Conquest of Elysium 5.12, The Apocalypse Update

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 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. [b]General[/b] [list] [*] 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 [/list] [b]AI[/b] [list] [*] 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 [/list] [b]Modding[/b] [list] [*] 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 [/list]