ENDLESS™ Legend

ENDLESS™ Legend

Complete Skill Tree Overhaul
71 Comments
MelodyFunction  [author] Nov 15, 2024 @ 1:12am 
It's 3 point of investment and requires deserts, so I erred a bit high in terms of power. Can see it needing a small nerf, though. Maybe 5% dust on city would already be enough.
Corrupted Slime Nov 6, 2024 @ 7:08am 
Isn't the Exotic Goods skill a bit op? On max level it gives +12 per tile and +30% gold per city.
MelodyFunction  [author] Jun 23, 2024 @ 11:38am 
I see. I can try to work on that a little.
There are a few skills that are either purposefully optional or are meant to not get 100% of their use most of the time(The Drakken skill that can give everything is an example of that).

Id be interested in a list of skills(or governors) that stand out to you as having too many perks, that way I can look exactly at the ones you have in mind.

Looking through it myself...
Mykara, maybe - they are very specialized on being a "big city gov", similar to cult.
Vaulter are a little bit general. The rock skill is fully optional, though.
Drakken are a bit weird. Lay of the Land isnt meant to be minmaxed - it gives you some useful stuff in every city. But they have a lot of conditions to be powerful.
Sisters may be a bit unintuitive, but they are very simply a military governor. Best for creating unit and to put into a conquered city.
RC have an optional desert-path, but I plan to rework that.
AngryMarine Jun 23, 2024 @ 11:10am 
I didn't mean that any effects and/or perks are bad or that they should be monotonous and improve one thing. What I meant was that the number of perks should be reduced so that the player can remember them all at once. That is, simplify the skill tree.
That is, this is not a balance problem, this is a game design problem, if I may say so.
AngryMarine Jun 23, 2024 @ 11:08am 
When I need to make a hero a governor, I look at the city and think "there is little food and many villages. Necrophage with slavery is suitable." When I look at the city in the desert, I think "there are a lot of cells with dust. The hero of the broken lords will do, he has a perk for increasing the dust"
But in mode there are too many effects for each governor, it is impossible to fill them out and keep them in mind. Lots of perks and lots of effects. In vanilla there were about 10 effects, now there are about 40 of them (considering that many skills have 3 effects). I'm unlikely to use even 30% of them because I simply don't remember them. Im not a HOI4-type player, and this game is not HOI4-type too.
AngryMarine Jun 23, 2024 @ 11:08am 
> They do not focus on a single thing, but have usually 2-3 notable perks that usually feed into eachother.
>I cannot make governors focus too hard on a single thing

You don't have balance problems; The mod works great with this. And you don't have to force them to focus on one thing. Even in vanilla there are heroes who do everything - cultists. There is also no problem with the conditions “bonus A will only be provided if condition B is met.”
What I mean is that the problem is that there are too many perks, too many effects in one perk, and also too many conditions for each hero. This all adds up to each other, enhancing the effect. All this together is difficult to keep in mind. I mean, there are like 5-10 perks in the vanilla version, right? Most often, a perk has 1 effect, less often 2. Conditions are also rare. In total, this is a maximum of 10 effects that you need to keep in mind.
MelodyFunction  [author] Jun 18, 2024 @ 5:42am 
Thanks for the feedback, I will think about what you said.

I think the generals are pretty decent.

I think most govs are actually quite focused. They do not focus on a single thing, but have usually 2-3 notable perks that usually feed into eachother. I liked to make optional routes for some trees to get some niche boni that can be great if you are able to properly utilize them - like the water-boni from Drakken or the Rocky Terrain skill the Vaulters have.

I cannot make governors focus too hard on a single thing. That leads to great imbalances due to everything being multiplicative. So thats why some governors get a small amount of different parameters. Spreading out parameters allows me to put more power into the governor without running into multiplicative power problems - eg. I couldnt give the Drakken yet another Influence skill.

If youve got some details as to which things bother you, I can think about a patch.
AngryMarine Jun 15, 2024 @ 2:08pm 
This is all, of course, my personal opinion and feedback. Thanks to the author of the mod for the work done. Google translate.
AngryMarine Jun 15, 2024 @ 2:08pm 
Here it's more like "the hero raises A, and B, and a little C, and if the condition D is fulfilled, then F increases." It is too difficult to perceive and understand, it becomes difficult to move heroes between cities and specialize them. I can't keep in mind what this or that character is doing at the moment. I'm not talking about it in balance discussion because it's not a balance issue (the mod handles this well), but rather design and perception.
You have a wonderful mod (and I really use it) for rebalancing units. And this is an example of a good design, as it is easy to remember. Hydra is given regeneration, and that's all - but it's already enough to make the unit more interesting. No multiple conditions and tonns of perks, it's easy to keep in mind and build a strategy. It seems to me that a similar approach would be better with heroes. Reduce the number of perks, reduce (slightly) their variety so that there are fewer conditions and variables that have to be kept in mind.
AngryMarine Jun 15, 2024 @ 2:08pm 
The mod is really good. He copes with his goal - now all the heroes are good both as generals and as governors, and often really differ from each other. You can choose a hero for any army composition and gameplay.
But the mod has a problem, which is why, after a few games, I don't think I'll be able to use this mod in future games.
This is an extreme overload of skills. Skills 1) often affect 2 or 3 parameters, which is a lot, and 2) the total number of skills and their parameters is excessive. In the original game, simplicity can be traced, for example, "The Forest Walker increases production, the necrophage increases food, the cultist increases everything except food and products, but slightly worse than the heroes specialized in one."
MelodyFunction  [author] Sep 10, 2023 @ 11:04am 
Hm.. Did ELCP introduce any new skills? I believe they only changed existing ones.
Any already existing skill that got changed is considered by the AI. It's only completely new skills that they do not "see".
Corrupted Slime Sep 10, 2023 @ 10:37am 
That probably means UnitSkills[Hero] isn't the only place where the AI looks for its hero skills. Can it pick the new skills introduced by ELCP ?
MelodyFunction  [author] Sep 9, 2023 @ 11:47am 
Yeah, that's an on-going one. AI does some really annoying things >.> Im currently testing a patch that should improve AI significantly, but for some reason, they do not take any newly added skills.
Corrupted Slime Sep 9, 2023 @ 11:33am 
I appreciate the effort to improve the AI.
MelodyFunction  [author] Dec 13, 2022 @ 11:38pm 
Thanks for your appreciation ^.^ If you get around to playing it, feel free to suggest some changes. Small changes can be done rather easily.
Corrupted Slime Dec 12, 2022 @ 8:01am 
I haven't yet played after the update but the changes seem sensible. Thank you for your work on this necessary mod.
Bucketsmith Dec 11, 2022 @ 5:44am 
What about a grappling hook leg?
MelodyFunction  [author] Dec 11, 2022 @ 5:16am 
It would actually fit Cultist Heroes..
Bucketsmith Dec 11, 2022 @ 3:48am 
What about that rocket powered fist?
MelodyFunction  [author] Dec 11, 2022 @ 2:38am 
Oh, guess I forgot to change the flavor text.

Reason for the change was mainly power concerns.Blazing ingenuity was a tad weak. Just buffing it to 15% science per level is a bit boring and also not versatile.
But Kapaku governors govern volcanic cities. They generate both tons of science and industry. So the split % bonus feels more appropriate, versatile and interesting, while also allowing me to pump some more power into the skill(total 16% boost).
Corrupted Slime Dec 9, 2022 @ 8:08am 
Why did you change Blazing Ingenuity? The visual design of the skill is science focused.
Bucketsmith Dec 5, 2022 @ 4:15am 
Thanks!
MelodyFunction  [author] Dec 5, 2022 @ 4:09am 
Yeah, complete changelog is up on the updates section. Its pretty long.
Aside from that, I did also update the Change Log discussion topic.
Bucketsmith Dec 5, 2022 @ 4:00am 
Is there a changelog? Feature list?
MelodyFunction  [author] Dec 5, 2022 @ 12:11am 
To anyone interested: I pushed out a giant update today. I hope you have fun with it. Everything should be a bit more balanced now, you have a few more options and I buffed up many somewhat weak options. A lot of nerfs and trimming down happened, but hopefully for the better. Feel free to tell me your thoughts!
Bucketsmith Dec 1, 2022 @ 5:23am 
Fair point. Maybe you can counter the monotony of that choice by adding in a boosted hoverboard as a third option.
MelodyFunction  [author] Dec 1, 2022 @ 5:17am 
Yeah, you always go for the shoulder mounted laser gun. But that means you also neglect the still pretty cool Rocket Power Fist. I think both should be reasonable options and not take away from eachother.
Bucketsmith Dec 1, 2022 @ 4:42am 
Like a shoulder mounted laser gun?
MelodyFunction  [author] Dec 1, 2022 @ 3:17am 
Yeah, you mean Inspirational Leader. That Gov talent is really strong.
I am actually thinking about just removing the third level on it, and keeping both lvl 1&2 at just 5%. Reason being that 5% to all but Inf is already really good, the 10% is insanely good and this just limits creativity - why go for something cool/different if you got that amount of raw power right there?
Corrupted Slime Dec 1, 2022 @ 3:11am 
That sound reasonable

Personally, I buy all levels of that governor talent because max level gives +10% FIDSI
MelodyFunction  [author] Dec 1, 2022 @ 2:25am 
Oh just a thing in localizations, nothing big.

But I am currently working on a big(ish) new update. I want to incorporate some of the ELCP stuff. Some buffs to a few weak gov and army lines(big buffs to Kapaku) and I am "downsizing" almost all trees - so many points have 3 levels, but I dont think people ever get so far to buy out all levels. So I condensed many points down from 3 to 2(or sometimes even 2 to 1) to make the investment more appealing.
Corrupted Slime Nov 30, 2022 @ 11:34pm 
New update ??? What's new?
MelodyFunction  [author] Nov 30, 2022 @ 11:26am 
Sorry, I didnt put the work in to translate anything :x Would take quite a while. So it's all english.
Gibrun Thane Nov 30, 2022 @ 10:23am 
yeah, german translation on board?
Corrupted Slime Mar 27, 2022 @ 12:51pm 
Yeah, ELCP has added several cool skills with recent updates.
Bucketsmith Mar 10, 2022 @ 10:15am 
I expect results tomorrow! :caster_happy:
MelodyFunction  [author] Mar 10, 2022 @ 10:01am 
Hm.. There is certainly some interesting stuff in elcp. Havent played for a good while.. Dont expect anything soon(coding is hard work for a scrub like me xD), but I will probably include some of the elcp changes.
Wikist Feb 18, 2022 @ 9:48am 
@melodyfunction your skills overwrite the ones from ELCP. I was wondering if you would use the new mechanics from ELCP like with Vaulters heroes gaining bonus science from strategic deposits equl to their fortification regeneration.
MelodyFunction  [author] Dec 5, 2021 @ 5:48am 
It should work, yes.
clop1000 Dec 3, 2021 @ 11:46pm 
Does it work with the latest path?
clop1000 Dec 3, 2021 @ 11:46pm 
Does it work with the latest path?
MelodyFunction  [author] Oct 29, 2021 @ 11:53am 
It should be compatible with ELCP
Wikist Oct 8, 2021 @ 10:17am 
Would you add compatibility with Endless Legend Community Patch?
Bucketsmith May 8, 2021 @ 7:36am 
Thanks. Then yes, I just checked, seems to be working!:luaq:
MelodyFunction  [author] May 8, 2021 @ 7:28am 
You can check it yourself easily wether this mod is working. I've been good about documentation, so you can just double-check your Hero Skill Tree in-game with the Documentation. Good on the ELCP devs reacting so fast to this.

Have fun, my friend ^-^
Bucketsmith May 8, 2021 @ 7:24am 
Ah like I've said on your other mod, the latest beta update for ELCP does work, and it fixes the modding compatibility of the latest game update. I _think_ this mod is also working, but it's been a while since I played EL and I don't remember the vanilla skills out of my head!
MelodyFunction  [author] May 8, 2021 @ 7:20am 
Ah damn, I see the problem now. Mods aren't appearing in the list anymore, looks like not even ELCP is working. No idea how to fix it, but I am sure there'll be a fix soon.
MelodyFunction  [author] May 8, 2021 @ 7:08am 
Just noticed that there is a new update out. I don't see why it should be incompatible, though.
Bucketsmith May 7, 2021 @ 12:55am 
Because of the update alongside the new DLC recently released? And it's not showing up in the modlist. None of the mods that I'm subscribed to show up there.
Iceberg May 7, 2021 @ 12:49am 
Why wouldn't it be?