Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
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Update: 27 Nov, 2023 @ 12:42pm

Typo fix and small HP adjustment to Fir Bolg/Sidhe units

Update: 26 Nov, 2023 @ 3:53pm

Large Update for classes with summons that have a chance of failure. This has been removed and replaced with static costs and other requirements as replacement mechanics.

Demonlogist

All Demon summoning rituals have variable cost/fail chance removed and cost locked into ~150%.

Infernal Horde now requires (but does not consume) Old Battlefields.

Demon Lieutenant requires a Temple

Demon Lord Requires a Temple + an Infernal Preacher (summoned by Daemonic Altar). No longer 1-cast per game.

Daemonic Altar is no longer slow, is a leader, slightly higher gold cost and can be recruited at any citadel.

Punish Sinners ritual is moved from Demonlogists to the Daemonic Altar.

Infernal Preachers now spawn 1 Sinner per turn, Sinner mercenary offers are removed.

Witch

Snallygaster no longer has Swamp Nest ritual, gold cost is reduced.

All summoning rituals have variable cost/fail chance removed and cost locked into ~150%.

Major Summons now require Swamp/Forest/Jungle.

Summon Old One is no longer learned by Hag (Level 3 Witch).

Witch now has 2 promotion paths. Grand Mastery for Hag (Level 3 Witchery, Bog Paths, Swamp Soul), Cauldron Mastery for Crone (Summon Old One, Level 2 Witchery + Maladies, Slow, Armor + Fear).

High Priestess

Ba'al now has Fast Heal.

Bakemono

All summoning rituals have variable cost/fail chance removed and cost locked into ~150%.

Senator

Praetorian Guard is no longer slow.

Warlock

Cyclops/Elder Cyclops can no longer damage themselves with their own melee attacks.

High Cultist

Existing "Stars/Astrology" mechanic for summoning rituals has been removed and replaced with a simpler event interaction that has no chance of failure.

Except for "ceremonies in the deep" all summoning rituals require an event called, "The Stars are Right".

Every turn there is a 5% chance The Stars are Right will activate, when already active there is a 15% chance it will end.

Rarely there may be a double message due to the event starting the following turn one has ended.

Ceremonies in the Deep have higher summon amounts when used on Ancient Temples of the Deep.

Standard assassin recruitment is removed and replaced with a High Cultist exclusive assassin, "Yellow Cultist".

Awaken Doom Horror is no longer max cast 1, it changes academies where the ritual is cast to a haunted city.

Haunted Cities no longer spawn "Vision of the Dreamer" stupid/wandering units. They now spawn "Insane Authors", non-leader commanders with a unique ritual, "Eldritch Prophecy" has a 50% chance to activate "The Starts are Right" 50% chance to kill the author and summon friendly horrors.

Unbegotten Source and Writhing spawn switched from poison spikes to acid blood trait.

King in Yellow changed from Void Magic 3 to Void 2/Dark 2. Now has a unique ritual that can summon Stationary, "The Yellow Sign" defender unit in Haunted Cities. Over time Yellow Sign will rarely produce friendly horrors.

Maker of Ruins + Goretide Horrors can no longer damage themselves with their own melee attacks.

Voice of El

Harbinger Heavenly Horn no longer affects friendly units (or the Harbinger itself).

Illusionist

More Level 2 rituals are learned in pairs.

Dryad Queem

Stymphalian Birds can no longer damage themselves with their own copper feathers attacks.

Scourge Lord

Giant ant hills can now be burned.

Kobold King

Frost Drake + Wyvern Knight now have Snow/Forest Stealth.

General

At least 1 Magic Library guaranteed on map.

Update: 18 Nov, 2023 @ 4:51pm

Large Update with a couple class mechanics being reworked to remove some questionable multi-requirement rituals and mechanics that don't really fit their class

A big balance pass on cheap units with secondary attacks that always hit/ranged with armor negating.

Baron

Merchant bribe attack has 1 turn reload instead of 2.

Necromancer

Reaper Ascension cost reduced to 200 from 250.

Banefire archers magic damage + decay now require the initial arrow to have dealt damage/hit to proc.

Witch

Witches and Hags now have Swampmove

High Priestess

Arachne is moved from Grand Ceremony of Baal to Ceremony of Baal as a rare summon (10%).

Grand Ceremony of Baal's cost has been increased to 150 from 100, summons are now dependent on whether you are on desert/zigguart like the other ceremonies. Sirrush requires Desert, new summons for Ditanu on ziggurat.

Barbarian

Ancestral Leader created from Promise of the Ancestors now retains all barbarian leader rituals.

Bandit King + Brigands removed from War Camp Summons.

Lion Kings now have leadership 1.

Burgmeister

Minor re-work to Spring Ents.

Garden Lord promotion now costs 250 increased from 100, but also summons a Spring Ent.

Spring Ents now have their own mastery rituals and promote themselves rather than requiring a horticulurist to promote them. They also now know all horticulturist rituals.

Level 2 promotion (Ent Elder) requires owning a Garden Lord.

Level 3 promotion (Tree Lord) requires owning a Garden Lord and only 1 can be owned at a time. Powerful level 3 caster with awaken trees ability.

Diamond Clockwork Soldiers now have a shock aura instead of project lightning attack.

Embrace Tradition no longer requires being at the Fortified Hoburg to cast.

Warlock

Cloud Elementals now have a winds attack instead of lightning.

Lesser Earth + Earth Elementals rumble earth attacks are slightly boosted (they were lowered previously to account for being switched to enemy only, but it was too much and raising it back a bit.)

Arrows of Mist Warriors and Smoke Warriors and axes of Magma Warriors now require the arrow/axe hits/damages the target before extra elemental damage procs.

Gusts of Wind melee attacks now use a wide cone instead of a burst, which should be the same AOE but no chance for units to be struck by their own attacks.

Conflux Warlocks now learn para-elemental rituals in pairs so less re-casting ritual of mastery is needed. Their lesser elemental summonings should now correctly show in level 1 rituals instead of 2.

Enchanter

Animated Assassin armor now has a poison dagger for assassination attack instead of shortsword.

High Cultist

Visons of the Dreamer now explodes in Mental Agony on Death and has teleporting movement.

Unbegotten Source is now immune to afflictions and the writhing spawn summon attack range is reduced from 3 to 1, so it summons next to the Unbegotten source.

Dwarf Queen

Rework to make new content more accessible and on par with Dwarf Queen mechanics.

Dvalin Incarnations have been removed and replaced with Runelords + Champions.

Elder Runesmiths have 3 promotion paths that can be cast at the statue of Dvalin that promote them to Runelords, level 3 casters with unique abilities. One of each Runelord can be owned.

Dvalin - Tunnelling

Furnace - Burn Forests

Rime - Spread cold + Fimbul Fortress ritual.

Runelords can promote Chosen Of Dvalin into powerful Dwarvish Champions.

Chosen of Dvalin can now be offered as recruitment offers. Offers are rare but can be increased by capturing temples.

Most rune branded weapons (except for ballista) now require that the weapon hits/damages before additional elemental damage/effect procs.

Voice of El

+3 starting archer units.

Angels can now be recruited from any temple citadel, not just the Temple of El. Seraphs are still exclusive to the bronze castle.

Seraphs now come with a Fire Brand

Witch Hunter assassin dagger is now armor negating like most other assassin attacks.

Heavenly Swords fire damage is now burst 1 instead of 3, slight nerf but also reduction in burning your own flagellants.

Scourge Lord

Swarmlord has a new look and slightly adjusted stats, but rituals/mechanics are the same

Concubine charm attack has 1 turn reload improved from 2.

Ammit now has a 50% chance to cast in melee instead of jaws attack.

Scourge Ant Queens should now have an increased chance to wander out of deserts.

Dryad Queen

Spawnboost of Merfolk from Sages and Seers has been lowered by ~5%. Base spawn rate from ports is unchanged.

Markgraf

Flesh Rite now requires any haunted terrain instead of specifically graveyards.

Reanimators now count as commanders that enable gathering "hands" resource.

Banefire crossbows magic damage + decay now require the initial arrow to have dealt damage/hit to proc.

Cloud Lord

Cloud Elementals now have a winds attack instead of lightning.

Kobold King

Re-work to Tiamat to be more accessible and on par with other Kobold mechanics.

All stats slightly lowered and now a stupid unit like other dragons.

Multiple Tiamats can be summoned and they are moved to the Black Kobold rituals like the Deep/Forest dragons.

Tiamats make their home in temples, their strength is greater than a normal dragon but weaker than an elder dragon.

Tiamats wander the farthest and the most frequently of all dragon summons.

Cost changed to 100 gems, 50 kobolds, 100 gold.

General

Black Cloud spell is switched to enemy only

Most game messages associated with start of game terrain generation events have been removed since it's not really something players need to be alerted to.

Reversing prior change where some cavalry commanders were moved to mid rank. This made them a little too passive in combat and wasn't a great fix for a minor issue.

Update: 9 Nov, 2023 @ 9:13am

Small follow up

Necromancer/Markgraf/Raksharaja

Mound King/Dakhma Lord "upgrade" rituals are now restricted to fortified citadels

Mound King "has item" chance reduced from 50 to 25%

Dread Husk Tides of the Dead ritual is now 50% chance Longdead 50% chance Soulless summons.

Update: 9 Nov, 2023 @ 7:55am

Large Update with a few mechanics reworked, most units that spawn other units were a bit underwhelming and spawn rates across the board were raised.

Baron

Ranger Herbal Medicine ritual cost reduced to 10 from 25

Royal Merchant "Gold Carrier" value reduced to 30 from 100 which was way too high.

Bards are now mid rank and spread out in formation

Necromancer

Reaper Ascension has been greatly reworked.

Reaper now retains spells + rituals and leads as a frontline commander with fear, combat casting, ethereal and good amount of HP at the cost of no immortality. Previous teleporting movement and attacks are removed.

Reaper Ascension Ritual can be cast at any "Haunted Locations" (graveyards, old battlefields, haunted cities...etc)

Planar Swap ritual is removed as it was too exploitable.

Demonologist

Infernal King and demon summoning has been greatly reworked.

Infernal King promotion and commander demons that have 100% control chance rituals are removed.

Summon Demon Lord is now a 1-cast ritual that costs 666 and requires a temple + 1 Infernal Preacher present with no failure chance.

Other demon summonings are now as-is in vanilla, but with Lieutenant and Infernal Horde having a 5% higher success rate.

Daemonic Altars are now slow, cheaper, recruit rate boosted by temples, can only be recruited at the starting citadel, and summon Infernal Preacher costs 66 and destroys the Altar.

Infernal Preacher Sinner spawn rate and HP is increased

Personal Gate and Returning now have a 3 AP cost

Witch

Night Hag commander has been expanded.

The Night Hag now has a 5% greater chance to be summoned from Major Summons, but now only knows Night Summoning (Major Summoning with no fail chance + extra movement cost). For 450 Fungus they can promote to a "Cauldron Queen" a slow level 3 caster that also knows Ceremony of the Night Coven (Summon Old One with no fail chance + lots of extra movement cost).

Giant Snails are now 50% poison resistant and Monster Snails 100%.

Rootmonster is now 100% poison resistant + swamp move, but only heals on Swamps/Bogs.

Selkie MR +2

High Priestess

Heralds of Baal now spread out in formation

Bakemono

Mujina now have a ranged fear attack.

Shuten Doji now have a lifesteal melee attack instead of a normal bite.

Kuro Oni and Dai Oni are now rank 1 and have combat casting.

Lucky God spellcasting switched to Sage from Fortune so there can be some variety/spells to learn.

Barbarian

Barbarian Leader now has Leadership 1 instead of Local Leadership.

Pillage no longer summons units.

Book Burning now creates a magic item instead of summoning an ancestor guide.

Senator

Hero's Sphinx summon ritual now requires solving three high AP cost "riddles" instead of gold.

Navigate the Labyrinth Gold reward is reduced to 200 from 300.

Claim the Healing Waters is reduced to 3 AP from 6.

Call the Lost Legion now requires a Renatus to be present.

Serpent Priests and Renatus now enable a unique Princeps unit similar to Leos.

Druid

Faery Queen pixie spawn rate increased by 10%

Burgmeister

Engineer General and Master Clockwork Crafter now have coil rifles as their ranged attack

Woodman spawn from ancient forests for "tradition" path is slightly boosted.

Pale One

Earth Made Flesh is buffed to level 3 Hydromancy from 2.

Priest King

Atzlan Feast now costs 1 AP.

Moon Warriors are now stealthy.

Vassal Nobles now generate +1 gold.

Chaacs and Tlaloque are nerfed to have Level 2/2 casting instead of 3/2.

All monuments spawn rates increased by 5%

Troll King

The Troll King can now Raid and Pillage.

A new Troll King recruitment offer will occur if the Troll King dies, but it will be rare + expensive.

Wither Wood ritual is removed as it had very little utility.

High Cultist

Contact Elder Being, Contact Old Ones, Deep Rising, Call Outer God is 4% more reliable.

Call Elder Beings is 9% more reliable.

Unbegotten Source now creates writing spawn on the map at +10% rate.

Dwarf Queen

Incarnate Dvalin rituals now cost +100 of their respective gem type but require 3 Daughters of Dvalin instead of 4.

Voice of El

Angel recruitment offers very slightly lowered.

No longer receives standard assassin recruitment offers. Replaced by Witch Hunters.

Pontiff Temple Guard spawn rate increased by 5%

Dryad Queen

Merfolk Sages and Seers boost merfolk spawn rate at ports by +5% more.

Cloud Lord

Eternal King now casts in combat instead of having 4 spear melee attacks.

Eagle Guard Gold cost reduced to 50 from 60.

Kobold King

Create Tiamat can now only be cast once per kobold color.

Tiamat Dread is reduced to Fear

Tiamat now has 6 eyes for the purposes of lost eye battle afflictions.

Monkey Maharaja

Bandaraja now has Leadership 1.

Akashic Records ritual is now free to learn at level 2.

Devata, Rudra, and Marut Generals are now Mid Rank and do not immediately charge into combat.

Enlighten Humans now costs 1 AP instead of 3.

The Akashic Sigil will summon Sepoy Archers instead of Swordsmen so they are more useful at defending their town/city and at +5% spawn rate.

Sepoy Guru recruitment now increases with temples owned.

Dvarapala only heals at Atavi Villages and has 50% fire weakness.

Spawn rate of vanara swordsman from Dvarapala Guardians increased by 10%.

General

Most Frontline commanders are now mid rank to alleviate commanders dying in trivial battles.

Update: 3 Nov, 2023 @ 7:00pm

Typo fix

Update: 3 Nov, 2023 @ 4:12pm

Large update revisting some classes that had new units/features that weren't really bringing a lot to the table.

Baron

Royal Merchant's Create Market ritual now summons a small amount of Caravan Guard but movement cost is increased to 3. One of these guards is a "Trusted Bodyguard" who will stand in the back ranks and carry the created magic item. This is admittedly a work around to the existing create magic item command for rituals also being hard coded to enable gathering gems as a resource.

Cost to promote rangers to hemlock rangers is reduced to 25 from 50, but also promotes in sets of 4 instead of 5 (to match their recruit rate).

Demonologist

Cost of Infernal Alliance was a little too low at 500 and has been increased to a nice thematic 666.

Bakemono

Dai Same can now cast Raid ritual to destroy/downgrade a village or hamlet for a small sum of gold

Druid

Faery Queen minor rework.

Fae Summoning has been removed and Greenman + Gnome are now Legendary Being Summons.

Faery Queen no longer enables collecting of Fungus and ritual costs now use herbs.

The Faery Queen now spawns pixies over time.

Gnomes now have the "Create Artifact" ritual and enable gathering gems as a resource.

Priest King

Priest King slave spawning increased by 5%.

Tribal King Slave Hunt ritual creates +1d5 slaves.

Slave mercenary recruitment offers -10 gold cost.

Atzlan Feast cost reduced to 1 from 3.

Monument of the Moon and Sky spawn rate of holy warriors increased by 5%.

Death Warrior now heals normally.

Troll King

Goblin Khan ritual cast cost changed to 100 Gold from 200 Fungus. Now promotes an existing Goblin Chieftain instead of summoning a new unit.

Lizard King has been removed and reworked with the below:

There are now commander recruitment offers for Lizardmen Warlords that enable recruitment offers for additional lizardmen units.

Lizardmen units across the board have additional bite melee attacks, poison res, and swamp move, but are cold blooded and weak to cold damage.

There are warriors (spearmen), slingers, dervishes (dual sword infantry), and chariots. Dervishes require fortified citadels and chariots require a forge location.

Warlords have a unique interaction with capital locations, a ritual can be cast at capital locations for 500 gold to promote to the lizardman emperor. Lizardman Emperor is a powerful level 2 caster that summons "Lizardman Brutes" at the start of combat and increases gold income globally by 25% when owned.

Voice of El

New assassin commander, "Witch Hunter" with a magical dagger assassin weapon + crossbow that does double damage to demons/undead.

Also has a ritual that can transform a Magic Library to a Monastery while also gaining a small cache of relics.

Paladins have a new ritual that can restore haunted cities

Existing "Angelic Crusaders" recruitment has been reworked. Angelic Crusader unit recruitment at the divine stronghold has been replaced with rare commander recruitment offers for angels. There are 4 tiers of angel commanders that get more expensive and offers rarer that are unlocked as you promote your bishops available at the temple of El, with the last tier requiring a pontiff + and recruited at the divine stronghold instead.

Illusionist

Gremlins can now sabotage enemy mirrors in the event of Illusionist vs Illusionist

Mirror Guard now have magic swords

Create Idol ritual is no longer free to learn

Dryad Queen

Starting Sacred Grove now has 2 Centauride Guards

Cloud Lord

Cloud Seeders now create new cloud terrain with 4 movement instead of 6

Raksharaja

Bhuta Upwelling summons are now based on die rolls instead of static values

Summon Glycon is now level 1 ritual instead of level 2

General

Alicorn item now provides Fast Heal to the holder

Update: 31 Oct, 2023 @ 3:34pm

Minor typo correction

Update: 30 Oct, 2023 @ 2:07pm

Content Update

Necromancer/Markgraf
The army spawned by the Dread Husk's "Tides of the Dead" ritual will now consist of a mound king commander and a handful of longdead. This way the spawned army is more flexible/mobile, but is not initially as powerful without resource investment via the mound king's rituals.

High Priestess
Venom Pact units have slightly reduced HP.

Owned Spider thickets will now spawn friendly spiders and rarely a new spider queen over time.

New summon for the "Greater Ceremony of Ba'al" ritual, the Arachne. A level 1 spellcaster commander with a unique ritual that can transform an ancient forest into a spider thicket at the cost of sacrificing itself.

Bakemono

A slightly more expensive recruitment offer for 1 ninja will be offered occasionally if no other ninjas are owned.

Minor graphical fix so ninja sprites look less blurry.

Pale Ones

New unique summon for "Lava Summoning" rituals. "Magmoles" Fire resistant war hammer infantry that always burrow during sieges.

High Priest

Rituals using Slaves as the cost have had price greatly reduced to account for new slave hunt mechanics.

Voice of El

The Pontiff now spawns free temple guard over time.

Scourge Lord

Several of the animal summons from Scourge Summons (level 1) are now "primable" by the Swarm Lord.

Update: 26 Oct, 2023 @ 12:56pm

Pretty substantial update with a few class mechanics reworked.

Markgraf -

New Commander, the "Hobmark Reanimator", obtainable through random recruitment offers that increase with libraries owned. Necromancer + Alchemy caster that knows "Create Flesh Golem" ritual. Can be promoted to a "Master Reanimator" at a level 2+ Library. Learns, "Iron Grafting" + "Slaughterhouse" rituals + 1 new ritual, "Plague-a-pult" which promotes a normal catapult to a stronger version that shoots projectiles with a plague cloud effect. Flesh Golem, Iron Grafting, and Slaughterhouse rituals are removed from Markgraf/Nekromants.

Raise Legion now summons Markgraf specific armies instead of the same list as Necromancer

Little Bane Fire Crossbows recruit # increased to 10 for 15 hands from 5 for 10 hands.

Warlock -

Warlocks of Conflux have been reworked. They are obtained from a "Conflux Pact" apprentices cast instead of being a random recruitment offer. All prior Conflux rituals have been removed with some unique units being added to the summons for other elemental summoning rituals. All Para-elemental summoning rituals and elemental wheels are moved from their respective elements to the Conflux Warlock.

Summon Yeti ritual has been removed, and Yetis can now be summoned by Greater Water/Air rituals when it is cast in mountains.


High Priest -

"Slave Hunt" actions have been replaced with a new set of abilities and rituals. Priest King/High Priest of the Sun will passively spawn new slaves over time. Tribal Kings now have a "Slave Hunt" ritual castable at small settlements that summons a larger amount of slaves in exchange for downgrading/destroying the settlement. They also have a "Vassal Noble" ritual castable at towns/cities that turns them into a stationary "Vassal Noble" commander that passively spawns slaves over time. Slaves will also now be offered as mercenary recruitment offers.

Baron -

"Hire Privateers" ritual has been removed. This will appear again in a later update, but not as something specific to the Baron and featuring more new units.

New commander, "Royal Merchant" - in battle has a "bribe" attack that can charm humans. Has two rituals, "Hire Bodyguards" a one time use ritual to immediately summon a group of caravan guard, "Create Market" can upgrade a village to a market village and creates 1 random item.

High Cultist - Ceremony in the Deep/Greater Ceremony in the Deep are now completely unaffected by the stars and have no chance of failure.

Cloud Lord - Summon Yetis is removed, and Yetis can be summoned as part of Greater Sky Summoning when in Mountains.

Illusionist - Gremlin "Sabotage" ritual can target "Plague-a-pults"

Senator - Mythical hero +2 MR

Maharaja - Fixed Dvarapala being able to use Village Guardian at a village that already had a Dvarapala Guardian

All -

Scouts now have desert/swamp/mountain/snow move.

Old Battlefield creation event can now be triggered by humanoid corpses, but the threshold to meet is 3x higher than the event trigger for only standard human corpses.