Conquest of Elysium 5

Conquest of Elysium 5

CoExpansion
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Update: 3 Oct, 2021 @ 3:43am

Not save compatible.

New Stuff:
Magic items are now a sub-mod as it's too glitchy to fully include.

New Hoburg watchmen for hoburg villages.
Ndew Airya watchmen for sky realm.
New Pale One watchmen for agartha.
Adjusted number of watchmen spawns, should be more variable.
New ritual for Baron "Pacify Spiders"
Drain swamp variant for Hoburg.
New major summon for Necro, shade king. Spellcasting commander who wanders and raises the dead where he goes.
New ritual for Kobolds, summon drakes on the go by sacrificing troops.

New Mayor unit for Baron.
Mayor can summon defenders and increase profit of a settlement.
Can also summon a vassal.

Fixes and Changes:
More terrain adjustments.
Massive boulder and drop boulder range increased.
Vassals can be made in any walled location.
Royal Guard MORE resistances.
Adjustments to baron recruitment.
Mirror crystal slightly stronger.
Removed rabbit familiar farsight.
Gates slightly less hp.
CL Cloud Castle more expensive, less gem income.
Disabled the Ba'alpocasypse for now.
Rebalanced Ba'al a litte.
Added more longdead types to minor necro summons. Slightly more to start.

Update: 27 Sep, 2021 @ 4:35am

Might be save compatible. If you didn't have any of the new items...

New Stuff:
Druid can make a portal to the Primal Plane. Can also make new ancient forests.

Fixes and Changes:
Forest Shepherd alterations, more aggressive, has minor forest heart effect and more armour.
Vine ogres and lords now awaken trees, lords have forest heart effect.
Fully integrated painted amazons.
Adjustments and fixes to summoning in inferno, now much cheaper too.
Druids know minor animal summoning.
Pale one slinger better ranged attack, worse melee.

More terrain adjustments. Added battle maps to some more terrains that just didn't have one.

Had to disable new items and changes to existing ones. It's just too buggy as of CoE5.07, will readd once this is all fixed.

Update: 24 Sep, 2021 @ 12:35pm

New Stuff:

Beholder made playable. One strong leader but limited mercenary recruitment and very low chance of commanders.

Scourge Lord focus:
Fully unique troop roster with 2 new standard units.
Appoint Herald replaced with a new summoning ritual with 2 new summons including concubines and mutants.
2 new summons in existing rituals.
Pyramids of power no longer need a second ritual to give walls but cannot get gates.
Can always build life drain structures.
Progression tweaked.
Commanders generate lifeforce slowly.
New lore accurate sprites for your OG Lord and the Scourge King.
Scourge wind attack removed, it now just tramples.
Human units usualy have desert move.
Usually spawns in the south, where he will have to expand from to gather lifeforce better.

Fixes and Changes:
Vergobret charm fixed.
More terrain tweaks.
Removed extra starting defenders from Baron.
Reduced Ghoul reproduction rate.
Fixed gate of the dead, weirdly the senator one I already fixed.

Update: 20 Sep, 2021 @ 12:51pm

Should be save compatible.
New Stuff:
Can disable the guard freespawn in your own mod by setting variable 888 to a non zero number.
Add this code to easily do it. Note: some factions have manually added merc gaurd as a start unit, these are unaffected.

playerevent #Disable spawns from CoExpansion
+player 24
+turnnbr -5
setvar 888 1
endevent

Fixes and Changes:
Fixed a bunch of misc bugs.
Minor changes to terrain income.
Grandpappy can wear clothes, is truely ageless and a little tougher.
Lake Troll King midrank.
Fixed necro summoning being weird.
Buffed Mirror of Blood to find new locations rather than random ones.
Fixed preacher not being very convincing.
Fixed VoE not being able to cap some structures (added slight gold income to them)
Demilich gets cheaper rituals.
Adjusted Baron a bit based of feedback from steam user DeX.
Royal Guard have a standardrec.
Unicorn Knights have a temple based mercrec.
Raise Levies no longer costs AP.
Knights get an extra mercrec offer for king players.

Update: 20 Sep, 2021 @ 2:46am

Fixed some criticial bugs

Update: 19 Sep, 2021 @ 3:57am

Should be save compatible.

Removed necro start bane squad..
Bug Fixes.
Added 2 new magic items.

Update: 18 Sep, 2021 @ 4:26am

New Stuff:
New rituals for Dryad, including teleport to the primal plane and incite revelry.
New ritual for Cultist, instant summon trash who are always loyal.
Permenant phantasms for Illusionist.
Started making some new magic items.

Uploaded a submod with drastic changes to overworld vision, it just doesn't fit here.

Fixes and Changes:
Optimised the preformance of the spawning events, by a lot.
Fixed mad fishman event (hopefully).
Fixed some events for MP, others may be impossible with simturns.
You now get defenders in all walled locations.
Elemental champions can't put boots on their horses.
More demons can use magic items.
Harpies eyesight reduced.
Warlock defenders won't have a painful existence of death and rebirth in hades.
Stone Colossus now tramples.
Adjusted the basic Necro summoning rituals
Slgithly altered HC start units.
New warlock units all have -1 hp
Cloud King has even better start units, wow his start was just awful.
Mirrors cannot use magic items or get afflictions, can operate underwater.
Mirrors cost less gold but some iron.
Some more locations are now walled.

Rebalanced tile income with some more thought. This will probably keep being edited.

Update: 10 Sep, 2021 @ 6:35am

New Stuff:
Armoured trolls.
Split necro summons into hades and worldly undead. More summons in each including...
Banefire Wisps.
Bane Captians.
-Warlock-
New thematic troops and no standard recruitment.
Defenders for greater mines.
Slight affliction resistance for elemental warriors and champions, plus they can wear armour.
Reverted cost reduction to minor summoning, his humans are better now.

Fixes:
Readded dwarf sappers. (whoops)
Can only cast warlock portals once.
Fixed Infernal Call to work in inferno. (Really should have tested more plane numbers)
Updated new Sending unit.
Serpent tribe villiage no longer as slow.

Update: 8 Sep, 2021 @ 4:02am

Messed with barbarian recruitment.
Updated baron's upgrade king's castle with the now working mod command.
Updated senator (removed special commanders).
New units, Equites and Wight Bishop for Senator.
Bone tribe version of simulacrum more expensive.
Bug fixes to portal rituals.
Gave scourgelord commanders desertmove.
Possible fix for Ba'al trying (and usually failing) a prisonbreak.
Reduced extra item spawns slightly. This still needs fine tuning.

Update: 6 Sep, 2021 @ 8:43am

This one is mainly focused on the Baron.
Reworked Monastery, now a citadel but "upgrades" from an ancient forest.
New units: Warrior Monk and Royal Guard, freespawn trash and stong (for a human) melee unit.
Vassal Knight less lazy.
Baal is now uncontrolable and crushes all in his way.
Cloud Lord starts with an apprentice instead.
Minor other changes and fixes.