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[EL] ELCP v.2.7.4 패치노트

패러블갤로그로 이동합니다. 2021.07.30 02:03:19
조회 459 추천 4 댓글 1
														


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Changelog for v2.7.4:

General:

  • Ardent Mages Pillars now correctly project their effect beyond region borders. They also affect Fungal Blooms and Converted Villages.
    • Note that Cities/Blooms/Villages of other empires also benefit from Pillars
  • Fixed an old bug that caused abilities that a unit aquires while being embarked (for example by changing its equipment) to provide double the intended effect
  • Urkans can now spawn at a later turn if they miss their initial shot (due to all regions being settled) -It may take a few turns before an Urkan notices a free region
  • Fixed owned Urkans breaking the tile output preview for Volcanoformers
  • Land units can no longer embark through unstoppable tiles (Ruins and Villages) -This prevents rare cases where units could get stuck in small lakes
  • Hovering over an unpathable tile while holding the right mouse cursor should no longer tank performance
  • Made some adjustements to AI ticks that should improve lategame performance a bit
  • Adressed a rare issue were cultist AIs would attempt to convert overgrown villages, leading to all kinds of shenanigans
  • Fixed a rare issue where an AI being defeated by Cultists caused endless turns
  • The Military Screen can no longer be used to circumvent ELCP's army sale restrictions
  • Mercenary ships can no longer be hired into Fortresses that are currently engaged in combat
  • Fixed certain Quests (Morgawr Main Quest Chapter 8, Celebrating the Solstice) only being solvable by the host player
  • Magtay and Gauran villages are now correctly counted for Roving Clans Main Quest Chapter 7 (thanks marharth)
  • Fixed Drakken Faction Quest Chapter 5 only working on districts in the same City
  • The "Forged in the Melting Pot" pacification quest now properly locks the "parley" action for other villages in the region


Worldgenerator:

  • Random anomalies in custom maps now take the terrain they are placed on into account (so no more ice terrain anomalies on Volcanic Terrain)
  • Added support for imported tilesets to the worldgenerator
    • This means the world generator can now read custom tmx map files that require external tsx tilesets
  • Added support for custom randomization restrictions to the worldgenerator
    • This feature allows mappers to group random Points of Interest together (for example if all strategic ressource deposits in a region should roll the same value)
    • The list of possible randomization results can be restricted aswell (for example if a random luxury ressource from the first era should be rolled)
    • This feature needs the latest version of ELCMT to work
  • Added support for faction specific spawn points to the worldgenerator (programmed by Xephi-Zero)
    • Allows restricting factions to specific regions on custom maps
    • If no suitable spawn is found, the player will spawn on another spawn point that is not yet taken


UI:

  • Quest equipment no longer hides other equipment as "obsolete" in the equipment screen
  • The bonus FISDI of the "No More Ties" quest technology (Morgawr) is now correctly displayed in terrain tooltips
  • Improved display of the score screen when more than 8 empires are in play
  • The game will no longer notify the player about pending empire plans when loading a save game where the plan was already assigned


Balance [XML]:

  • Increased the passive income of Diplomatic Points gained from Alliances from 7 to 8
  • The "Forged in the Melting Pot" pacification quest now only requires 4 cities with population from pacified villages
  • Emeralds now also grant +50% Fortification Recovery
  • The Vaulter governing skill "Subterranean Networker" now has additional effects
    • Level 2: +0.5 Science per unused Fortification Recovery on Terrain with Strategic Resources
    • Level 3: +1 Industry per unused Fortification Recovery on Terrain with Strategic Resources
    • Works on Fungal Blooms and Converted Villages in the Capital region aswell
  • The Drakken governing skill "Cultural Ambassador" now has additional effects
    • Level 2: +1 Food per Approval above 100 on Terrain with Villages
    • Level 3: +0.5 Influence per Approval above 100 on Terrain with Villages
      • Works on Fungal Blooms and Converted Villages in the Capital region aswell
  • The Drakken governing skill tree has been rearranged
    • Friendly Banner is available earlier (when it is actually useful)
    • Raptors Eye now connects to Narrative Master and Defender in order to provide a better path towards Inspirational Leader
    • Cultural Ambassador now directly connects to Narrative Master, Cold Operator and Battlesaur, offering alternative skill paths for generals and governors
  • The Morgawr governing skill "Cult of the Tides" now has an additional effect
    • Level 3: +0.2 Influence per Approval above 100 on Terrain with Sea or Lake
    • Works on Fungal Blooms and Converted Villages in the Capital region aswell
  • Switched the Level 1 and Level 2 effect of the Morgawr governing skill "Ship Builder"; Level 2 now also adds +5% Industry
  • The Morgawr skill "Spy Glass" now also adds +5 Infiltration for spies and +15 security for governors
  • The Kapaku governing skill "Heat of the Hearth" now also grants +2 Food for districts on Volcanic Terrain
    • This Food boost works for all factions, even those who normally cant gather food from Volcanic Terrain
  • The Forgotten governing skill "Arboreal Dust Dowser" now connects to "Sang Froid"
    • While Forgotten Heroes will never make for premium governors, this change makes at least "Inspirational Leader" easier to reach
  • Incantation of Deluge now also deals 10% of a units max hp as damage at Level 5 (doubled on the center target)
  • Incantation of Restoration now also heals 7.5% of a units max hp at Level 5 (doubled on the center target)
  • Reworked Era 1 strategic equipment
    • These techs were highly undesirable, as the era didnt last long enough, the equipment was too expensive for its stats, and the tech cost progression generally meant more impactful techs were preferred
    • The following changes attempt to make Era 1 strategic gear a cost effective alternative to Era2 Iron gear (for early warfare)
    • "Advanced Alloys" now unlocks tier 1 Titanium and Glassteel Weapons, Armors, Accesories, and grants 20% cost reduction
    • "Advanced Armor" has accordingly been removed from the game (technically only hidden away, it is still in the files for backwards compatibility reasons)
    • The Brokenlords now have "Advanced Alloys" as a starting tech instead of "Advanced Armor"
    • The stats of all Era 1 strategic armor parts have been improved so that they can roughly rival Era 2 iron armor
    • The strategic and industry cost of all Era 1 strategic gear has been halved (except for Tomes and Insignias)


AI:

  • Single City empires should be more likely to leave some defending armies at home
  • Reworked the hero fitness calculation as the vanilla one has some glaring issues that could lead to nonsensical hero shuffling -For example governors aquiring new governing skills could actual lower their "governor fitness score" in the AI's eyes
  • Necrophages will no longer sacrifice ALL their population when approval is low
  • Embarked AI armies will now consider grabbing undefended Fortresses
  • AIs are less likely to trade away cities with wonders in them
  • AIs are less likely to trade resources away, when they fight a losing war
  • Fixed an issue where regions settled by Urkans didnt count towards living space tension, making AIs more pacifistic than it should be
  • AIs should no longer send their armies around the word to catch an Urkan instead of preparing for the war they are currently planning
  • Reworked the Broken Lords population buyout AI, as the old one was buggy and could lead to underdeveloped cities
  • Fixed AIs reapplying (worse) empire plans after loading a save where a plan was already applied
  • Fixed AIs not to searching ruins if other empires have quest running on them


Modding:

  • Extratypes of runtime modules can no longer be overriden by older (incomplete) lists
    • In practice this should improve backwards compatibility, specifically for Quest- and AI-Mods (although the latter shouldnt be used with ELCP in most instances anyway)
    • This also means modders no longer need to copy new types introduced by ELCP into their plugin file, ELCP will just keep the ones of its base module
    • Seperate mod versions for ELCP and Vanilla are not needed anymore (at least not for this specific reason) - the Vanilla version should work just fine under ELCP
    • ELCP specific types are marked in ELCP's base module file (Public\ELCP\Endless Legend.xml), look for comments starting with "ELCP" to find them

원문: https://www.games2gether.com/amplitude-studios/endless-legend/forums/15-modding/threads/30618-endless-legend-community-patch?page=43#post-323477



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