Conquest of Elysium 5.09

Conquest of Elysium 5

Conquest of Elysium 5 is a quick turn based fantasy strategy game with a touch of rogue-like. The game is full of depth, details and monsters. There are also a huge number of factions, each with its own unique gameplay and magic rituals.

This update enables mods to be used with the network lobby. Another important new feature is that coastal seas will freeze when it gets cold, possibly enabling you to reach some island during the winter. Mods can now contain custom maps, making it possible to upload map packs to the steam workshop. As usual there are also a bunch of new minor features and bug fixes. [b]General[/b] [list] [*] Coastal water will freeze in the winter [*] Independents less likely to move onto frozen water tiles [*] Fishes will no longer drown on frozen water tiles [*] Fix for fungus spawning underwater and drowning during fungus years [*] Ships will now deploy in the ice if the water is frozen [*] 'r' to randomize player colors during player setup [*] Great Archon now starts with Divine Mantle [*] More unique names for Hades towns [*] Improved Special Power information for some magic items [*] Demons now belong to Infernal faction if summoning fails [*] Can now tunnel in deserts too [*] Restrictions for where to tunnel up/down with dig ritual [*] Environmental damage is taken in two strikes and can now kill second shape units too [*] Blind attacks can no longer exceed maximum range [*] Multiple aoe 0 strike spells couldn't affect same target many times, fixed [*] Void terrain popup incorrectly showed snow boots [*] Don't try to play music in textmode [*] Crash when creating game with loaded map fixed [*] Performance improvements [*] Stat & typo fixes [/list] [b]Network / Multiplayer[/b] [list] [*] Network lobby now supports mods [*] Info about custom maps / mods when joining a new lobby game [*] Fix for resetting team number in network setup [*] Warning if participants' mods differ [*] '+' and '-' now works for network game setup too [/list] [b]Modding[/b] [list] [*] Workshop mods can now contain maps [*] New event commands: hasitem, hasitemhere, gainxp [*] New monster command: libmastery [*] New ritual commands: eventvarreq, noeventvarreq [*] Terrain group modding [*] New terrain commands: void, nodrown [*] New terrain group: -113 = cities [*] Mod banner size must have correct size [*] Fix for map editor and paths with spaces [*] Errors in enabled mods will no longer prevent CoE from starting [/list]