Conquest of Elysium 5

Conquest of Elysium 5

Elysium Remastered
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Update: 25 Jul @ 1:02pm

- Preacher added to Voice of El
- Gulthias Tree can be summoned on Shadow Woods
- Fixed some missing stats on undead units
- Position change on Barbarian Steel Maidens and Wolf Warriors
- Scourge Lord Gryphon recruitment bug fixed
- Barbarian Gold Bonus bug fixed

Update: 22 Jul @ 2:55pm

Necromancer balance, bugfixes and QOL fixes. A lot of them actually. It makes the early and midgame play out a lot better.

Early recruit adjustments:
- Crossbows and Heavy Infantry removed from standard rec, now reflects the ragtag army of desperate souls who would serve a necromancer better.
- Wretches gold cost 10->25, and damage 3->2 (too strong for cost and made abominations very cheap)
- Forlorn Hope start affliction 10->20%
- More ranged versions of standard longdead added to the pool (a minor buff to animate dead)

Level 2 ritual adjustments
- Major Incantation cost reduced 75-> 60 hands
- Summon Gulthias Tree cost 40->25 hands
- Passage to the Underworld cost 200->100 (easier Hades access)
- Gulthias Tree corrupts ancient forest faster (also for easier access)

Level 2 ritual clutter reduced
- Mummification moved to level 1, but never known from start.
- Passage to the Underworld auto learned upon casting Gulthias Tree.
- Wall of Unlife and Pyramid of Skulls learned as a bundle

More stat adjustments
- Greater Shade range 5->6 on breath attack
- Bodak range 7->8 on gaze attack
- Ziz moved to front-
- Abomination AOE reduced 3->2

And also planar Inversion is moved to demilich. It was still overpowered, even after nerfing the stygian paths interaction.


Update: 18 Jul @ 3:21pm

Added two new void terrains, in case your void expeditions somehow felt uneventful: A lovecraftian city of nightmares and a certain crowdpleaser in the form of giant phase spider webs.

Some fixes for Burgmeister
- Clockwork constructs elemental resistances corrected (now between 75 and 100 as intended)
- 10% chance of new Burgmeister offers if you don´t have one
- Manufactory gets walls and a gate

Random bugs
- Sea Bastion battlemap fixed. You can no longer sail on land there.

Update: 10 Jul @ 2:43pm

After much public complaining from a prominent member of the modding community, I have decided to do something. I still do not really understand what the fuss was all about, but maybe this will let me browse the Discord forums in relative peace.

- Dead Forest now provides 1 fungus again

And as a direct consequence of that

- The Witches’ Woods ritual has been reworked to still provide an incentive to keep forests alive. It now summons a stealthy charm that protect the tile until discovered, and occasionally ambushes trespassers with witchwood creatures. I actually like the new version better.

Update: 9 Jul @ 1:06pm

- More diverse monster spawns on new sea terrains
- Scourge Lord Dark Summoning Ghoul die changed from1d20->2d8

Update: 8 Jul @ 2:21pm

- 8 (I think) new special terrains added to the sea. Giant Corals, misty reefs, shipwrecks, sea bastions, a floating Free City etc. A few new monsters to go with them.
- Sea resource density increased slightly

Bug fixes and adjustments
- Demonologist "Returning" and "Mass Returning" no longer targets home citadel but a random land area on Elysium. Gives the Damned Master an easier time of returning to the surface, and is incidentally consistent with what they are supposed to do, according to the flavor text at least.
- Dark Emperor can gain life force
- crush attack (used by Living Mercury and Foul Sand) is now only enemy, to avoid self-stunning
- Orb of Antilife now somewhat vulnerable to all elemental sources, to increase counterplay option. Still not sure I got that one right, so there may be more changes. This is it for the time being though.

Revisiting my own bad ideas
- Creeping Doom stats reverted to vanilla. Now invulnerable again. It felt off that they could be squashed by a single giant hit, and balancewise they were not a huge problem.
- As a consequence of that, Swarm of Bees is also reworked for consistency. It is now also invulnerable, but will scatter and leave combat after a while. Very bee-like behavior.


Update: 30 Jun @ 12:27pm

- Fixed attack bug with Unholy Altars not using Fires of Inferno in regular combat. Suddenly they became very powerful, and therefore:
- Fires of Inferno damage reduced from 12->8

Update: 30 Jun @ 12:13pm

- fixed bugs with God Emperor of the Underworld rituals
- Raising Statues of the Underworld has a small increasing the blessings of Underworld Cultists. (I might add something similar for the light God Emperor, but this was done on a whim, and currently the Dark Emperor is the only one with access to bless).

Update: 29 Jun @ 2:01pm

Some Guildmaster things. AI was atrocious and is now reworked to provide a challenge. Also some unit stat tweaks. Mostly aims to bring them in line with preexisting equivalents and make naval units function better at sea. Also adventurers underperformed and are buffed a bit.

Monster Edits:

- Mariners were better swordsmen than Swordsmen. This did not feel right. Now only 5 hp (down from 6).

- Mariners and Pirates get -1 morale on land, but +1 initiative on crossbow attacks while at sea.

- Pirate Captain gets +1 initiative on crossbow attacks while at sea.

- Admiral gets +1 initiative on crossbow attacks and leadership 1 while at sea.

- Mariners and Pirates moved to rank 0 frontpos, which pushes them in front of archers and ballistas. This both makes sense since they melee, and keeps ballistas off the front of ships.

- Liquid Fire Dispensers moved to rank 1 frontpos. Always placed as far forward as possible.

- Storm Spool Ballista was the best siege weapon in the game by a mile. In keeping with my general dislike of one-unit solutions to the game, they are now reworked along the lines of the alchemical siege weapons: Standard Attack made non-magical, and the splash damage has a chance to miss. They are still very very good.

- All adventurers get +1-3 hp and 90% affliction resistance (a Long Rest will heal practically any injury.)

Guildmaster AI adjustments

- AI would always send their first Guildmaster sailing and would therefore not capture any terrain for a long time. Now starts with a secondary Guildmaster + entourage to compensate.

- the AI did not function well with the site requirements of guild rituals. Often they would use their Guildmasters to roam around or lead armies in the field, rather than prioritize building guilds. AI now gets significantly more commander offers, and main commanders will always attempt to use mastery or guild rituals as soon as they have the resources.

- Guildmaster gets the standard AI tweaks as well. Offensive siege weapons, light garrison building, encouragement to produce advanced siege weaponry and commander-suicide countermeasures.

Guildmaster Ritual adjustments
- Sages Guild made rarestart (to smooth the bumpy starts just a bit).




Update: 28 Jun @ 1:16am

- Bug fix: Barbarian King keeps rituals on upgrading.