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]
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[*] 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
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[b]AI[/b]
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[*] 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
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[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
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