This update brings a few new magic items and makes the start a little easier for the Markgraf that now gets a small graveyard near his home. Certain exceptional event like hordes of inferno controlled demon being in Elysium, can now postpone a player victory until it has been dealt with. Also a bunch of bug fixes and modding improvements. General changes
- Inferno and other exceptional events can disallow player victory
- 3 new magic items
- Cursed scrolls
- New terrain: Small graveyard
- Markgraf starts with small graveyard
- Twiceborn can now get level 1 ghost necromancers
- AI Baron don't drain iron bogs
- Some High Cultist rituals never failed like they should
- Slightly increased chance for Frost Giants
- Iron Scorpion got poison for its stinger
- Walking through lava and dying didn't work properly in network games
- House ruins will now have living villages in Hades
- Enchanter Portals cannot be created on portal squares
- Tower of the Elements no longer has fungus income
- Massive Boulder siege weapon now has longer range
- Cannot tunnel diagonally
- Tunnel MP cost 6 -> 5
- Warlock Greater pact cheaper for level 3 warlocks
- Instant message and sound when finding unguarded magic item
- Legion of Gods slightly more powerful
- Reduced HP for Oracles
- Kappa can use weapons
- Shikome has spirit sight
- Always a sealed chamber in dark ages
- Coral Tower was not a water square, fixed
- Increased max number of items in a square
- Didn't get message when finding items in unoccupied square on network
- Could not always use void portals
- Typos fixed
- Max nbr of rituals per commander 32 -> 48
- Max number of rituals 1000 -> 1500
- Map editor now scrolls square names too
- Shops upgrading commanders caused a crash, fixed
[ 2017-08-01 07:02:22 CET ] [ Original post ]
This update brings a few new magic items and makes the start a little easier for the Markgraf that now gets a small graveyard near his home. Certain exceptional event like hordes of inferno controlled demon being in Elysium, can now postpone a player victory until it has been dealt with. Also a bunch of bug fixes and modding improvements. General changes
- Inferno and other exceptional events can disallow player victory
- 3 new magic items
- Cursed scrolls
- New terrain: Small graveyard
- Markgraf starts with small graveyard
- Twiceborn can now get level 1 ghost necromancers
- AI Baron don't drain iron bogs
- Some High Cultist rituals never failed like they should
- Slightly increased chance for Frost Giants
- Iron Scorpion got poison for its stinger
- Walking through lava and dying didn't work properly in network games
- House ruins will now have living villages in Hades
- Enchanter Portals cannot be created on portal squares
- Tower of the Elements no longer has fungus income
- Massive Boulder siege weapon now has longer range
- Cannot tunnel diagonally
- Tunnel MP cost 6 -> 5
- Warlock Greater pact cheaper for level 3 warlocks
- Instant message and sound when finding unguarded magic item
- Legion of Gods slightly more powerful
- Reduced HP for Oracles
- Kappa can use weapons
- Shikome has spirit sight
- Always a sealed chamber in dark ages
- Coral Tower was not a water square, fixed
- Increased max number of items in a square
- Didn't get message when finding items in unoccupied square on network
- Could not always use void portals
- Typos fixed
- Max nbr of rituals per commander 32 -> 48
- Max number of rituals 1000 -> 1500
- Map editor now scrolls square names too
- Shops upgrading commanders caused a crash, fixed
[ 2017-08-01 07:02:22 CET ] [ Original post ]
The main focus in CoE4 is that each race plays differently. We're not talking about a unique building and unique unit, we're talking about completely differently, with different mechanics and different goals. Perhaps you're playing a druid, focused on amassing a vast forest and jungle empire from which to harvest ingredients to summon creatures of the woods with no practical need to conquer mines. Perhaps you're a dwarf, who's only concern are mines and produce units at a set rate every turn, focused almost entirely on upgrading those units to survive as long as possible since they are so difficult to replace. With 20 different factions that alone is enough to keep your play dynamic as you vie for control of the map to conquer Elysium.
New for the 4th version of Conquest of Elysium is the addition of different planes, many new rituals, monster descriptions, a completely new battle system, new random maps with varying temperatures and much more.
The game has six different planes. There is for instance an Infernal plane that is the home of the devils and the demons. So if a demonologist manages to summon a demon lord, there will suddenly be a dark citadel without its master in inferno. Banishing a devil will now force it back to inferno instead of slaying it permanently. Although extremely difficult it is possible to permanently destroy a demon lord by storming inferno and slaying it on that plane. Although there are many planes now you will only rarely have to visit them. But they continue to run in the background and can make certain actions or random events more exciting.
Most factions start with a random set of rituals, a random set of combat spell and together with the random map that will ensure that no two games are the same. More rituals and spells can be learned during the game if you have the right resources and find the right locations. In addition to the aggressive wildlife of Elysium there's also random events to contend with, from bumper harvests and bandits, to the very gates of the underworld opening into Elysium. Your hands will be full before you even make contact with the enemy.
- OS: any 64-bit distro
- Processor: 64-bit intel/amd cpuMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 1.4+
- Storage: 2 GB available space
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