Conquest of Elysium 5

Conquest of Elysium 5

Guaranteed Terrain
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Update: 16 Mar @ 9:21am

A few improvements to Old Battlefield logic and changed the terrain group # as a best effort to make this compatible with other popular mods. "Small" corpses (hoburg, kobold) will need a larger # to trigger Old Battlefield creation. Old Battlefield creation will no longer clear the tile of corpses, Necromancer's Raise Legion ritual now transforms the tile into a Shadelands, which isn't eligible to become an Old Battlefield. This prevents an infinite loop of Old Battlefields without the weirdness of corpses disappearing.

Update: 23 Jul, 2023 @ 5:59pm

Event that adds castle at game start now has an additional 6 longbowmen to guard the castle.

Update: 17 Apr, 2023 @ 1:44pm

Adjusted temple creation event at game start to exclude sea temples in the check for existing temples.

Update: 16 Apr, 2023 @ 6:06pm

Old Battlefield event now clears corpses after altering the tile so the same space won't constantly revert to an old battlefield if it is removed by a ritual.

Update: 13 Apr, 2023 @ 6:52pm

Old Battlefield event is updated to trigger off of human corpses instead of humanoid corpses. The previous iteration was triggered too frequently by kobolds/hoburgs

Update: 6 Apr, 2023 @ 8:12pm

Updated to add an academy of higher magic at game start if one doesn't exist with several powerful defenders

Update: 20 Mar, 2023 @ 9:12pm

Error fixes for last update

Update: 20 Mar, 2023 @ 9:03pm

No substantial changes. Just changed some terrain #s referenced to try and make this more compatible with other mods

Update: 25 Feb, 2023 @ 12:30pm

Updated the events that create new terrain on random empty squares to all occur at game start and added neutral defenders to those tiles.

Update: 23 Feb, 2023 @ 9:21pm

Pushed the King's Castle founding to turn 100 since the 25% flat gold bonus can be a bit too powerful if scooped up early game without a struggle.