Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
 This topic has been pinned, so it's probably important
Alex the Beetrayer  [developer] 9 Aug, 2024 @ 9:13am
09-2024 Big Update Notes
General

All starting archer garrison sizes increased.

The event that creates Old Battlefields at empty tiles where enough deaths have occurred has been improved so that it no longer clears corpses at that location. Rituals that consume Old Battlefields now terraform the land to a Shadelands which isn't eligible to become an Old Battlefield a 2nd time.

Allure/Bribe attacks once more have a 1-turn "reload".

"Fairy Fountain Queen" neutral monster will now have a random magic item.

Ziggurat is no longer a guaranteed terrain generated at game start.

Across the board Immortal units must rest for longer after resurrection. New standard is 18 AP.

Mercenary offers and the bonus granted to the rates that they are offered by owning Cities + Towns has been adjusted per class. See percentage value on each class.

Most rituals that summon stationary defender units now have some sort of hard limit limit or restriction on how many can be summoned on a single tile.

Scouts across the board will all be back rank units so they serve as a defense against assassins as well.

King's Castle and several other rare terrains now have a higher base gold income and the 25% gold bonus is removed from King's Castle. Monument of Order now has base yield of 1 of every resource type and a more distinctive sprite.

Greatly reduced the amount of events that run in the background which should mean quicker turns.

Minotaur brigand leader in Labyrinth now has a random magic item instead of 100% oakbane axe as all classes now have a means to destroy/pacify ancient forests.

Old wizards become a stationary Old Headmaster after using Higher Education to found an Academy.


Baron - 100%

New Conscription recruitment. Highlander Knights at Gold + Silver Mines controlled.

New Conscription recruitment. Royal Knights at the King's Castle. Gryphon Knights now exclusive to the Capital.

Gryphon Knights will now use more melee attacks in addition to their lance on the first attack.

Royal Merchants now have a more powerful version of "Establish Market" that can be used at Cities.

Ranger Captains no longer gather weed resource and use gold for their rituals.

Rangers are no longer recruited normally, instead Ranger Captains can construct 1 Ranger Lodge fort adjacent to each Ancient Forest that will produce free rangers and war dogs during conscription.

Fixed a bug where Vassal Knights were wandering very far from their base.

King now has Leadership 2 instead of a "bribe" attack.


Necromancer - 75%

Desecrate Forest ritual is reworked, now tier 2 and used in ancient forests. Summons a weak stationary unit that grows and drains the forest of life. When the ancient forest is reduced to a shadow wood it becomes a powerful Hangman's Tree that spawns longdead and +1 hand income.

Longdead can now be promoted to fast skeletal calvary/knights.

Dread Husk cost increased 25 to 30

Lich Gate cost increased 2 to 5.

Reaper is downsized to 1x1 and HP roughly cut in half. Fast Heal upgraded to Regeneration and gains all item slots. Stygian paths is now exclusive to the Reaper along with a new ritual to scry a random enemy commander.

New Dust Priest recruitment offers starting after 1 temple owned. Mummification now exclusive to Dust Priests. Normal Heavy Infantry removed as recruitment option, with Dust Walker recrutment unlocked by owning Dust Priest.


Demonologist - 75%

The Djinn may now grant a wish for a random magic item, repeatable wish to cure an afflicton, and wish to scry large area around an enemy commander.

Infernal Master can now Planeshift to Inferno.

New Demon Lieutenant, "Anti-Paladin" fast commander that arrives with a few demon knights.


Witch - 50%

Non-summoning level 1 rituals are much less likely to be the 1st ritual learned. Should basically gurantee you get a summoner commander from the start to get rolling.

Basically every witch unit has swamp move now, a few more gain poison resistance.

Selkie is reworked to be an ambush assassin that hides in swamps.

Swamp Guardian ritual have a 10% chance to summon Death Fungus and can't be cast at tiles already containing Death Fungus. Soft limit to max cast per tile.

Gorgons and Erinye are no longer unique.

Manflayers can now cast Raid, Create Effigy, and summon new "swamp undead" instead of the same summons as Necromancer.

New recruitment offers for armored lizardmen troops.

Snails gain an acidic pseudopod melee attack, with poison spit being ranged only.

Cauldron Mastery cost reduced to 450, Cauldron Crone loses slow and gains floating.


High Priestess - 50%

A new unique commander, "Dark Matron" assassin/army trainer.

Hand of Ba'al ritual removed from Hierodule rituals, now a promotion unlocked at any citadel once Dark Matron is recruited.

New "Moloch" trample/berserking giant can be summoned from feasts.

Ceremonies to Ba'al have more summons variety and types of summons are no longer dependent on desert/ziggurat terrains

Lesser Ceremony of Ba'al cost increased 10 to 15

Chariot recruitment offers slightly less frequent and changed to 1x2 unit instead of 2x2

Zamzummite/Malik now have Raise Dead instead of minor summons, and both have minor sanity regen.


Bakemono - 0% No Mercenaries

Bakemono Generals now have an archer variant.

Bakemono Generals can now promote bakemono units at fortified citadels using iron. This includes a new armored variant of the O Bakemono.

Uba have a new unique ritual to summon a "Spirit Gate" stationary defender in Shadow Woods that will periodically spawn small groups of ugulu oni wandering units.

All casters have a Spirit Walk ritual that allows them to teleport from a Spirit Gate to another Shadow Woods.

Aka Oni can now burn forests.

Ninja recruitment offers are now mercenary offers.

Special port recruitment offers cost more iron but gain ranged javelin attacks.


Barbarian - 50%

Book Burning can now destroy the Academy of Higher Magic, and this results in a greater reward of 1d*6 magic items.

Enlist Tribals now summons a few stationary archers at the village as well.

"Winter" summons in Deep Woods rituals are removed.

Boruta HP increased and gains a hoof attack

Psoglav sprite + stats tweaked a bit. Change from heavy armor greatsword to light armor, fast, two shortswords.

Carve Totempole is limited to 1 Totem per space.

Leshy changed to a mid-rank with vine arrow ranged attack

Wildman Shaman commanders may be summon by Tales of the Deep Woods

Swords to Plowshares is now a tier 2 ritual and not known by mounted chieftains.

Valkyries can now cure afflictions


Senator - 100%

Sphinx Riddles and Summoning can now only be done once, but the Sphinx will always arrive with a magic item. Sphinx wasn't intended to be quasi-immortal, but the current setup allows for that.

God Emperor of the Underworld no longer has Planar Swap. Instead has an upgraded form of "Call the Lost Legion" that does not require a Renatus and gains the ability to planeshift to Hades. Planar Swap is a little too exploitable, I overlooked this unit has the ritual so I've replaced with another thematic ability.

Starting commander changed from centurion to Aspiring Hero. Only 1 hero of any level can be owned at one time.

Final promotion for the Aspiring Hero swapped from a flying cavalry to a large frontline demi-god with combat casting.


Pale Ones - 0% No Mercenaries

Pale Ones can now use Mines as Citadels but will have reduced recruitment options at non-mine/non-cave citadels.

The Sealed Chamber will now have a unique oracle recruitment offer for a Tomb Oracle that knows all Pale One rituals.

Marble + Onyx oracles are limited to 1 per space.

Architects can no longer create new Pale One Lairs from mountains.

Architects can now upgrade mines to have walls and an iron gate


Druid - 50%

The Wild Hunt ritual has been reworked. Cost is increased 300 to 500, but the Lord of the Wild Hunt now has immortality tied to the ancient forest he is summoned in and will summon his own wolves over time. Currently the Wild Hunt dies too much due to attacking random guard towers so this should make the ritual much more useful.

Fir Bolg, Sidhe, and Tuatha commanders now know their respective level of Druid rituals.

Tuatha Sorceress has been buffed a bit and has a more distinctive sprite.

Forest Guardians cannot be cast at spaces that already contain a Tree of Crows.


Burgmeister - 75%

Hoburg commander names should be more consistent. No more Burgmanns named, "Belial"

Embrace Tradition slightly reworked so the Spring Ent appears via a 1-time use summoning ritual instead of an event.

New non-gem clockwork soldier that can be summoned for mixed gems

Horologist/Clockwork Master now summon a few clockwork soldiers at the start of battles.

Each path has a new commander recruitment, the "Skymann" for tradition and "Mechmeister" for Progress.

Manufactory spawn rate increased but changed to generic clockwork soldiers.


Warlock - 75%

Great Warlock of Conflux now increases rate that apprentice recruitment offers occur instead of Ether Warriors/Lords.

New Level 2 Conflux ritual, "Champion of Conflux" 66% chance for a Champion of Conflux Elemental Knight, 34% chance a random giant commander of any element.

New Level 3 Conflux ritual, "Nexus Spire" a defensive unit with level 2 Elemental casting that will slowly spawn Ether Warriors and unlock recruitment offers for Ether Warriors/Lords.

Lesser earth has a 2nd variant that uses magic stones instead of rumble attack

Earth Warlocks can upgrade Wizard Towers to Earth Fortresses by spending additional emeralds.

Water Elementals have a smaller cone attack but no longer inflict damage on allies

Lake Trolls + Yetis are removed, Ice Spirits added to Greater Water Summons.


Priest King - 0% No Mercenaries

Mercenary offers for slaves will be slightly more frequent

Nahualli can now summon a stationary, Spirit of Atzlan unit at Ancient forests that summon friendly semi-stupid units and stop the forest from spawning neutrals

Tribal Kings get a 1-cast ritual to spend gold at Ancient Forests with a Spirit of Atzlan to summon new "Saurid" troops.


Troll King - 0% No Mercenaries

Troll casters can now sense dead to eliminate guess work when placing troll forests in optimal locations.

Goblin Khan renamed Goblin Prince.

Troll Toll + Appoint Goblin Prince now cast by the Troll King. Goblin Heroes now elegible to become Goblin Prince in addition to Chieftains. Goblin Prince can now Raid.

Goblin Tower reworked to Goblin War Banner. Functions basically the same but summons a stationary unit instead of terraforming to a new terrain and can be used at all fortified citadels.

Troll Gardening has a 10% chance to summon Death Fungus and can't be cast at tiles already containing Death Fungus

Lake Troll King now knows Troll Magic + Troll rituals + Troll Toll

New Tier 2 ritual to summon Yetis at mountains.

Goblin Prince unlocks recruitment for Reaver commanders.

Forest Giants are now front line commanders.


Enchanter - 75%

Animated Assassin armor removed.

Fixed what seems to be a base game bug where golems promoted to Vessels of Arcana/Lore lost their shock resistance.

Prospector now has tunneling trait instead of Spelunker units. Spelunkers gain siege tunneling.

Craft Guardian has a 4 guardian per tile limit.


High Cultist - 50%

Clawed Shamblers nerfed slightly with Battle Slow applied. Will be summoned less frequently from lower level rituals but more consistent numbers summoned in higher level rituals

Fixed a bug where Mind Slime Horrors weren't in the table of potential summons for Void Being ritual. Removed Writhing Spawn as a summon.

Yellow Cultists now have a base recruitment chance of 0% that scales with Libraries owned.

Yellow Cultists now have a promotion to a Yellow Prince. Yellow Prince has a stronger assassination attack, Void magic, and access to level 1 void rituals.

Yellow Sign now costs sacrifices to summon, but can be used in all Cities + Haunted Cities, and will rarely spawn and unlock recruitment for a new "Angry Mob" unit. A frontline trample unit with many melee attacks that shrinks as it loses HP.

New, "Fire Vampire" unit added to Void Being ritual that can burn forests.

Deep Rising now also summons a "stupid" Monster of the Deep.

Spawn rate of Soultorn from Void Gates reduced. Strange Thing/Star Oak spawn from Void Rift/Gate is now a single roll all at once instead of an infinite slow trickle over time.

Shadow over Elysium ritual removed.


Dwarf Queen - 50%

Change to mercenary recruitment rate is most significant here so creating a separate note. Now 50% with normal costs changed from 200% offers with 200% cost.

Dwarven starting army significantly improved.

Queen's Councilors can now become a stationary, "Thane" in towns/cities that boost trade, spawn free Huskarl units, enable mercenary offers for Huskarls. Huskarls are humans that have adopted the dwarven lifestyle.

Fully upgraded Dwarf Warriors can now Chop/Burn forests

Gold Bolters removed


Voice of El - 100%

Witch Hunter can now reform the Academy of Higher Magic to another Temple of El for a large cache of relics.

Clerics removed.

Angels now cure afflictions (All), can create a stationary unit that spawns additional holy troops on Graveyards/Old Battlefields (Harbingers+) , can summon Angelic Soldiers (Arch Angels+).

Angel, Harbinger, Archangel recruitment no longer limited to temple citadels only

Seraph recruit cost increased to 500 relics and limited to 1, but it is now immortal.


Illusionist - 75%

New "Disenchant" rituals learned for free at each level. Allows for emptying mirrors for a small gem refund. Refund based on mirror quality.

Gremlins summon cost reduced and changed from mixed gems to rubies

False Idol cost reduced and changed from mixed gems to diamonds

Mirror Guard cost reduced and changed from mixed gems to diamonds

Mirror Crystal cost change from mixed gems to emeralds

New "Dream Strider" units recruited from Palace of Dreams. Costs Gold + Emeralds.


Markgraf - 75%

Commander names should be more consistent.

Same Desecrate Forest update as Necromancer

Dread Husk cost increased 25 to 30

Slaughterhouse spawns changed to just Flesh Golems and corpses, but spawn rate is more frequent.

Slaughterhouse upgrades Flesh Golems in Sets of 5 instead of 1.


Dryad Queen - 0% No Mercenaries

Merfolk are now, "Capricorns" aka mer-satyrs. A few will freespawn at controlled ports.

Caster commander, "Oceanus Disciple" will be offered at ports.

Oceanus Disciple can create "Sacred Pools" in groves, a defensive stationary unit that spawns Capricorns.

Oceanus Disciple can cure afflictions at a grove with a Sacred Pool.

Oceanus Disciple can spend herbs to promote Satyrs to Capricorns.

The rate at which Sacred Pools spawn Capricorns scales with the quality of the grove.

Blood Orgy cost reduced 100 to 50, but now reduces the hamlet/farm it is cast in.

Stymphalian Queen changed from level 3 Storm Magic to level 2 Storm Magic + Level 2 Forest, and no longer exclusive to Primal Forests. Renamed "Daughter of Oranos"

Major Animal Summoning ritual removed.

All Centaur units are now fast.

Fixed a bug where Cataphract Commanders would promote Centaurs to Centauride Cataphracts.


Scourge Lord - 50%

Scourge Sand attack is no longer magical

Swarm summons will now rarely summon a Scourge Ant Queen

Carrion summons now includes a few normal vultures as well.

Assassins recruited will have Desert Move.

Guardian Statue has a 2 Statue per tile limit.


Cloud Lord - 50%

Cloud Castle ritual is now cast on a mountain in Elysium instead of the Sky.

Ritual of Grand Mastery cost increased by 10.

Eagle Kings will promote to an Honored Eagle King after 60 turns and gain Leadership 1, after another 60 turns will promote to a Venerated Eagle King with Leadership 2.

When Honored/Venerated Eagle Kings die in battle they will resurrect as "Honored Dead" or "Venerated Dead" at your Cloud Palace. This functions similar to Twiceborn for a Necromancer.

Elixer of Eternity ritual removed.

Ports now offer "Peng Spear Fishers" javelin infantry.


Kobold King - 0% No Mercenaries

Forest Dragon ritual has been removed.

Deep Dragon Wander distance decreased.

Black Dragonspawn gain berserker

All Kobold Kings gain Leadership 1

Fixed a bug where multiple Tiamats could be summoned in on one tile after using Age of Dragons.


Maharaja - 75%

"Sepoy" units are renamed "Enlightened" as the former didn't really make sense.

Enlightened Gurus now know level 1 rituals and can promote to level 2.

Dvarapala now assume Guardian form in any fortified citadel instead of Atavi villages.

Vanara champions now have level 1 rituals

Scult Dvarapala is now cast by Badaraja instead of the Yogi


Raksharaja - 0% No Mercenaries

Lanka Summoning is slightly better value, with some summons having dice rolls instead of single summons.

Dahkma Lord can now cast Bhuta Possession.

Summon Glycon cost changed to 50 gold.

3 new vanara mercenary units with recruitment chance scaling based off Atavi Villages owned

Yoginis now have a "Quell Forest" ritual. Cast at Ancient Forests for no cost to stop the spawning of neutral animals.




Thief - 100%

Starting army very slightly improved.

All guild troops are mercenary recruitment offers

Usurp Throne is reworked to Usurp Power which is castable at King's Castle and Capital and will summon a different stationary unit for each location.

Additionally, the stationary unit no longer passively spawns Blackguard but unlocks recruitment. King's Castle - Black Guard/Black Knights as always available recruitment options at all citadels. Capital - +50% Thief recruit rate.

Headsman removed and replaced with Marksman (Improved Crossbowman)

Blackguard have been reworked as a heavy armor/shield flail infantry and will have rare mercenary offers at all times.

Black Knight mercenary offers unlocked by owning a Dark Rider which is recruited at Old Castle Ruins. Dark Rider now knows Guild Rituals level 2.

Black Knight/Black Guard are more expensive.

Thieves now promote to Prince of Thieves after using their last "Steal from" ritual. Prince of Thieves have Dark Magic level 1, Leadership 1, and may command armies.

Fund Rebels is now Marauder Gang. Cost increased to 50 but it can be cast at Brigand Lairs or Ancient Forests, summons a few stationary archers, and the marauder boss generates 1 gold.

Corrupt Noble now spawns a few stationary archers as well.

Guild Master loses leadership but gains a bribe attack.

Two new "Steal From" rituals at level 2 + 3. Notably the new level 3 ritual provides no treasure but always grants a dark blessing.

The Ghost Ship is removed, instead the ghostly barrage can simply be cast anywhere rather than requiring a floating non-combat ship to be brought on land.
Last edited by Alex the Beetrayer; 15 Sep, 2024 @ 12:31pm
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Showing 1-7 of 7 comments
Gobby 12 Aug, 2024 @ 10:11am 
Hypest patch notes in my feed all year. I am like dicaprio pointing at the tv right now.
Alex the Beetrayer  [developer] 14 Aug, 2024 @ 7:32am 
Glad to hear it! Unfortunately the 1st version of the new Dryad Queen Merfolk stuff turned out to be cool thematically but pretty lame in actual game play. 2nd version should be much cleaner/straightforward. Updated with a few new things for some other classes too. Progress is going slow but should hopefully pick up over the weekend.
Gobby 14 Aug, 2024 @ 9:15am 
Ocean facing stuff is hard to design, because the value of swimmers is MOSTLY dependent on reaching land you couldn't otherwise. Makes sense that building on the ocean (only on existing coral tiles, I assume?) and waiting for freespawns in there was a miss. You're simply too far from everything, unless you get lucky with placement.

You do want your swimmers to all be in the same place though! Keeping them mostly to Sacred Groves is thematic and gives much needed flexibility, but having to march their intended commander from a far away port would spoil that pretty bad.

I could see either: the Disciple is recruited from ports, but has an "Enables Recruitment" perk that lets you get the basic commanders anywhere. Pools would have this too, so they could stay functional if the disciple died.

or: have the pools have a small chance of spawning a commander in addition to the normal troops.
Gobby 24 Aug, 2024 @ 11:38pm 
Walp. I didn't have much to say about these notes, since they all seemed like good changes. I decided to hold off on posting until the update hit, since I figured you'd be in a better headspace for planning then.

Aaaaand then I played the heck out of the game, and my notes doc grew corpulent with ideas, so many that some of them are even coherent. Aaaaand I got tired of not posting. But by now, I don't know where to start. So let me ask, is there a particular faction you'd like to hear ideas for?
Alex the Beetrayer  [developer] 25 Aug, 2024 @ 5:50am 
I say just post them all! Really appreciate the feedback as well as sharing cool concepts. Even if only 10% lines up with what I want/can add that's still a win. Scope of this update keeps getting bigger as I continue to test new content so might as well go all in.
Gobby 5 Oct, 2024 @ 8:41pm 
I live! I escape the yolk of internet censorship! I have been playing the update but couldn't post until now. It's excellent! Very hard to point out any changes I don't agree with. Where are you in your process now? Still tinkering, or on another break from the mod?
Alex the Beetrayer  [developer] 7 Oct, 2024 @ 9:19am 
Nice! Glad to hear you are enjoying the update. At the moment I just have a few minor balance tweaks to go out in about 1-2 weeks. After that I will be focusing on a 2nd custom class which may take some time as it will involve more custom sprites than anything previous.
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