ENDLESS™ Legend

ENDLESS™ Legend

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TYPE: Extension
CONTENT: Balance, Gameplay, Units
Tags: UGC
File Size
Posted
Updated
1.578 MB
Feb 19, 2017 @ 4:31pm
Oct 10, 2023 @ 1:13am
7 Change Notes ( view )

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Re-Items

Description
Re-Items: Items rebalanced.

2.1.1 - Some AI changes and minor tweaks. The quest "A Relic of the Past" may reward the new Era I Uniques.

More details on the change notes.

2.0 Removed the Dust Powered items from the mod, but now is a separate mod. In order to access Dust Powered items again you need the specific Dust Powered items mod down in the load order (higher in number).

This mod focus is to balance the current items. It affects all non-naval weapons, armor and accessories, also uniques.

New content:

New outfit uniques: two greaves, two torsos and two helmets, each one with a different strategic type (see showcase image), that can be discovered on ruins or some quests, like hero unique weapons.

The modifications:

Now more powerful items also boost the item class native stats further, in vanilla the core stats evolution ended at Iron tier 3. (IE swords get more defense, hammers more attack and damage but initiative penalty).

Now helmets give a minor damage bonus to keep balance value against greaves. The latter now give a little less initiative on the strategic versions: I kept the proportions to iron versions: each 3 point of defense, two of initiative.

Adjusted stats values so two items of the same strategic tier have comparable stats. On vanilla: palladian weapons were plainly better than adamantian, mithrite weapons were better than hyperium.

Greatly buffed unique items in general, now most of them should be much more useful, and generally a better option compared to normal items with great stat boosts or special abilities.

Item industry and resource costs have been balanced, especially lowered on high tier strategic accessories. Now two-handed weapons cost 50% more industry than one-handed (one-handed + shield = two-handed).

Accessory special abilities have been balanced a bit, some items have been reworked, most noteworthy: iron ring, mithrite tome.

Weapon attack is more consistent: Dust weapons for some reason had a very poor attack progression, Tier 2-3 advanced and rare weapons on the other side, too much attack, specially two-handed weapons: Tier 2 Two-handed Adamantine/Palladium weapons attack was off the charts.

All items have been carefully adjusted taking into account the power-level of their tier relative to the others, and some stats being having more value than others (Damage = Initiative > Defense = Attack > Health).
Popular Discussions View All (1)
7
Mar 18, 2017 @ 3:02am
Quest Gear Balancing
Bionerd
51 Comments
MelodyFunction Sep 14, 2023 @ 6:27am 
The revision mod isn't mine, btw ^^"
On a sidenote, I caught an incompatibility between Military Revolution and ELCP stuff - namely the new tech for the Hero skills doesn't work(bonus for over approval or unused fortification). I can give you the fixed file, if you want - or maybe add it yourself. It's SimulationDescriptors[Class]. Adding the stuff should also not change a thing in a game that does not use ELCP(Just creates the foundation for the coding tech used for those new hero skills).

Improved Mobility grants 1 less world movement per tier, +1 battle movement and defense. The ring have that capacity and the vision one, but not sharp sense. I dont really see much of a point to that ^^"

I guess you are right on the power of uniques not mattering that much... Although, I had many battles where the Hero basically carried the whole battle, so Im not sure. Well, it's your call, of course.
ninakoru  [author] Sep 14, 2023 @ 6:03am 
I didn't recall giving permission to do a revision of my mod, but doesn't matter, I always give permission.

Well, again is a matter of perspective, In my experience, a hero doesn't make THAT much of a difference even loaded with lots of unique items. I will lose the battle if the opposing army is much stronger regardless of my hero. I love balance, but I also like how this game plays with all sort of crazy bonuses everywhere, unique items being powerful is not, in my experience, an absolute game-changer, so they should stand out.

I will check out the iron ring thing, also seems "improved mobility" is not "improved movement", I have to check out that at some point.
MelodyFunction Sep 14, 2023 @ 3:57am 
The rings dont have Sharp Sense anymore, no. They instead have the new "Improved Mobility".

I actually also use that mod(Well, Military Revolution Revision, but almost).

The game definitely feels much better with this mod on, don't get me wrong. Only the new uniques feel too powerful - like those +50% Defense boots which just seems a bit excessive, especially lategame. And well, T3 Glasssteel/Titanium should be a bit more powerful, in my opinion. Its actually pretty hard to keep kitting out your units in those cause of those prohibitive costs and how much Titan/Glas you need for mid-lategame buildings. I often find the T2 strategics to be easier to come by.
ninakoru  [author] Sep 14, 2023 @ 3:05am 
Not sure of the iron ring because I don't recall it right now, but it think all rings have their original value plus movement?

I tried to balance the game to the best of my ability, but everyone has his own preferences and experiences I guess.

The original game was too much offensive power, easily neglecting defenses and therefore, defensive equipment and units. Not only high tier has less offensive nonsense, also dust weapons have some offensive power built into it.

I went a bit further in the Military revolution mod (I keep items and techs separate so you can pick and choose your mods in a modular way), regarding Serum of Iteru (halving values, is stupid strong) and Blood crystal (yet another source of offensive power...).
MelodyFunction Sep 13, 2023 @ 8:39pm 
I also always felt that they high tier strategic gear feels a bit too powerful in general(so Adamantian/Palladian+ gear), especially on Attack. You did already nerf it a good deal, but I'd tone the stats down a little more. Lategame feels very offensively geared, with the biggest defensive options really being T4 military empire plan and the pretty OP Serum of Iteru.

Not a fan of the new iron ring.. mainly because I tended to use those accessoiries to counter ranged-heavy enemies or protect Flyers a bit with the Sharp Sense capacity. Not having the option for that doesnt sit right with me.
Tbh, I wouldnt mind the movement accessoiries to be a bit cheaper. Although, I'm unsure how much that would muck up the balance... Movement is just fun ^^"
MelodyFunction Sep 13, 2023 @ 8:38pm 
New unique items seem too strong. They are fun and give some variiety in strategics used lategame, but still their power is pretty undeniable.
I also always thought that most Quest gear for heroes was pretty adequate. Caveat is that, due to all the % increases, they only really shine on high level heroes.
If possible, Id like to see quest gear being balanced a bit better against eachother, maybe via unique stat profiles and effects. Like Ward of the Cocoon being a unique damage+initiative boosting shield(which would be great for Healing heroes).
I also really enjoy getting more quest gear than just weapons and shields, so thats really nice.
I sometimes wonder if some more quest items could be made available to units.

I'd like if T3 Glassteel/Titanium gear would be buffed. They are a rare unlock and very expensive, so I feel they should be better than T1 Palladium/Adamantian in general. Probably around the level, just a smidge lower, than T2 Palladium/Adamantian.
Fellow Human Aug 18, 2023 @ 4:23am 
I'd be grateful if you told me only how to edit values like these ones:

https://i.imgur.com/9y0ANzW.png

I believe I can input the numbers via notepad myself.
Fellow Human Aug 18, 2023 @ 2:56am 
It doesn't seem so.

The thing is that the "improved mobility" is not even a vanilla capacity unlike "improved movement". It's not in the wiki list and there is no way to see what it does.

https://i.imgur.com/i9BwBCm.jpg


https://i.imgur.com/Vzt7sQU.jpg
ninakoru  [author] Aug 18, 2023 @ 2:07am 
I don't recall that detail, do the hero gain extra movement regardless?
Fellow Human Aug 17, 2023 @ 11:29am 
A question.
Rings that used to give visibility and defense against ranged, now give visibility and "improved mobility". There is no way to find out what this new capacity it, because it doesn't show in the hero window.