Hello everyone!
A few weeks ago, we first revealed the Rogue Factions for ENDLESS Legend 2 to you. Now it’s time to take a closer look at what makes them different and unique. But first, a reminder:
Rogue Factions are fully playable variants of existing major factions that have broken away from their parent faction. They are built around the same core gameplay affinity but offer a different experience thanks to a set of new traits that encourages them to focus on different strategies. This applies to your tactics in combat as well, as they feature their own unique battle affinity and may emphasize different units of the faction roster. Of course, they also have their own leader to represent them in diplomacy, a different look, and their own short story to explore in their faction quest.
The Order broke away from the Kin of Sheredyn under the leadership of Imperator Vecc. They remain loyal to the United Empire and Emperor Zelevas and seek to conquer all of Saiadha to bring it under imperial control. They have a more aggressive, expansionist gameplay style than the Kin. This is perhaps most obvious in how their faction affinity has been changed: Instead of unlocking new abilities through stronger fortifications in their capital, they gain them from expanding their territory. They also receive different bonuses for these unlocks, with the highest level completely removing their city cap!
Their traits and faction technologies also benefit from expanding as much as you can: Many of their unique infrastructures give bonuses for each city center and ministry you own, and though they do not have access to the level 3 districts of their kin, their districts level up easily when placed to their centers of power.
Their aggressive attitude also shows in combat: The Kin’s focus on tight defensive formations is replaced with a focus on cavalry that throw themselves into the enemy and weather the counterattacks with their shields. In fact, the Order gain a free cavalry unit any time they construct a Keep, and they recruit all units instantly with Dust.
The Severed Claws are a hive of Necrophage that were separated from the main hive after they meddled with ancient and forbidden technology. Cut off from the queen and their ordinary means of replenishing their numbers, they have come to rely not only on these physical augmentations but on the less united forces of Saiadha. They plunder the scattered villages and force the survivors to serve them in their cities and their armies.
Given their own limited numbers, the Severed Claws rely heavily on exploiting the minor factions of Saiadha. Unlike the main Necrophage hive, the Severed Claws can have minor faction population in their city, but this population will not grow by itself. Instead, they add new minor faction population to their city when they rebuild a “pacified” village. Without a queen, they also don’t have access to the special districts like the Matriarch’s Eye, instead grouping their districts around minor faction villages.
The Severed Claws also rely on a close tie between population and Districts. Unlike other factions, their Communal Habitations do not provide population slots but instead help your population grow faster, and this population in turn provides population slots and reduces the cost of districts.
In combat, the Severed Claws still rely on minor factions: Any time they destroy a village, a unit of that minor faction will appear in their capital to fill their ranks. In turn, they cannot rely on larva spawned after every battle to replenish their ranks and must instead construct their units in their capital. Each of them can punch above their weight, though, as destroying any enemy allows them to attack a second time that turn.
Both the Order of Zelevas and the Severed Claws will be available for free with the 1.0 Release. We can’t wait for you to try them and hear what you think.
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