Conquest of Elysium 5

Conquest of Elysium 5

Elysium Remastered
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Update: 30 Jun @ 12:27pm

- Fixed attack bug with Unholy Altars not using Fires of Inferno in regular combat. Suddenly they became very powerful, and therefore:
- Fires of Inferno damage reduced from 12->8

Update: 30 Jun @ 12:13pm

- fixed bugs with God Emperor of the Underworld rituals
- Raising Statues of the Underworld has a small increasing the blessings of Underworld Cultists. (I might add something similar for the light God Emperor, but this was done on a whim, and currently the Dark Emperor is the only one with access to bless).

Update: 29 Jun @ 2:01pm

Some Guildmaster things. AI was atrocious and is now reworked to provide a challenge. Also some unit stat tweaks. Mostly aims to bring them in line with preexisting equivalents and make naval units function better at sea. Also adventurers underperformed and are buffed a bit.

Monster Edits:

- Mariners were better swordsmen than Swordsmen. This did not feel right. Now only 5 hp (down from 6).

- Mariners and Pirates get -1 morale on land, but +1 initiative on crossbow attacks while at sea.

- Pirate Captain gets +1 initiative on crossbow attacks while at sea.

- Admiral gets +1 initiative on crossbow attacks and leadership 1 while at sea.

- Mariners and Pirates moved to rank 0 frontpos, which pushes them in front of archers and ballistas. This both makes sense since they melee, and keeps ballistas off the front of ships.

- Liquid Fire Dispensers moved to rank 1 frontpos. Always placed as far forward as possible.

- Storm Spool Ballista was the best siege weapon in the game by a mile. In keeping with my general dislike of one-unit solutions to the game, they are now reworked along the lines of the alchemical siege weapons: Standard Attack made non-magical, and the splash damage has a chance to miss. They are still very very good.

- All adventurers get +1-3 hp and 90% affliction resistance (a Long Rest will heal practically any injury.)

Guildmaster AI adjustments

- AI would always send their first Guildmaster sailing and would therefore not capture any terrain for a long time. Now starts with a secondary Guildmaster + entourage to compensate.

- the AI did not function well with the site requirements of guild rituals. Often they would use their Guildmasters to roam around or lead armies in the field, rather than prioritize building guilds. AI now gets significantly more commander offers, and main commanders will always attempt to use mastery or guild rituals as soon as they have the resources.

- Guildmaster gets the standard AI tweaks as well. Offensive siege weapons, light garrison building, encouragement to produce advanced siege weaponry and commander-suicide countermeasures.

Guildmaster Ritual adjustments
- Sages Guild made rarestart (to smooth the bumpy starts just a bit).




Update: 28 Jun @ 1:16am

- Bug fix: Barbarian King keeps rituals on upgrading.

Update: 26 Jun @ 1:51pm

-Apocalyptic Riders immortality bug fixed. They now respawn in bronze castles as intended.
-Barbarian Mounted Chief no longer has "Raid" and "Resettle" rituals. Was too strong when combined with fast movement.

Update: 16 Jun @ 2:32pm

Senator gets a few new toys and some ritual reorganization to give various commanders some more personality. Small things, mostly for flavor.

- Custodes Serpentis is a new poison resistant frontliner, loyal to the serpent cult. Unlocked by controlling a Serpent Priest.
- Imperial Statues now raised (or inaugurated) by the Flamen instead of Magistratus
- Limitanei now raised by the Legatus Legionis instead of Magistratus
- Magistratus gains new administrative skills instead. Can oversee a city to increase gold income and morale of defenders, perform a Census (reveals gold income sites), and fund imperial trade caravans that provide gold and trade while active (they are uncontrollable, and behave as Merchants, ie they die horribly to wildlife and hostile garrisons at first given chance).

Kobold King
- Slayer Shamans were hard to come by. Now owning a Sorcerer of any color provides a small non-scaling recruitment boost of Slayer Shamans, to get the ball rolling with dusk dragons etc to increase subsequent recruitment rates.
- Black Kobold Spider Rider recruitment rate increases with number of Dusk- and Elder Dragons.

Troll King
- Troll Ritual Casters can sense (smell) dead, to help with placement of Troll Forests.

Monkey Maharaja
- Stewardess of the Lake is now amphibian.

Update: 10 Jun @ 1:15pm

Baron:
-Knight of the Blue Rose retains High Lord ritual powers
-Bard level up debugged (again again)

Scourge Lord
- Dark Blessing cost reduced to 150 (from 200)
- Orb of Anti-life becomes banishable, and vulnerable to lightning

Guild Master
- Pegasus Rider + Lord is now size 1, and 11/12 hp

Generic
- Pegasus now size 1, hp 11 (from 19)

Demonologist
- More demonic sprite for Damned Master (its the same as before, but now he is red)

VoE
- New sprite for Chaplain (he will get a mace to match the sprite in next update. I forgot).

Update: 8 Jun @ 3:41pm

Baron:
- Queen gets two new rituals: "Ordain Knight of the Blue Rose" promotes a High Lord to a Knight of the Round Table equivalent. "Midsummer Festival" can be cast once a year in an ancient forest and summons an independent Fay Lord and his entourage.

- Raise Monastery now has 25% chance of increasing blessings.

- My attempts to provide the Baron with both a front-and midrank cavalry commander mostly led to a confusing glut of nearly identical knightly commander offers. Knight-Captain (mid-rank version) is removed, and High Lord offers back to previous 30% rate. Gets regular Captain offers again.

- Bard now casts Sidhe magic, to match the guildmaster version. Also simply a better fit.
Bard can now level up properly in library

- Grand Alchemist can now produce even more gold.

- Can now re-recruit baron after an early loss again

- A few changes to what constitutes mercenary vs. standard recruitment (Trebuchets and Unicorn Knights no longer merc)

High Cultist
In an attempt to decrease horror bombing while still keeping the rituals relevant:
- Send Lesser Horror cost increased to 15 sac, and gets a 7% risk of a lesser horrormark
- Send Greater Horror cost increased to 80 sac, and gets a 7% risk of a greater horrormark
Open to suggestions on costs etc if this doesn´t do the trick.

Dryad Queen
- gets a 10% rec boost to Dryad if you lose all main commanders. Same as rest of the caster classes.




Update: 6 Jun @ 3:36pm

- Champion of Water gets weapons back
- Dwarven Colony Spawners (AI tool) made less intrusive

Update: 27 May @ 3:45pm

Post Guildmaster update.

- Demonologist Infernal Contract line overlapped conceptually with the new Enter Soul Contract, and is removed. Instead gets a set of rituals branching off the soul contract. summon demonic tutor -> demonic tutelage -> greater demonic tutelage -> infernal apotheosis. Ends up as a demon, moves home citadel to hell, and can play fully out of Inferno. Pretty fun.

Guild Master
- Mariners, admirals and Guild Mercenaries get light crossbows, to keep with general concept used elsewhere (dual melee + crossbows use the light version only)

Baron:
- Baron no longer gets adventurer offers. Guild master does it better.
- Baron High Lord goes to front rank again (encountered some strong opinions on that one). Gets Knight-Captains as new midrank commanders.
- spike traps spawn in batches of 5. Less tedious to use and still possible to replenish after partial use.
- Rangers buffed a bit, and recruitment rate decreased.
- Royal Bard is now a commander, and can upgrade to High Bard
- Appoint Vassal now only works on Mottes and Baileys again. Was secretly a trap mechanic if cast outside of them, decreased yearly conscription at no gain.

Kobold King:
Rouse Dragon and Calm Dragon work on the new dragons.

Dryad Queen:
Blood Orgy was suddenly very cheap, for a chance at summoning a blood bull. Now risks destroying settlement to compensate.

Cloud Lord:
Sky summons now include Gryphons and Pegasus.

Cloud Realm:
Spawning evens adjusted to account for Gryphon -> Great Gryphon change

Elemental realm:
Fixed bug that would spawn a bunch of cetus in the water realm.

Dwarf Queen:
Flame brand guard gets cold resistance again

Warlock:
Champion of Flames loses extra set of weapons.

+ a bunch more minor things that escapes my mind atm.