Please use this thread to ask your questions regarding Endless Legend. From newbies to pros, vs AI or multiplayer, this is the place to ask! This thread is recurring and will refresh periodically.
First please check out the wiki first to see existing resources.
Make sure you provide as much information as possible regarding your game if you need help - your faction, level and world settings, number of opponents, expansions enabled, etc. Screenshots are most helpful!
There have been 44 Updates since Early Access began! We intentionaly left this time fairly open for the dev team knowing that we wnted to be responsive to player feedback and you have absolutely provided it. And there are more to come.
We just released the Stand United (May) update so there are lots of new things to try. It adds:
Retaliation to Battle so you have to be a lot more careful about who you are attacking and even winning armies won't ome out of battle unscathed.
A new system for calculating District costs (a major point of feedback for the past 2 versions).
The Militia Panel so you can see who is defending your cities, and more importantly who is defending your enemies cities.
And the game is now Steam Deck verified so you can take it with you anywhere.
Internally we are working on the next update, it’s a big one. We have heard your feedback about the writing of the game and we have both changed the way that quests and events are displayed and remade the Kin and Necrophage quests. The Kin have gone through lots of mechanical updates so we wanted to update the quest to match their new style, and the Necrophage have been updated to better reflect their personality and society.
Every update also brings with it a host of bug fixes, AI improvements, balance updates and Quality of Life improvements (spoiler: an update is coming to the market window so you can buy and sell resources in bulk).
Thank you all for your support. Just being a player is appreciated. We also love seeing the comments and questions here. Also, if you haven't left a steam review it makes a huge difference, especially at this stage. We have lots of good things to come and your involvement is appreciated.
I don’t think I understand how it works. Is it simply that it gives 150 exp to new units? What does "on districts of this city” mean? Can you spawn units anywhere in the territory of the city (and I didn’t know) but they only get the extra exp if it spawns on districts?
I jumped back into EL2 after the Narration Update (great job btw, love it) and noticed that some pacification quests lack which city is meant exactly. For example, I needed to have 1800 fortification for 5 turns in a city but it did not say which one. I only knew that I had 1100 currently. There wasn't a marker to click either so I had to go into the city overview and pray that there weren't more than one city with 1100 fortification.
Another example: "Have 5 different population types in your city." Again, I could only go by the number currently achieved (2/5) and go to the city overview, hoping there aren't more than one city with 2 different population types.
Please say which city exactly needs to fulfill the requirements. It's working in other quests (like "Produce 2 units in [city name]") and I think it's just an oversight.
Ce sera en français, désolé pour mes frères anglophones (vous avez la possibilité de traduire le post directement sur Reddit). Ci-dessous mon avis pour améliorer le jeu dans son ensemble, et en particulier pour l'aspect multijoueur :
- Proposer une véritable campagne de quelques missions pour introduire les joueurs dans l'univers du jeu et leur présenter le gameplay des factions. C'est quelque chose qui demande du travail, mais je pense qu'il y a des joueurs qui attendent ce genre de choses de la part des jeux de stratégie et il y a de la matière pour faire des histoires mystérieuses et enchanteresses avec l'univers des Endless.
- Ajouter des factions ou modifier le comportement des factions déjà présentes dans le jeu avant la 1.0. La plus grosse erreur d'Amplitude avec EL2 selon moi c'est de proposer uniquement 6 factions à la sortie (5 seulement actuellement). Le problème c'est pas le nombre en réalité, c'est le fait que chacune des factions agit selon un archétype prédéfini, ce qui conduit à une redondance dans les parties. Le 4X ça doit être "chaque partie est une nouvelle histoire", or ici tout est déjà prévu : je sais déjà comment les Aspects, les Necro, les Tahuks etc. vont agir. Il faut faire de la place à l'imprévu.
- Ajouter d'autres saisons. L'idée de la mousson et du recul des eaux est intéressante mais il faut aller plus loin. Un hiver qui permettrait de temporairement marcher sur l'eau glacée comme les Aspects grâce aux coraux ? Un été qui assècherait la verdure et qui forcerait les joueurs à restaurer la végétation ? Il y a plein d'idées. Il faut comprendre qu'un jeu de stratégie ne doit pas avoir comme thématique la particularité, il faut que ce soit un "jeu-monde", c'est-à-dire un jeu qui représente le plus de choses possibles. Reprenez l'idée de l'hiver de EL1 et adaptez la pour EL2.
- Permettre les batailles avec les armées alliées. Je ne crois pas que ce soit le cas pour l'instant, mais il faudrait pouvoir lancer une bataille avec une armée alliée.
- Ajouter un paramètre pour que les quêtes ne s'affichent pas sur tout l'écran lorsqu'elles se lancent ou qu'elles sont validées. Cela gâche la dynamique d'un joueur qui joue de manière compétitive.
- Enfin, proposer pour chacune des factions des dirigeants différents (au moins 3 pour chaque faction). Se retrouver avec 3 Curator Ming dans une partie c'est un peu ridicule.
I'm quite interested in EL2 especially with it's current sale. I've played a bit of Old World, Endless Legend 1 and Endless Space 2 before. Not for particularly long periods of time but I distinctly remember the awesome soundtracks and the great polish and distinctness of ES2.
However, googling for info on EL2 leads to a lot of video reviews made basically a year ago, which are outdated by now. Most of these older videos seem negative or point out a lot of flaws which I'm pretty certain have been greatly improved by now nearly a year later, based on Steam reviews.
But I cannot find any up to date overviews or review videos. Anyone able to help out? Just some sort of nice video that reviews what it's about, what makes it unique to other turn based strategy games, how it plays, mechanics, etc.
While we continue to “enjoy” the bright sun of summer 🥵 we are ready to start sharing our next Public Test Branch (PTB) to the entire community!
HIGHLIGHTS
🛣 New Awakening Quests > Specific per faction
What did we change? We move from a shared quest for everyone to specific quests and dialogues depending on the major factions, as not all of them see and react to the events the same way.
⏳ Disabling Simultaneous Turns
We disable part of the simultaneous turns. What does it mean? The AI won’t move any of their units until the player hits 'End Turn. But they will be able to react to diplomacy, building their districts, etc.
This mitigates the feeling of “AI hunting” while enabling that AI can react to player requests.
🧬 Asymmetrical Minor Factions
Minor Factions are an important part of the journey of every player on Saiadha as they are native to the planet and players are engaging with them constantly. We are increasing the difference between each other to make them more unique and to offer different playstyles, both economic and military, for the players.
🦗 Necrophage buff
We heard your feedback about Necrophage being undertuned (while playing with them not against 🤣). And we do agree that, to a certain extent, it was a bit hard to recover if you were behind everyone, that's why we have buffed them a bit!
so to start you found your capital and then you have essentially 1 scout plus a 2 person army that can somewhat survive some combats, but you clearly need like 2-3 infantry in an army to go from “some” to most.
At the same time you want fortification for district level up, the basic science, production/food and influence buildings, and you seem to need way more production after you build like 2 districts so you need to invest in works districts too. and founding a new city isn’t happening so you only have 1 production queue. you can probably attach 1 camp.
then there is the quest. which branch of the quest to pick. on one hand the exploration can be done in parallel with all of this, but I sometimes find my mosaic halls spawning like halfway across the world in enemy territory so…
is there some general way to prioritize all of this?
so I feel like every early game goes the same. im out doing my exploration. mostly havjng my hero and swordsman in one army and scout out grabbing the early quest stuff like go search the nomad hut and go find the mosaic halls. sometime in that realm I found like 1 camp and am mostly researching and building basic improvements like the plus science and plus influence buildings to ge my camp into my capital asap. I find the necrophage they attack me I get curb stomped my camp is burned down or capital sacked. what exactly am I supposed to do? I feel constrained by the fact that turning my camp into a city is a pipe dream this early, and having one construction queue makes building early military such a drag on getting up and runnin. any ideas?
After playing a game on novice to get familiar with it and kicking ass, I got beat by a faction in last place (based on score) but who achieved the Worship victory conditions. Looking at the the Worship, Impress and Mastery conditions, they appear to be insanely complicated. For mastery you have get a specific late game tech to control Doomwraiths and then collect seven of them. That seems like a lot of tedious busy work. I am going to turn all three of them off and go with the easy to understand domination.
However, I am curious what victory conditions most players are achieving and with which factions?
After recent updates, the AI has gotten more competent and much more aggressive. So here is my attempt at putting together a custom faction build for endless difficulty:
Blessed by the Sages: Tahuk affinity for access to holy oculum actions (actually only for eternal sunlight)
Illuminated Foes: Combat affinity is not important for this build. I kept the Tahuk combat affinity and units because of wrath bearer artillery, but this can be swapped out for any faction's military which you prefer.
Hoy and Ladhran: Hoy and Ladhran pops give +2 influence on citizens and scribes, and their first collection bonus unlocks an improvement for +2 industry on citizens. They get food bonuses for their second and third bonuses. These bonuses fit the Tahuk affinity best, with early game influence generation (on citizens so we can grow more pops), and later food and industry which will be multiplied by eternal sunlight. Inferior Imitation (Horatio) is probably actually stronger, but micromanaging pop growth queue of every city every turn to optimize their food bonus is a bit too much.
Cohabitation: This provides a much needed early game economic boost, since your first protectorate will be free, saving precious influence and potentially getting free minor faction pops earlier. Reduced a pop collection thresholds to unlock the bonuses mentioned above is also quite nice.
Suburban Dream: This is a really strong trait because it doesn't function as described in the faction creation screen. It's supposed to limit you to 1 of each district in each city, but it doesn't do that, you can build as many as you want. And it's not described in the trait, but your districts produce more resources when leveled up, and you start with all district types unlocked so you can skip researching them.
Emotional Intelligence: Another really strong trait, it turns diplomacy from something you ignore into your main source of science. Each treaty and declaration gives a massive boost to your science income, enough that in an 8 player game you can easily start researching final era tech before the second tidefall, even if you ignore building laboratories and researching science tech. Of course, it also charges your eternal sunlight action.
Barter System: An extra 10 trait points for losing access to dust districts, except that this gets overriden by Suburban Dream so it's actually just 10 free points. (I think it also swaps some of your dust-related tech options but the tech is probably of comparable utility).
Idol's Grace: Level 3 districts combos well with Suburban Dream due to the increased bonus (and the cheap housing districts to fill out surrounding tiles).
Religious Fervor: Gives 2 influence on level 2 and 3 districts, which is okay but not that strong by the time you've built up a bunch of districts, influence is already not as valuable. But at least you don't lose access to forums because of Suburban Dream, and I couldn't find any trait that was more valuable.
Force Truce: Feels like it's pretty much mandatory to take this trait on Endless difficulty. Otherwise the AI will declare war and walk up to your cities with 2 full stacks before you have the economy to do anything. As long as you keep a small reserve of influence, you can play the game totally ignoring the AI's military and settling wherever you want.
Every Last Drop: More dust is good, especially early on when you need dust to buy out early constructions to start snowballing.
Tahuk Political Stance - Pious: Annoyingly, currently bugged and doesn't work, since pious is the best stance. Picking this puts you in Open stance instead, so at least you still have access to eternal sunlight, albeit only at 50% effectiveness.
Field Scientist: Science on hero level up is great early game before you meet the other factions (and have influence to spare on diplomacy).
Any thoughts on any further optimizations? Or alternative builds which can contend with Endless difficulty?
We have been working on it since Early Access began. It was a rebuild of everything but its finally in and available for everyone.
So I'd love any feedback on if it's working for you. What you like, what you don't like.
I think the quest objectives and reward need balancing. We are adding the ability to have the battles based on the stage of the game (currently you get the same army to fight if its turn 2 or turn 200). So that's one of our big tasks for the next update.
We are also putting in faction specific victory quests so that you aren't going through the same victory quests no matte what faction you play.
Anything else related to the quests that we should be looking at?
We're running a small initiative (the finance team may not be super happy about it)
For every Steam review on any of our games, the dev team earns a croissant (yes, we couldn't go more stereotypical with the croissants). If you reviewed the game in the past, it won't count (thanks for the review!).
BUT If, for example, you did post a review on El2 but not on other previous titles you enjoyed (like HK, El1, ES2), then it might be a good time.
And just to be clear: positive or negative, every review counts. We simply love hearing your feedback.
From our side, we wanted to do a small celebration to recognize all the hard work the team has been putting into the game, both on the content that is already live and on what has yet to be revealed
Here is a quick recap of our latest updates
Endless Legend 2
We recently released our biggest update yet: Retold Tales, with a major focus on community feedback and improvements suggested by players.
A message from the Game Director, Derek >📣│el2-news
Humankind
At the end of April, we released our latest scenario, War in the Pacific, with a focus on Naval gameplay. Have you had a chance to try it yet?
Already left a review?
Then thank you! If your opinion has changed after recent updates, you're always welcome to revisit it and share your latest thoughts with the community
Steam Summer Sale
And yes, we're also taking part in the Steam Summer Sale too! There are great discounts across our catalog, making it the perfect time to jump into a game you were missing or convince a friend to play with you
We want to take a moment to thank everyone who has been sharing feedback since the very beginning. And today’s patch strongly focuses on player feedback, especially on one of the most discussed topics: the game’s narrative experience.
HIGHLIGHTS
All these highlighted changes are based on your feedback. Thanks for sharing your thoughts with us!
📜 New Quest Window
We’ve rebuilt the quest interface to make storytelling smoother, richer, and more engaging.
At the beginning of the Early Access, the community shared their disappointment about how the narrative presentation from ENDLESS Legend 1 was missing, and that the experience felt “too click-heavy”. This is something we couldn't change quickly, and we have been working in the “shadows” for months to improve this crucial part.
🖼️ More 2D art
Reworking the quest window was a great opportunity to add more 2D art, something many of you had asked for.
This update introduces new artwork across Major and Minor Factions, reinforcing their uniqueness and presence in the world.
📝 Kin of Sheredyn & Necrophage Quest Improvements
Both factions received plenty of feedback on the narrative part. Both factions have plenty of changes on quest, tone, choices, etc.
⚖️ Resources Window Enhancement
Three major additions that have been heavily requested by the community:
- Auto-sell resources above max stock to the market
- Bulk buy/sell
- Auto-renew Booster
The entire team is grateful for the continued support. If you have a spare minute, leaving a Steam review means a lot to us, and helps us continue building updates like this 💖
Can someone please make Endless legends 1 lore videos? I would really love you see series of lore videos explaining the universe, Auriga, main factions, minor factions, how did they end up there and the aftermath. I think would be great series to watch just like we do for elder scrolls lore or elden ring lore.
I'm new to the game and am testing out the roving clans in a solo game. I just recently set up a third city in Grodej and built a cargo port with the intention of having it trade with either of my other two cities, but it seemingly won't form a trade route. I spent a while trying to look online, but found nothing about why this might be the case. As I understand it, ports should connect as long as there is uninterrupted water between them. All of my cities have extra trade route slots and cargo ports. I'd be grateful if anyone could explain what's happening here.
"It’s great to see such major changes coming in this month’s update. Internally the team has been working hard on them and artists continue to focus on producing more amazing 2d art. We have shifted the programmers to working on bugs more than new content and the game designers are hard at work on balancing and pacing the game."
Discover the major changes that will arrive on Retold Tales Update 🔥
Today we are super excited to share with you that you can join the next Public Test Branch [PTB], as it is loaded with a lot of cool things, and more importantly, with improvements in areas that have been heavily requested by the community.