Conquest of Elysium 5

Conquest of Elysium 5

The Conquest Of Elysium 5 Content Pack
 This topic has been pinned, so it's probably important
Hebrux  [developer] 5 Aug, 2024 @ 7:14pm
Patch notes and Fixes
I'll be using this Discussion thread from now on to talk about the release of patches, updates, and new features.

Please no comments as they will be deleted, thank you.
For discussions, please use the other discussion boards.
Last edited by Hebrux; 20 Oct @ 8:14pm
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Showing 1-14 of 14 comments
Hebrux  [developer] 5 Aug, 2024 @ 7:14pm 
Release Patch Notes For Today
Version 1.33
  • Fixed an unintended bug that made it difficult to recruit ghost and skeletons in Hades.
    Also added some balance and fun tweaks.

  • Updated and resolved errors with Necromancer Recruitment Options

Happy Gaming!
Last edited by Hebrux; 31 Aug, 2024 @ 3:21pm
Hebrux  [developer] 6 Aug, 2024 @ 8:17pm 
Release Patch Notes For Today
Version 1.34
  • Various bugfixes implemented including bug that allowed a single summon ritual to summon twice
  • Various tweaks to witch rituals and cost for balance
Last edited by Hebrux; 6 Aug, 2024 @ 8:17pm
Hebrux  [developer] 9 Aug, 2024 @ 8:41am 
Release Patch Notes For Today
Version 1.39
  • Fixed bugs with refurbished recruitment options and tweaks units for necromancer
  • Removed double attack bug for bane-fire londead
  • fixed missing descriptions for various units
Last edited by Hebrux; 9 Aug, 2024 @ 8:41am
Hebrux  [developer] 30 Aug, 2024 @ 4:20pm 
Release Patch Notes For Today
Version 1.40
  • Fixed cull herd ritual so it can be cast in forests again
  • minor tweaks for balance
Hebrux  [developer] 31 Aug, 2024 @ 3:20pm 
Release Patch Notes For Today
Version 1.41
  • Nerfed lake troll regeneration from 10 to 5.
  • Fixed some rituals and monsters missing descriptions
  • Removed summon death knight to make summon necro knight defacto replacement
Hebrux  [developer] 9 Sep, 2024 @ 1:28pm 
Release Patch Notes For Today
Version 1.42
Caution, update may not be 100% save game compatible. Please Advice and apologies in advance
  • fixed bug where prince of death wasn't able to learn any new rituals (even though unit had unlearned rituals)
  • changed necromancer ritual so "Blight the Land" creates a dead forest again. This resolves bug where Vampire Castle coudn't be created since it required being adjacent to a dead forest.
  • Many balance Tweaks
  • Many ritual fixes and unit description updates/fixes

Note: This update may not be 100% save game compatible. Please advise that there is a slight chance that certain saved game units may be boosted as in upgraded to a higher tier unit or a separate unit altogether. Apologies in advance if this is the case. I try to keep all updates as non-impactful as possible to refrain from potentially breaking saves but that is not always possible. This is why in the Mod description, Save Game Compatible i an*It Depends*
Last edited by Hebrux; 9 Sep, 2024 @ 1:31pm
Hebrux  [developer] 4 Oct, 2024 @ 9:56pm 
Release Patch Notes For Today
Version 1.43

Earthshaper update
  • Added new lore to Earthshaper
  • Added new rituals to Earthshaper including creating river crossings, hills, and mountains at Tier 2
  • Bug Fixes including fixing missing gate on Ice Shroud Fortresses
  • Various balance Tweaks
Last edited by Hebrux; 8 Oct, 2024 @ 2:20pm
Hebrux  [developer] 24 Nov, 2024 @ 12:27am 
Release Patch Notes For Today
Version 1.44

Balance Tweaks, Bug fixes, Minor Lore Expansion
  • Expanded on the lore of a few units
  • Resolved a few bugs including armored undead using maces (they now use swords again)
  • Various Balance Tweaks
  • Various Ritual fixes/updates
  • Witch Mushroom Large guardians now have range attack of 4, so they don't get kited by ranged units. Increased ritual cost by 10 for balance
Last edited by Hebrux; 24 Nov, 2024 @ 12:29am
Hebrux  [developer] 7 Sep @ 12:01pm 
Release Patch Notes For Today
Version 1.45, Version 1.46
Caution, update may not be 100% save game compatible. Please Advice and apologies in advance
  • Added various balance tweaks
  • Added new generic unit called Runesmith recruited from owned Crystal Towers. This new unit is an item creator who works closely with the enchanters in the Crystal Tower. Once a tower is captured, the Runesmith becomes recruit-able to all classes.
  • Ritual Update for Lore and Clutter Control - 'Enigmatic Frost Gate' ritual now requires knowledge of 'Return to Elysium Teleportation' ritual
  • Ritual Update for Lore and Clutter Control - 'Return to Elysium Teleportation' ritual now requires knowledge of 'Plane of Frost Teleportation' ritual before learning
  • Various unit description and lore updates
  • Changed the 900-903 terrain values used in this to 700-703 so that it is now compatible with the 'Imperial_Governor' mod

Note: This update may not be 100% save game compatible. Please advise that there is a slight chance that certain saved game units may be boosted as in upgraded to a higher tier unit or a separate unit altogether. There is also the chance that terrain values have now been changed or the save game itself has stopped working all together.

I apologize in advance if this is the case. I try to keep all updates as non-impactful as possible to refrain from potentially breaking saves but that is not always possible. This is why in the Mod description, Save Game Compatible, I recommended starting a new game when using the mod for the first time or after a major update.
Last edited by Hebrux; 7 Sep @ 12:32pm
Hebrux  [developer] 7 Sep @ 1:26pm 
Release Patch Notes For Today
Version 1.47, Version 1.48
  • Fixed bug where Runesmith ritual was free of cost (some lucky folks got epic items for free)
  • Some more Runesmith bug fixes
Last edited by Hebrux; 7 Sep @ 2:12pm
Hebrux  [developer] 9 Sep @ 8:43pm 
Release Patch Notes For September 27, 2025
Version 1.49
  • Dwarves now start with a level 2 Earthshaper. Since Earthshapers work closely with the Dwarves and are highly respected and sought after.
  • Adding new generic recruitment options for troll pits for anyone who captures or owns them
  • Runesmiths now generate wealth for their lord, in a lore friendly way (by selling their trinkets, currently set to 5gold...may adjust based on user feedback). They also drop gold and a few iron when killed.
  • Runesmiths now only have a 20% chance of apearing as mercenaries to be bought. Down from 100% chance.
  • Reducing stat of the Runesmith to be more in line with their lore of being citadel workshop workers who spend most of their time creating rune items and trinkets.
  • Fixed bug with "Upgrade Citadel" for Necromancer. Replaced the "Upgrade Citadel" Ritual with the free "Upgrade Necro Citadel" ritual which allows for the upgrade of citadels in Elysium and Hades. Max cast = 2. Cost of ritual slightly increased for balance.

    Balance tweaks
    • Covenant with the Frost Queen is now more expensive and more tiring to perform due to the immense power it gives witches. fungus Cost increased form 777 -> 999, ap cost increased from 8 -> 10
    • Rite of the Queen's Chosen ritual ap cost increased from 9 -> 14
    • Necromancer Unit: Mound King can now heal on necromancer citadels
    • Various other balance tweaks and updates (a bit too many to count lol)
Last edited by Hebrux; 28 Sep @ 4:19am
Hebrux  [developer] 4 Oct @ 1:54pm 
Release Patch Notes For Today October 4, 2025
Version 1.50
  • Sea, Fire, Storm giants and titans can now throw boulders during sieges, just like frost titan and giants can.
  • fixed double weapon bug with frost giant, frost titan
Last edited by Hebrux; 20 Oct @ 8:34pm
Hebrux  [developer] 5 Oct @ 8:07am 
Release Patch Notes For Today October 20, 2025
Version 1.6.0
  • Minor nerf of the bane fire archers
    • Bane fire archers now use new weapon "bane's fire bow". Removed always target affect of decay and replaced with if hit and affected. Decreased Magic damage from 2 to 1. This is a good nerf to the bane fire bow.
    • increased recruitment cost of 10xbane fire archer to 20 (up from 15), 20x archers cost to 40 (up from 30) hands
    • Necromancer now spawns with slightly less bane fire archers (8 instead of 10 for regular difficulty)
  • ghost mage mercenaries can no longer be recruited with just a ghost lord. Minimum is a ghost king or t5 lich (not demilich since that is considered t4)
  • T4 and T5 lich are both now unaging and immune to decay (T3 lich is already unaging)
  • Witchwood village now has 20 population, to simulate life and activity, and to be in line with most other villages. Also now starts with a few dead corpses.
  • Fixed weapon affect of androphag pikemen from always on hit to on damage
  • Runesmith recruitment at crystal tower chance now 50% at Enchentment tower. They now also have a 5% chance of being recruited as a Traveling Mercenary at Bustling Cities (major cities) across Elysium by all classes.
Last edited by Hebrux; 22 Oct @ 6:16am
Hebrux  [developer] 20 Oct @ 8:11pm 
Incoming Updates (WIP)
  • WIP Working on a lore friendly dwarven unit that specializes in sniffing out hidden mines of varying tiers. This unit will be recruitable for dwarf queens at dwarven cities at high chance (possibly 25%-100%, still determining final value); anyone who conquers a dwarven city will have a TBD chance of recruiting this unit. Unit will also be recruitable at bustlling cities across elysium as rare traveling mercenaries for a very small chance (possibly 3-5%, maybe lower)
Last edited by Hebrux; 20 Oct @ 8:12pm
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