Conquest of Elysium 4

Conquest of Elysium 4

Marlin 6 Feb, 2018 @ 6:37am
Extracted from coe4.exe: Weapons, spells & items
And now from the CoE 4.26 executable:
    Download[www.dropbox.com] the Conquest of Elysium 4 complete definitions of all weapons, spells and magic items in the standard game.
For the curious among you: the corresponding CoE3 data in the CoE3 forum.
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"Weapons", by the way, is the term used for attack types in CoE modding, not to be confused with items, wielded by humanoids. The effect of a "weapon" needs not be harmful, it can also be beneficial (in the case of "weapons" intended to be used on friendly units) – or the effect can be the summoning of new unit(s) onto the battlefield.

Weapon definitions are what spells, items and monsters primarily refer to for their effects in battle.
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Like before, the format is c4m files (plain text files) with pseudo-mod code. And, for the best reading experience, I recommend a text editor with CoE syntax highlighting, such as the schemes I have made for Gedit and for Notepad++ – or, if nothing else, the syntax highlighting of just a Unix shell script. (The last one will at least make comments and string literals stand out from the rest.)

Whatever you do, I would advise you don't use the Notepad that comes with Windows. (If you're on Windows, you'll be much better off with Notepad++[notepad-plus-plus.org].) Microsoft Notepad and CoE modding (or just about any serious text processing) are two things that simply don't belong in the same sentence.
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So what about the monster data, you may ask. Or an updated spreadsheet? Don’t worry. Find links to both monster data and a new spreadsheet below.

In the past, I made a mega-upload of everything I had in a single thread – but, in retrospect, that was something I kind of regretted, as I found it a bit daunting to maintain and update all of that. So the somewhat more limited scope of this thread is a very intentional attempt to compartmentalize and make things a bit more manageable to me.

Other data:
Last edited by Marlin; 19 Mar, 2018 @ 2:36pm
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Showing 1-2 of 2 comments
Marlin 6 Feb, 2018 @ 6:45am 
Some new weapons, spells and items have been added since last time I published these data.

Also, notably, the spell scrolls were changed and – since CoE 4.24 – now come with a 10% chance of misfiring when used, sending the spell-caster off to some miserable plane of existence and usually a quick death. (As to the exact destination plane, I’m not entirely sure, but it seems the spell-caster most often simply goes to hell, i.e. Inferno – possibly 50% of the times – and otherwise goes to either Hades or the Void. Not that it matter much as, again, he/she will most likely soon just die either way.)

I’m not sure how I feel about that change as it seems to make spell scrolls more or less useless to me. (How often would you really risk a 10% chance of losing your precious spell-caster entirely, just for the sake of having him/her learn a measly extra spell?)
Althaea 6 Feb, 2018 @ 7:06am 
Huh. I thought the cursed spell scrolls were a separate item - but I guess the end-result isn't any different if you can't tell the difference without cheating or savescumming.

There are a few situations in which I could see it being worth the risk, but certainly that means I won't use them on my primary commander if I find one early on. The main use I see for them would thus be on relatively expendable second-level mages with poor spell selections from otherwise potent schools of magic - like a spare Necromancer with only Disease- and weakness-causing spells, or an Archbishop that lacks Mass Conversion.

A secondary use would be on mages where you might not mind if they were sent off to another plane - such as the High Priestess' Malik or Ba'al himself (if they had a fire-immunity granting item, anyway), who might actually be tough enough to single-handedly establish a foothold in those other planes. And if they fail to vanish that's not a problem. That's very much an edge case, of course.
Last edited by Althaea; 6 Feb, 2018 @ 7:07am
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