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1.3.0更新来了,两个小收费DLC+SteamWorkshop 上线

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RELEASE NOTES FORGES OF CREATION [1.3.0]
ADDITIONS [Echoes of Auriga]
Added 9 musical items (2D reskins of basic items) when the "Echoes of Auriga" content pack is enabled
Added 7 new soundtracks (played during Summer and/or Winter) composed by FlybyNo to the playlist of Endless Legend when the "Echoes of Auriga" content pack is enabled:
War of the Sundered (Gravity Well Remix)
Way of the Forerunner
Under the Threshold
Glassteel
SkyGlade
Pillars of Dust
FlameSear
ADDITIONS [The Lost Tales]
Added 20 new quests focusing the Minor Factions of Auriga when the "Lost Tales" content pack is enabled. Some of them are triggered once the faction assimilated.
ADDITIONS [Classic, Guardians and Shadows versions]
Added the support of Steam Workshop [G2G]
Several mods can be loaded for a same game now, via the mods compilation feature
Added the support of .tmx files format, allowing the creation of word maps by modders. World maps can be created with Tiled software, and imported in Endless Legend via a mod.
Added an exportation tool of the 3D meshes and textures of the units of Endless Legend, available via the --enablemoddingtool launch option
Added a new outgame view, featuring the Ardent Mages faction [G2G]
Added the Scyther unit, which can be searched, or quest rewarded, when the first Guardian appears on Auriga [G2G] (Guardians only).
Created by the Endless in their purge of Auriga - and of any power that might withstand them - the Scythers were designed with one goal in mind: To destroy any beings whose strength derived from Dust.
Added Kugua, a Sister of Mercy hero available on the Market Place, with her dedicated skill tree [G2G].
One of only a handful who bear the title "Valete", Kugua earned this honorary rank through selfless dedication during the Red Pestilence.
Added 20 new items [G2G]:
18 Bracelet Unit items adding, among other bonuses, these new abilities: Minor Faction Slayer, Last Resort and Group Cohesion
2 new Hero items: "Nwere" and Ziiri's Band (Shadows only)
Added 7 new faction traits to be used in the creation of custom factions [G2G]:
Dreams of Glory,
Reduces production cost of new Settler units
Who Can Do More Can Do Less,
Reduces Research cost for Technologies of previous Eras
Rest and Relaxation,
Speeds regeneration of Unit health in city Garrisons
Westward Ho!,
Reduces Approval penalties caused by empire expansion
Surreptitious Skills,
Lowers cost of Infiltration actions (Shadows only)
Shipyard,
Era 2 Technology available at start
Diplomat’s Manse,
Era 2 Technology available at start
Added the Dust to Dust trailer (can be disabled in the game options)
Added an in-game feedback when the --enablemoddingtools mode is enabled
Added Era number to the tooltip used by Technology faction traits
Updated the World Generator (added a new algorithm of ground regions -- they should be more balanced)
CHANGES [All versions]
Siege and Battle
Added 3 faster game speeds in game options for combat animations
Militia availability is now bound to city ownership (after a city has been taken)
Fortification lost in battle is removed from city fortification (then regenerates like before)
Doubled the base value of the natural fortification regeneration, from 4 per turn to 8 in normal speed
Reduced the impact of sieging armies over garrison unit Life after all of the fortification has been depleted
Items
Victory Quest item becomes a Hero-only battle item (insignia)
Reduced a bit more bonuses granted to armour items by Iron and Dust materials
Increased Effects granted by Mithrite and Hyperium accessory capacities
Improvements
Doubled XP bonus granted by the Era 1 Defence Improvement + increased to 100 the granted fortification bonus
Doubled XP bonus granted by the Era 3 Defence Improvement
Increased City siege protection bonus of the Era 4 Food improvement
Added Level 2 Effects of Cargo Docks Expansion (Food/Dust/Industry bonuses)
Reduced Canal Locks per pop Industry bonus from 7 to 5.
Added Fortification regeneration bonus to the Defence City Improvements (except for the Era 3 Defence Improvement)
Reduced Defensive Wards per pop Fortification bonus from 45 to 30
Militia
+1 Militia in cities
Increased by 50% base values of Militia Defence and Damage, and by 10% their Life
Added the Fast capacity to Militia units
Increased by 50% Militia attributes bonuses granted automatically through Eras
Heroes and Units
+2 Dust on Hero Upkeep per hero of the empire
Divided in 2 skill levels the Keen Observer skill of Support heroes
On Gios Guardian: -25% Defence, -20% Damage, -20% Life
On Wild Walkers Shaman: +5% Damage, +40% Life
On Sisters of Mercy Justicere: +30% Attack, +40% Life
On Kazanji Daemon: -20% Life, +20% Production Cost
Added "Sweep" capacity to the Yirmack Roving Clans unit
Tweaked "Fast Learner" bonus values
Added Heal to the "Blessing" capacity of Sisters of Mercy unit and faction Hero
Reduced a bit Damage attribute of Sisters of Mercy unit and faction Hero
Replaced "Disease Immunity" by "Natural Immunity" to the Sisters of Mercy Hero
Factions
Added +15% Trade route gain in summer to the Roving Clans Trait: "Brace Yourself"
Added Privateers army upkeep reduction to the Roving Clans trait: "Mercenary Comforts"
"Winter Shelters" faction trait has now the right category in the Custom Faction screen
Raised gain from "Endless Recycling" Vaulters technology for +4 on level 2 district to +14
Added +20% empire plan cost per converted village on "Conversion" faction trait
Added +4 Food per pop to Broken Lords "City Hall" (in case of city capture by other factions)
Added +4 Science per pop to Forgotten "City Hall" (in case of city capture by other factions)
Increased from 2 to 10 the Dust bonus granted by the Forgotten "Founder's Memorial"
Doubled Dust bonus granted by the Broken Lords "Founder's Memorial"
Quests
Reduced reward and amount of Dust required in the 1st step of the "Too Many Chiefs" quest
Second step of "Too Many Chiefs" may not require any resource to talk to the other village (and if so, less than before)
Reduced difficulty of "Diplomacy by other means"
A minimum of 60 Approval is now required to get "A Fair Leader"
"The Incompetent Politician" can now only be triggered from Era 2 minimum (Luxury amounts required are now also lower)
Era 2 is now required to trigger "The Other Side of the Sea"
Added cost in Mithrite to build the Cultists quest improvement of the chapter 7
Reduced difficulty of the Chapter 5 of the Roving Clans Questline
Misc.
Close Borders declaration price has been increased by 50%
-10 Approval on cities for serious, impossible and endless difficulties for human empires
Legendary Deeds and Buildings [Guardians]
Increased challenge of Era 1 Luxury Legendary Deed objective to 4 boosters activated instead of 3
Decreased value of Era 1 Economy Legendary Deed reward to 130 Luxury Resources
Decreased value of Era 3 Economy Legendary Deed to 80 of Palladian or Adamantian
Reduced from -30% to -20% of borough cost, the empire bonus granted by the Era 2 Legendary Building
Reduced to 30 per pop the Defensive bonus granted by "Wards Fortification" Legendary Building
Added a feedback to the technologies unlocking a National Building
Espionage [Shadows]
Added one additional path to reach the Counter Espionage Hero skill in the skill tree
Added the value and duration in the tooltop of the Poisoned Status on the Hero card in the Academy screen
AI CHANGES [All versions]
Unit Designs
Improved the AI's choice of unit design: the AI should use more accessories and more strategic weapons and armour
AI will avoid using Iron items from previous eras
AI will use more dust equipment if available
AI will now retrofit experienced units first
AI will not retrofit units with a lower level than their current era's new recruits would be
The current strategic resources stock plays more of a role in the choice of equipment than before
Army decisions
Tweaks to battle targeting weights
Target distance now plays a bigger role
Improved the evaluation of heal and debuff immunity
Improved the evaluation of higher ground
Improved the targeting of "faster than shadows' and "chain lightning' area-of-effect attack
AI will now consider different attack angles when choosing to launch a battle
Improved general military power estimation
The number of available deployment tiles relative to army size is now taken into account
Battlefield terrain is now taken into account
City fortifications is now more accurately taken into account
Available the reinforcements are more accurately taken into account
Fixed an issue where the stealth armies are taken into account when computing military power in battle
AI will retreat from hopeless battles
The AI will avoid retreating when its army is at half health
AI will no longer reinforce hopeless battles
AI should have better army compositions
AI should avoid pillaging neighbours it feels no hostility towards
Siege
AI will now disembark its units correctly in order to break a siege
AI should now be less hesitant when it comes to breaking a siege
Heroes
AI will now purchase more heroes when it can
AI will spend more resources giving heroes equipment
Improved choice of assignment for Cultists heroes: the starting cultists hero should now be set to governor by the AI
AI heroes should now equip tomes, insignias, scopes and bracelets depending on their assignment
Colonisation
Improved the AI's choice of city location for its first city
AI now uses a better expansion pattern for its districts
AI now takes into account the available space for expansion when evaluating potential areas to colonise
Fixed an issue where AI colonists would get stuck when another empire beats them to their target region
Colonists will switch to a new target if one is available
Colonists will retreat back to safety is threatened
Improved the AI's choice of region for colonization: the AI should now choose "safer" regions
AI is now less likely to build colonists when at war with someone
Research
Overhauled the research system:
AI now considers resource gains relative to their current empire production, instead of considering them in the absolute
Strategic resource stocks and incomes are now taken into account when choosing technologies which unlock improvements which cost strategic resources
Decisions are based on long-term tendencies rather than the current state of the empire
The AI will now consider the number of models of this class already available, as well as the total number of available models, when evaluating unit model unlocks
Strategic equipment cost discounts are taken into account when evaluating strategic armour and weapon technologies
Pillage defense and anti-spy technologies are now unlocked by the AI when it suffers pillaging and infiltration actions
"Pillage" and "Dust Sense" are evaluated based on the number of potential targets in neighbouring regions
"Search Party" is evaluated based on the number of ruins in the AI's empire
The AI no longer evaluates technologies that unlock National Buildings as though the building could be built multiple times
Peace and Alliance technologies are weighted based on the AI's desire to make peace and to form alliances
The AI will evaluate the utility of unlocking new minor faction slots based on the number of rebuilt villages of unassimilated minor factions in its empire
"Meritocratic Promotion" is now evaluated based on the current army composition of the AI, and should now be far more attractive to the AI
Ship technology is now evaluated based on the number of neutral and enemy regions on other continents
"Cargo Docks" technology is now evaluated based on the number of coastal cities and takes into account the bonus to industry, food and approval provided by the improvement
"Imperial Highways" technology is now considerably more attractive to the AI thanks to a better evaluation of the potential gain from trade and watch towers
The AI will no longer research trade upgrades before researching either sea or land trade
AI desire for watch towers will now increase in response to pillaging and infiltration actions, and to the presence of nearby non-friendly empires
AI should no longer research watchtower upgrades without first having researched watch towers
AI should no longer research guardians/guardian killers without having the needed strategic resources to build them
"Imperial Coinage" should now be researched sooner, especially if the AI has a lot of resources at their disposal
AI should now research "Learn from others" (Forgotten)
Improved evaluation of available holy resources for unlocking city improvements (Vaulters)
Pillar and Spell Arcana levels are taken into account when evaluating pillar and spell technologies (Ardent Mages)
The number of unlocked pillar technologies is taken into account when evaluating Arcana technologies (Ardent Mages)
The AI's faction will now influence their choice of technology
Economy
The AI now focuses less on defense and more on economy at the beginning of the game
Overhauled the system used to choose city improvements:
AI now considered resource gains relative to their current city production, instead of considering them in the absolute
Decisions are based on long-term tendencies rather than the current state of the city
AI will now build watchtowers in response to pillaging and espionage (Shadows)
AI will now build pillage defense improvements in response de pillaging (Shadows)
Forgotten AI should now build their "Founder's Memorial"
Vaulters AI should now build "Winter Shelters"
Vaulters AI now choose Holy Resources better than before
Ardent Mages AI should now uses more pillars
The AI will now sell surplus strategic and luxury resources on the market
AI will specialise its mature cities in order to be the best empire at something where possible (Science, Dust, Industry, etc)
The AI will now build stockpiles when idle
The AI's faction now influences their choice of improvements
Diplomacy
The AI will now evaluate the terms differently if it's the provider or the receiver. The AI will be less exploitable and more greedy
The AI will take into account its wealth relative to their trading partner's when trading resources and when discussing the terms of commercial agreements
The AI will take into account its technological advancement relative to their trading partner's when trading technology and when discussing the terms of research agreements
The AI will take into account the AI's military power relative to their trading partners, as well as their current number of wars, when discussing the terms truce, peace and alliance terms
The AI will take into account the ratio of explored map tiles when discussing the terms of vision and map exchanges
The AI will take into account the relative military powers of all three empires when discussing the terms of a declaration of war on a third party
The AI will take into account its faction when evaluating all diplomatic terms
The AI will take into account its difficulty setting when evaluating all diplomatic terms: harder AIs will ask for more than easier AIs
The AI will take into account its attitude towards their trading partner to a greater measure
The AI should no longer propose research and trade agreements when trade is not possible
Relative military power is now more important to the AI: it should now pick its fights better
The AI's faction will now heavily influence what terms they will tend to offer


IP属地:浙江1楼2015-11-20 09:57回复
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    IP属地:重庆来自Android客户端2楼2020-08-14 21:29
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