r/EndlessLegend

Retro Review: Endless Legend

Retro Review: Endless Legend

Here is a Retro Review I did recently for Endless Legend 1. I hope the community finds it enjoyable! I covered the game, DLC, mechanics and overall recommendation.

youtu.be
u/Krydia_Seriphzion — 4 days ago

See above.

What if, each unit you have multiple copies of, makes the next cost 10% more Production? This would incentivize more diverse armies, using Village units, and also act as an anti-snowball mechanic for warmongers that are soaring ahead.

That way, you would also actually have to engage with the weaker parts of a roster too.

EG you might suddenly find it efficient to have a weaker wing-army of Sentinels and figure out a use for them, even if you already have a legion/chosen armour stacked doomstack.

u/Which-Worldliness556 — 7 days ago

Feedback: Sheredyn should have a building reduction cost for adjacent district

I've been thinking about the new construction cost update, and honestly, I like the new system: it encourages you to be more cautious and not overdo it. However, I feel like the Sheredyn are penalized more than any other faction. One of their core strategy involves building many adjacent districts and reach level 2 or 3 , but this makes it harder to build specialized districts over time, preventing you from building or annexing territories for fear of skyrocketing production costs. Furthermore, you're incentivized to annex territories rather than create new cities, making it even more difficult to consistently grow your cities without having to give up essential districts like the trading post.

Sheredyn doesn't have inherent industry bonus apart their population bonus, nor they have dust or food bonus. It is jarring to have a faction that should be the builder type having such a hard time.

My hot take is to give for Sheredyn a unique reduction cost for district built adjacent existing ones, that not only help them keeping up with other faction bonuses, but also make it more thematically: Sheredyn drive in unity and adjacency, not only in combat but also in their way of managing settlements, districts built afar from each other get logically punished for lack of supply chain.

My suggestion is this, what do you think?

reddit.com
u/Lasburra — 4 days ago

We are ready to start the next PTB for the following update! 

A few weeks ago, we released the Voice of the People update and a following update to start solving the district cost issues. Now we will be able to try all the changes for these. 

 📜 READ HERE ALL THE CHANGES

HIGHLIGHTS

⚔ Combat Retaliation

Let’s start with the basics: What does it mean? When a player attacks an enemy unit for the first time, the enemy performs a counter‑attack that deals 70% of its base damage. 

We think it will improve, even more, the combat. Here are the main goals behind the change 

  1. The first goal is to create attrition in fights and limit the alpha strike potential 
  2. Second goal => 1 more thing to consider in battle while taking decisions & creates an oportunity of content & units personality (fuck those pesky ochlings)

 

 Even if this could generate a quick reaction (good or bad), please try the change and let us know what you think. Perhaps there are areas we can tweak to improve it. 

https://preview.redd.it/neje5s6fvizg1.png?width=911&format=png&auto=webp&s=33ae95e622c397fc0bf83deeb54ce9147fe29cfc

Due to this change we have tweaked all units in-game, from an overall increase on HP to adding interesting new effects on certain units (the game designers had a good time including dedicated passives for certain units). 

Lastly, we have changed some other areas, related to combat/units, so please take a look at the full changelog. 

 

Currently missing on the PTB / Known Issues

There are two elements that are not YET in the game, but that will arrive on the update 

  • Better UI feedback > to let player now which units can/cannot retaliate 
  • Include retaliation in the math's for the Instant Resolutions 
  • [Solved next week] The retaliation damage preview shows too much damage; you actually only take about 70% of their damage
  • [Solved next week] Broken Focus is still applied in the forest

 

📊 District Scale Cost

We have been following the subject since the moment the community started talking about the topic. We have been “cooking” internally on the solutions to the topic, and here we are. 

A few weeks ago, we did an initial patch to solve the issue of what we are calling “Basic Districts” > Farm, Work and Communal Habitation. 

While the patch got a very nice reaction from your side, it proves that we were heading into the good direction and we algo noticed some funny outcomes   

https://preview.redd.it/gmxdcilhvizg1.png?width=960&format=png&auto=webp&s=0a37df14e3e182be7525e2977bb6b85727d114bd

There are several changes around this issue 

Basic / Elite district

This is not “purely” now, but now it is more evident the difference between the 2 type of districts. 

>

Even, if we already tweaked the basic district, it is worth to share in case any player missed the information. Here an example of the formula (but you will find all of them in the bottom)  

Before After
Farm cost formula 5000 min (50 + Target.DistrictCountAnyDistricts * 25)
Merchant's House cost formula 10000 min (149 + Target.DistrictCountMoney * 149 + (1 + Target.DistrictCountAnyDistricts / 1.2) ^ 3)

As we removed the exponential factor, even if it count the other district, it will have a much lower impact (+10 industry per district). Lastly, something I saw many of you asking, bridges will count in this +10 industry but they have their own scale cost separated.  

Foundation growth

As a part of the update, the team also tweaked how the game calculate the foundation cost. We also removed the exponential factor. Lastly, we reduced the max cost from 1000 to 500 influence.  

District Effects & Synergies

We enhance all districts to have “a puzzle system“ that will generate additional synergies between them. An example: Merchant house will produce additional Dust if closer to Work, but the Farms will generate less food if adjacent to Works. 

https://preview.redd.it/4n9qs4lkvizg1.png?width=1480&format=png&auto=webp&s=faa4b9e2201908a780e7235cbe3e81721adfa569

Population Vocations

In order to control a bit more how much influence and dust a player can generate we decided to do 2 big changes in vocations: 

  • Scribes now focus purely on Science (no more Influence) 
  • Citizens and Artisans give slightly less Dust, bringing them in line with the other changes

 

This change, also, will make more interesting some of the minor faction populations! 

https://preview.redd.it/trmik9gmvizg1.png?width=1309&format=png&auto=webp&s=556b5e7c017272fd6626795c75a33bec4041ec8c

💂‍♂️ Militia Panel

As we updated how the Militia works (territory-based with their fortification level) we wanted to improve how the militia was displayed.  

Before 

The only way was to mouse over to the fortification icon in your city 

https://preview.redd.it/zacvrzlnvizg1.png?width=824&format=png&auto=webp&s=994749b802805e819d21f067fecb2596ff21f06b

Now ✨ 

You have a dedicated window directly on your city panel. It make it way easier to distinguish all the units that form the militia from the main city + ministries attached.  

https://preview.redd.it/vaxa4djovizg1.png?width=665&format=png&auto=webp&s=d59838c148167c70bb8560d6555e48dee3635853

Remember that you can improve the militia units by investing on additional fortification, and also increasing their veterancy with certain technologies. 

 

----------------------------------------

🔊 What feedback are we looking for

  • 💥 Combat retaliation feelings
    • What are your thoughts about the new feature? 
    • Share specific examples on areas we should consider to tweak. Perhaps you will find that certain units might be quite stronger than others 
    • Do you feel it makes the combat more tactical or just “tedious”?

     

  • 📊 Districts Costs and Synergies
    • How does the new scale cost feels? Do you think they scale too much? 
    • What do you think about the new synergies of districts

  

If you have other things or topics, do not hesitate to share them with us as we will be reading them 💖 

----------------------------------------

How to access the PTB via Steam

  1. Go to your Steam Library. 
  2. Look for “Endless Legend 2”  
  3. Right-click on your Library entry and go to Properties.  
  4. Select Betas > and select “public-test-branch“

>

reddit.com
u/Daarkarrow — 8 days ago

I've started my first game of Endless Legend 2 a few days ago and as I've been playing through the tutorial I noticed that some of my districts cost significantly more than others.

I'm playing on the SteamDeck using the controller settings, but I can't seem to find a reason why the dust, science and fortification districts would cost ten times more than the food and industry ones.

Apologies if this is a known bug or I'm missing something, but it's got me confused.

u/Tyrant963 — 10 days ago
▲ 13 r/EndlessLegend+1 crossposts

Academy and Start of the Game Heroes Lore?

I am curious what is the lore of the game when you first start the game. For example. Playing United Empire as part of tutorial. I just start out with a planet and start spreading out. Did some quests until I get one that give me Starter Hero. His background says that he already out and around and became a legend who then left for Academy a mysticial school for Heroes. The quest to get him basically state that we know him and that he is in Academy and that we need to do something to make him want to join us again. Not to mention there is galaxy also quest to find Academy first. How did we know about Academy when it was unknown to us?

My question is how is he already out there beyond our system before the start of the game when we just start expanding. How did we already know of Academy? How did he even find Academy and us not know anything about it much less so know that he is at Academy rather than disappear and end up in MIA record when he disappear from the system?

I assume same is the case with other factions and their Starter Heroes. What is the lore here Am I missing something here? Maybe United Empire is already spareborne before start of the game? Maybe Academy or their heroes already visit United Empire homeworld before they went spaceborne and so they know of it long before they went space.

reddit.com
u/Necrorifter — 3 days ago
▲ 46 r/EndlessLegend+1 crossposts

https://preview.redd.it/u8lgx99pibyg1.png?width=800&format=png&auto=webp&s=f5066030e8b299389c3667607d6f77a71d74f35a

Another nice blog from u/DerekPaxton

📜 State of the game - April 2026

"We just passed 7 months in Early Access. 7 Months of feedback and consistent updates that (I believe) made the game better every month. The PTB program has been a great way to test new features before it hits the larger Early Access crowd. And, even more noticeably, sharing early plans with all of you has been very informative to help us get it right when we implement, or even skip implementations entirely when you let us know that you don’t want the change."

  • Recap of Voice of the People update and player stats

> Do not forget to check the Video Highlights in case you missed the update

  • What's Next
    • District Scaling Cost
    • More Balance
    • Writing changes
    • Diplomacy
    • World Generation
    • Additional Team Colour
    • More Distinct Minor Factions

https://preview.redd.it/cjymdcunkbyg1.png?width=3000&format=png&auto=webp&s=b62b9cbe4a7bf3f65962e88ccb9b52a434ad18a7

___________________________________________________________

Thank you for playing!

I hope you are enjoying the Voice of the People update. Your game analytics, survey responses, steam reviews, discord feedback, comments on reddit, steam and Amplifiers all help improve the game. We have a lot more to come. 

https://preview.redd.it/vsbkonv5kbyg1.png?width=1535&format=png&auto=webp&s=313ee632a1959857ca5997e1d69abd0bdff02bdc

reddit.com
u/Daarkarrow — 13 days ago

Question/Request for Devs

My bigest focus is on multiplayer. Because thats what makes the game alive longterm for me. Bugs, features, i believe that all of that will be perfect over time.
Right now, the game is played in multipalyer only by group of friends, and its imposible to have like open public lobby. Becuase noone simply join or host those. I hope that it will be better with release of the game.

So to my question about how to improve experience from multiplayer:

Will there be any ranked ladder? Meaning its at least partially regulated, so people have incentives to not leave the game, compete for second places etc?

Second problem with multiplayer is Time inconzistency of turns. One turn can take from 10sec to...in extreme 30mins(with big battle) even with all curent timers setted on their respective minimums. So its imposible to determine how long aproximately the game will last. Is there any option to force turn end while a battle is ongoing? (or at least set custom timer with like +2sec per unit in battle, instead of minimum of 5)

Third, to allow selfbalance of the custom trait, to be able to ban some of them >whitch can also lead to some data about whats offten banned and its neccesary to look at.
But i udnerstand that custom faction are more for fun than to be balanced around.

But point ONE is like my bigest issue/request.
Because i paly 4X strategies for a quite long time and i know it can be solved, yet almsot noone tryes to. For example Northgard solved it very nicely.

reddit.com
u/Tmazik — 3 days ago

Basically the title. I played the game 6 months ago and didn't have this problem.But now, in my campaign , everything besides workshops and farms take literally 300+ turns to finish. Workshops and farms take 2-3 turns, as normal. So what am I doing wrong? Thanks

reddit.com
u/ButtlordBonerjam — 6 days ago

I can now win on Stellar difficulty with a huge lead, finishing the game in 130 turns.

Reaching city level 3 fast seems to be the key.

u/Junior-Drink2967 — 12 days ago

First playthrough as Wild Walkers on Normal difficulty was a success, won the Wonder victory by turn 125! Explored and colonise lots of regions until turn 60, then gathered a small army to conquer my neighboring Necrophage and took all 3 of their cities, made peace with everyone else to get trade routes, and finished all 8 parts of the Faction quest and built the final wonder! I had a lot of valuable input from asking on this sub, so thank you!

For my next playthrough on Hard, I'm debating between Drakken and Vaulters:

- Vaulters seem like the basic vanilla human faction, but I did really enjoy have a strong ranged unit for the whole game, made most combats very fun and dominant. Also really enjoyed having strong science output from my first game, and these guys seem geared towards that as well.

- Drakken getting Language Square at start seems fun (I love picking up quests from Minor Factions), and the knowledge of everyone else's location is great intel. They do only start with a tanky infantry rather than high DPS ranged, which might make warfare less oppressing for enemy units. Also they seemed geared towards a Diplomatic Victory, but I think ELCP nerfed that victory type?

- There's also maybe Broken Lords and Roving Clans, because I really like buying things out with Dust.

Some stuff I've learnt from the 1st playthrough:

- I like settling 1 city on turn 20, 2 more cities on turn 40, maybe 1-2 more on turn 60, and then if I need more strategics then I'll make extras as needed, so 6 main cities + extras.

- I REALLY like having a high Dust income and just buying things out. Early game having high production is good, but by turn 60 as I'm expanding out, I much prefer buying out all the basic infrastructures of a new city, rather than waiting 3-5 turns just for a Mill Foundry or Empire Mint. By the end I had 15k dust in store to buy out all the legendary era wonders as needed.

- Heroes as Governors: I learned to buy a governor for most new cities, based on the Boost skill and their faction tree.

- Empire Plan: I didn't touch the military part at all, but the other 3 are all really good - 20% Science and 33% production discount is great, 25% buyout discount I believe also stacks, and +25 city approval is almosts always a must.

- Diplomacy: The easiest way to make peace is just gifting the AI a random tech (usually Imperial Highways for trade routes and roads, but almost anything works). Take map exchanges if they offer, but most of their deals are horrendous (20 titanium for an Era 4 tech, lol).

Some stuff I have questions about:

- District Expansion: I've read up the Triangle layout and the 2-tile-wide stick layout, but I almost never built boroughs for tile expansion because of the -10 approval, only building city improvements, and mostly expanded using the Legendary wonders (Museum, Megapole, Pearl Altar,...) and then lategame I picked up Abbey of Anomaly and the Intensifiers. Most of my cities stayed as 1 tile the whole way through, only the first 2 cities really gained meaningful expansions. Is that normal?

- Army: Wild Walkers have a quest where you need an army of 4 archers + 2 Minor Faction units to progress. And that was basically my entire army for the whole game, plus 1 or 2 Heroes I got for class-specific quests. I took out 3 Necrophage cities just with that main army, and then during Winter I split them up to collect pearls. Is that normal, or will I need more military on Hard or Serious Difficulty?

- Region size setting: my starting region had a weird snaking layout, and then several of the neighboring regions were flat out tiny. Should I up my region size from "Normal" to "Large", would that change this?

- This first game I turned on only a few expansions - Guardians for legendary deeds, Shifters for more engaging Winter, and then Lost Tales/Monstrous Tales because why not. I'm thinking of putting on Inferno this time as well since Dust Eclipse sounds cool. Probably not gonna do Tempest, Shadows, and Symbiosis yet because they seem to add too much. Does this sound alright?

If you have any input, I'll greatly appreciate it! Thanks everyone!

reddit.com
u/Megabot555 — 12 days ago