ENDLESS™ Legend

ENDLESS™ Legend

Complete Skill Tree Overhaul
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Update: 10 sep 2023 om 8:52

Further updates to the AI. There is a bug that AI wont ever take any of the completely new skills that I added.. there must be a line of code for that somewhere, but I cannot find it. I'll keep looking. Until then, well, AI should be a good deal better at managing their heroes with this update.

Update: 6 sep 2023 om 23:56

Update: 6 sep 2023 om 23:49

Small patch, fixing a lot of AI issues with the skill trees(hopefully..) along with some balance changes, mainly nerfs.
Roving Clans and Ardent Mages now get easy access to assignment cooldown reduction. This should be very helpful when using them for their Ownership Recovery skills after a conquering spree, quickly zipping through multiple cities to get the ownership up quickly.

Battle Perspective:
+10 Def per lvl->+7 Def per lvl
+5% Dmg per lvl->+5 Atk per lvl

Arboreal Dust Dowser:
+7% Dust per lvl->+10% Dust per lvl

Behemoth Tamer:
lvl 2: 15% Reduction->10%Reduction

Natural Resources:
lvl 2: +12 Industry->+15 Industry

Oath of Fealty:
lvl 2: 15% Reduction->10% Reduction

Slave Driver:
lvl 2: 15% Reduction->12% Reduction

Renaissance Thinker:
-1 Assignment Cooldown per Level

Traveling Salesman:
-1 Assignment Cooldown per Level

Quick Draw:
lvl 1: +10 Initiative->+5 Initiative
lvl 2: +10% Initiative->+5% Initiative

Update: 25 dec 2022 om 4:33

Small change to support and Morgawr tree.

The Morgawr capstone is now a single level that grants Increased Fire 2 and Mind Control to the Morgawr. A high level Morgawr hero should be a force to be reckoned with now, having both great supportive and debilitating capacities.

The Capstone for the Support skill was nerfed from Shock level 2 to Shock level 1. Shock is quite a powerful capacity, so I felt this change was fitting. Also makes it less mandatory to build an offensive support hero - you can also invest more into the army buff skills and bark skin instead of going for Shock.


I am unsure wether the Shock and Mind Control capacities would work on a Morgawr Admiral(Sea general).. I figure that due to how late those are gotten and how the Morgawr Admiral actually scales down once enemies have Fire and Artillery Ships, this may still be fine.

Update: 25 dec 2022 om 4:28

Update: 21 dec 2022 om 4:55

Small patch to improve Necrophages, Forgotten and Wild Walkers slightly.

Functioning Insomniac(Present in both WW and Forgotten)
Changed to a single level; 3 less assignment CD and +4 XP per turn on Hero

Natural Architect(WW): Level 3 now grants +20% Industry on City instead of +15%

Hive Architect(Necrophages): Now has 3 levels and additionally grants +5 Industry on City per Level

Update: 5 dec 2022 om 0:00

Continued patchnotes...

Haunts:

Complex Systems: Changed to: +35% Dust and Science on Trade Routes per Level; +5% Dust and Science on City per Level

Energized Lightning: Removed +5% Attack on hero per level


Flying:

Agility Training: Removed Level 3; Level 1: +7 Initiative on Units; Level 2: +10% Initiative on units

Flight Master: Removed +initiative on Flying Units

Aerial View: Removed Level 3; +5 Fortification Damage per Level

Majestic Flight: Removed

Battle Perspective: Removed Level 3; Moved to where Majestic Flight was.

Aerial Superiority: Removed Level 3: Level 1: Grants High Ground 2 Capacity and +5 Defense on Hero
Level 2: Grants High Ground 3 capacity and +5 Defense on Hero.


Cavalry:

Battlefield Vantage: Removed Level 3; Level 1: + 7 Attack on Units; Level 2: +10% Attack on Units

Practiced Strike: Removed Level 3; Level 1: +7 Initiative on Units; Level 2: +10% Initiative on Units

Stirring Dragoon: Removed all army buffs except for Fortification damage and Morale on Level 2


Infantry:

Strength of the WIld: Level 2: 10% Attack and Defense on Hero

Iron Taskmaster: Removed Level 3

Garb of Battle: Level 1: +10 Defense on Units; Level 2: +5 Defense and +5% Defense on Units; Level 3: +10% Defense on Units


Ranged:

Staggered Blows: Removed Level 3; Level 1: +10 Attack on Units; Level 2: +10% Attack on Units

Artisans Eye: Removed Level 3


Support:

Telekinesis: Removed Level 3; Level 1: +7 Defense on Units; Level 2: +10% Defense on units

Battle Hymn: Removed Level 3; Level 1: +7 Damage on Units; Level 2: +10% Damage on Units

Future Sight: Removed Level 3; Level 1: +7 Initiative on Units; Level 2: +10% Initiative on Units

Disintegrate: Changed into NEW Skill: Shock:
1 Level
Grants the Shock 2 Capacity to the Hero, reducing Morale of foes they attack.


Common:

Fast Healer: Removed Level 2; +30% Cost reduction

Inspirational Leader: Removed Level 3

Thrifty: Removed Level 2; Level 1 now grants +1 Movement on Army

Lord of the Trance: +2 XP per turn, per level

Siege Mentality: Only buffs stats by 8%; Only works when besieging an enemy city

No Idle Hands: Removed Level 3; +2 XP Per turn on units per Level

Update: 4 dec 2022 om 23:21

Big update to the mod!
I included some of the features ELCP features in the skill trees. This mod is of course still compatible with ELCP.
I trimmed down a lot of skills from 3 to 2 or even 2 to 1 points - this does impact the total amount of power a very high level hero can have, but aside from rarely reaching that point, you are already powerful enough at that point. Every skillpoint should feel a bit more valuable now and putting 2 points into some skills should also be an actual option.

Morgawr and Roving Clans Heroes should be actually good spies now. I did change the positioning of their spy skills in their faction trees to allow them to reach the espionage skill in the common tree much more easily and buffed them up. Morgawr gain a massive +6 infiltration points on a single skill, which actually makes them better spies than Forgotten, until their Seniority Bonus kicks in. Roving Clans gain +8xp per turn while spying, which should help them level up quickly and be very efficient part-time spies. With Ownership recovery rate and reduced military production costs, they should make for versatile "frontline governors", as I like to call them.

Did a big pass on both the Flying and Haunt skill trees. Frankly, I believe Eslek was just a bit overpowered as he was. He should still be powerful both as an army leader(especially on a flying squad) and as a top tier science governor.

Forgotten get a few combat boni to their Hero from their spying skills as well as their army tree. You should feel encouraged to use them as stealthy solo explorers!

I condensed a few points in the underused Common tree into just a single point, to make them be a bit more impactful. New Thrifty especially is quite good, but not easily reachable by everyone.

Allayi should be even better at being winter governors/winter explorers. If you time it well, you can put them into a city right before winter starts to reactivate ruins with their new skill, Winter Solstice. And during winter only, Winter Solstice grants a massive improvement on ruin-search chances.

And lastly, I did a lot of work on skill connections and positionings.

I hope you all have fun with the changes. Feedback is always appreciated. And here go the details~


Broken Lords:

Distributed Defenses - Reduced to 2 Points

Dust Diviner - Reduced to 2 Points

Gold Rush - Reduced to 2 Points. Now works on Rivers, Seas or Lakes instead of just Rivers


Cultists:

Will of Isiver and Ciginka - Both reduced to 2 points and buffed back up to 10% per level.


Drakken:

Friendly Banner: Removed

Awestriker: Replaces Friendly Banner.
2 Levels
+7 Defense on Units per Level
35% Bribe cost reduction per Level

Lay of the Land:
Removed +1 Science on District per level
Added +0.5 Influence on District per Level

Raptor's eye: Now additionally grants +5 initiative to the Hero

Aquatic Festival: Removed +1 Influence per Pop. Added +10% Influence on City per Level.

Cultural Ambassador: Removed Level 3; +15 Approval per Level; +0.25 Food and +0.1 Influence on Ruins per Approval above 100 per Level


Wild Walkers:

Functioning Insomniac - +3 xp on hero per turn, per Level

Natural Resources - Removed Level 3. Level 1: +10 Industry; Level 2: +12 Industry

Regenerative Material - Removed Level 3; Level 1: +10 Food; Level 2: +12 Food; +8 Fortification Recovery per Level

Living Walls - +5 Fortification Recovery on Regional building per Level; +2 Food on District&City Center per Level


Morgawr:

True Sight - Additionally grants +6 Infiltration points on Infiltrated Hero

Fire in the Blood - Removed

Unseen Influence:
2 Levels;
Level 1: Adds the capacities for Precision 1 and Increased Fire 1
Level 2: Adds the capacities for Precision 2 and Increased Fire 2

Cult of Tides:
Removed Level 3
+15 happiness per Level on City with oceanic exploitation
+4 XP per turn on Hero per Level when governing a city
+0.05 Influence on Sea or Lake per approval above 100 on City per level

Aquatic Specialization:
+1 Dust, Food and Influence on Sea, Lake and River tiles on City per level, doubled during Winter

Positions shifted so that it is easier to access espionage skills in the common tree.


Sisters of Mercy:

Discipline: No longer grants +10% Industr yper Level; Now grants +1 Influence for every unit in Garrison on City per level(militia and the hero count, too).

Righteous Cause: No longer grants +3 Influence on City per Level; Now grants +0.5 Industry per Approval above 100 per Level on City


Forgotten:

Managed Torpor: +3xp on hero per Level

Double or Nothing: Additionally grants +7% Attack and Damage on Hero per Level

Sang Froid: Removed Level 3

One Step Ahead: Removed Level 2. Grants Disease and Capture immunity on the first level.

Theory of Combat: Removed Level 3.
+10 Attack and Defense on Hero per Level
level 1: Adds the Acrobat Capacity to the Hero
Level 2: Adds the High Ground, Level 2, Capacity to the Hero

Arboreal Dust Dowser: +7% Dust on City per Level


Mykara

Sleeping Powder: Removed Level 3; No longer grants Influence;
+10 Defense on units per level
+0.1 Industry per Approval above 100 on District per level

Monster Hunter and Rapid Genesis: Switched positions. You should be able to get the Urkan Slaying ability at a more reasonable time now.

Rapid Genesis: Removed Level 2. Grants Regeneration 3 Capacity on Level 1.

Psychotropic Spores: Additionally grants +3 Influence on Distrct per Level

Incubating Spores: Level 1: Now only grants +10% Food, Dust and Industry during Dust Eclipse and Winter. Level 2 unchanged.

Woodland Stride: Grants the Hero +1 Movement


Vaulter

Sensor Network: Removed Level 3. Now grants City Guard Capacity 2/3

Subterranean Networker: Fortification Recovery down to 6 per level
Additionally grants +0.5 Industry on terrain with Strategic Resource per unused Fortification Recovery per Level

Mechanical Exhibitionist: Changed to 70% Science on Trade Routes per Level


Kapaku:

Fuel to the Flames: Removed Level 3; Level 2 grants +10% Attack and Damage on Units

Blazing Inguinity: Now instead grants +8% Science and Industry per Level

Heat of the Hearth: Removed Influence during Dust Eclipse. Now additionally grants +3 Food on City Center and Districts on Volcanic Terrain per Level


Roving Clans:

Traveling Salesman: Removed Level 3

Exotic Goods: Level 1 now grants +2 to food/dust on its terrain

Black Marketeer repositioned to easier access espionage skills in the common tree

Black Marketeer: +8 XP per turn on Infiltrated Hero; Additionally grants +20 Dust on Terrain with Village

Safe Passage: Changed to +35% Trade Route Bonus per Level

Fast Trader: Changed to +70% Dust on Trade Routes per Level


Necrophages:

Necrotic Agriculture: Removed Level 3; +12 Food per Level

Iron Constitution: Defense on units per level lowered to 8.


Ardent Mages

Renaissance Thinker: Removed Level 3; Level 1: +8 Science on City; Level 2: +12 Science on City.

Persuasive Methods: +75% Ownership Recovery per Level

Seething Fire: Removed Level 3

Meticulous Researcher: Level 3: +20% Science on City


Allayi

Awestriker: Removed

Friendly Banner: Replaces Awestriker
1 Level
Grants the Friendly Banner Capacity to the Hero

Zealous Hands: 25% Pearl Cost Reduction on City

Chosen of Auriga: +5 Initiative on Units per Level

NEW Skill: Winter Solstice:
Reactivates Ruins in the governed region each Winter
During winter, odds of finding nothing on ruin search is decreased by 20%. Odds of finding loot or an event is increased by 10%


Haunt

Perfect Timing:
Level 1: +1 Battle Movement on Hero; +5 Initiative on Hero; +5 Attack on Units
Level 2: +10% Initiative on Hero; +10% Attack on Units

Wisdom of Ages: +4 Dust and Science on Ruins per Level

Ghostly Visage: Health and Attack boost changed to 10%

Dust Bound: +3 Dust on District and City Center per Level

Cold Fusion: Changed to +50% Science per Pop during Winter

To be continued

Update: 1 dec 2022 om 3:33

Update: 1 dec 2022 om 3:09