Conquest of Elysium 5

Conquest of Elysium 5

The Conquest of Elysium 5 Total Overhaul
Showing 31-40 of 43 entries
< 1  2  3  4  5 >
Update: Oct 7, 2021 @ 10:13pm

General:
More text fixes.

Priestess:
Buffed Ba'al. Ba'al is now fear 3, fearless, and immortal (36 turns).

Pale One:
Reduced damage output of King of the Deeps slightly.

Senator:
Pila now ignore shields. May be reverted if they overperform.
New outcome for Raise Legion.
Chariots should be size 1x2 now. If sprite wonkiness is an issue, they will be reverted.
Slightly changed outcomes for No Mercy For the Wicked.

Update: Oct 7, 2021 @ 6:11pm

General:
Several more tooltip and bug fixes.

Cultist:
Nerfed hamlet/village spam. Again.
All ports are exclusive with one another. Choose port type and location wisely.
Moved the % chance for Old Man Henderson to spawn following the initiation of Operation Gnome Hat Scheme to the top of the trigger priority.
Reduced cost of Lawn Gnome Thieves by 80% due to consistent complaints about ROI despite repeated explanation of how economies of scale work.

Kobold:
Lairs now provide 3 gold and 2 iron.
No further changes, as no feedback was received during testing and Kobolds just sort of covered the earth with sheer numbers like the bescaled rats they are.

Bakemono:
All units (that I know of) now have Mountain Move.
Strongholds now provide 3 gold and 2 iron.
Reduced infrastructure-building's strain on the blood and iron economy due to how dependent Bakemono is on both.
Normalized Dai Bakemono infantry and cavalry costs based on effectiveness.
Two new weapons.
One new unit (so that Kisho can have a proper leader).
Access to Ninja in general has been reduced (3% chance per turn to break into Ninja after Witch Doctor is acquired, rather than Bakemono Shaman). Kisho groups are additionally a mercenary recruit option, now.

Update: Oct 7, 2021 @ 11:53am

Events:
Halved the chance of Old Man Henderson showing up per turn when Lawn Gnome Thief(ves) are owned by a Cultist.

Update: Oct 7, 2021 @ 11:38am

General:
More text and bug fixes.

Cloud Lord:
Dusk Guards now use dual Poisoned Blades (with modifiers) to satisfy my OCD.
New bow for Airya Archers.

Illusionist:
Removed T3 rebate for Thriller and moved it to T3. Further tweaked summon possibilities. Control chance reduced to 50% and varcost added.

Update: Oct 7, 2021 @ 7:47am

Fixes:
Fixed several ritual breakages caused by new naming conventions.

Update: Oct 7, 2021 @ 7:39am

Hotfix:
Removed testing code.

Update: Oct 7, 2021 @ 7:37am

Dwarfs:
Did away with flame and rime arquebuses. Musketeers are now the only single target gunners.
Most promotion rituals now require Dwarfs, rather than workers.
Slightly nerfed Donderbuses.

Cloud Lord:
4 new rituals for mobility in the sky plane.
Melee weapons of troops improved with appropriate elemental effects.

General:
Several bug and text fixes.
Sound fix for Dwarf guns.

Update: Oct 6, 2021 @ 6:11pm

Rituals:
Lazy fix for Accelerate Colony Growth.

Update: Oct 6, 2021 @ 10:41am

Rituals:
Re-enabled Crusader ritpow.
Moved Crusader ritpow off of the new barbarian ritpows...

Update: Oct 6, 2021 @ 10:21am

General:
Various ritual fixes
Various tooltip updates