Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
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Update: 2 Mar, 2024 @ 10:53pm

Very big update as I've finally taken a shot at adding a new class, The Thief, overhauled the High Cultist, and reworked/adjusted/cut lots of old mechanics. Details for Thief will be added to a separate forum post.

General

New start of game terrain generation for a Gold mine with strong dwarven defenders

New start of game terrain generation for a Crystal Globe. This terrain is changed from having an activateable Scry ability to always having a "Cartographer" unit holding an item, "Map of Elysium" that gives the holder a scry ability.

Castle and Academy of Higher Magic placed via event when not already on the map has more conventional defenders and less casters.

Unknown Priest now always carries 1 magic item.

Fountain Faery Queen will always carry 2 magic beans. This is intended as a means to allow factions without easy access to the Sky/Flying units to have a means to access Cloud Lord Cloud castles.

Ice terrain now has lifeless trait to avoid weird interactions in battles involving frozen water.

18 new music tracks adding in some variety to the background looping tracks.

Baron

Rangers are adjusted slightly, range is down 6 to 5, cost is reduced by 10, 20 Weed is now factored into the cost and they are recruited with a poison arrow attack instead of requiring a ranger captain to upgrade them to a separate unit with poison arrows.

Ranger Captain's Herbal Medicine healing ablity cost reduced 10 to 5.

King's Castle now also produces a Gryphon Knight during conscription.

Monk's Build Monastery now increases Bless stat 33% of the time instead of 25%

Knights are now Fast like Cavalry, High Lords, and Unicorn Knights.

Gryphon Knights can now be Vassal Knights

Merchant Bribe attack no longer has reload

King now has a "King's Ransom" charm attack that works on humans.

Royal Princess now has access to all Baron rituals except for coronation.

Necromancer + Markgraf

Dread Husks now have two variants. There are some stat differences but this is mainly for aesthetic variety.

Abominations gain Unaging (decay immune) but now have a weakness to fire.

Necromancer only

Harvestmen gold cost reduced and damage increased.

Demonologist

Daemonic Altars have a lower recruit chance, requiring at least 1 temple owned to receive them at all and can no longer lead armies.

Lesser/Greater Demon summonings now have a 15-20% chance to summon "Marauding" demons that are uncontrollable/stupid but in decent numbers.

Djinn of Conquest is changed from slowly spawning units to unlocking new recruitment offers for bloodsworn.

Ovens of Sin on Elysium not owned by a Demonologist have a chance to destruct.

Witch

Snallygaster has a much better quality sprite.

Witch Brew now also acts as a healing ritual with the item providing Fast Heal in addition to Poison Resistance.

Both Hag and Crone learn Bog Paths for free at level 3 promotion. Crone HP is buffed.

High Priestess

Herald of Ba'al has a slighty lower recruitment chance and slightly higher potential cost.

Ba'al is now unaging (decay immune).

Venom Pact Commander and units are replaced with a new "Ba'alite Heavy Chariot" merc unit.

Ceremony of Ba'al Shed summons limited to 1 Shed.

Bakemono

Lesser beings, Lesser Oni rituals cost is increased 30 to 40 and will have a 10% chance to summon new Ugulu Oni/Tengu Ronin that are uncontrollable/stupid but in decent numbers.

Lesser beings, Lesser Oni + Greater Oni rituals will have a 10% chance to summon new Ugulu Oni/Tengu Ronin that are uncontrollable/stupid but in decent numbers.

Kappa #s summoned in Lesser beings is slightly reduced.

New Lesser being, "Komainu". Lucky + Fast units with 2 melee attacks.

Dragon-Blooded units are now unique to the Dragon Emperor summon and not offered via recruitment.

Ninja recruitment is less restrictive. Single ninjas will be offered as mercenaries rarely, while squads of 5 will be offered from Old Castle Ruins always, no longer requiring a Dai Ninja commander is owned as well.

Barbarian

Warcamp ritual is changed to summon several effigys instead of a random commander.

Barbarian Leader has a new level 1 ritual, "Enlist Tribals". Cast at Tent Villages, Barbarian Camps, and Southern Tribal Villages, this creates earthen walls and summons a stationary tribal warlord. The warlord will produce free warriors over time and enable mercenary/leader recruitment offers for their respective tribe (Wolf, Deer, Spider, Serpent, Hyena, Lion).

Senator

Aspiring hero is more heroic, gaining an extra melee attack and more HP increases at each promotion and moving to the front rank.

Explore labyrinth ritual is now 1-cast and no longer destroys the labyrinth.

Starting terrain and the outpost's values are changed to be equivalent to owning 1 town, and removed the starting town to avoid rare occurences where the starting town promotes to a city and then the capital.

Added 1 standard bearer to starting units.

Imperial Academy ritual is removed.

Fixed a bug where Sphinx riddles were learned out of order.

Pale Ones

Agartha tiles have had "No Drown" trait removed. This is replaced with an event that adds a small % chance that submerged citadels in Agartha are destroyed each turn.

New Pale One Lairs now cost Gold/Iron instead of Emeralds/Iron

Sealed Chamber mechanics have been reworked. The chamber now starts shattered/broken in a random Agartha location, and an Agarthan Architect can spend Gold/Iron to restore it.

"Break the Seal" ritual to farsummon a powerful horror/free Seal guard spawn is removed. It's now much more attainable so the reward is purely a powerful Agartha fortress with gem income/temple status.

Druid

Gnomes no longer start with a magic item

Fir Bolg, Sidhe, Tuatha casters now count towards gathering herbs resource, but only 1 of each can be owned at one time.

Priest King

City of the Teotl rituals are removed

Troll King

Lizardmen are removed

New ritual added, "Summon Bluecaps". Stationary units that increase production of mines.

Troll pit goblin archer garrison switched to 3 blood fungus

High Cultist

Pretty much completely overhauled...base game astrology and last version of this mod's stars events are removed. Full details in Class forum thread but a few notes:

New system where Cultist rituals exclusively summon Deep Ones on the coast with a chance to summon a Hybrid Cultist or Basalt Prince/Princess.

The Hybrid cultist will gain Void rituals when promoting to a Starchild and can learn a ritual to create a new "void rift" terrain.

Void rifts serve multiple functions: required terrain for summoning "void" beings, promote over time to portals and then gates which are required for stronger summons and increase the rate that free friendly units spawn from the portals.

Void rifts captured by enemy armies will close over time.

Void summoning rituals have ~20% chance to summon friendly uncontrollable/stupid horrors.

Basalt King/Queens can farsummon armies of deep ones to deep ocean terrain and can summon large armies of hybrids by changing cities to haunted cities (which still count as citadels for high cultist).

1 Elder Starspawn may promote to an immortal commander at a fully promoted Void Gate (with immortality tied to that gate).

Dwarf Queen

Rime Weapon/Armor/Ballista/Champion rituals are cheaper in Fimbul Fortresses

Voice of El

Heavenly Strike is now pure magic damage.

Paladin/Templar are now fast

Illusionist

Standard assassins are replaced with a unique Phase Blade unit that performs double assassination attacks but with illusory daggers that can be resisted with MR. They also know Level 1 rituals

Aether Jellies/Man O Wars gain poison spikes. Man O War poison damage on attacks is reduced.

Dryad Queen

Merfolk Shaman recruit chance is increased when one isn't owned yet.

Merfolk Champion has a sprite more consistent with other Merfolk units, Magic Shield is reduced to Shield, gold re

Update: 25 Jan, 2024 @ 7:31am

Bug fix for some events behaving inconsistently in games with multiple players playing the same class.

Update: 24 Jan, 2024 @ 9:33pm

Some new content and a few adjustments.

Dryad Queen

Merfolk Aquatic Animal Summoning is replaced with a new ritual "Summon Aquadryad". A stationary defender that will spawn Merfolk castable at ports.

Call of the Wild ritual removed for being very situational/easy to exploit.

Kobold King

New level 3 ritual, "Age of Dragons". One time cast that will cause all existing and newly summoned dragons to promote to a "conquesting" form over time that will travel from its home farther and more frequently.

Baron

Recruit offers for Royal Princess after promoting to a King is increased from 5 to 10%

Burgmeister

Coilgun damage decreased by 1

Enchanter

Sculpt Terracotta Soldier now has boosted spawns on Iron Bog terrains.

Senator

Aspiring Hero recruit rate increased from 5 to 10%

Voice of El

"Smite" spells now do magic damage instead of fire.

Update: 15 Jan, 2024 @ 1:19pm

Bug fix for the Burgmeister "Garden Lord" promotion. This was sometimes summoning another Burgmeister instead of a Spring Ent, so I've moved the Spring Ent to appear as part of a 1-time event on the following turn instead of being part of the ritual itself.

Update: 14 Jan, 2024 @ 7:04pm

Some new content and balance tweaks

Baron

Abbot's Adoubment ritual cost changed from Iron to Gold

Necromancer/Markgraf

New level 1 ritual "Desecrate Forest". Creates a stationary "undead tree" that will create longdead animals over time. Castable in Shadow Woods.

Demonlogist

Imp + Demon Summoning costs increased by +10

Infernal Master now has +1 Spell Range

Djinn magic switched to High Arcana from Sage

Druid

Call Primal Being cost raised to 1200 from 1000

Fir Bolg, Sidhe, and Tuatha commander recruitment offers now increase with libraries owned

Amphiptere now has Fast Heal

Troll King

Bridge Trolls now have a unique sprite

High Cultist

New ritual for Void Lord usable at Pyramids that summons a unique undead commander that enables recruitment of dust walker infantry.

Haunted Cities now spawn hybrids like coastal hamlets.

Cloud Lord

Castle in the Clouds Level 3 ritual is now learned for free

New Commander recruitment, "Mist Dancer" a Storm/Forest level 1 caster commander with unique rituals.

"Mist Shroud" which changes an Ancient Forest to a Mist Forest. Mist Forests spread strange mist, +1 diamond income and do not spawn neutral animals

"Mist Walk" teleports Mist Dancer's army between 2 Mist Forests.

Update: 6 Jan, 2024 @ 12:30pm

A few misc adjustments

High Priestess

Removed iron cost from Herald. Horn weapon no longer has 1 turn "reload"

Enchanter

Golem Heart magic item is no longer found/sold and is exclusive to heartcraft ritual.

Aeronaut has Farsight

Scourge Lord

Ammit has a few less resistances by default, relying more on dark blessing to gain them, and Jaws of Ammit attack no longer affects inanimate units.

Swarm Lord's Swarm Summons ritual amount of units summoned is slightly increased and the ritual no longer has a % chance to destroy the ancient forest it is cast at.

Cloud Lord

Eagle Guard pierce resist removed.

Kobold King

Black Dragon Spawn +1 Morale, and daggers attacks have +1 damage.

Update: 1 Jan, 2024 @ 2:39pm

Fix for some assassin units not targeting the back row

Update: 29 Dec, 2023 @ 8:27am

Small addition to last update.

Kobold King max limit is tweaked. Rather than 1 Kobold King max, it is now 1 Kobold King max per color.

Update: 28 Dec, 2023 @ 8:28pm

Typo fix

Update: 28 Dec, 2023 @ 5:17pm

Some new content + balance tweaks

Baron

Abbots can now promote Knights to Templars

Demonologist

Imp Messengers are now stealthy.

Greater Demon summon cost increased 70 to 80

New Rare Library Commander Recruitment, "Djinn" - Level 2 Sage Magic Caster with unique "wish" rituals to gain one of several buffs.

Witch

Minor Summon increased 20 to 25

Swamp Guardians increased 15 to 25

Major Summon increased 100 to 125

Summon Old One cost increased 500 to 600

Bakemono

Lesser Oni summon decreased 45 to 30

Oni Summon decreased 150 to 125

Mezu & Gozu have +20 HP

Hannya is no longer slow

Barbarian

Spirit Guide Ritual of Mastery costs increased by 25%

New Rare Temple Commander Recruitment, "Valkyrie" Level 1 Combat Caster with 50% chance to come with a magic weapon.

Paint Amazon ritual is more efficient. Promoting 7 at a time increased from 5.

Pale One

Shatter the Seal now summons a unique doom horror instead of the same list as High Cultist

Burgmeister

Coil Rifle has +1 range but now does half damage at long range like crossbows, bows, etc.

Priest King

Amount of Tzitzimitl summoned by Priest of Night is decreased.

Night/Bloody Mother/Death Ceremonies have a few more unique summons

Level 3 Priests now have all have an additional trait.

Troll King

Plant Giant Fungus cost decreased 50 to 35. Additional potential summons added. Renamed, "Troll Gardening"

Summon Shadow Tree ritual removed and added as a potential summon to Troll Gardening ritual when in forests.

Summon Orm cost decreased 750 to 500. Now requires Troll Forest terrain.

Summon Linnorm cost decreased 1000 to 600. Now requires Ancient Troll Forest terrain.

Lizardman Emperor now enables all Lizardman units to be recuited each turn.

Lizardman Warlord no longer enables gathering fungus

Goblin Khan has a new ritual to promote Wolfkin to Reavers.

Goblin Towers will now revert back to normal stone watch towers if owned by a non-troll king faction for long enough.

High Cultist

Hybrid Cultists are now summoned rarely for Call of the Deep as intended.

New unit summon for Call Outer God. "Ancient Shoggoth" a high HP regenerating unit with trample and a variety of melee attacks.

Dwarf Queen

Champion promotion rituals decreased 50 to 30.

Statue of Dvalin counts as a temple

Illusionist

New rare commander recruitment from ports, "Tide Weaver" Level 2 Illusion/Level 1 Hydromancy caster with unique rituals to summon aquatic phantasms near water using sapphires.

Dryad Queen

Minor Animal Summon decreased 25 to 15

Major Animal Summon decreased 100 to 75

Summon Servants of Gaia 1d4 Wyverns are summmoned along with Chimera.

Call of Gaia amount of Dryad Hoplites summoned increased from 2d3 to 2d8

Raksharaja

Lanka Summoning decreased to 20 from 30