [Echoes of Auriga Content]


[LIST]<*>The Urces village marked for step 3 of the "Pet Sounds" quest is now located in regions colonised by players.
[/LIST]

IMPORTANT FIXES [All versions]


[LIST]<*>Fixed an issue with the Unleashed Potential capacity of the Cultist preacher unit
<*>Fixed a potential desync in multiplayer when using battle actions on owned units
[/LIST]

FIXES [All versions]


[LIST]<*>Fixed an issue with AI major factions who were reluctant to accept another empire opening borders to them
<*>Fixed an issue where false information was displayed for clients regarding the number of past winters
<*>Fixed several typos reported by community
[/LIST]

FIXES [Specific content]


[LIST]<*>[Shifters only] Fixed an issue where the aspirate resource rate gain was not explained to the player
<*>[Shifters only] Fixed Shifter Nature form health regeneration bonus
<*>[Echoes of Auriga only] Fixed an issue with "Running with the Hunt" quest where multiple minor faction quests could happen in the same region (sometimes blocking the current quest)[/LIST]

Thank you for sharing your feedback on Steam and the official forum! Check out this thread if you encounter an issue and would like to report it.

~Amplitude Studios

Endless Discounts Ending Tonight!



Hi everyone,

All our games and their expansions are still discounted for a few more hours (sales end at 7pm CEST). And, you'll be glad to hear that the issue with the Amplitude Endless Pack is currently solved. :) Thank you all for your patience!

Also note that our new Shifters expansion is still discounted so grab it now for more Endless Legend awesomeness:

http://store.steampowered.com/app/451050/

~Amplitude Studios

Hotfix [1.4.2]

FIXES [Shifters content]


[LIST]<*>Fixed an issue where the Shifters key art is not displayed on the loading screen.
<*>Fixed an issue where certain bonuses, traits and technologies do not work in pre-Shifters saved games.
<*>Fixed an issue where the Drakken logo is used instead of the Allayi's one on the diplomatic screen.
<*>Fixed several text issues.[/LIST]

FIXES [All versions]


[LIST]<*>Fixed an issue where trade routes are not stopped or prevented by close border declarations in specific cases.
[/LIST]

Have a nice weekend,
~Amplitude Studios

Shifters Expansion - Release notes [1.4.0]




Hello everyone,

We are very happy to announce that our [B]Shifters expansion[/B] 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. :)

http://store.steampowered.com/app/451050

And good news, the expansion will be [B]25% off[/B] 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. ;)

TRAILER



Watch our launch trailer here:

https://www.youtube.com/watch?v=JC6y1a592Cg

LET'S PLAY VIDEOS



If you want to see more Endless Legend Shifters gameplay, check out this awesome [B]Let's Play/Preview videos[/B] featuring the new expansion:
[LIST]<*>[URL="https://www.youtube.com/watch?v=xRUKhkp6MEY"][B]Chratos Gameplay[/B][/URL] [PT/BR]
<*>[URL="https://www.youtube.com/watch?v=m1f7qWzwvAI"][B]eXplorminate[/B][/URL]
<*>[URL="https://www.youtube.com/watch?v=HzMheXRCGZo&index=1&list=PL5yYP-uHTAM5mhrr7TYgsHssjG6wmJdKm"][B]Legendarymarvins[/B][/URL] [GER]
<*>[URL="https://www.youtube.com/watch?v=unR96_OANAA&list=PLeaFc2f8bm66p02hmooxWnQcNcJRP1aPg"][B]Panczasu[/B][/URL] for some great Endless Legend guides
<*>[URL="https://www.youtube.com/watch?v=pyPpe8Eoa58&list=PLv2Qcu6n6_mLfbOO5lq_EnFesxJKqW6sl&index=1"][B]SB[/B][/URL]
<*>[URL="https://www.youtube.com/watch?v=vcva8prNFBs&list=PLLmYLsGz3E5lgd9WDHK3AcD0m2PzKt2Lk&index=1"][B]Shardik MetalBear[/B][/URL] [PT/BR]
<*>[URL="https://www.youtube.com/watch?v=U052BHHQenM"][B]Waervyn's World[/B][/URL]
<*>[URL="https://www.youtube.com/watch?v=z4KGgcmSLuo&index=1&list=PLTXDD2KQoxEOkMSX9M-G5j2GLyEVO5nQT"][B]Writing Bull[/B][/URL] [GER][/LIST]


RELEASE NOTES [1.4.0]



ADDITIONS [Shifters content]


[LIST]
<*>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
[/LIST]

CHANGES AND ADDITIONS [All versions]



AI
[LIST]
<*>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
[/LIST]

BALANCING
[LIST]
<*>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
[/LIST]

GUI
[LIST]
<*>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)
[/LIST]

CHANGES AND ADDITIONS [Shadows content]


[LIST]
<*>"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
[/LIST]

IMPORTANT FIXES [All versions]


[LIST]
<*>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
[/LIST]

OTHER FIXES [All versions]


CITIES
[LIST]
<*>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
[/LIST]

ARMIES/UNITS
[LIST]
<*>Fixed an issue where the army "Attack" action displays false information in its tooltip during the tutorial
[/LIST]

BATTLE
[LIST]
<*>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
[/LIST]

AI
[LIST]
<*>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
[/LIST]

QUESTS
[LIST]
<*>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
[/LIST]

GUI
[LIST]
<*>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
[/LIST]

MISC.
[LIST]
<*>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
[/LIST]

OTHER FIXES [Guardians content]


[LIST]
<*>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
[/LIST]

OTHER FIXES [Shadows content]


[LIST]
<*>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
[/LIST]

OTHER FIXES [The Lost Tales content]


[LIST]
<*>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
[/LIST]

Enjoy!