Conquest of Elysium 5

Conquest of Elysium 5

Elysium Remastered
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Update: 23 Oct @ 11:51am

Readded missing sprite for the backup files

Update: 20 Oct @ 1:01pm

Scourge Lord
Major rework.

The Scourge Lord's main mechanical issue was runaway scaling and a repetitive gameplay pattern, since Heralds could be produced freely and were the most cost-efficient unit in nearly every situation. My first attempt at solving this was to add hard caps on Heralds and Scourge Lords, and to introduce a level 4 "endgame path" for the Scourge King. Unfortunately, that option (the Dark One and Antilife Orbs) recreated the same infinite scaling problem. One thing led to another, and my fix-of-the-fix ended up as a fundamental rework. It moves things a bit closer to the vanilla structure.

Herald and Scourge Lord caps have been removed. To prevent a return to Herald-only armies, only the mask-bearing Scourge Lord can now create Heralds, at a cost of 3 AP each. Producing a full row of Heralds will now lock your main commander for two years. Non-mask Lords are renamed to Scourge Votaries.

Summoning spells have been rebalanced to stand better on their own and depend less on blessings.

The Scourge Lord himself also gains new ways to grow stronger through added combat spells and a reshaped level 4 capstone ritual.

The intent is to create more meaningful strategic choices, hopefully without breaking everything in the process. Let me know how it plays.

Specific changes:
Heralds: armor reduced to 1 (from 2).
Scourge Flame: loses Darkbless; moved back to tier 2.
Scourge Wind: loses Darkbless; HP increased to 85 (from 55); gains Pummeling Winds melee attack.
Monster Scarab: HP 115 (from 77); gains slash resistance; bite damage increased to d28 (from 17), gains 75% affliction resistance
Black Djinn: renamed and spell schools changed (ethereal + mirror image + life drain made it effectively unkillable)
Great Ghoul: Leeching bite d12 drain (from d10 drain), gains 75% affliction resistance
Faceless: hp 39 (from 36)
New darkblessed tier 3 monster: Black Sphinx.
Transcend the Flesh and Antilife Orbs removed.
new level 3 ritual: Orb of Annihilation. Orbs of Anti-life reworked, now functions as a short-lived offensive nuke.
New level 3 ritual: Spire of Ruin. A reworked unique version of the Mountain of Power. While controlled, it drains a large area and grants +2 caster levels, as well as the ability to conjure many orbs of annihilation at once. If captured, it triggers a backlash, temporarily weakening the Scourge Lord before he returns to normal strength. A Conan style seat of evil power, waiting to be stormed by adventurers. Fun fun fun.
New ritual line: Memories of the Mask, available only to the mask bearing Scourge Lord, granting new combat spells.

Minor updates:
Slavers removed (slave armies now again unique to the Priest King).
New basic troop: Scourge Fanatic.
New darkblessed recruit: Scourge Dervish.
Scourge Giants: renamed; MR increased to 5 (from 2).
Brass Men: new sprite and matching attack.
Kaftar: loses Darkbless; moved to tier 1 summoning.
Foul Sands: now only Battle Slow; normal movement on the world map.
Centipedes: poison damage reduced, but attacks now have a paralyzing effect.

Cloud Lord
Loses farsight on commanders.
Gets new ritual to scry from the clouds onto Elysium below.
Nimbus Conclave coded in a less janky way.
Class description is now actually fixed.

Demonologist
Unholy Altar underperformed in sieges. Fires of Inferno now armor negating.
Cacodemon very exposed to friendly fire. All elemental resistances increased to 50 percent.
Fanatics not super worth it, and berserk was a lackluster implementation of the blessing of inferno. Now renamed to Fervent (fanatic goes to Scourge Lord). Loses berserk but gains a more appropriate buff that may trigger at low hp.
Pit Fiend flew ahead of the frontliners and died a lot. Now loses fast (why did I give him that in the first place?) and Spiked Chain range increased to 2.
Demons can no longer learn Soul Contract. Description re-added.
"Bind Demon Lord" ritual can now be learned without Greater Demonic Tutelage

Senator
Gets a new poison resistant frontliner, the Serpent Hoplite.
Custodes Serpentis reworked to a rear position elite bodyguard. The class was very vulnerable to assassination attacks before, and this felt like a more appropriate role for the custodes.
Undead recruitment options now hidden until you can actually gather life force (no mechanical effect, just to reduce confusion).

Warlock
Air elementals became a bit too flimsy and struggled with armored enemies. Fire elementals always underperformed.
Air elementals: HP 30 (from 24); gains Pummeling Winds melee attack.
Fire elementals: HP 32 (from 30); melee attack d27 (from d25).
Ordinary elemental warriors were extremely underwhelming and felt underdeveloped.
Wave, Stone, Ember, and Cloud Warriors all get a small HP boost and new thematic weapons with minor elemental effects.

Troll King
The Goblin King event never actually worked as intended. This is now fixed. If you control a ruined castle after year 3, the Goblin King will eventually declare his support.
Recruitment chances for various giants increased slightly to provide more late game gold sinks and stronger endgame armies.

Illusionist
Gilded Cavalrymen are now recruitable (typo fixed).
Gilded Captain recruitment chance increased from 2% to 17%, now using ordinary Captain stats.
Former mounted Captain renamed to Gilded Lord.
Cavalry offers (including Cavalry Commander) made rarer. In retrospect, giving the class free fast cavalry was not the best idea. Thankfully, my typo saved the world from that one.

Necromancer
Re-added Scout as a merc recruitment offer

Markgraf
Undead foremen and overseers moved to back rank.
Little Soulless Slinger and Crossbow moved from front to mid rank

Dryad Queen
Fixed spawning bonus for Grand Hierophant and Harpy Queen (now 50 percent as intended).

Baron:
Fay Knight and Fay Warrior are moved to the front rank

Bakemono:
Vanilla "Summon King" ritual removed

Barbarian:
Tattoo rituals' descriptions added

Burgmeister:
Horticulturists can now be recruited with a Steel Chancellor present on a map (typo fix)

Dwarf Queen:
Rune Golem -> Snow Move added. It's a dwarven construct, like ballista, so it should be able to walk freely through the snow, but not through the mountains.

Bakemono:
All Spectral Oni moved from mid rank to front
Oni Mage & its spectral form moved from front rank to back
Ao-Oni, Oni General and New Dai Oni can now properly transform to their respective spectral form upon death (firstshape 1 was missing)

Misc
All assassination attacks are now armor negating (changes made to: Red Toad Headhunter, Anguifer, Vespertine Agent, Hobmark Murderer)
Corpse spawning from Yellow Musk Thralls and Markgraf's Test Subjects did not actually work. Now they all get item slots, which for some reason solves the problem. Thanks to Kalkara for noticing and solving that one.
Several weapons lacked the mundane tag, now fixed.
Glass Golem weapon now matches its sprite.
banishsurv added to Malik, Ditanu, Swamp Ghost, Damned Master, Damned Demonologist, Demonic Tutor and all Raksharaja demons
Some description typos rectified and minor improvements here and there

Update: 28 Sep @ 12:38pm

Markgraf
Felt underpowered, especially held back by AP costs. Also corpse economy was very fiddly. Some new golem types added for variety.

- starts with an additional commander (Markmann) and +5 basic troops. Gives same starting commander AP as the non-slow classes.
- Reduced chance of northern start
- Markgraf can gather Hands.
- Starts with Dark Hoburg, same as a fortified hoburg, but with extra corpses
- Corpse economy is now much easier. Labor reforms consumes either 5 little longdead or soulless. Mining directives consumes 10. Both can be cast multiple times at same location, but output is capped by limitgold/iron.
- Secret laboratory more expensive to construct, to be more of an endgame goal than an initial rush target.
- Flesh Rite cost reduced 50 hands -> 30 hands. Now works on Markmen as it should.
- Ghoul Baron learns Ghoul Guardians at level 1
- Construct Flesh golem AP reduced to 1
- new ritual "Wishbone Triangulation": Dowse for the nearest cache of corpses.
- loses Dark Knowledge ritual
- new golems added: Apiarium, Sparky Longlegs and Failed experiment.
- More versions of Masterpiece golems (one clockwork, one alchemical and one with wings and many many swords)
- New ritual "Create Experimental Golem". May summon necrotods, dread pentacles, sparky longlegs, apriariums or Failed Experiments.
- Create Necrotod and Create Dread Pentacle rituals removed
- Seance removed from Nekromant ritual line, is now unique to the occult-curious Markgrafs. Will also summon more ghosts if cast in hades.
- Ravenous Curse was not very useful, and is now buffed (3d6 Ghouls -> 4d6 Ghouls)
- Ghoul Murderer is now stealthy
- torches -> 1d2 fire damage, no blunt
- Toxicologist uses apothecary magic instead of alchemy.
- Black Hood price reduced 75 gold-> 60 Gold
- militia price reduced 50-> 40 Gold
- Hobmark Hammerer cost increased 30->40 gold (was cheaper in gold than militia before, which did not make a lot of sense)

Witch
- Marsh Giant gets Lesser Cyclops-adjacent stats. He was very strong for a size 2 giant before.
- Rotworm bite is a bit weaker (d20->d16)
- bats fly
- Hollow Ones gain evasion and hp reduced from 15->12. Also new sprite and flavor text.
- Shambling Mounds no longer semistupid. They were the only monster in the game with that mechanic, felt odd.
- Shambling mounds get a more reasonable amount of attacks
- Yellow Musk creeper remade to actually work, and no longer eat corpses in a direct anti-synergy with Deathcap Mushrooms. The thralls will instead leave a corpse behind when they expire.
- even lower chance of familiar summoning in all rituals
- Witches sabbath now a seasonal thing, not an ongoing yearlong celebration. Autumn is the season of the witch, as it should be. The sabbath will also stop if the site is captured by a non-witch class.
- New unique summons (Black Goat and Faceless Courtier) if Shadow Summoning is cast during the sabbath (while standing on the sabbath terrain).
- Elder doppelganger gets command at level 1 instead of void at level 1. More on-theme.
- Elder doppelganger also now a sabbath summon only. Appeared more often than intended before.

Burgmeister
- Starts with an additional commander and +5 basic troops. Same logic as for the Markgraf
- Constructs can be repaired on Manufactories
- Eagle Riders moved to frontpos
- militia -> 40 gold

Druid:
- Wild Hunt ritual was underpowered for when you got it. Cost now reduced to 400 herbs, and summons 8d6 Wild Hunters (from 5d6) at start. This is a hotfix and not properly tested. Might be changed again if still not in right place.

Miscellaneous minor things
- Xibalban Warriors and Priests will heal on the temple city (they are repaired by skilled embalmers)
- Black Kobold Slayer Prophet and Shaman regains spell attack
- All soulless including Markgraf and monkey types are now amphibian
- Guild Master gets extraplanar recruitment similar to other classes
- Memorywarden renamed to High Councilor. The previous name seemed vaguely out of place.
- The AI anti-suicide defender is reworked. I didn´t think that was a thing, but people actually managed to rush the AI strongholds within first 5 turns only to die horribly to invisible and invulnerable defenders. That is just needlessly mean. Now they simply get 3 (visible) ballistas that will disappear after 10 turns.
- Rangers get their own version of Hunting Crossbow. It is an ordinary Light Crossbow but with higher initiative.
- Some descriptions corrected (including Cloud Lord class description)

Update: 8 Aug @ 4:15am

- Many new targets for Greater Reanimation

- Some stat adjustments for existing reanimating monsters
- Greater reanimation cost 150 -> 120 hands, +30 insanity

minor tweaks

Scourge Lord
- Brass Man AP cost 3->1
- No Ghouls in Dark Summoning pool (now only obtained by draining settlements)

Witch
- Lower chance of upgrading Toad Familiars when summoning
- Tatterman can only be summoned on Witchmoot (it is OP, so now functionally a level 3 result. May gate some other way, but this is it for now).

Barbarian
- Horned warrior position fix

Kobold King
- fix for recruitment requirements




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.