ENDLESS™ Legend 2

ENDLESS™ Legend 2 Update #16 - Echoes of Creation

Version
Update #16 - Echoes of Creation
Version Date
March 12, 2026
Links

Patch Notes

Update #16 - Echoes of Creation

[p]​Hello there! [/p][p align="start"][/p][p align="start"]After some weeks of PTB, we are now ready to release the next update, Echoes of Creation! [/p][p align="start"]Thanks to everyone who has participated and shared feedback or reported issues 🌟  [/p][p align="start"]
[/p]

Highlights 

[p][/p]

Custom Factions 

[p align="start"]Here, the goal is clear, letting the imagination of players go wild and allowing them to create interesting/Overpower/Absurd/crazy factions. [/p][p align="start"] [/p][p align="start"][/p][p align="start"]Here is an example of a nice Necrophage that will spread Coral and perhaps heal their units like Last Lords 🎃 [/p][p][/p][p align="start"]If you are interested in knowing more, do not hesitate to check the fun blog made by Nitya, one of our game designers 👇 [/p][p align="start"][dynamiclink href="https://store.steampowered.com/news/app/3407390/view/533250483852148831?l=english"][/dynamiclink][/p][p align="start"][/p][p align="start"]🚨  A little disclaimer 🚨  > There are no quests (from the main major faction quests) for Custom Factions!  This has some effects, for instance, the Chosen unit is not available (as it is unlocked by completing the quest). [/p][p align="start"]Also, Custom Factions are not available to be played in Multiplayer. We are working on this![/p][p align="start"]  [/p]

District View 

[p align="start"]What is it? It is a new visual layer you can activate in the bottom-left of the screen, which will indicate with colours + icons the type of buildings in your city. It will help those of you who wanted a clear and quick view of all the buildings you had. [/p][p][/p][p align="start"] [/p][p align="start"]Above 👆, you can see the icon and colours surrounding the buildings. But if you zoom out for the strategic view, we move to a “simpler view”, mainly showing coloured icons 👇 [/p][p align="start"]  [/p]

Endless Monsoon 

[p align="start"]Around the end of the game (around the latest 30 turns before finishing the game, on normal speed), the Endless Monsoon will trigger! This will have a direct effect on Saiadha, making the world darker and more dangerous for everyone 😨 [/p][p align="start"]
[/p][p align="start"][/p][p align="start"]Be careful, as it will unleash the Keeper of the Depths 😨[/p][p align="start"] [/p][p][/p]

AI Improvements 

[p align="start"]In this update, we have improved the AI in several aspects, such as: increasing its desire of expansion into new territories, better fulfilment of victory conditions, finer population allocation, enhancement of the use of defense instance in battle, etc. [/p][p align="start"][/p][p align="start"]This is an ongoing topic to improve, but since there are quite a few elements, it deserves a bit of attention, so feel free to share your thoughts 💡 [/p][p align="start"]Cannot wait to see the evolution and your feelings afterwards!! [/p][p align="start"] [/p]

Special mentions 

[p align="start"]Here is a small section to highlight additional improvements that are easy to miss on the changelog but that still deserve some attention 👇 
[/p]
  • [p]✨Added a pin to quickly build extractors, Lord Estate, and rebuild minor faction villages 🎉 [/p]
[p][/p][p align="start"]As your city grows, you can have new available extractors far away, and that is why we included a visual indicator on the side of the screen (max 5). 💡 If you click on them, it will take you to the location as well.[/p][p align="start"]This is something that was available as well on EL1!  [/p][p][/p][p align="start"][/p][p align="start"] [/p]
  • [p]✨ Aspects Balance: we have slightly changed their battle affinity, made some tweaks to Force Truce, adjusted certain technologies and more. [/p]
  • [p]✨ Added reinforcement to the power estimation of an army  [/p]
[p align="start"][/p]
  • [p]✨Improved the overall look of the diplomacy screen + the display of war management
  • It is a small detail, but previously, you had all the options displayed, but then you couldn’t click on certain ones (like offering a surrender when you are winning the war). Now it will be more straightforward and intuitive for players  [/p]
[p align="start"][/p][p align="start"][/p]
  • [p]✨ Changes to world generation > More lakes overall and increase the base territory size [/p]
  • [p]✨ Additional balance regarding the Victory Conditions > they should be more accurate in relation to the generated map  [/p]
  • [p]✨ Added a Content Management tab to highlight update details [/p]
[p align="start"] [/p]
[p align="start"] [/p][p align="start"]Here 2 amazing Custom Factions made by some of our game designers.
What do you think? Easy to win?[/p][p]​[/p][p]​[/p][p align="start"][/p][p align="start"][/p][p align="start"][/p]
[p align="start"][/p]

CHANGELOG

[p][/p]

Custom factions 

  • [p]Added custom factions feature, share with us your creations! [/p]
  • [p]Improved the custom faction creation menu > Thanks for your feedback 💖[/p]
    • [p]Inverted the points system (we're now increasing spent points until we reach the max, not the other way around)[/p]
    • [p]Changed points to be always visible in each window with max value[/p]
    • [p]Added points used in each table[/p]
    • [p]Fixed reset button being available when it wouldn’t do anything[/p]
    • [p]Updated the random button to be always available, it will clear the selected traits when clicked on it and randomize the choices[/p]
    • [p]Added category icons in faction traitsI[/p]
    • [p]Improved the display of the population art[/p]
    • [p]Improved visually the whole menu[/p]
    • [p]Improved the quality of the illustration of populations and leaders in the custom factions creation menu[/p]
    • [p]Fixed and improved some trait descriptions
    • [/p]
    • [p]Fixed “Relic Seeker” forcing you to found the capital on the first turn[/p]
    • [p]Fixed buyout cost being 0 with the trait “Dust Economy” when you have a councilor with the trait “Hard Bargainer”[/p]
    • [p]Fixed impossibility to build “Monument of the Lost” district with the trait “Dust Economy”[/p]
    • [p]Fixed impossibility to build “Lord’s Estate” district with the trait “Serfdom” (thanks Woodrow Basehead for the report!)[/p]
    • [p]Fixed farm district having placeholder images[/p]

    Endless Monsoon

    • [p]Introduction of the Endless Monsoon feature[/p]
      • [p]It will trigger around +/- 30 turns prior the turn limitation[/p]
      • [p]Fixed save retro-compatibility: if you load a save that should have the endless monsoon with the final boss, it will spawn on the next turn[/p]

      Major Factions

      Aspect 
      • [p]Changed Battle Affinity:[/p]
        • [p]When any unit defends, other units gain the (non-stacking) Harmonized Status[/p]
          • [p]Harmonized grants +25% Damage[/p]
          • [p]Harmonized is removed from all units when any of your units attacks[/p]
          • [p]Any unit ending its turn on a Coral tile will gain shield equal to 10% of its max Health [/p]
          • [p]Replaced a placeholder icon for the force truce in technologies [/p]
          • [p]Force Truce balancing
          • [/p]
            • [p]Increased force truce base cost by 20%[/p]
            • [p]Increased from 100 to 250 the additional cost after each force treaty signed[/p]
          • [p]Updated the following technologies:[/p]
            • [p]Moved Ascetism tech in era 1 from Society technology quadrant position to Economy technology quadrant position[/p]
            • [p]Removed “+4 Dust on Farm Districts” in the Dustnomics tech in era 3[/p]
            • [p]Reduced from +3 to +2 Influence per pacified villages under protectorate in the Glorification tech in era 5[/p]
            • [p]Replaced “+8 Dust on Farms Districts” by “Add Dust equal to Food produced by Farms Districts” the Tolls and Taxation tech in era 5[/p]
            • [p]Updated the improvement Hall of Harmony from “+1 Influence on Corals in City's Territories” to “+10 Food and +1 Food on Corals in City’s Territories”[/p]
            • [p]Increased the Aspect's Works synergy effect from +2 to +4 Industry for each adjacent Ridge[/p]
            • [p]Fixed force treaty available turn 1 (it needs a tech in era 2)[/p]
            Kin of Sheredyn 
            • [p]Added tooltips to the notification when unlocking new empire actions [/p]
            Last Lords 
            • [p]Removed the possibility to build Lords Estate on destroyed villages: they can only be built on pacified/rebuilt villages to streamline costs and avoid doubling districts in construction menu > this helps to avoid bugs & edge cases[/p]
            • [p]Improved the tooltip of the Lord Estate district[/p]
            • [p]Replaced some technologies and improvements that were about food:[/p]
              • [p]Added +4 Dust in Sanctity of Nature (Improvement)[/p]
              • [p]Added +4 Dust on Capital in Civil Order (Technology Era 1)[/p]
              • [p]Added +5% Dust in Lodging (Improvement)[/p]
              • [p]Fixed missing localization key showing “NotEnoughMoney” when trying to specialize an unit (thanks Bearing for the report!)[/p]
              • [p]Fixed double item to repair a village as Last Lords[/p]
              Tahuks 
              • [p]Updated Called Population Tier 1 Bonus to a 25% reduction of SGE Actions [/p]
              • [p] Fixed 6 nested tooltips for Called Population and the different stances [/p]
              [p align="start"][/p]

              Minor Factions

              • [p]Reduced the chance of having 3 minor faction villages in a territory by 14%Reduced the chance of having 3 minor faction villages in a territory by 14%[/p]

              Quests & lore 

              • [p]Added the endless monsoon around 30 turns before the end of the game which will spawn the Jailor for a final battle [/p]
              • [p]Improved the Necrophage, Kin of Sheredyn and Last Lords main quest texts [/p]
              • [p]Randomized the traits given in the narrative victory quest [/p]
              • [p]Improved multiple quest objectives to better explain them [/p]
              • [p]Improved the tooltip of the trait “Godrays” earned in the quest “A Gamble” [/p]
              • [p]Added tooltips in the chapter 3 of the Last Lords quest’s objective [/p]
              • [p]Improved the quest “The Dishonest Soldier” [/p]
              • [p]Rebalanced quests that use fortifications after the rework of militia [/p]
              • [p]Display Endless typo when needed [/p]
              • [p]Improved the objective of the quest “The Nose Knows” [/p]
              • [p]Improved the objective of the quest “A Fine Beast” [/p]
              • [p]Fixed the chapter 6 of the Tahuks’ quest [/p]
              • [p]Fixed the army spawn in the quest “Rotten Flowers” [/p]
              • [p]Fixed multiples events preventing them from appearing or showing the correct choices [/p]
              • [p]Fixed a minor faction quest where you would require to deliver a unit to a village, but it would spawn right next to the village [/p]
              • [p]Fixed dialog repeated in the quest “The Nose Knows” (thanks Zefi for the report!)[/p]
              • [p]Fixed multiple issues with the quest “Murder Must Foul” [/p]
              • [p]Fixed the quest “The Minstrel” not failing if Javal Requ is defeated [/p]
              • [p]Fixed the objective of the quest “The Missing” [/p]
              • [p]Fixed quest “Dishonest Soldiers”[/p]
              • [p]Fixed missing negative effect on the army spawn in th quest “The Minstrel” [/p]

              Military 

              • [p]Added reinforcement in the power estimation of an army [/p]
              • [p]Fixed tooltip for the passive skill “Spectral Strike” [/p]
              • [p]Fixed “Nature of the Beast” ability [/p]
              • [p]Polished the militia tooltip [/p]
              • [p]Balanced active skills and base attribute of heroes
              • [/p]
                • [p]Active Skills that were +2 per Might/Level & +8 per Determination=> Changed to => +3 per Might/Level & +6 per Determination [/p]
                • [p]Active Skills that were +3 per Might/Level & +10 per Determination=> Changed to => +3 per Might/Level & +6 per Determination [/p]
                • [p]Active Skills that were +4 per Might/Level & +12 per Determination=> Changed to => +4 per Might/Level & +8 per Determination [/p]
              [p]​We saw that determination was a bit strong 🔨 NerfHammer 🔨: [/p][p]Active Skills scaling were tweaked to reflects on this[/p]
              • [p]Base attributes went back to 4  of each as a base before traits application from the 3 they had in EA4. [/p]
              [p]This should help to compensate the loss of damage in early game power for heroes, this should also help heroes to specialize in 1 path of gameplay earlier[/p]
              • [p]Updated the final world hero to be stronger > +20%[/p]
              • [p]Replaced double click to equip by a single click[/p]
              • [p]Improved the selected feedback by dimming the other equipment cases[/p]
              • [p]Added preview and focus equipment on Steam Deck[/p]
              • [p]Fixed filter by clicking on an equipment slot not reset when exiting the window or changing tabI[/p]
              • [p]Fixed drag and drop activating filters[/p]
              • [p]Fixed drag and drop not working properly in specific cases[/p]
              • [p]Fixed VFX staying on an equipment slot[/p]
              • [p]Fixed animation played to all units when defending
              • [/p]
              • [p]Fixed wrong starting equipment weapon for most heroes[/p]
              • [p]Fixed skill “Paragon of Defence” (thanks to Natalie for the report!)[/p]
              • [p]Fixed skills “Recovery Shot” and “Patched Up” (thanks to Sedghammer for the report!)[/p]
              • [p]Fixed skill “Accusation” showing resilience instead of might in the skill tree (thanks to View619 for the report!)[/p]
              • [p]Fixed a misleading tooltip for the trait Supernova for a notable where it said that it would give intuition to all armies although that worked only on heroes[/p]
              • [p]Fixed skills teleporting units not working (thanks hannabal for the report!)[/p]

              Diplomacy 

              • [p]Improved the overall look of the diplomacy screen  [/p]
              • [p]Added victory path chosen by each empire in the diplomacy screen and the empire screen [/p]
              • [p]Improved the display of war management in diplomacy to only show available options[/p]
              • [p]Fixed treaties not working because they required Diplomat’s Manse technology (thanks Glass for the report!)[/p]

               AI 

              • [p]Improved the use of the defend action for AI [/p]
              • [p]Improved AI to be able to use updated abilities and skills [/p]
              • [p]Reduced the number of army built by AI and improved their decision on when to make more [/p]
              • [p]Updated AI to take into account the ephemeral status of their units [/p]
              • [p]Improved AI desire for expansion and to settle in new territories[/p]
              • [p]Improved AI motivation to win with the Glorify path[/p]
              • [p]Improved AI motivation to rebuild villages[/p]
              • [p]Improved AI motivation to complete the science objective of the victory conditions[/p]
              • [p]Improved the desire for AI to claim Territories with Villages and Natural Wonders[/p]
              • [p]Improved AI motivation to complete the territory objective of the victory conditions[/p]
              • [p]Improved handling of city cap by AI[/p]
              • [p]Improved AI decision around population slots and food[/p]
              • [p]Improved war strategy of AI empires:
              • [/p]
                • [p]Improved their process before engaging in a war[/p]
                • [p]Improved AI assessment to evaluate the power of an empire and compare it to theirs[/p]
                • [p]Reduced random aggressions from AI to make war and alliance more meaningful[/p]
              • [p]Improved how AI handles the defense action in battle[/p]
              • [p]Improves AI decision to build more extractors[/p]
              • [p]Improved AI in combat in different situations[/p]
              • [p]Fixed multiple technical issues[/p]
              • [p]Fixed an issue where the AI would always defend and never attack when they have a very high defense[/p]
              • [p]Fixed an issue where the AI would not increase its Cities' Territory Cap to expand [/p]
              • [p]Fixed an issue where an AI decision would take a huge amount of time due to an oscillation in its Armies' regroup algorithm [/p]

               World 

              • [p]Improved the world generation of territories [/p]
              • [p]Added strategic resources to rewards of more advanced fortresses [/p]
              • [p]Increased the probability of lake spawning:[/p]
                • [p]By 100% in the Average setting[/p]
                • [p]By 100% in the Many setting [/p]
                • [p]Increased the size of Territories:[/p]
                  • [p]By 25% in the Normal setting [/p]
                  • [p]By 20% in the Large setting[/p]
                  • [p]Increased the River presence in the Normal setting by 15%[/p]
                  • [p]Fixed an issue where the map would not be generated and trigger an error[/p]
                  • [p]Fixed tiers 5 and 6 strategic ressources not appearing in some cases (some issues may persist, we’re looking into it)[/p]

                  Monsoons

                  • [p]Removed health regen in the curiosities during monsoon[/p]
                  • [p]Reduced spoils of war gains from +100% to +20%[/p]

                  General UI 

                  • [p]Added a menu “Content Management” to see the Supporter Pack and past Updates details [/p]
                  • [p]Improved the list of traits in the faction selection screen [/p]
                  • [p]Added the population in the faction selection screen [/p]
                  • [p]Added a warning when the map size is not consistent with the number of players selected [/p]
                  • [p]Added QR codes to updates in the content management screen for all updates to access the changelog (except current one)[/p]
                  • [p]Added icons to titles in all full screens UI[/p]
                  • [p]Added multiple VFX in the city UI for corrupted state, buyout, construction queue and population buyout[/p]
                  • [p]Added a VFX behind the empire actions[/p]
                  • [p]Added lore to resource deposit tooltips[/p]
                  • [p]Improved the pins on the side of the screen for extractors and minor villages rebuild (it will only display 5 at the same time and only in district mode, clicking on it focus it on the map)[/p]
                  • [p]Added new icons for a skill and categories in custom factions[/p]
                  • [p]Fixed extractors/villages pins shown when selecting an enemy camp[/p]
                  • [p]Fixed tooltip placement when buying out a population as Last Lords[/p]
                  • [p]Fixed tutorial hint not appearing for Lord’s Estate [/p]
                  • [p]Fixed district layer not saved in between games[/p]
                  • [p]Fixed “Beat traits gained” shown by default in “the story so far” tab in victory screen[/p]
                  • [p]Fixed missing translation in the fortification’s tooltip[/p]
                  • [p]Fixed missing text for a Last Lord affinity in the Custom Faction creation[/p]
                  • [p]Fixed content management screen displayed correctly on 16:10 monitors[/p]

                  City Construction and Economy 

                  • [p]Added FIDSI-colored view for districts in the city in addition to the schematic zoomed-out view (you can activate it with the button on the bottom left) [/p]
                  • [p]Improved the tooltip for districts about the way to level them up [/p]
                  • [p]Added a pin to quickly build extractors, Lord Estate and rebuild mF villages[/p]
                  • [p]Balanced the approval [/p]
                    • [p]Removed starting Approval bonus of +10 on Capital [/p]
                    • [p]Reduced Approval gains of 5 Improvements unlocked through Techs [/p]
                    • [p]Removed 3 Improvement effects granting pop slots to all vocations, which may lead sometimes to have Destitute pops (= Approval penalties) in your cities if you never build Communal Habitation Districts. [/p]
                    • [p]Replaced one Era 2 Improvement effect giving pop vocation slots by an effect giving +5% Ind and Food bonus when Approval level is Content [/p]
                    [p] Based on the statement that it is currently too easy to maintain a Content level of Approval without any effort, the following changes should help considering Approval level a bit more frequently, without being too harsh[/p]
                    • [p]Reduced the number of strategic resources that can be found in Monsoon collectibles from 5 to 3[/p]
                    • [p]Reduced the number of empty collectibles on the map and make them trigger mainly on unclaimed territory[/p]
                    • [p]Reworked the improvement “Noquensii Playhouse” from giving Influence per peace to “+10 Stability on forums” and keeping the +1 Scribe per forum[/p]
                    • [p]Reworked the improvement “Hydracorn's Moonhollow” to give +10 Science and +2 Science per district level 2[/p]
                    • [p]Updated the following councilor traits:[/p]
                      • [p]“Mineralogist” from +8 science to +4 science per extractor[/p]
                      • [p]“Well-Drilled Watchers” from +20 Approval on Cities to +10 Approval on Cities[/p]
                      • [p]“Botanist” from +4 Science to +2 Science on Forest Tile[/p]
                      • [p]“Field Scientist” from +10 Science to +5 Science per Pacified Villages under Protectorate[/p]
                      • [p]Increased the Works synergy effect from +1 to +2 Industry for each adjacent Ridge[/p]
                      • [p]Removed mentions about mines to only mention extractors[/p]
                      • [p]Fixed gamepad UI shown when clicking on an extractor[/p]
                      • [p]Fixed “Rebuild Village” district not working in camps[/p]
                      • [p]Fixed “go to tech” button for the Kin of Sheredyn’s forum district not working[/p]
                      • [p]Fixed extractors and havens not counting towards adjacency district level up (working only on new saves)[/p]
                      • [p]Fixed Lord’s Estate tagged as a dust district instead of science[/p]
                      • [p]Fixed “Matriarch's Eye” tooltip being about Production instead of Influence[/p]
                      • [p]Fixed the "Granite Defenses" councilor trait shown twice[/p]
                      • [p]Fixed the "Solar Strobe” improvement’s description[/p]
                      • [p]Fixed "Celestial Guidance" Improvement (thanks POLSKI MASTER for the report)[/p]

                      Victory Conditions

                      • [p]Balanced victory conditions for dungeons, minor faction villages and territories
                      • [/p]
                        • [p]Now it should be more accurate on relations of the map generated and adjusting some additional values.[/p]
                      • [p]Balanced traits given in victory conditions by removing synergy effects of Monument of the Lost and removing horrors from Doomwraith spawn given[/p]
                      • [p]Balanced and fixed multiple key beats:
                      • [/p]
                        • [p]In Impress path:
                        • [/p]
                          • [p]Removed science malus[/p]
                          • [p]Updated Influence bonus to +5% Influence and +2% per Pacified Villages under protectorate[/p]
                        • [p]In Glorify path: Changed food consumption reduction to percentageIn Glorify path: Changed food consumption reduction to percentage[/p]
                        • [p]In Master path:[/p]
                          • [p]Fixed trait negating corruption[/p]
                          • [p]Fixed broken battle ability[/p]

                        Visual 

                        • [p]Made curiosities visible in forests[/p]
                        • [p]Increased the size of the Jailer to make it more epic[/p]
                        • [p]Improved the contrast between cliffs and the ground on the Endless Complex and Volcanic biomes[/p]
                        • [p]Improved the Endless Monsoon lighting[/p]
                        • [p]Improved the FIDSI district layer[/p]
                        • [p]Improved the luminosity in the monsoon[/p]
                        • [p]Optimized the Endless Monsoon[/p]
                        • [p]Fixed some districts not showing fortification[/p]
                        • [p]Fixed an issue where the FIDSI on tiles would disappear for multiple seconds when staying in a full screen for too long [/p]
                        • [p]Fixed an issue where the FIDSI would disappear on adjacent tiles of a spore when placing it [/p]
                        • [p]Fixed territory borders disappearing on wider screens (thanks WidOWZ for the report!) [/p]

                        Audio 

                        • [p]Added sound to quest points of interest [/p]

                        Misc 

                        • [p]Improved the tutorial flow and texts [/p]
                        • [p]Fixed backward compatibility on some EA 4 saves[/p]
                        • [p]Fixed the reinforcement hint on Steam Deck [/p]
                        • [p]Fixed the luxury stocks hint on Steam Deck [/p]
                        • [p]Fixed the evolving camp hint on Steam Deck [/p]
                        • [p]Fixed missing texts when it’s impossible to place districts [/p]
                        • [p]Fixed missing text for rift teleporting [/p]
                        • [p]Fixed 15 technical issues [/p]
                        • [p]Fixed multiple nested tooltips (for example the improvements in technologies)[/p]
                        • [p]Fixed Endless and Fast game speeds stating wrong turn limit in their tooltip[/p]
                        • [p]Fixed missing texts for the “Something on the Shore” quest’s rewards[/p]
                        [p align="start"][/p]
                        [p align="start"][/p][p align="start"]Let us know your thoughts on the different changes and share your crazy custom faction![/p][p align="start"]Next week, we will have Derek with the next State of the Game 🧠[/p][p align="start"][/p][p align="start"]Have a nice day! ^-^[/p]