Conquest of Elysium 5

Conquest of Elysium 5

CoExpansion
Showing 1-10 of 26 entries
< 1  2  3 >
Update: 15 Sep @ 5:50am

Not even a little save compatible.

New compatibility reservations:

Uses miror index 88
Uses portal index 880
Terrains 880-900 reserved
Terrain groups -1088 to -1100 reserved
Modding vars 1066-1100 reserved

New Stuff:

Racial watchmen! Many classes now get special watchmen of their race some even guarding their sites of special income, humans are mostly unaffected however.
This did increase the end turn time slightly, I've optimised as much as I can but it will be a little slower especially on the largest maps.
I did have to remove the "no watchmen" compatibily variable to speed it up, if you still need it you will have to delete the events in the .c5m.

Added some extra map tiles that can spawn on turn -1.

Owned Hades tiles occasionaly produce dispossessed spirits, shade hounds which wander aimlessly.

Witch can raise animals!

Added revert owner to a bunch of stuff, now killing a player won't remove ALL their units from the world!

Dwarves can dig deeper and upgrade coal mines.

Big Class Changes:

Monke Man:
He needed a big buff, the monkey kingdom could not keep up with even human factions.
Monkey soldiers will be sent from atavi villages to citadels on occasion, free recruits!
Stupid commanders will sometimes spawn, gather the freespawn and roam looking to settle a new village or more usually die horribly.
Cheaper basic summoning rituals that use gems.
T2 summon inhabit rituals cheaper and the inhabited commander stronger, you do lose the commander from the map after all for a minor boost to gem income.
Two new scrying rituals that actually scry!

Cloud lord:
Enchant lakes!
Messenger hawks!
General balance and cost changes, Airyan armoured troops in paticualar are better to make up for the gem cost.
Storm tians can shape thunder clouds.
Elemental lords more expensive as they are very powerful indeed.
King of giants and call giants more expensive. These also affects Warlock.

Necromancer/Nekromant:
Messed around with sanity again, only living casters recover sanity but undead won't go any more insane than they were when they were alive.
High leveled Necros and Vampires resistant to, but not immmune to insanity.
Necromancer/ant raise dead and raise animals rolled into one ritual that does both at once!
Human Necromancers passively raise the dead, while they live at least, Marky doesn't need this as his hoburg can be recycled too easily.
Improved the pool of units for necro minor summons slightly. Also made the worldly one not cost corpses any more.
Removed the Demilich ritual rebate but gave it spellrange bonus to make it a less "camp my citadel and slay all attackers" unit.
Ghosts better, Tartarian Spirits worse to make greater summoning less high/low rolling.

High Cultist:
Themed recruit roster.
Lesser summons almost always obey.
Enslave lesser horrors! Sometimes...
Call doom horrors into Elysium!
Better star oaks and strange things!
Fishman event repaired, now works properly.

Enchanter:
Apprentices and leveling costs gems. Gather gems at any point.
Living ships!
Walking Towers!
Cost and stat rebalances and more units (the bad ones) can heal on their special terrain.
Nerfed guardians, they could stun a whole army waaay too easily.

Troll King:
Gramps even BIGGER, can recruit more of his daughters once he's awake.
Redid recruitment slightly with new technology, recruitment boost!
Merged Orm and Linnorm, added a couple new summons to that ritual.
Invade the primal plane, or die trying!
Summon Great Carrion, the carrion dragon is no longer a myth...
Wither wood disabled, troll forests cheaper to make and no longer lose production in winter so they do much the same thing.
Ancient troll forests and the Pit have bramble walls, but no gate so the trolls can roll out.

Barbarian:
Redid much of the changes I made to him.
Leaders and chiefs make camps, leaders can upgrade.
Camps make barbarians -> barbarians weak but upgrade to stronger troops.
Riders can be tattoo'd! But no sprites as I really cannot draw.
Totems have forestheart but no freespawn, so you claim the woods around your camps!
Couple of new rituals for the spirit guide including more leaders!

Fixes and Changes:

Did a pass on income, aiming to reduce trade across the board as you often had more trade than you could use. Also buffed other realm special income, generally reducing gold iron and trade there.

Dwarf guard tougher, more expensive.

Buffed seige range slightly again, was not keeping up.

Taskmaster can now sling spells!

Added descriptions to many magic items, also buffed more of the terrible or unique ones.

Improved many AI hints for modded rituals and units.

Typo fixes.

Some minor changes I forgot to record.

Update: 28 Aug @ 9:37am

Mostly save compatible.

New Stuff:

New kobold scouting ritual

Guildmaster stuff:
Mostly locked down in scripts I have no access to, but I've adjusted where I can
Better adventurers and assassins
Worse freespawn guild guardss the regular garrison units do a similar thing
More consistent start with a mine and better rituals (usually)
Limit gold boost for merchants guild members
New stupid scout unit
New monk clone

Monkeyman stuff:
Make new villages
Gather monkeys near villages

Raksharaja stuff:
Possessed soulless not slow
Demons are banishable, big demons more durable
Main commander is immortal but also banishable and less hp
Illusion rituals cheaper

Fixes and Changes:

Better, more aggressive dragons.
Imps more servile, higher control chance.

Fixed crash on launch
Typo fixes

Some minor changes I forgot to record.

Update: 24 Jun, 2022 @ 8:01am

Mostly save compatible.

New Stuff:

Monkey king can create additional villages.

Fixes and Changes:

Monkey king can collect gems if his starting mage dies.

Grand Nekromant more sanity regen.

Upgraded small soulless in line with the rest.

Fewer start units for enchanter.

Multi-use Javelins have a longer "reload" time.

Hobo villages produce hands.

Some minor changes I forgot to record.

Update: 7 Apr, 2022 @ 1:05pm

Mostly save compatible.

New Stuff:

Fixes and Changes:

Further nerfed enchanter AI

Fixed a compatibility issue with the latest patch that would prevent the mod from validating.

Monkey Maharaja:

Better start units + starts with a Yogi.

Markata stealthy and semi stupid.

Bandaraja has acute senses to avoid him getting ganked by deer.

T3 summons more hp.

Update: 11 Dec, 2021 @ 1:11pm

Not save compatible.

New Stuff:
Many factions got special recruits in special terrains related to the class.
Remote raise dead for Necros.
Bog Mummy for Witch.
Kydnid for God Emperors.

Fixes and Changes:
Messed with the AI for enchanter to hopefully keep them abusing their resource bonus too much on higher skills.

Update: 14 Nov, 2021 @ 4:41am

Save Compatible (mostly)

Removed Markgraf's ability to make villages but...

Added Make Hoburg Village to the Necromants ritual list.
New ritual for Necromant - "Bring Out Your Dead!"

Update: 7 Nov, 2021 @ 10:39am

Long wait I know, life got in the way.

Not save compatible.

Barbarian Focus:
Barbarian watchmen.
Many more commanders have spirit guide rituals.
Multiple types of leader, get a random one each time.
New ritual "Summon Spirits", get stupid nature spirits to wander and cap stuff for you.
Generic bariarians. 20 different types who wander randomly when uncontrolled.

Sack settlements to get Barbarians and gold.
Spend Barbarians to make and upgrade camps.
Camps occasionally produce more barbarians.


New Stuff:

Fixes and Changes:
Gave Markgraf the ability to make Hoburg Villages.
Wraith upgrades can cast rituals too.
Cloudfolk unaging and can fly forever.
Desert Warriors can melee again.

Update: 18 Oct, 2021 @ 7:50am

Not save compatible.

Hoburg Focus:

Create Hoburg Manfactury - Upgrades a greater mine to give lots of gems and a global iron boost along with a very hardy citadel. Only one can exist per plane and per Bergmeister.
Mechanise Soldiers - Upgrades troops with a clockwork exo-skeleton.
Clockwork Giant - Big guy with trample and insane armour, slow in battle and on the map.
Bramble Fort - same as DQ one.
Piconye - Regenerating relitive of the Hoburg

Clockwork constructs in line with enchanters - all affliction immune and an operate underwater.
Ent more expensive for hoburg.
Ferrous Wheel longer range with seige attack.
Doubled base chance for mage recruitment offers.
Iron construct cheaper on iron.
Nerfed marksmen slightly.
Rebalanced weed income.

New Stuff:

Javelins - Infinite ammo (but a slow reload) for some units that use them.

Fixes and Changes:

Slightly tougher lord of the hunt.
SL can recruit heralds even before becoming King.
Gave Scourge Winds an attack.
Buffed heavy infantry a little more.
Spawn Hybrids cheaper.

Update: 13 Oct, 2021 @ 1:48pm

Fixed a criticial bug where mountain trolls had rabbit-like toughness.

Update: 13 Oct, 2021 @ 2:27am

Not save compatible.

New Stuff:

New rituals for Enchanter
Animate Arsenal - Create lots of trash weapons.
Animate Tree - lesser wood golems that heal in forests.
Create Colossus - The big guy, for you.
Contact Gnome - Master of Enchanting, elusive as hell.
Telestic Animate - An alternative to lots of brooms, also acts as a specialist guardian.

New units for Troll King - Mountain King - Moose Knight
A whole family of mountain trolls really.

Fixes and Changes:

Troll Warrior -> Mountain Troll, less hp and price, but mountain and snow move.

Upped Dvala spawning rates slightly.
Dwarf Queen starts with a mature Dvala.

Enchanter Focus:
No longer get normal troops, but always get an overpriced apprentice offer.
Extra apprentice recruit chance, slightly reduced cost.
Start with enchanted units.
Reduced cost of basic summons slightly. Start with many rituals so you don't have to spend as much gold to get the ones you want.
Changed to the balance of various units.

Fixed a bug where some enchanter rituals cost twice as much AP silently.

Deleted some more events that just slowed the game down by integrating their features another way, including using new terrafrom commands to replace the forest shepherd and vine lord auras.