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v1.0 · checked 2026-09-18

Auto-resolve and manual battles

What "auto battle" refers to here

ENDLESS Legend 2 lets you resolve a battle without playing it out manually. Two first-party storefronts describe the same two paths in their own words, which is why this page can state it confidently: the PlayStation store listing describes auto-resolve and free-form battle, and the Steam store description says you can "either auto-resolve combat or take direct control of individual units within your armies when battle begins." Two independent first-party descriptions agreeing is the strongest form of evidence this site uses for a feature's existence.

What is actually documented

QuestionAnswerEvidence
Does the game have an automatic resolution option?Yes — Steam and the PlayStation store both describe auto-resolveOfficial
Is there a manual battle option?Yes — Steam describes taking direct control of individual units; PlayStation calls it free-form battleOfficial
What decides a manual battle?Terrain and positioning: Steam names chokepoints, cover and high ground, and both storefronts describe adjacency bonuses and faction-specific battlefield abilitiesOfficial
Can you choose per fight?Not published in the material read by this stage
Is there a pre-battle prediction or odds display?Not published
Can auto-resolve be turned off globally?Not published
How are casualties assigned when you auto-resolve?Not published

Why resolving is not the same thing it used to be

Official

The game director has described a combat change that matters directly to anyone deciding whether to auto-resolve: units now strike back at an attacker once when attacked in melee, dealing 70% of their damage. His stated reason is that players were clearing every battle without taking any losses or damage, and the studio wanted attackers to have to take damage, retreat to heal, and spend industry or dust replacing units.

Read that as a warning about auto-resolve rather than as trivia. If the game's own combat designer says the change exists to stop battles from being free, then a resolved battle is where a free battle is most likely to stop being free — the outcome is computed for you, and the cost is paid whether or not you watched it. The same update also changed every stat of every unit and swapped abilities around, so any composition advice written before it is unreliable.

Sourcing caveat: this comes from the game director in the Stand United update video, and the captured transcript does not state that update's release date. The mechanic is first-party; the date relative to 1.0 is Unconfirmed.

The one thing that does answer "should I auto-resolve?"

The honest answer is that no source read by this stage states the selection rules — and that the decision still has a clear shape once you know the two facts above. Manual play is where the documented factors live, and the documented factors are positional: chokepoints, cover, high ground, adjacency. When none of that applies — a fight you win on numbers, in open ground, with nothing to gain from positioning — resolving costs you little. When the fight is close, or the terrain is the reason you would win, the factors that decide it only exist if you play it out.

That is reasoning from documented mechanics rather than a claim about the game's tuning, and it is labelled that way on purpose.

Why this page is short, and why that is the honest thing to do

The dedicated community discussion tagged to this topic during sourcing did not return readable content — the fetch returned a block page rather than a thread, so there was nothing to read and nothing to cite. Rather than pad this page with a general essay about tactics that would not answer the question a reader typed, the page states what the storefronts and the studio document and then names the gaps. This is the same rule the site applies everywhere: an answer with a date and a gap is better than an answer with a guess.

What you can reasonably do with the documented part

  • The existence of both options means combat pace is under your control to some degree. If you are playing for territory and infrastructure rather than for tactical puzzles, the resolved path is the one the storefronts point at.
  • Because the selection mechanics are not published here, treat the first few engagements in a new version as a check: watch what auto-resolve produces for your composition, then decide whether to keep using it. That is a behaviour recommendation, not a game-value claim.
  • If a specific battle matters more than the time it takes, the free-form option exists for exactly that — and per the retaliation change, a battle that used to be free is now the one worth watching.

The version warning

1.0 changed a great deal about the game — see /1-0/ for the change list. Any community guidance about auto-resolve written during the Early Access year may describe behaviour that no longer applies. Where this site cites Early Access player experience elsewhere, it labels it; this page does not have a comparable community source to label, so it makes no community claim at all.

Not published on this page

  • Win-probability readouts, casualty prediction, and any auto-resolve tuning — Not published.
  • Whether multiplayer sessions can mix resolved and manual combat between players — Not published.

Sources read for this page

Every source this page was written from, checked 2026-09-18.

  • Steam store page, app 3407390
    · checked 2026-09-18
  • Official Stand United update overview (Game Director), reassigned from /steam-deck/ to /districts/ and /auto-battle/
    · checked 2026-09-18
  • PlayStation Store listing
    · checked 2026-09-18
  • Amplitude official blog — All you need to know (launch FAQ)
    · checked 2026-09-18