Conquest of Elysium 5

Conquest of Elysium 5

Starcraft
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Update: 9 Aug @ 2:58pm

did some under the hood changes to unit summoning to prevent exploding dice from exploding my game balance

Update: 9 Aug @ 2:14pm

the unique heroes of Raynor's Raiders now have their own character models to differentiate them from regular commanders

Update: 30 Jul @ 2:02am

increased number of infested terran spawns
new mechanic: drones can morph into infestors, which are stationary buildings that slowly freespawn infested terrans. These can only be built on human settlements. 1 per settlement. They can also use rituals that transform the settlements into infested versions. this increases the sacrifice income but tanks the gold income. (farms just get +1 sacrifice) Note that they also have some other types of income the zerg cant actually see like herbs and weed. In other words this won't really deny most races any resources besides gold.
fiddled with the ai. ai queens should now be heavily focused on spreading creep. I also added guardrails to make sure they wont terraform most important sites. (most things that make more than 1 gold, produce iron, or is a citadel, and is on the elysium plane, clouds, or agartha, is strictly banned for the ai)

Update: 26 Jul @ 4:38pm

fixed casters being able to use their ranged weapons alongside spells

Update: 22 Jul @ 10:31pm

Renamed wraith to terran wraith to avoid conflict with the vanilla wraith unit

Update: 22 Jul @ 10:20pm

firebats gained +1 armor
supply depots are way cheaper
sky raiders (wraith commander) are actually commanders now
creating the tech lab for barracks is cheaper

Update: 22 Jul @ 8:54pm

Firebats gained an extra point of armor. Updated the descriptions of everything to ensure you don't have to guess which unit requires which building.

Update: 22 Jul @ 7:43pm

fixed the psi crystal ritual so it summons psi crystals instead of psi monoloiths

Update: 22 Jul @ 7:19pm

gave firebats the ability to burn forests

Update: 22 Jul @ 3:21pm