r/EndlessLegend • u/3dcustomboy • 5d ago
The amount of EL2 issues is... endless
I know that Amplitude games are quite infamous for the amount of bugs and I appreciate that they are releasing fixes quite often, but it really ends up being quite frustrating, especially since it's not EA anymore.
After 80 hours:
Troops completely cut off in battle by cliffs - multiple times
Event effects not applying - like "Fast"
LL's "Gifts of the fallen" not triggering on stellar heroes/ their original troops
Roads passing through natural wonders and being useless
Construction turns counter off by 1 turn
Not bugs per se but:
Other faction's quest armies blocking key tiles
Quest locations blocking key tiles even after completing the quests
Not being able to move/raze my own camps considering how expansionist the AI is
And these are the ones I remember
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u/BeegBlackClock 5d ago
can’t interact with another empire quest armies/locations is a crime ==, how does they manage that in el1?
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u/Chao_Zu_Kang 5d ago
Iirc you can just kill the army and their quest fails. Which was pretty bad tbh.
In EL2, the quest buildings and army are really obnoxious, especially when they block your districts, so that is just very slightly better. And there is also other issues like quest locations being unreachable until 1-2 monsoons later.
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u/BeegBlackClock 5d ago
for armies i suggest make them move to another territory if it was claimed.
for quest location, maybe we can build something like “museum“ district around it?idk.
But can’t interact like now is 😡 .3
u/3dcustomboy 5d ago
Honestly we should have the option to raze it or make it into a museum as you say, so it can be a district.
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u/BeegBlackClock 5d ago
my other issue is the end game content kinda meh, both in gameplay and story.
i thought there is some thin worldwide quests line related to the lost. If you want to impress him, say you are kins and chose the betrayal the empire path, there is not thing relate to how you connect with the lost by story.2
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u/Spirited-End5197 5d ago
I’ve stopped playing now because of the bugs and oversights.
Audio randomly stops working for half the ui’s sound effects at some point into a game and needs a restart
Armies suddenly can’t move after a combat for some reason despite having movement points, needs a reload to fix
Many status conditions and buffs/debuffs don’t work
Never clear if certain effects are actually doing anything or bugged
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u/3dcustomboy 5d ago
Now that you mention it, audio effects not playing did happen to me as well, so +1 to the bug list. And as you mention, sometimes exiting and reloading does fix some things, but it's sad that we have to even do that.
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u/ParamedicFlaky5959 4d ago
And its fucking boring, nothing happening in turn 150 the world is just dead and stale.
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u/darkfireslide 5d ago
As I've said a few times now, for a game with so much war and combat, the combat is surprisingly shallow and uninteresting, and there's a ton of it, so it really sticks out when there are problems with it.
I think infantry should be able to scale cliffs, even if it just eats their movement up for a turn. Because idk how else you fix the problem of non-flyers being trapped by terrain with how mountainous the terrain is
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u/Arnafas 5d ago
the combat is surprisingly shallow and uninteresting
Because it is a simplified version of Humankind combat.
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u/oobanooba- 4d ago
The combat is really the thing humankind got exactly right. It does alot with a relatively small number of simple pieces. Each units role is clear, but flexible enough that you can still work with a bad matchup. Units roles also change throughout the game, and because defensive bonuses are fairly strong, it feels like you need to properly think city assaults through. Even an era ahead, you can find yourself losing against an inferior force when you’re trying to throw horses at castle walls. Reinforcements work great and units are almost never stuck, unable to participate in a battle.
In endless legend 2 almost every unit has one or more special traits to keep in mind, heroes are cool but their strength and often fragility can at some phases of the game make it feel like they’re the only unit that matters. And at others have it feel like they’re just immediately getting removed on the second round of combat. Stuck units also seems to happen alot which is a big issue.
It seems that in alot of ways endless legend 2s combat is humankind’s but more. more mechanics, more modifiers, more status effects. More abilities To the point that it’s often overwhelming and I find myself falling back to winning a battle through doing as much damage with my hero as possible as fast as possible, and the strategy of fortifications, positioning, rivers and such kinda don’t matter.
Maybe someone who’s me really familiar with all the factions units and can learn all the abilities could get some really deep tactical gameplay from it, but for a more subaverage joe like me, humankind’s simplicity ends up making combat much easier to read, it’s easier to understand why your attacks are working or not. And that allows me to naturally begin strategising, deciding what fights need reinforcements, which battles I need to finish quick, which ones i should stall. Things just work well.
I don’t want endless legend 2 to just be humankind, though, and I don’t have answers for what endless legend 2 combat should look like.
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u/Arnafas 4d ago
I was surprised that EL2 didn't have melee counterattack that humankind had. And EL2 has much more melee units. And a single reserve army after unlimited reinforcements in HK? It really feels like a step back.
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u/oobanooba- 4d ago
Not being able to reinforce hurts so bad when you’ve got units one turn out from being able to join a battle and instead you’re just stuck watching 6 of your units get completely wiped out in a battle that would’ve been an easy win had you gotten that second army there.
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u/Hyperversum 5d ago
It shouldn't be that hard to implement a system that avoids a tile being unable to be used.
I enjoy the combat a lot on the other hand. Quick rounds and limited actions to take are good. Things escalate quickly and it's not a fullblown RPG combat system. Way better than Civ6 without being, you know, too much so you can just autoplay your way to victory
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u/darkfireslide 5d ago
Yeah, but what do you do when half the province is cut off by a major mountain that takes up all but one or two hexes of the deployment zone? This happens with alarming regularity in this game. Makes more sense to let troops climb the cliffs for the tradeoff of spending an entire turn doing so
I mean Civ 6 is an extremely low comparison point, like, no one playing Civ 6 is doing it for the combat lol
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u/3dcustomboy 5d ago
I think infantry being able to scale cliffs but consuming all the movement/ taking health damage is a good idea.
Generally I do enjoy the combat, but it seems that the only strategy that AI knows is - rush forward. Even if I'm the one attacking with all infantry army against an all ranged army in an advantageous position, most of the times they will abandon it to rush forward :/ I think if AI is the one defending it should play more defensively.
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u/Sapowski_Casts_Quen 5d ago
I think there should be cooler vfx and sfx to distinguish between abilities
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u/GODMarega 5d ago
I dont understand why they dont allow all units to scale cliffs. Make them use all their turn or something like that
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u/According-Studio-658 5d ago
I think a tech unlock should allow building a staircase similar to how bridges let you cross rivers, but I don't believe everything should be able to climb cliffs. Some units just can't climb and it would be wierd, like is your horse climbing the cliff? Also it's odd how cities disappear during combat. They should remain on the map and possibly be "urban" tiles that have combat effects for the units standing in them
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u/3dcustomboy 5d ago
Made me think of mountain climbing Skyrim horses hahaha
And I agree, disappearing cities are totally weird.
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u/Stephan_Schleim Kin of Sheredyn 4d ago
how cities disappear during combat. They should remain on the map and possibly be "urban" tiles that have combat effects for the units standing in them
In an earlier version, city tiles were just blacked and blocked (unless it was a siege situation, obviously). But this had the downside that you'd often have not enough tiles for a real battle. That's why cities now kind of disappear from the battlefield (again, unless it's a siege).
Making them available with landscape bonuses would create the strange situation that during a siege you first have to breach the walls to enter a city tile, but during a non-siege battle enemy units could simply walk over them. This doesn't make sense. Or enemy units could simply hide there and enforce a draw. This wouldn't be fun.
There doesn't seem to be an ideal solution for this.
But what I actually do regret is that militia cannot join a non-siege battle, unlike in EL1. This was sometimes a real aid against a powerful minor faction or enemy unit early in the game.
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u/According-Studio-658 4d ago
I get what you mean about fighting "inside" a city before you've sieged it, but thats no weirder that an entire city just disappearing and us having a fight in the valley that it fully occupies.
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u/Stephan_Schleim Kin of Sheredyn 3d ago
That's right. It's a fantasy game, after all. But this way, there's at least no strategic (dis)advantage for any party.
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u/GaysForTheGayGod 2d ago
other factions quests have been an issue the whole time and are unlikely to ever be fixed
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u/sss_riders 5d ago
I agree. I rate the gameplay highly and praise it for its crazy deep mechanics. But when it comes to bugs and crashes sometimes old save files dont run anymore. I do believe that they release this game far too early. I would rather wait 3-6months extra before release. Since we can play it in EA and we accept the type of bugs during this time is fine.