• First great Allfire node now doesn't spawn in hostile domains anymore. • The initial Circle spire holding your master's lost spell page does not violate your domain anymore, potentially taking away your goblin camp. • The “Demon Incursion” adventure no longer freezes player stack on world map. • Lava hexes are no longer valid for the Uram Gor City adventure to spawn on. • The fire beetles for Lore Grimm's questline don't wander off anymore. Additionally, they protect a hive that generates new beetles in case other AI stacks kill them off.
Quality of Life
• Reduced bright spots for Fog of War color of Dreamweaving maps (makes it easier on the eye). • In most crafting screens you can now toggle the option for ingredients to remain in the slots after hitting "craft" (if there are more of that ingredient available in your inventory).
Bugfixes
• Fixed missing character for Turkish language (uppercase i). • Fixed faulty gamepad glyphs on the first Dreamweaving spellpage. • Fixed several German typos. • Fixed issue with No Regeneration also blocking all forms of regeneration other than the base daily regeneration. • Fixed tooltip anchors for the popup inventory window when using a gamepad. • Fixed AI never using the Shaper Golem's "Recharge" ability. • Fixed nonresponsive state with Gamepad, if firing all units of a stack when opening the Unit Details screen from stack splitting mode (D-Pad down -> R3). • Fixed preview of influence area when building a lodge not including faction modifiers. • Fixed glitches in "Fallen Skies" and Hokan's Adventures, that would have you jump to another part of the adventure. • Fixed the life leech from "Vampiric Presence" not working. • Fixed an issue where certain units could still get stuck during leveling and no options being available (Undead in particular). • Fixed losing control over Nightmare once an enemy stack moved onto it. • Fixed the game freezing when selecting a stack that has a unit whose maximum world movement is 1 (often happened with the “Dream of Retirement”). • Clarified the goal for the "Constructing a Base" adventure. • Fixed the skillbar in battle crashing if a unit had too many skills. If you have too many now, you can page through additional skillbars. • Fixed an issue where units in battle could gain negative focus and turn unresponsive. • Fixed issues with localizations
Modding • UnitRank for unit’s levelup progression is now moddable. • AntagonistSetup is now moddable, allowing to change stats and behaviours of the Circlemages. • Fixed an issue where modded assets would show up for the wrong campaigns.
SpellForce Conquest of Eo Update 1.6
Features
You can now skip the initial events when starting a new campaign, instantly rewarding and unlocking everything up until your apprentice joins and the Circle tower spawns.
Crafting recipes now immediately unlock and get remembered once you compiled a valid recipe in the crafting screen! No need to craft them first.
There is a new optional advanced setting “Randomized Spell Research”, that shuffles the spells on each magic school page. This allows you to bring fresh wind into research by making it more surprising and dynamic. The assigned spells still follow a basic progression, but you can gain access to more powerful spells faster now.
There is a new optional advanced setting “Second Crafting Profession”, that allows you to purchase a second crafting class a few weeks into the game.
There is now a rare new soul for Necromancers with a special recipe...
There is a new ability "Clandestine" available for several, more sneaky, units.
Circle mages now utilize "Spirewards" to beef up their towers. Each spire they spawn provides one such Ward, greatly buffing defenses and changing the rules of battle. To remove the Ward, the corresponding spire needs to be destroyed. This is only enabled if “Antagonist Progression” difficulty is set to “Stronger” or higher.
There is now a "Random Mage" option when selecting your archetype, assigning you random crafting and magic schools.
Zombify and the Zombie Curse now create a new unit "Undead Beasts" out of turned animals.
A new goblin unit has joined their (disorganized) roster and can also be hired through the Troop Quarters.
Locations like Hunting Lodges and Border Posts now offer units for hire and replenish every week. They are marked on the overview map by a new icon.
Slaves can now be sold instead of fired.
Balancing
The standard setting for World Progression on "Balanced" difficulty is now "Time to Explore".
Neutral factions (Monsters, Independents, Undead...) do not upgrade their stacks anymore and start with potentially bigger stacks, based on where they spawned. This means their power is locked and you should have an easier time leveling up new stacks and units.
Tweaked the AI of stacks attacking your tower. They should not abandon their mission so quickly if your tower is surrounded by troops.
On “Impossible” difficulty, Circle mages use Titans to guard their towers.
Increased start reputation with Cities all around for a more pleasant start experience.
Increased the Item Find bonus of "Sky Iron Rune of Cutthroat" from 10% to 30%.
Increased the Room Crafting speedup from the "Construction table" Workshop extensions from 1 to 3.
The spell "Prosperity" now affects all your locations instead of just the tower and lodges.
The "Flight" spell now works on a whole stack for a few days instead of one unit indefinitely.
Mana conversion rate for "Insight" is now 1:1.
Shipwrecks now have more thematic loot drops.
Battlefields drop more artefacts and do so more likely.
Occultism schools spell "Summoning Circle" has been changed to "Chaos Shrine", a smaller version of the Chaos Altar that allows for early game Demon hiring. Also adapted "Chaos Altar" and "Pandemonium" hiring lists, so Occultists can access the whole cast of Demons.
The "Sinister Incantations" extension for the Amalgamation Chamber is easier to craft.
Lore Grimm's Bombs were made stronger, and he gained a new ability.
For "Demonology DLC" owners an Occult shop now operates in Uram Gor.
Changed how Philo's Demon-form works.
The kennel's "Feeding Pit" is harder to craft and there's an alternative extension that is obtainable earlier.
Raiding tombs now only requires 2 instead of 4 turns.
Inns, Hamlets, Hives, Construction sites and Grain silos now provide loot the first time you visit them.
Made the Teleport spell cheaper to research.
Distilled Aria now triples potion production.
Added two new week events that can occur.
Switched Alchemy-recipes of “Sealed Elemental” with “Mindnumbing Elixier” and “Draught of the Giant” with “Dancers Potion”, moving the former up to 3 Thresholds and the latter down to 2 Thresholds.
“Sky Iron Glyph of Despair” additionally provides +1 Willpower.
Reduced missile damage of Occultist Apprentices.
“Sacred Water” deals less damage.
Doubled the daily magical heal of “Copper Glyph of the Lifegiver”.
The spell “Instant Castle” cannot be cast into enemy Domains anymore.
Increased amount of XP gained from harvesting.
The research to create the Artificer minion now requires flintstones instead of Finon Beer.
Increased AoE radius of the “Guarding Totem” consumable.
The “Aggressivenes” difficulty settings now also decide what behaviours the AI can use, with more hostile behaviours being locked behind higher difficulties.
Selling items now factors in their level (e.g. for demons and levelable artefacts).
The Demonlord that marks and then turns your apprentice now always spawns in reachable distance to your tower if possible.
Switched the positions of “Transmute”, “Freeze Water” and “Flight” inside the spellbook.
Doubled the Proficiency base-income of Landmarks (5 -> 10).
Increased Allfire base-income of Allfire nodes.
Improved spawning of the first/closest Apprentice school. Should now always be in reachable range.
Increased armor of Combat mage apprentices.
Protector apprentices now start with the "Absorb Pain" skill instead of the additional Shield slot (which they can now learn from leveling up).
Increased heal value of "Melding Flesh” upgrade for the Undead.
Changed the Artificer's goal to unlock the Forge to a glyph investment.
The first Alchemy goal in the spellbook now accepts any Primordial location, not just forests.
(Demon Scourge) Krahz Al'Guh's present to you allows you to hire Slaves.
Quality of Life
Gold and mana tooltips now show how much free upkeep remains unused.
Location Incomes will now display a separate icon for each 5 of the same income to make it easier to read.
A small number next to a unit’s Artefact/Mind/Glyph-slots now displays how many eligible items you have in your inventory.
Totem skills now display the totems' ability in their tooltip.
Colors on shrines now indicate the Buff a visiting stack will receive.
You can now filter Artificing recipes to display only those that create an artefact.
You can now display the sell value of items in the tower market/inventory.
You now get a notification whenever you unlock new units to hire in your tower.
When hovering over a Room reward in a city, it displays that room's tooltip so you can actually see what that room will do.
Active Spells now show their effect tooltip for a quick overview of what you are spending your mana on.
Random generated maps (3D world and overview map) have the extents of the world now clearly marked with a border element.
The base campaign has the extents of the world marked only in the overview map
Advanced Settings are now better integrated in the campaign setup flow. Allowing for starting the campaign from within the settings screen (no need to go back again).
The Hero/Apprentice overview screen now also selects the focused stack/lodge when clicking on them. Selecting a dead apprentice there also allows you to inspect them and even fire them.
Skillbuttons in Battle now show certain aspects of the skill: how many actions the skill costs, if it ends the units turn, if the skill repeats until all actions are used, and if the skill costs focus.
Bugfixes
Isgrimm's story does not unintentionally give you the Artificer page anymore.
Fixed double text in Sword of the Swordmaster.
Fixed the bug where some battles in adventures would show you a lower combat power than the opponent army than actually had.
FIxed issue with skills like Harvest/Mine not clearing a saved path, thus the stack wandering off when ending the turn before the harvest is complete.
Fixed the Coldmark "Mole Race" adventure deducting its entrance fee twice.
Fixed Firebloom Coating and Flame Armor Potion having no prices.
Fixed faction-wide spells that do not provide unit bonuses still being displayed in battle.
Fixed an issue where canceling any active spell would not correctly update your free mana upkeep.
Fixed an issue where inspecting a unit in shops would show promotions that were replaced by other promotions.
Fixed a bug in Antagonist AI that caused Antagonists to send only weak attackers or no attackers at all or sometimes multiplying their stacks.
Battle Enchantments, such as "Volcanic Activity", do not trigger in the first round of combat and now correctly show their warning first.
Fixed broken combat UI if defender has First Strike but Attacker prevents retaliations.
The Consume Corpse skill now shows the correct heals for the correct units.
Reduced volume for "Blinding Powder", "Throw Sand" and "Throw Gunk".
Fixed the sound for “Meteor” being off target.
Fixed daily regeneration calculation sometimes being wrong in Health tooltip.
Fixed bug in crafting if a crafting slot disappears by finishing another crafting -> resulted in possible Exception and refunded the cost of the just finished crafting.
Fixed the issue where only one Shaper Ruin could be researched from the spell book per campaign. Now every "Shaper Secret" reveals a Shaper Ruin. (Will not reveal them retroactively.)
Fixed not being able to switch filters via triggers for Demonology Crafting when using Gamepad.
Fixed stun not stopping the attacks if defender stuns the attacker during melee skill.
Fixed an issue with Autoresolve, where your only unit would be marked as "could die" although the prediction was a Heroic Victory.
Fixed an issue where Undead did not spawn if Darkvale was entered after visiting Sevenkeeps - now both the Gate and Sevenkeeps should spawn them and tell you to bring their remains to the gate for a reward.
Stacks aren’t allowed to move over locations with interactions (e.g. Shops) anymore, which prevents enemies standing on those locations and can’t be attacked.
Fixed being able to protect the player tower by surrounding it with player owned locations by allowing stacks to move over locations not owned by that stack's faction.
Fixed Isgrimm employing Human Crossbowmen instead of Dwarven ones.
Fixed Isgrimm going into Cold War lowering reputation with the trolls.
Fixed issue where “Tabula Rasa” would not cleanse all the status effects that “Cleanse Ally” does.
The Crypt of the Revenant Adventure should now show better which adventures to follow to unlock the location.
Fixed issue where additional spawned units in battle could spawn on tiles which are impassable.
The toggle buttons in the advanced settings now have hover and click sounds.
Fixed issue where you would still gain reputation from locations even if they are conflicted.
Fixed camera not being at the correct position when switching between the world and the overview map.
Implemented a level up fallback entry, for if somehow a unit would run out of eligible upgrades, to allow you to still gain something and continue leveling up.
Quickload now checks and displays errors (e.g Missing DLCs).
Autoresolve can now correctly handle units that are immune to routing.
Fixed retreats counting as victory for levelable items.
The icons for special states within unit portraits (like slaves, clandestine, etc.) now correctly update when leveling up/equipping an items that changes this state.
Stacks with Adventures on them won't repeatable attack a stack and thus trigger an adventure. They stop after the first time.
Fixed an issue where a retreating stack would sometimes make a weird detour, travelling a substantial distance around a mountain or similar.
Fixed various ghost units and locations to be visible when overlapping with fog of war.
Fixes an issue where bonuses for stackmates would not be updated correctly if they gain the required conditions later on. (e.g. Pack Tactics and Puppetmaster)
Fixed an issue with adventure spawning, where it sometimes overwrote existing ones or wasn’t able to spawn.
Fixed certain tiles not being valid to summon a location on, that seemed like they should be (e.g. frozen terrain for Instant Castle & Wells).
Fixed an issue where unit details would retain and show false data from being opened previously.
Line attacks, such as Fire Breath, are blocked by high obstacles.
Teleport skills, like Prowl or Burrow, cannot be used while the unit's movement is somehow prohibited (e.g. rooted).
Fixed an issue where upon loading some unit incomes would be duplicated (e.g. Aristocrat).
Fixed an issue causing items in additional inventory slots added to units to be returned to the users inventory on load.
Fixed an issue causing the no file access error message to not appear.
Fixed an issue where enemy stacks would spawn inside locations they are not allowed into (e.g. shops).
Fixed the lighting being too bright or weird when inspecting a unit in combat.
Fixed being able to have two flying tower spells active. They now cancel the old one before applying themselves.
If you lose an item slot on a unit the equipped item will now be returned to the inventory.
Fixed an endless loop in Demon lord Azra'Zil’s adventure.
Fixed an issue where levelups choices are different after restarting the game.
Modding
Fixed the hardcoded maximum Level in Occultism's Sacrifice spell (affected modding).
Adapted City/Antagonist reputation levels so they are more easily moddable.
Extended functionality of WorldSpawnerRule for modding (you can inject and control all kinds of stuff now).
Tuned down Human_PurityKnight_01 footstep sounds.
Image Size for all Images can now be queried in the mod developer menu to make it easier to create new images with the correct sizes.
Changed how .odlo overrides work. All assets in content packages should now be overrideable regardless of how they are loaded.
Added mod developer menu option to copy the content reference of an asset to the clipboard for easier mod creation.
You can now import .ogg, .wav and .mp3 files. The extension will be stripped when determining the content path for it. e.g. “sound.clip.ogg” will be addressable as “sound.clip”. Due to some limitations all audio needs to be loaded upon startup so don’t add gigabytes of sounds.
Fonts can now be imported into the game.
You can now use the new type PerLanguageFontSettings to override fonts for a specific language. Default Configuration can be found at com.ownedbygravity.sf.base/ DefaultLanguageFonts.asset. Additional Configurations can be added by having an asset with a different name and the ApplicableLanguages property set to your language.
Exposed more properties to be moddable.
Stackslots are now defined by a contentReference in the Factiondefinition, so they are easier moddable.
You are now able to create new unit definitions via modding.
SpellForce: Conquest of Eo Weaver's Realms Expansion Is Out Now!
A Dream Come True - SpellForce: Conquest of Eo Weaver's Realms Expansion Is Out Now
Vienna, Austria, September 30th, 2024: It’s time to turn dreams into reality! We are thrilled to announce the exciting new expansion, Weaver's Realms, for SpellForce: Conquest of Eo is out today on PC, PlayStation and Xbox!
Weaver's Realms introduces a powerful new school of magic, Dreamweaving, which masterfully blends the realms of dreaming and waking. Players will now have the ability to empower allies, manipulate foes, and craft illusions so vivid they blur the lines between reality and fantasy.
This expansion enriches the SpellForce: Conquest of Eo experience with an array of thrilling new features, including innovative gameplay mechanics, fresh units, diverse heroes, and a host of enchanting items. Dive into brand-new scenarios and embark on adventures that elevate the game to extraordinary new heights.
Check out the Weaver's Realms Launch Trailer: https://youtu.be/6j_Qw4BqoTY
The Weaver's Realms DLC for SpellForce: Conquest of Eo is now available at an SRP of $14.99 / €14.99!
Check Steam Turn-Based RPG Fest! From September 30 to October 7 (from 7 pm CEST, 10 am PST time), celebrate the magic of turn-based RPGs with fantastic discounts on SpellForce: Conquest of Eo. Enjoy 50% off the base game and a 34% discount on the first expansion, Demon Scourge! Check out the SpellForce: Conquest of Eo Bundle for exclusive savings tailored for both seasoned fans and newcomers alike: https://store.steampowered.com/bundle/40596/SpellForce_Conquest_of_Eo_Bundle/
For those eager to fully immerse themselves in the enchanting world of Eo, the complete SpellForce Bundle is also available, featuring remarkable discounts not only on the turn-based spin-off Conquest of Eo but also across the franchise’s main entries: https://store.steampowered.com/bundle/8177/SpellForce_Franchise/
Links & Info Website: https://conquest.spellforce.com/
Facebook: https://fb.me/SpellForce
Discord: https://discord.com/spellforce
Enjoy & stay tuned!
Dream A Little Dream Of Me: SpellForce: Conquest of Eo To Receive New Expansion
Sometimes, dreams become true. Turn-based strategy game SpellForce: Conquest of Eo is getting a new expansion, Weaver's Realms, on September 30th! A new spell class will be available with the expansion, the school of dreamweaving will unleash the power of illusions and manipulation upon the realms of Eo. Dreams can make your followers do things deemed impossible, as long as they believe it, they actually can do it - and of course, as long as you can sustain your magic.
Check out the Weaver's Realm Trailer:
Download the assets: https://thqn.net/SFCoE-media
Apart from the new, powerful school, The Weaver's Realms expansion will introduce randomly generated campaign maps that can be customized in many ways, from the shape of the map to the exact rules of your match. This will offer you exactly the challenge you are looking for and will increase the game's replayability, as no game will be the same as another. On top of that, three new scenarios are added to the game, each with a unique rule set and interesting mechanics.
"New heroes and new units!" you say, your mageship? Well, we've heard you and are happy to be of service! The Weaver's Realms are home to a new hero, various new units, skills, items, quests, and more.
The Weaver's Realms DLC for SpellForce: Conquest of Eo will be available at an SRP of $ 14.99 / € 14.99 on September 30th!
SpellForce: Conquest of Eo is available at an SRP of $ 29.99 / € 29.99 for PC, PS5, and Xbox Series S/X. The critically acclaimed DLC Demon Scourge is also available at an SRP of $ 12.99 / € 12.99.
Having vanquished demonic hordes and returned the trolls to their homeland, you finally find a moment of peace. Yet, peace is fleeting, and a new dawn approaches. In the shadows of tranquility, whispers of an untold adventure begin to stir. You ponder the many paths before you, present and future and what other fates you could have faced if your story would have been different.
The very positive feedback on our last DLC has motivated us to turn some wild dreams into reality. While planning the next patch for the main game, we also dedicate time to new content and experiences for you.
Mysterious and exciting new ventures are on the horizon—secrets will soon be revealed!
Free SpellForce: Conquest of Eo Patch 1.5 Unleashes Mod-Support!
Free SpellForce: Conquest of Eo Patch Unleashes Creativity and Customization With Mod-Support
Vienna, Austria, April 10th, 2024: The latest patch for SpellForce: Conquest of Eo isn't just about fixes and tweaks; it's a journey into customization and creativity. With over 80 enhancements, balance tweaks, and bug fixes, this update not only enriches the base game and its first DLC, Demon Scourge, but it also introduces modding support on PC, empowering players to shape their adventures.
Check the full patch notes: https://thqn.net/sfcoe-patch15
Looking for mods? Check Nexusmods: https://thqn.net/4aDu0cO
Watch the Demon Scourge Trailer on YouTube: https://youtu.be/LP5EorqyR0I
To start creating their own mods, players can now dive into the Mod Developer Guide and the Mod User Guide, conveniently provided as PDFs in the game's installation folder or accessible through the Steam Forum. From crafting new items and status effects to designing unique unit promotions, the only limit is your imagination.
In a twist of fate, we've also made it easier than reciting an incantation to create localized versions of the game. Our modding guide makes it as simple as casting a spell! With the newly added modding tools, SpellForce: Conquest of Eo invites you to embark on a journey of limitless enchantment. We cannot wait to see what kind of magical mods the community will brew in their cauldrons!
SpellForce: Conquest of Eo is available at an SRP of $ 29.99 / € 29.99 / £ 24.99 for PC, PS5, and Xbox Series S/X.
There is now a tasklist in the top right corner displaying your most important current goals that can be toggled via game settings.
You are now able to customize which major storylines - heroes and new DLC content – will be part of your campaign in the difficulty screen when starting a new game.
Russian translation by Eduard "Satenskyhou" Velikanov is integrated. A BIG thank you for his work!
Balancing
Blind status effect duration limited to 2 turns
Rebalanced action/focus costs for several AoE spells
Pillaging a Lodge also destroys it now
"Hunter" promotion provides 1 Meat per battle
Reduced Wisp armor and melee damage to make them less tanky and prevent early Wisp flooding
Purity of Light units deal additional damage vs Demons.
Yria's units deal additional damage vs Demons.
Increased chances to loot an Artefact from Battlefields
Increased first crafting room build duration to 2 for more even starting flow
Ritual Site is weaker but permanent
Graveyard changed from +2 Mana => +1 Mana + 1 research
Execution only works against units of equal or lower tier (so only titans and heroes are able to execute titans, heroes are generally safe, etc.)
Switched skills given by Artificer recipes Copper Occultism and Corrupted Occultism
Arsonist’s “Throw Torch” now costs 2 actions
Tiara’s Priestesses are now Healers
Fire Golems have Elemental Resistance
Hellhounds count as demons
Improvements
You can now center the camera on a city when clicking on the faction in the faction overview.
Units that revive after a battle now keep their current world movement points
Values in Tower Screen showing maximum apprentice etc. values now show total values (taking rooms and upgrades into account)
Lightbringer has less stiff Idle animation
Command Speed (right click speedup) can now be set as low as 50%
Added dropshadow to icons on map to make them more visible
Teleport spell can now teleport to locations which don't have a garrison, adventure or any other interaction.
Potential losses in the pre-battle screen are highlighted more prominently.
AI can now correctly use Raise Undead Skill.
Fixed some content delivery issues causing some asset to be packed twice and using up additional memory.
General performance and memory optimizations make the game much less memory hungry.
Bugfixes
Fixed a bug in internal damage calculation that was doubling damage modifiers (e.g. slaves would deal -36% instead of -20% damage, blinded deducted more than -25% damage...); display in interface/tooltips was correct and hasn't changed.
Adapted battle AI when using aoe skills: should not spam battlecry when everybody has it already anymore etc. & AI shouldn't buff/debuff destructibles anymore
Incorporated AllyPromotionBonus into BuddyBonus, so it has proper bookkeeping and is visible to player. -> e.g. Strength of the Pack, Dominator etc. are all visible in UI now and update accordingly (they were working before, just not visibly)
Fixed a bug where units with Consume Corpse would heal after a fight when retreating from it
Fixed a bug where a hero wouldn't spawn when your tower was in the middle of an ocean/mountain
Fixed a bug where income from equipped artefacts would multiply by saving/loading the game
Added loot message when raiding a tomb/grave
Fixed a crash in combat that would sometimes occur, especially surrounding poison/Tiara's Curse and healing
Fixed a bug with income not deregistering when having a location, that could be melded with but isn't (e.g. mananode), was removed within the players influence area
Added Achievement for completing Galtrak‘s Hero storyline
Fixed a bug where unit resistance/weaknesses weren't displayed correctly when inspecing units in shops.
Fixed a bug where there was no warning of an Attack of Opportunity if the unit itself was unable to do AoO's.
Fixed an issue where some tower events would not give you any loot if there was no stack in your tower.
Fixed an issue where flying with the tower without influence area could delete influence from other locations (e.g. melded mana nodes).
Fixed an issue where additional income from effects on locations was not correctly added to your income per turn.
Fixed an issue where you weren’t able to deal the maximum amount of damage displayed in battle.
Fixed the issue where the battlemap for a set hex would change after reloading.
New DLC Demon Scourge for SpellForce: Conquest of Eo is out now!
New DLC Demon Scourge for SpellForce: Conquest of Eo is out now!
Vienna, Austria - February 13, 2024: A new threat rises in Demon Scourge, the expansion for the ever-changing turn-based strategy game SpellForce: Conquest of Eo and is out today! Trolls pour down the mountains, driven from their ancestral homes and demon lords have set up their domains in plain sight, extracting the very essence of the land for their nefarious purposes. Will these new powers be an ally or an enemy to you?
Watch the Out Now Trailer on YouTube: https://youtu.be/LP5EorqyR0I
Demon Scourge will introduce a new mage class, the Demonologist, to SpellForce: Conquest of Eo. The Demonologist comes with a unique set of spells and its very own playstyle.
The DLC Demon Scourge is available now at an SRP of $ 12.99 / € 12.99 / £ 9.99.
A Demon-Stration of Power: SpellForce: Conquest of Eo gets new DLC
A Demon-Stration of Power: SpellForce: Conquest of Eo gets new DLC
A new threat rises in the lands of Eo. The upcoming expansion for the turn-based strategy game SpellForce: Conquest of Eo will introduce a new mage class, the Demonologist, with its very own way of playing the game and a unique set of spells.
Trolls pour down the mountains, driven from their ancestral homes, and lay waste to cities and settlements in their way. This new faction will introduce new troops and allow you to try out new tactics on the battlefield.
Also new are sinister Demon lords who boldly establish their domains in plain sight, extracting the very life force of the land for their malevolent objectives.
Will these powerful invaders prove to be allies or adversaries in your quest?
Enter into a new pact when SpellForce: Conquest of Eo - Demon Scourge releases on February 13, 2024. The DLC will be available at an SRP of $ 12.99 / € 12.99 / £ 9.99 with a 10 % launch discount for the first week.
Watch Demon Scourge Trailer on YouTube:
SpellForce: Conquest of Eo's base game is already available for an SRP of $ 29.99 / € 29.99 / £ 24.99.
Links & Info Website: https://conquest.spellforce.com/
Facebook: https://fb.me/SpellForce
Discord: https://discord.gg/spellforce
About SpellForce: Conquest of Eo - Demon Scourge
With 25 new units, including a whole new faction of Trolls as well as a variety of powerful demons, our mage will have no shortage of new enemies and allies for your mage. Over 30 new promotions bring a massive amount of variety to your units, helping them to face the over 120 new adventures and missions this DLC contains. A new Troll hero, whose fate is intertwined with a powerful troll clan, as well as eight new locations await. Demon Lords have established themselves in the world, changing the very essence of the regions they control, and can be powerful allies or terrible enemies. Your game will never be the same again….
2 new enemy factions: Demons and Trolls
New Mage Type: Demonologist
New Spell School: Occultism
25 new units
New Boss enemies: Demon Lords
120+ new adventures with hours of new quests
30+ new unit promotions
2 New Win Conditions
25+ new tower rooms and expansions
Enjoy & stay tuned!
SpellForce: Conquest of Eo - Best game on Steam Deck nomination!
All mages on deck! SpellForce: Conquest of Eo, a turn-based masterpiece, finds its perfect home in the palms of your hands. Aspiring wizards, your goal is nothing short of becoming the mightiest spellcaster of all time. Choose from three distinct schools of magic, amass a formidable army of dozens of henchmen and mythical beasts, and lay waste to your enemies' lands.
On the Steam Deck, the game seamlessly unfolds with controls as intuitive as waving your magic wand. Being turn-based, there's no rush—feel free to gaze out the window during your bus or train ride without missing a beat. SpellForce: Conquest of Eo offers a truly chillaxing experience on the Steam Deck. Join the magical ride and check it out!