Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
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Update: 27 May @ 8:29pm

This is a smaller update just to change a few things that directly clash with the new content added in the Guildmaster update, and throw in a few balance changes/fixes I thought were important. Bigger content update still in the works, but the unexpected addition of a new class means back to the drawing board to some extent and possibly a need to table the Thief class for a bit for a larger rework/retheme.


General

Units with names redundant to new Guildmaster units have been renamed.

A few enchantment effects needed new numbers assigned to not overlap with Guildmaster.

Baron

Royal Knights nerfed to be slightly less superhuman

Necromancer

Longdead cavalry nerfed a bit

Demonologist

Summon Demon Lieutenant may occasionally destroy the temple its cast in

Witch

Cauldron Crone promo cost back to 600, loses floating, but remains 3 AP.

Bakemono

O'Bakemono Soldier armor reduced to 1

Burgmeister

Fixed a few clockwork units that didn't heal on manufactory

Fixed Autumn ent having same sprite as summer ent

Illusionist

Fixed Phase Blade's assassin attack not prioritizing rear units

Update: 23 Sep, 2024 @ 6:02pm

Two small fixes to correct issues where Cloud Lord could lose Storm Guard recruitment, and Illusionist could lose Mirror Guard recruitment under certain circumstances.

Update: 19 Sep, 2024 @ 5:38pm

Small update to fix an issue where commanders that promote into a stationary form were "locking" all units under their control. Now they will be free to be transferred to another commander.

Update: 14 Sep, 2024 @ 5:29pm

Very large update with new content for every class, removing unused assets, and optimizing events that run in the background so there's less load time between turns. Full notes will be a discussion post. This will 100% break save files so I'm posting a download link for the previous version in case anyone was in the middle of a long game they wanted to finish. Aside from bug fixes or serious balance issues, next update will likely be a few months out as I'm starting work on a new class.

Update: 13 May, 2024 @ 8:35pm

Update with a few changes/new units for a lot of classes and a lot of new units for Barbarian.

General

Age specific Capital locations with very powerful neutral defenders have been weakened a bit so they are more viable to be taken mid-game.

Very strong invisible horrors are less likely to appear early game

Ancient Temples spawned via start of game event when one doesn't already exist now has a small group of units guarding it.

Hoburg Villages no longer provide sacrifice income

Amount of corpses needed to trigger creation of an old battlefield on a "plains like" terrain is slightly reduced

Non-spell "Wind" attacks have range slightly reduced.

Entangle attacks (Oak Golem, Forest Shepherd) are now enemy only

Custom Music is removed and moved to a separate mod that will be linked in details. New music unfortunately causes issues with multiplayer.

Necromancer

Reaper Ascension cost is reduced to 200 -> 125.

Demonologist

Infernal Horde cost reduced 200 -> 150. Now consumes Old Battlefield on cast.

Demon Lieutenant more frequently summons Succubus, Heliophagus is rarer.

Summon Demon Lord is more difficult to cast multiple times. Ritual destroys the temple, and Scion of Sin (Formerly infernal preacher) outside temples will die.

Witch

New Old Ones summon, "Nemesis" a huge monstrous commander that can raid/pillage, has a siege attack, and unique melee attacks that frequently cause permanent battle afflictions.

Selkie recruit gold cost slightly lowered but a small fungus cost is added.

High Priestess

Eliouds, new type of giant in "Feast" rituals with a thunder fist attack.

Second Sun adjusted so there can only 1 Desert Sun at one time, but the ritual also summons lesser, "solar servants" that will guard the mountain.

Ditanu + Malik now have magic swords.

Bakemono

Greater Beings ritual has a chance to summon an uncontrollable demi-god.

Summon King now requires a fortified citadel to cast, and the summoned king will make that citadel it's home, with additional casts requiring a citadel that is not already claimed. If a King dies a new one may "claim" its home.

Barbarian

Chance to receive standard mercenary offers reduced.

Existing "Ancestor" rituals now use Old Battlefields/City Ruins instead of Old Battlefield/Ancient Forests

Army of Legends cost reduced 1000 -> 800 but requires an Old Battlefields/City Ruins that is also consumed by the ritual. Better value, harder to cast repeatedly.

New set of level 1 and level 2 "Deep Woods" summoning rituals that require forests/ancient forests and summon from an entirely new set of Wildman/Forest Spirit units.

Druid

Chance to receive standard mercenary offers reduced.

Pixies can now shoot bows in melee

Pale One

Magmole Molephant is buffed with extra HP and a stronger trample.

Burgmeister

Clockwork solider units changed to have elemental auras instead of ranged attacks

Warlock

All Warlock ritual costs increased slightly, rituals still get cheaper for higher level warlocks.

Rituals to teleport to/from Elemental planes are now all learned for free at level 3.

Sea Giants can now be summoned in, "Champion of Water" ritual in "Near Water" locations instead of strictly being in the sea.

Priest King

More variety added to Greater Ceremony summoning rituals. Chaacs and Tlaloques split up between all 6 temples instead of just Sky + Rain, and additional strings for large quantities of smaller units added.

Enchanter

Cost of Craft Guardian is increased 15 to 40.

New non-leader commander, "Chronos Glass". Can be expended by Great Enchanters to craft golems without a movement cost. Can't be recruited until at least 1 library is owned.

High Cultist

Additional types of deep one summons have been added.

Shambler Prince commanders now have level 1 cultist rituals.

Contact Void Beings cost increased 60 -> 75, but most summons and chance to get a Yithian Sage is increased so this is more an adjustment than a nerf.

Void Hounds can now be summoned as a controllable troop from Void Beings ritual, but Displaced has been replaced with additional HP so conventional troops have a fighting chance to damage/defeat it.

Dryad Queen

Nymph now has a ranged "allure" attack

Scourge Lord

New "Scourge Sands" troop for Dark Scourge Summons.

Cloud Lord

Reverted Castle in the Clouds being free to learn.

Emperor Peng now has a ritual to summon stationary casters in citadels that occaisonally send out an icy creation.

Raksharaja

Maya manifestations are no longer flying to avoid giving themselves away when flying over seas and lakes.

Thief

Cannon Barrage rituals gain 1 additional attack.

Steal from the Church is now Steal from the Shrine and can be used adjacent to Ancient Temple and Ziggurats

Steal from the Dead can now be used adjacent to Old Castle Ruins + Pyramids

Chance to gain Dark Bless from Thief rituals is slightly increased.

Loot now has redundant "self-kill" attacks added to make weird interactions with items that grant lucky less common.

Update: 9 Mar, 2024 @ 8:58pm

Smaller update. Some new stuff for Maharaja + Thief and some very minor balance changes.

General

Pyramid Gold income reduced from 2 to 1.

Necromancer

Improved sprite for mummys

High Priestess

Ba'alite Heavy Chariots lose shield and are normal recruitment instead of mercenary. Still 20% chance to be offered.

Barbarian

Movement cost of Pillage + Book Burning increased from 3 to 4.

Troll King

Movement cost of Pillage increased from 3 to 4.

Monkey Maharaja

Minor rework for "Enlighten Humans" ritual. The Akashic Sigil enables recruitment offers for Sepoy units but does not passively spawn them. Instead, it will rarely spawn a new unit the, "Opulent Idol" a non-leader commander with rituals to cure wounds, and "Enlighten Humans" but with an alternate cost of consuming the idol rather than costing gems.

Raksharaja

Improved sprite for Glycon

Thief

New melee unit always available for recruitment, "Highwayman" double dagger infantry.

Gains recruitment offers for Goblin Chieftains that enable mercenary offers for goblins, goblin spearmen, goblin archers.

Thief recruitment chance is slightly increased when no thieves are owned.

Rumors and Secrets ritual now has more terrains that can be scryed, but the scry radius is reduced to 1 square. This includes locations used for Thief rituals.

Steal from the Dwarves ritual now includes silver mines in addition to gold mines, but gold mines will have better potential loot.

Update: 4 Mar, 2024 @ 7:36am

Updates to AI hints on new rituals

Update: 3 Mar, 2024 @ 5:29pm

Hotfix to prevent Iron Gate ritual for Thief class being castable at non-fortified settlements.

Update: 3 Mar, 2024 @ 3:48pm

Typos

Update: 3 Mar, 2024 @ 3:05pm

Typos