Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
Alex the Beetrayer  [developer] 4 Apr, 2023 @ 8:32pm
Kobold King
Kobolds have had the price of mastery rituals reduced, black kobold shamans have new rituals that can summon new types of dragons in non-mine terrains, and there is a new level 3 ritual that can be cast once to permanently make all dragons fly farther and more frequently from their lairs.

Kobold Sorcerers are much cheaper to promote to Kobold Kings, but require a Prophet to promote them instead of promoting themselves.

New Dragon Types:

Deep Dragons - Live in Ports

Tiamats - Live in Temples
Last edited by Alex the Beetrayer; 2 Oct, 2024 @ 9:23am
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Showing 1-5 of 5 comments
Snoozer000 4 May, 2023 @ 4:22am 
Can deep dragons be cast on ruined ports? I had an Apocalypse happen and the infernal realm torched every port on the map. Still won though. I lucked out and got a ruby mine just in time to snipe the portals. Revived both portals twice yet still won. Can forest dragon forest be used on burn ancient forests? I didnt have that problem.
Alex the Beetrayer  [developer] 4 May, 2023 @ 1:44pm 
Deep Dragon can be cast on standard ports, pirate ports, and the High Cultist "abandoned" ports. Ports that are destroyed by some effect like demons, high priestess etc are not included. This might change in the next update. Haven't quite decided if the port being "intact" should be requirement.

Forest Dragon works similarly, a standard ancient forest or the new dragon forest terrain that it creates are eligible, but a burned down shadow wood can't be used to summon a forest dragon. This might be changing in the next update, where forest dragons will be summoned at shadow woods exclusively, and dropping the whole "dragon forest" terrain. This way there's no extra terrain needed to stop the forest neutral spawns and Kobolds won't have any need to protect the forests.
Last edited by Alex the Beetrayer; 4 May, 2023 @ 3:22pm
Snoozer000 4 May, 2023 @ 3:55pm 
ok good to know. Thanks for the reply.
Gobby 17 Mar @ 11:19am 
The kobold's "environment" theme is there, but kind of skin deep, right? I would like to see some mechanics that pushes them to interact with their implied environments... as currently they really all just live in mines, so where does swamp move come from? They would be join the roster of "enabled recruitment" on the upgraded kobold casters.

Green: Kobold Swampspeaker: Can summon Swamp Drakes in swamps for emeralds. Bile Magic 2, mage stats.
Blue: Kobold Pirate: 1 time summon 2d10 Blue Kobold Warriors. Only available when on frozen sea. Can also become stationary and gain +gold +gem on deep sea gem deposits. Hydromancy 1, Dragonspawn stats.
Red: Kobold Elementalist. Can summon fire lizards or salamanders in Greater mines for rubies.
Pyromancy 2, mage stats.
White: Kobold Sky Captain: Has a magic bow and dragonspawn stats.
Last edited by Gobby; 17 Mar @ 11:24am
Alex the Beetrayer  [developer] 18 Mar @ 12:00pm 
There's definitely room to expand kobolds a bit, especially now that I've learned "recruitment boost" effects are accessible. Currently the two new types of dragons I have added don't really function in the same way as base game dragons, but that will be changing with each getting a new type of recruit so there's a compelling reason to summon them beyond their "patrols".

I'm not sure I want kobolds that can perform traditional summoning rituals, but I do think there's room for some non-leader mages or other special recruits. Especially since I'm looking to round out the new dragons to 3 varieties with a kind of "arcane dragon" that is summoned at 2+ libraries.
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