Conquest of Elysium 5

Conquest of Elysium 5

Dark_Wizard
Showing 1-10 of 10 entries
Update: 26 Jul @ 5:33pm

Lowered the grow time of lots of units as after playing several games I found that the grow times were to uncharitable especially for the dragon pups considering that I only increased every creatures grow time to compensate for the fact you could use gems to upgrade them quicker but you can't do that for dragons anyway.

Update: 15 Jul @ 1:23am

Made it Multiplayer Useable

Update: 4 Jul @ 11:32pm

And I missed a line of code so another update do you get. Pray I need update no further.

Update: 4 Jul @ 11:30pm

Gonna keep it 100 with you. I miscalculated badly and made one of the four classes the equal of the Roman Empire and so I needed to turn them down just the tiniest bit.

Update: 4 Jul @ 4:58pm

Just a couple of balance changes to make the early game more reasonable as well as making some of the more useless units more usable.
Thanks to
DrakenCLaw
and
Knaight
and
Glacier

in the Conquest of Elysium Discord for play testing and looking at my mod to make some suggestions.

Update: 3 Jul @ 8:30pm

1. Rebalanced how expensive things are to make it more possible to play the four classes. I was worried about them being overpowered originally and went to far the other direction
2. Did a bunch of touch ups for the sprites.

Update: 2 Jul @ 11:37pm

Change Log
1. Set price to upgrade Lawful Dwarf to correct amount for Holy Prince
2. Summon red Dragon pup should now work
3. Summon Baby Velon Wyvern should now work
4. Summon Sky Dragon Should now work
5. Summon Velon Serpent should now work
6. Summon White Dragon Pup should now work
7. Set price to upgrade chaos human to correct amount for Dark Puppet master
8. Promoting cleric classes to their fourth upgrade with rituals summoned a second version of the unit, it shouldn't do that anymore
9. I removed the 5000 gem rituals for each of the four characters to promote them to essentially super versions meant to represent their lvl 99 jrpg stats as doing so didn't allow them to use the new sets of rituals I had set for them and frankly it was A meant as an unobtainable thing as if you get 5000 of one type of gem the game is probably already over and B had no concept of balance and was unneeded stress and space in the mod.

Update: 2 Jul @ 1:53pm

This was just a tiny touch up to some of the sprites so that they look better (Specifically the Wild Man and Death Dragon)

Update: 30 Jun @ 7:05pm

*Each of the four class main leaders now have their own ritual tree (The most powerful Ritual of which will bring them to their full power supposed to represent them as lvl 99 rpg characters)
*I added a few monsters
*It now takes longer for creatures and hires to reach their full potential by waiting enough time but there are rituals to instantly promote them
* Each of the four classes start with different citidels and other initial buildings

Update: 29 Jun @ 1:02am