Conquest of Elysium 5 cover
Conquest of Elysium 5 screenshot
Genre: Strategy, Indie

Conquest of Elysium 5

Conquest of Elysium 5.19

A bug fix update. Most importantly it fixes some bugs with the map graphics as well as a bug that prevented some mods from working.

General

  • Map mountain sprites weren't properly randomized, fixed
  • Fix for erroneously shown movement
  • Fix for battle terrain remaining after some rituals
  • Fix for Gurus not having ape names
  • Many mental attacks are now unaffected by blindness afflictions
  • Trample is now unaffected by blindness and panic
  • Fix for Apes not becoming ghouls
  • Apes now give humanoid corpses
  • Werewolf can now use magic weapons properly
  • Stat and typo fixes


Modding

  • Lower/UPPER case directory detection on mods didn't work when an image was not in a subdirectory
  • Line number was not shown if icon command was incorrect, fixed

Conquest of Elysium 5.18

A quick fix patch for some issues found in the previous version.

General

  • Inhabit Jungle can now be cast in Jungles like intended
  • Fix for menus not working if the is no font size set (bug from 5.17)
  • Fix for insane captains (bug from 5.17)
  • Description fixes
  • Stat and typo fixes

Conquest of Elysium 5.17

This update brings a new playable class to Elysium, the Monkey Maharaja. This new class have many monkeys of different size and standing, as well as Gurus capable of summoning previously unknown mythic beings and reincarnating after dying. There is also a new tune for the Monkey Maharaja made by Adrian von Ziegler. Apart from this new class there are also a bunch of other new features and bug fixes. The Gorgons and Erinye of the Witch are now all unique beings (3 of each), a new island has been added to the primal plane to accommodate the various unique beings of the monkey people and the merchants are now better at putting suitable prices on different magic items.

General

  • New class: Monkey Maharaja
  • New tune for Monkey Maharaja by Adrian von Ziegler
  • New terrain Atavi Villages
  • New island on the outskirts of the Primal Plane
  • Gorgons are now unique (3 of them)
  • Erinye are now unique (3 of them)
  • Temple pyramid battle ground
  • Dwarf mines now have proper battle grounds that are improved with level of Dvala
  • Kelp in kelp forest battles
  • Magic Maps now only reveal map, not units
  • Monsters with same name are now shown as one post in battle reports
  • Some magic items from merchants are now more or less expensive than other
  • It is now easier to click on large units while they are moving in battle
  • Dwarven City now starts with an iron gate like it is supposed to
  • Units with planar immortality heal afflictions on their home plane over time
  • Rain of Blood spell uses less particles
  • Eternal Pyre can now be cast in sacred groves as well
  • Demilich could deviate to other planes if teleporting close to a plane's edge
  • Translation support for army composition popups
  • Default to large font size on Steam Deck
  • Help screen for load game screen
  • Most buildings are now amphibian so they won't drown
  • Snow movement did not combine properly with giant sized
  • New spell school: Destruction
  • Waking up from sleep didn't remove berserk properly
  • Making crystal golem from crystal forest resulted in a plain, fixed.
  • Halberdiers can now use magic weapons properly
  • Giant Locusts can now appear as independent animals
  • More animal types for Druid Lesser Summoning
  • Spider Thicket now costs 3 AP to enter
  • Typo & stat fixes


Network / Multiplayer

  • Fix for network map scrying
  • Fix for overrun in network games


AI

  • AI improvements for High Cultist and Bakemono


Modding

  • Mods are also checked for correct case of directories
  • Error checking for mod sample files
  • Mod vars now reset properly after Game Over
  • New monster command: savanna2
  • New ritual commands: promplayer, ritequipall, ritmaxrange
  • Startinsanity didn't work, fixed
  • No messages for recruitment offers that are prevented by terrain restriction
  • Create Fancy Terrain in map editor now only affects the Elysium plane
  • Map editor fix, loading multi plane maps could result in a bad map size

Conquest of Elysium 5.16

This is mainly a bug fix update. Most importantly it fixes a new bug where you immortals never lost their magic items. Apart from a bunch of fixed bugs there is also improved performance for battles and some new stuff for modders.

General

  • Immortal units didn't lose their items when they died
  • Fix for no loot after eliminating a player
  • Battle performance improvement
  • Show square's owner in square info (i)
  • Press 'h' to (de)select all horror marked units
  • Strange Mist in the Sky never dissipated, fixed
  • Ritual Caster ability icon could appear when it shouldn't (Divine Emperor)
  • Tunneling through moist cave walls didn't work
  • Bug fix for some wandering independents
  • Message in battle log when gates are opened
  • Animate forest spell only targets squares with living terrain on
  • Increased maximum number of projectiles
  • Yearly sell price for Emeralds was shown incorrectly
  • Fix for ctrl+select another commander
  • Player being eliminated could result in corrupted commanders, fixed
  • Succubus can now use weapons properly
  • Typo and stat fixes


Network / Multiplayer

  • Better error message when version is too old for network lobby


AI

  • Large units better at engaging enemies in battle
  • Limit number of dwarven ballistas at the same location


Modding

  • New ritual command: afftarg
  • New event command: makeben
  • Translation of sub-headers is now possible
  • Special abilities can now be translated


Conquest of Elysium 5.15

This update makes it possible for modders to replace fonts and translate most parts of the game, including buttons and popups. In Agartha there will now be moist cave walls next to any water squares, making it easier to not flood the level by mistake. There is also the usual bunch of minor features, AI tweaks and bug fixes.

General

  • Moist cave walls next to water
  • Relevant AoE spell casting is now shown in per unit battle log too
  • Fix for scrolling of per unit battle log (with +,- keys)
  • Temperature changing units are capped to a single one one per square
  • Disintegrate will no longer target a bush if someone is standing in the same square
  • Auto Recruitment will now buy as many time as possible, making commander recruitment more reliable
  • Greedy is now a tag for units refusing to give up magic items (decoupled from stupid)
  • Statues of the Underworld can now be constructed in former settlements as well
  • Fix for clouds being turned into desert
  • Less mist from cloud forests
  • Battle log is now slightly wider on widescreen monitors
  • Fix for commander died by disease message
  • Upgrades of e.g. dwarves can now be performed on other planes as well
  • Some units were drawn at incorrect size when viewing stats
  • Canceling Save & Quit no longer quits the game
  • Fix for some terrain graphics glitches when zooming
  • Clear on screen message after ending turn
  • Fungus Year is now affected by wilder setting
  • Fix for Winged Monkey sprite
  • Peddlars can now only spawn from special locations
  • Fix for corrupted text with newer versions of the sdl2-ttf lib
  • Stat & typo fixes


Network / Multiplayer

  • Better cleaning up of partly deleted lobby games


AI

  • Tweak of AI square conquering priorities


Modding

  • Translation support
  • New start option: --dumpstrings
  • New translation commands: translation, fontfile
  • New monster command: greedy

Conquest of Elysium 5.13

This update focuses on improving the battles. There is now a per unit battle log, so when you inspect a unit in battle you will only see his part of the battle log. There is also a new unit list, press F1 in a battle to see a list of all participants, including dead units so their cause of death can be inspected in their log.
Ice in battles has now got stats and a catapult might smash through it with their boulders, creating patches of open water.

There are also some new spells, magic items, AI & pathfinding improvements, new modding features and the usual bug fixes. The network lobby seems to work quite well now, so the beta warning has finally been removed.


General

  • F1 battle unit list
  • Per unit battle log
  • Improved battle log info
  • Pathfinding now prefers straight paths and to avoid dangerous squares
  • Magic items are no longer removed from unit until after battle is over
  • Now possible to find magic items after dying on the world map
  • 6 new magic items
  • Farm battlemap
  • Fairy Circle battle map
  • Battleground ice now has stats and can be destroyed
  • Battle terrain mist
  • New vegetation: Cabbage
  • Certain spells will now target terrain instead if no enemy is nearby
  • 2 new spells: Aura of Unlife, Ring of Flames
  • Fix for circle area of effects
  • Fix for name of Emperor's Statue
  • Could sometimes have festering wound and diseased simultaneously
  • Token for commander on a ship was not drawn correctly
  • Could get cloudfolk recruitment offers without owning suitable citadel
  • Could activate any square with 'o' and lose AP
  • Different items with fire/cold resistances now stack
  • Paralyze spell no longer affects lifeless beings
  • Teleport move works for mid/back rankers too
  • Call of the Wild now results in a message for all enemy players
  • Fix for scrollbar in View Messages resetting after reading a message
  • Fix for magic maps sometimes not updating scryed area properly
  • Troll Forests now lower the morale of non-troll owned units
  • Message if a commander dies from disease
  • Festering Wound has a chance to heal
  • Illusionist Spell Mirrors less likely to empty themselves on a gate
  • Mention location's name in battle messages
  • Cloud Forests spread strange mist
  • Reanimate Tree didn't always take effect, fixed
  • Potential crash fix
  • Can no longer steal magic items from stupid units
  • Fixed info for magic items with morale bonus
  • Fixed plane shift description
  • Fix for scrollbar in shop screen
  • Catapults no longer become Giant Soulless when transformed
  • Templar more expensive in iron 15 -> 35
  • Typo & stat fixes



Network / Multiplayer

  • Removed network lobby beta warning
  • Network lobby games are now deleted after 3 weeks of inactivity (was 2)
  • Max nbr of teams increased to 14
  • Right click to lower team number
  • It was not possible to start team games after removing a player in the middle



AI

  • AI better at handling portals
  • Cloud Lord AI improvements
  • AI better at not flying too far and falling down
  • Fix for mid ranks units not advancing properly when front rankers are dead
  • Defenders less likely to rush out if they have an enchanted gate
  • AI will no longer stop to cast rituals when on a dangerous tile



Modding

  • New monster commands: likesterr, lovesterr, hatesterr
  • New terrain commands: swamp, mistrare
  • newunits and promoteunits didn't set the target unit, fixed


Conquest of Elysium 5.12, The Apocalypse Update

This is a major update that focuses on the Apocalypse, UI improvements and the AI. But there are also many other fixes, new magic items to be found, performance improvements and a bunch of new commands for modders.

General

  • New sprites for all Apocalyptic Riders
  • New monster: Giant Locust
  • Movement of player owned stupid commanders is now shown by default
  • New start options: --(no)showstupids
  • New El bless effect: Holy Vengeance
  • The Arch Devil will now leave his citadel if the apocalypse occurs
  • The Lord of Corruption will now leave his citadel if the infernal gate remains open for too long
  • Empire's Cardinal can break seals if Inferno is invading
  • 9 new magic items
  • Names drawn on commander tokens in army setup
  • ctrl+right click to switch to another commander in Transfer Units screen
  • Ambushes now start centered on a defending commander if any
  • Strange mist will now create lots of clouds on the sky plane
  • Terrain is burning when fighting in burning squares
  • Baron can now create vassals from Unicorn Knights too
  • Some animals may now revert to being independents after their owner is defeated
  • Some Enchanter guardians might become Empire controlled if he is defeated
  • Cursed false life artifacts created by Enchanter will now usually end up on a suitable target
  • Ravenous Curse on some terrains didn't yield anything, fixed
  • Fix for scrollbar on ritual screen
  • Blindness fix
  • Water attacks now has x2 dmg vs fire beings
  • Saving game now also features dates and sorting
  • No longer possible to swallow yourself
  • High level mages less likely to use wands
  • Destroying a spider thicket now results in a dead forest.
  • Stupid units could be led after being charmed, fixed
  • Fix for visible independent moves showing incorrect units
  • Can no longer recruit normal units in sea citadels
  • Planar tomes didn't work properly, fixed
  • Particle effects for Troll Forests
  • Fix for Monument of Hades being abandoned during construction
  • New look for miasma
  • Miasma shown in square info (i)
  • Fire Shield spells now only affects friendly units
  • Can now remove insane commander from followers
  • No bushes on frozen sea or cloud battlegrounds
  • Better setup for large monsters defending towers
  • Mirrors can now survive underwater
  • Fix for Palace of Dreams losing its gem income
  • Rubble is now immune to petrification
  • Fixed bug with wrong independent shown as moving
  • Units with poison cloud try to avoid deploying close to vulnerable commanders
  • Swamp Soul didn't work properly from Sky or Agartha, fixed
  • Monster Fish didn't kill units in its belly, fixed
  • Oak Golems and Forest Shepherds are now immune to Tangle Vines
  • Ancient Commander's attack sprite looked squashed, fixed.
  • Monster Snail got an AoE attack
  • Sometimes another commander could claim to be the main commander, fixed
  • Can now swap magic items directly with another already equipped unit
  • Gates, walls, trees sometimes disappeared when transferring items, fixed.
  • Commanders didn't wrap properly after changing text size, fixed.
  • Improved placement of portrait when viewing stats
  • Particle effects bug fix
  • Fixed excessively popping mushrooms in swamps when zooming
  • Save scrollbar position in mod selection screen
  • Main map graphics performance improvement
  • Fight performance improvement
  • Typo and Stat fixes


AI

  • Mid/rear rank units without ranged weapon will now behave smarter
  • AI now only upgrade full batches of units to avoid wasting resources
  • AI better at redistributing items
  • AI Cloud Lord improvements
  • AI enchanter improvement
  • AI better at using ships
  • AI improved strength assessment
  • AI better at avoiding hopeless fights
  • AI more careful with frozen waters


Modding

  • Squareevents that set target unit didn't work properly, fixed
  • There could occur one event too many at turn -1 for player 0, fixed
  • Squareevent performance improvement
  • New usable terrain can be (de)activated by players
  • Terrain nbr 10000+ to get the inverted selection
  • New recruitment list command: recterr
  • New weapon command: affectfemale
  • New monster commands: terrstealth, terrstealthinv, growterr, startinsanity, demonic, tiny
  • New monster commands: elysiumshape, hadesshape, infernoshape, ...
  • New monster/item commands: holyvengeance, dmgonterr, dmgonterrbonus, tangleres
  • New terrain commands: destroyto, visible
  • New class command: townbonusdescr
  • New event triggers: +aiplayer, +humanplayer
  • New event triggers: +squareactivated, +ownsloctarg, +hasaffunithere
  • New event triggers: +varvarequal, +varvargreater, +varvarlesser
  • New event actions: makeaff, makeminoraff
  • New event actions: targetunitloc, holdit, copyvar
  • recxcost can now be used 2 times on same recruitment offer
  • minmonreq didn't work properly, fixed
  • insanity command now implemented for real
  • Terrain selector in map editor remembers old location