This is a mostly a modernization update, it fixes some bugs and makes sure the game runs well on modern systems. The largest change is for Macs where new M1+ Macs are now required to run the game by default. Users with older Macs can still run it via wine/crossover or by opting in to the legacy private beta in steam (password: legacylegacy), that will remain on version 5.30. General
- Oak Golem can now be created in Ancient Forest-like terrains too
- Fix for empty message window popping up at start of turn
- Less random pitch for some sound effects
- Soulless now have item slots
- Blood Burst is now armor negating
- Better placement of mirrors in forts
- Vortex of Stillness was incorrectly an Astrology spell
- CoE could fail to start if workshop mod directory was removed
- Mages now better at targeting spells with 2+ nbr of strikes
- Fix for server hang on astrology
- Setup on ship could lock up game
- Elder Thing could belong to wrong independent faction
- Network reliability fixes
- Typos fixed
- 64 bit damage numbers should work now
- Fix for crash when shutting down pulseaudio on exit
- Now built for new ARM Macs (M1+)
- Mac OS X 13.0 or later required
- Improved support for recent versions of Windows
[ 2024-03-22 14:31:23 CET ] [ Original post ]
This is a bug fix update. Most importantly it fixes a problem where large units could fail to figure out how to cross the bridge when attacking in a Bridge or Tower Bridge location. Another bug was that non-area attacks could incorrectly hit the terrain under the target too, this could be fatal if a hard hitting unit was attacking someone on a boat and then killed the boat as well. General
- Spell casters will no longer cast blessing on permanently blessed units
- Fix for non-area attacks also hitting terrain under target
- Fix for sound disappearing after pressing 'q' during summoning
- Pathfinding for large monsters on bridges could fail, fixed
- Mindless no longer affected by Mass Command spell
- Layout fix for large text settings
- Ritual window a little wider
- Square inconsistency bug fixed
- Increased joystick deadzone by default (1 -> 3 percent)
- Deadzone configurable via startup option (e.g. --deadzone=5)
[ 2023-06-29 09:35:47 CET ] [ Original post ]
This update fixes some bugs and minor issues and adds a few new capabilities for modders. The scrollbars in the game can now also be controlled by the Home/End keys to jump straight to beginning or end. General
- Swamp Soul now destroys swamp on its first incarnation too
- Floating units on ships no longer displaces ordinary units
- Decaying units could damage swallower
- A group of commander could fly up even if only one of them could fly
- Don't put the Kobold's traps on ice squares
- Pale One castle battle map had too much grass
- Support for portrait mode resolutions
- Fix for battle log sometimes popping up after performing a special power
- Immortals who die will get rid of sentry mode
- Could steal units from stupid commanders
- Aquatic units will no longer drown in ports and bridges
- Decay spells will no longer target unaging units
- Bring up keyboard when entering player name on Steam Deck
- Scrollbars can be controlled with Home/End too
- Minor performance improvement for main map screen
- Typo and stat fixes
- New event command: reveal
- New terrain group -117 = infernal plane
- New ritual command: noplanereq
[ 2023-05-15 09:15:53 CET ] [ Original post ]
This update contains some new groups of independents that might defend Elysium as well as a new magic item that could be found. Apart from that there is also the usual bunch of tweaks and bug fixes. General
- Fix for disguised apes showing their true appearance while moving
- Sea Dragon couldn't move properly in fights
- A few more possible independent groups for Elysium
- Tweaked the defenders of Desert Palace
- One new magic item
- Can now passwall diagonally as well
- Guard tower spawning was not disabled by non-empire independents
- Fix for statues getting the wrong name
- Frozen seas on the Primal Plane only cost 1 MP, fixed
- Some more buff spells now only affect friendly units
- Typo & Stat fixes
- North/South percentages didn't work in network lobby games
- Event variable used by rituals didn't work in network games
- cleareventvar didn't work
[ 2023-02-23 13:20:59 CET ] [ Original post ]
This fixes a bunch of bugs and adds 2 new magic items to be found. In previous versions a player could sometimes stop getting income if his allied partner was eliminated. This has now been fixed, but the fix might result in one turn with double income for an allied player in an old saved multiplayer game. But it will only happen once and then it should work as normal again. General
- Two new magic items
- Fix for Agarthan cave walls looking like tunnels
- Fix for terrain veils not working when seen from the Sky Plane
- Mirror Images are no longer affected by damage they are immune to
- Typo & Stat fixes
- If the first allied player was eliminated the second one no longer got income, fixed
- Map editor was dark after resigning a game first, fixed
- Max nbr of translation 10000 -> 20000
[ 2023-02-04 10:37:51 CET ] [ Original post ]
This update consists of mostly bug fixes. Most importantly has some fixes for the new west/east clustering and the gamepad support that was added in the previous version. General
- The Second Sun didn't return if killed on the sky plane
- Sinking of a ship no longer spreads to adjacent ships
- Fix for scrollbar on message screen resetting too often
- Incorporation can no longer steal HP from vegetation
- Increased deadzone for joysticks
- Don't use joysticks until they give a large reading once
- Fix for Holy Vengeance description
- Typos fixed
- Was not possible to return to Random class in network games
- It was not possible to give items to allies in hot-seat games
- Fix for west/east clustering taking almost forever on small maps
- Fix for trying to create a network game without any name
- Fix for excessive AI ship building
- Fix for targetunitloc and ownsloctarg not setting location properly
- Disabled Open Mod Directory on the Steam Deck
- Enter Name box can be translated too
[ 2022-11-10 14:24:02 CET ] [ Original post ]
The new team placement option called West/East is meant for games with large teams. Here each team will be placed in one direction, but not as tightly clustered as the standard clustered setup. There are also a few new magic items, some bug fixes and some new features to make gaming on the Steam Deck easier. General
- New map team placement option: West/East
- 3 new magic items
- The auto recruit indicator could sometimes show up on a magic item
- Reduced CPU usage on the Ritual Screen
- New input box when entering name
- Use arrow keys to select next/prev recruitment location
- Gamepad analogue stick can now be used to scroll the map
- Gamepad analogue stick can be used to scroll battle too
- Touchscreen mode can be enabled from settings
- Touchscreen mode enabled for Steam Deck on first start
- Mujina is now stealthy
- Old Inanimate ability name should now be called Lifeless instead everywhere
- A new tip
- typos and stat fixes
- Increased maximum nbr of effects per magic item
- Fix for modded events happening to wrong player in team games
- homereq 1 didn't work properly, fixed
- More text translatable
- No disable mod question in textmode
[ 2022-10-06 09:54:59 CET ] [ Original post ]
This update fixes some bugs and minor issues and adds one new command for modders. The Map Editor has also been improved and now shows where the snow usually is as the map is being edited. General
- Fix for tracer particles showing up on melee weapons
- Assassination attacks now counts as if made from a range of 1 (awe can now affect assassin)
- Gold Income overview scrollbar didn't work
- Can no longer see cloaked squares from the sky plane
- Immortal Beings can no longer cast the twiceborn ritual
- Rakshasi is no longer prevented to cast Grand Mastery by Raksharishi
- Fix for some incorrect ability descriptions
- Fix for disintegrate targeting a large friendly unit
- Same name units are now always merged in the transfer units stats
- Ceremony in the Deep can now also be made on deep sea gem deposits
- Stat & typo fixes
- AI didn't take archers in enemy forts into account properly, fixed.
- New event command: removeitem
- pathboost didn't work
- Make sure modding variable are reset before each new game
- primifier can now be used with higher numbers
- Improved translation support
- Map Editor now uses the Autumn season and puts snow where appropriate
[ 2022-08-24 17:49:07 CET ] [ Original post ]
This release fixes some bugs, the most serious one might be that the Enchanter's magic tools didn't work correctly since the previous patch. Also the Perfect Cube apocalyptic event could no longer appear since a few patches ago. Apart from bug fixes there are also a few new commands for modders to utilize. General
- Some terrain specific summons didn't work any longer, fixed
- Perfect Cube event didn't work any longer
- Dragon Terror affected friends too
- Hooded Spirits can unify when independent
- Fixed spawning of Raksharaja Gods on Primal Plane
- Can no longer try to learn new combat spells after reaching limit (60 spells)
- Slightly less random pitch on sound effects
- A few more independent monsters may start with a magic item
- Fix for faulty defeated by message
- Fix for autoconnect to secondary server
- Fix for empty text box popping up after end turn
- Some particle effects could be seen even when battle was hidden
- Fix for some terrains being destroyed by desert
- Typo and stat fixes
- New monster/item command: invul
- New class command: atavirec
- pathboost can now be used multiple times on one item
- falselife command didn't work
[ 2022-07-15 12:19:43 CET ] [ Original post ]
This update brings another new playable class to Elysium, the Raksharaja, a Demon that has infiltrated and taken control over a society of monkey people. The Raksharaja will use the monkey to get hold of blood sacrifices in order to summon more demons. This new class also comes with a new tune made by Adrian von Ziegler. This update also contains a lot of fixes and some new contents like more magic items, unique battle maps for more locations, new combat spells and a new random event. There are also improvements to the AI and a bunch of new commands for modders. General
- New playable class, the Raksharaja
- 6 new magic items
- Enormous map size width increased 78 -> 80 squares
- New battle maps: House Ruins and Town Ruins
- New random event: Elemental Anomaly
- New spell: Blindness
- Wandering Damned Merchants in Inferno
- Not selected commanders are now darker, to be more visible against snow
- Twiceborned necromancer now revive in the citadel twiceborn was cast in
- Burrowing units could try to emerge on friends instead, fixed
- Allies in a castle siege attack could not burrow
- Some defensive walls no longer attacks terrain
- Fix for wall attacks in battle log
- Fear effects on terrain is no longer printed in battle log
- It was sometimes possible to select a square outside the current plane, fixed
- No longer possible to go berserk in fight aftermath
- More corrupted Town and Port names for Hades
- Fix for port sea look in Hades
- Painted Crystal Priestess didn't enable Sorceress recruitment
- Fade Effect did not stay disabled, fixed
- Statues created by Magistratus didn't depict the Emperor
- Resources now take less space when there are many types of incomes
- Cow of Plenty now bestows Blessings of Plenty on farms
- Fix for failed multi-summoning not showing the units properly afterwards
- Half Buried Sinners became wrong terrain when destroyed sometimes
- Giant Sized monsters can now also take drowning damage
- Faster and more reliable clustered start setup, especially with custom maps
- Scrying spells cast from Elysium can now target the nearby planes as well
- Range bonuses are shown on weapons in unit stats
- Disintegrate casters could target their own boat, fixed
- Disintegrate now leaves no corpses and bypasses some on death effects
- Fix for disintegrate affecting terrain if unit in square was killed
- Travelling Merchants can now travel to near Elysium planes also if possible
- Message when King is crowned in capital
- Visions of Dread now only affects enemies
- Fire spells can thaw frozen targets
- Cold spells can put out fires on targets
- New graphical effects for prebattle fear
- Magic touch attacks now have initiative 3
- Golden Magic renamed to Dawn Magic
- No visible effect when reanimating on a square with no corpses, fixed
- Reduced CPU usage when on map screen
- Magic maps now reveal units too, again
- Ape type corpses are now kept track of and can be raised
- Nexus now protects Elysium from magic anomalies and can be disabled
- Infernal Horde now gives slightly less Demonic Locusts
- Resistance Spells now only affects friendly units
- Mixing humans and fish in a ship squad could result in humans deploying outside ship and drown, fixed
- Independent Gorgons are now commanders
- Fix for too loud sound when entering combat by shifting plane
- Random pitch for sound effects
- New sound start option: --randpitch=X
- Save file size reduced
- Stat and typo fixes
- Scrying network performance improvement
- Fix for horror summoning in network games not working properly
- --seclobby to connect to backup lobby server
- Cloud Lord AI improvements
- AI smarter item distribution
- Fix for some independent behaviors
- Inferno didn't react when one of their citadels were conquered, fixed.
- The demon lord Belial now brings troops along with him when going to Elysium
- It was sometimes possible to see when AI was scrying
- New ritual commands: multiplane, updhomeifterr, seasonreq, clearsquarespec
- New monster command: ape
- New item commands: magicboost, pathboost, mr, morale, str, rank, falselife, curseditem, extracost
- New event triggers: minterrains & minunits
- Weapons can now also use the * flymodes
- Improved interaction of promotion and other addstring commands
- randomloc 3 (rand enemy com) didn't take setplane into account
- choosefxtarg -1 = can choose enemy units too
- teleportloc 3 = teleport target unit and his entire army
- Map editor: alt-r to reduce terrain in a square
- Map editor: alt-d to destroy terrain in a square
[ 2022-07-03 11:18:13 CET ] [ Original post ]
A bug fix update. Most importantly it fixes some bugs with the map graphics as well as a bug that prevented some mods from working. General
- Map mountain sprites weren't properly randomized, fixed
- Fix for erroneously shown movement
- Fix for battle terrain remaining after some rituals
- Fix for Gurus not having ape names
- Many mental attacks are now unaffected by blindness afflictions
- Trample is now unaffected by blindness and panic
- Fix for Apes not becoming ghouls
- Apes now give humanoid corpses
- Werewolf can now use magic weapons properly
- Stat and typo fixes
- Lower/UPPER case directory detection on mods didn't work when an image was not in a subdirectory
- Line number was not shown if icon command was incorrect, fixed
[ 2022-04-13 08:51:11 CET ] [ Original post ]
A quick fix patch for some issues found in the previous version. General
- Inhabit Jungle can now be cast in Jungles like intended
- Fix for menus not working if the is no font size set (bug from 5.17)
- Fix for insane captains (bug from 5.17)
- Description fixes
- Stat and typo fixes
[ 2022-04-05 20:03:18 CET ] [ Original post ]
This update brings a new playable class to Elysium, the Monkey Maharaja. This new class have many monkeys of different size and standing, as well as Gurus capable of summoning previously unknown mythic beings and reincarnating after dying. There is also a new tune for the Monkey Maharaja made by Adrian von Ziegler. Apart from this new class there are also a bunch of other new features and bug fixes. The Gorgons and Erinye of the Witch are now all unique beings (3 of each), a new island has been added to the primal plane to accommodate the various unique beings of the monkey people and the merchants are now better at putting suitable prices on different magic items. General
- New class: Monkey Maharaja
- New tune for Monkey Maharaja by Adrian von Ziegler
- New terrain Atavi Villages
- New island on the outskirts of the Primal Plane
- Gorgons are now unique (3 of them)
- Erinye are now unique (3 of them)
- Temple pyramid battle ground
- Dwarf mines now have proper battle grounds that are improved with level of Dvala
- Kelp in kelp forest battles
- Magic Maps now only reveal map, not units
- Monsters with same name are now shown as one post in battle reports
- Some magic items from merchants are now more or less expensive than other
- It is now easier to click on large units while they are moving in battle
- Dwarven City now starts with an iron gate like it is supposed to
- Units with planar immortality heal afflictions on their home plane over time
- Rain of Blood spell uses less particles
- Eternal Pyre can now be cast in sacred groves as well
- Demilich could deviate to other planes if teleporting close to a plane's edge
- Translation support for army composition popups
- Default to large font size on Steam Deck
- Help screen for load game screen
- Most buildings are now amphibian so they won't drown
- Snow movement did not combine properly with giant sized
- New spell school: Destruction
- Waking up from sleep didn't remove berserk properly
- Making crystal golem from crystal forest resulted in a plain, fixed.
- Halberdiers can now use magic weapons properly
- Giant Locusts can now appear as independent animals
- More animal types for Druid Lesser Summoning
- Spider Thicket now costs 3 AP to enter
- Typo & stat fixes
- Fix for network map scrying
- Fix for overrun in network games
- AI improvements for High Cultist and Bakemono
- Mods are also checked for correct case of directories
- Error checking for mod sample files
- Mod vars now reset properly after Game Over
- New monster command: savanna2
- New ritual commands: promplayer, ritequipall, ritmaxrange
- Startinsanity didn't work, fixed
- No messages for recruitment offers that are prevented by terrain restriction
- Create Fancy Terrain in map editor now only affects the Elysium plane
- Map editor fix, loading multi plane maps could result in a bad map size
[ 2022-04-04 10:24:34 CET ] [ Original post ]
This is mainly a bug fix update. Most importantly it fixes a new bug where you immortals never lost their magic items. Apart from a bunch of fixed bugs there is also improved performance for battles and some new stuff for modders. General
- Immortal units didn't lose their items when they died
- Fix for no loot after eliminating a player
- Battle performance improvement
- Show square's owner in square info (i)
- Press 'h' to (de)select all horror marked units
- Strange Mist in the Sky never dissipated, fixed
- Ritual Caster ability icon could appear when it shouldn't (Divine Emperor)
- Tunneling through moist cave walls didn't work
- Bug fix for some wandering independents
- Message in battle log when gates are opened
- Animate forest spell only targets squares with living terrain on
- Increased maximum number of projectiles
- Yearly sell price for Emeralds was shown incorrectly
- Fix for ctrl+select another commander
- Player being eliminated could result in corrupted commanders, fixed
- Succubus can now use weapons properly
- Typo and stat fixes
- Better error message when version is too old for network lobby
- Large units better at engaging enemies in battle
- Limit number of dwarven ballistas at the same location
- New ritual command: afftarg
- New event command: makeben
- Translation of sub-headers is now possible
- Special abilities can now be translated
[ 2022-02-14 08:26:37 CET ] [ Original post ]
This update makes it possible for modders to replace fonts and translate most parts of the game, including buttons and popups. In Agartha there will now be moist cave walls next to any water squares, making it easier to not flood the level by mistake. There is also the usual bunch of minor features, AI tweaks and bug fixes. General
- Moist cave walls next to water
- Relevant AoE spell casting is now shown in per unit battle log too
- Fix for scrolling of per unit battle log (with +,- keys)
- Temperature changing units are capped to a single one one per square
- Disintegrate will no longer target a bush if someone is standing in the same square
- Auto Recruitment will now buy as many time as possible, making commander recruitment more reliable
- Greedy is now a tag for units refusing to give up magic items (decoupled from stupid)
- Statues of the Underworld can now be constructed in former settlements as well
- Fix for clouds being turned into desert
- Less mist from cloud forests
- Battle log is now slightly wider on widescreen monitors
- Fix for commander died by disease message
- Upgrades of e.g. dwarves can now be performed on other planes as well
- Some units were drawn at incorrect size when viewing stats
- Canceling Save & Quit no longer quits the game
- Fix for some terrain graphics glitches when zooming
- Clear on screen message after ending turn
- Fungus Year is now affected by wilder setting
- Fix for Winged Monkey sprite
- Peddlars can now only spawn from special locations
- Fix for corrupted text with newer versions of the sdl2-ttf lib
- Stat & typo fixes
- Better cleaning up of partly deleted lobby games
- Tweak of AI square conquering priorities
- Translation support
- New start option: --dumpstrings
- New translation commands: translation, fontfile
- New monster command: greedy
[ 2022-02-02 08:28:48 CET ] [ Original post ]
This update focuses on improving the battles. There is now a per unit battle log, so when you inspect a unit in battle you will only see his part of the battle log. There is also a new unit list, press F1 in a battle to see a list of all participants, including dead units so their cause of death can be inspected in their log. Ice in battles has now got stats and a catapult might smash through it with their boulders, creating patches of open water. There are also some new spells, magic items, AI & pathfinding improvements, new modding features and the usual bug fixes. The network lobby seems to work quite well now, so the beta warning has finally been removed. General
- F1 battle unit list
- Per unit battle log
- Improved battle log info
- Pathfinding now prefers straight paths and to avoid dangerous squares
- Magic items are no longer removed from unit until after battle is over
- Now possible to find magic items after dying on the world map
- 6 new magic items
- Farm battlemap
- Fairy Circle battle map
- Battleground ice now has stats and can be destroyed
- Battle terrain mist
- New vegetation: Cabbage
- Certain spells will now target terrain instead if no enemy is nearby
- 2 new spells: Aura of Unlife, Ring of Flames
- Fix for circle area of effects
- Fix for name of Emperor's Statue
- Could sometimes have festering wound and diseased simultaneously
- Token for commander on a ship was not drawn correctly
- Could get cloudfolk recruitment offers without owning suitable citadel
- Could activate any square with 'o' and lose AP
- Different items with fire/cold resistances now stack
- Paralyze spell no longer affects lifeless beings
- Teleport move works for mid/back rankers too
- Call of the Wild now results in a message for all enemy players
- Fix for scrollbar in View Messages resetting after reading a message
- Fix for magic maps sometimes not updating scryed area properly
- Troll Forests now lower the morale of non-troll owned units
- Message if a commander dies from disease
- Festering Wound has a chance to heal
- Illusionist Spell Mirrors less likely to empty themselves on a gate
- Mention location's name in battle messages
- Cloud Forests spread strange mist
- Reanimate Tree didn't always take effect, fixed
- Potential crash fix
- Can no longer steal magic items from stupid units
- Fixed info for magic items with morale bonus
- Fixed plane shift description
- Fix for scrollbar in shop screen
- Catapults no longer become Giant Soulless when transformed
- Templar more expensive in iron 15 -> 35
- Typo & stat fixes
- Removed network lobby beta warning
- Network lobby games are now deleted after 3 weeks of inactivity (was 2)
- Max nbr of teams increased to 14
- Right click to lower team number
- It was not possible to start team games after removing a player in the middle
- AI better at handling portals
- Cloud Lord AI improvements
- AI better at not flying too far and falling down
- Fix for mid ranks units not advancing properly when front rankers are dead
- Defenders less likely to rush out if they have an enchanted gate
- AI will no longer stop to cast rituals when on a dangerous tile
- New monster commands: likesterr, lovesterr, hatesterr
- New terrain commands: swamp, mistrare
- newunits and promoteunits didn't set the target unit, fixed
[ 2022-01-21 08:59:57 CET ] [ Original post ]
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. General
- 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
- 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
- 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
[ 2021-12-06 10:58:12 CET ] [ Original post ]
This is a bug fix and modding update. Most importantly loading custom maps should now work properly again. There are also some minor bug fixes, network reliability improvements and new features for modders. General
- Loading custom maps didn't work
- Meteor can no longer strike a frozen sea
- Relocate Manor didn't always work properly
- AI fix for Drain Swamp ritual
- Typo and stat fixes
- Network reliability fix
- New monster command: gatherlifeforce
- New ritual mod commands: homereq, homecitreq, insanity
- Ritual command putcorpses can now scale with sacrifice level
- Ritual command farsummon can now summon commanders too
- Ritual mod commands (no)eventvarreq are were missing in last version, fixed
- New event triggers: +mincorpses, +minhumancorpses, +minhumanoidcorpses, +minanimalcorpses
- New event actions: removecorpses, removehumanoidcorpses, removeanimalcorpses
[ 2021-10-25 10:49:11 CET ] [ Original post ]
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. General
- 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
- 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
- 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
[ 2021-10-15 13:46:10 CET ] [ Original post ]
This update fixes a few important bugs with fortifications. For unknown reasons the last patch didn't fix the wall cover value, now it is fixed for real. The meteor also got improved and will now start in the sky plane and go downwards until it is stopped by something solid enough. There has also been new commands added for modders as well as the usual bunch of bug fixes. General
- Meteors can now strike multiple planes on their way down
- Meteors did not destroy portals properly, fixed
- Wall cover still didn't work properly, fixed
- Stone beings were not immune to petrification, fixed
- Fix for movement with flying and floating units combined
- Oven of Sins will no longer be left unguarded during an Elysium invasion
- Fix for forge magic item occasionally not producing any item.
- Summon King didn't work properly with 200% sacrifice level
- Relocate Manor didn't work properly in network games
- Bridges over frozen rivers now are frozen in battle terrain as well
- Earth Mother no longer wanders through portals
- Snowy boots show extra AP cost for snow tiles
- It was not possible to walk through a demolished wall tile, fixed
- Some weapons now deal x2 damage vs demons & undead (instead of only undead)
- Dvala in gold mine now often has an iron gate
- Fix for afflictions and Simulacrum
- Enchanted Current is now a proper water tile
- Some classes now able to recruit their normal units on other planes in certain terrains.
- Fix for scrollbar in network lobby
- Description updates
- Typo and stat fixes
- Alphabetic sorting of mods, fixes mod update/save/network compatibility when multiple mods are enabled at once
- New monster/item commands: sleeper, deepsleeper, snowsleeper
- New class command: otherplanar
- New magic item commands: combatsum, combatspell
- New monster command: shipmove
- New ritual command: cureoneaff
- Ritual modding nomonworldreq & nomonplayerreq now takes an optional argument
- New weapon mod command: undkill
- No longer possible to change dir when saving maps, as that had no effect.
[ 2021-09-28 11:49:25 CET ] [ Original post ]
This is a quick fix update for a severe modding problem. Modded player events stopped working in last patch due to a event performance optimization. There is also an improvement for magic items that summons monsters. General
- Magic items that summon monsters have been updated and many now summon a more random group than they did before.
- Playerevents didn't work, fixed
[ 2021-09-19 10:58:03 CET ] [ Original post ]
This update fixes a lot of bugs and adds the ability to alter or create new magic items for modders. Most importantly units standing on wall only received one third of the intended cover value, making them much too easy to shoot down by archers. After this update it should be much easier to defend castles against armies that rely heavily on ranged attacks. There has also been a number of performance improvements and some new features as well. General
- Wall cover was only one third as effective as it should be, fixed
- Tattooed priestesses lost their gather herb ability, fixed
- Maximum number of effects for tattoos was too low, fixed
- Floating Eye could not always see invisible units, fixed
- Wizard's tower got a unique wizard's tower terrain
- Trade didn't work properly when amount of gold in treasury was low, fixed
- Fix for resigning game when apocalyptic event is ongoing
- Improved battle performance
- Fires can spread among nearby terrains in battles
- Can see map description from file menu whenever a custom map is used.
- Performance improvement for events
- Some spells (e.g. Meteor) can no longer be cast underground
- Press 'i' to highlight units with magic items
- Special placement for Effigies in forts
- Healing could be negated by luck etc, fixed
- Clearer Illusionist Capture... ritual descriptions.
- Wooden Palisades are now fire vulnerable (50%)
- --filtering start option to control OpenGL filtering quality
- Top bar on map screen now affected by text size
- Old emperor statue defender possible in fallen empire
- Fix for AI bringing along stationary units
- Can no longer select stupid commanders by goto message
- Can no longer buy ship in lava tower bridges
- Ships setup properly in the sea at tower bridges too
- Typo & Stat fixes
- Magic item modding now possible
- New monster commands: goldbonus, ironbonus, tradebonus
- New ritual commands: minmonreq, sumchance2...5, sum0snow
- New sample command: sampleisloopmusic
- New syntax for monster offsets "0:spearman"
- Ritual commands monworldreq & monplayerreq now have an optional attribute
- Ritual commands monplayerreq and monworldreq now uses (&) as indicator
- Fix for allrit -1
- Map editor now works with modded terrains too
- In map editor press 'u' to unflood all squares
[ 2021-09-16 14:23:04 CET ] [ Original post ]
This update adds new content for the Senator, Barbarian and Kobold. The Amazons for the Barbarian player now have magic tattoos that will increase in power as their different abilities are unlocked. There are also many new independent types guarding some locations on the map as well as a whole lot of fixes and minor improvements. Modders have also got many new commands that improves what is possible to do. General
- Tattoos & painted amazons for Barbarian
- New rituals for Barbarian: Pierce the Veil of Death, Sending
- New ritual for Emperor: Appoint Governor
- New monsters: Restless Carcass, Carcass Beast
- New Black Kobold units
- Call Outer God can now receive Vastness
- Increased number of AI players by default on larger map sizes
- Fix for lifeless regenerating units not healing afflictions
- '?' now works in view army screen too
- Hold tab in view army screen to inspect terrain pieces under units
- Fix for upgrading rituals swapping who is defending the square
- Floating units no longer takes boat space
- Info on number of upgradable troops when mouseovering certain rituals (Dwarves & Amazons)
- Performance improvement for wandering Inquisitions and Angels
- Can only cast Greater Lichcraft once
- Fix for infernal battlefield reverting to grass field
- Tiny units no longer have any protection from area attacks
- Fix for setup in guard towers
- Fix for disappearing gems in Palace of Dreams
- Promise of the Ancestors could send chief to a sea or the void, fixed.
- Walls cannot get blind from spells
- Fix for windguide missile damage bonus
- Fix for burrowing units never unburrowing
- Fix for leader deploying to far forward when sieging
- Infernal portal events appear later on huge+ size maps
- Cannot overrun fights initiated by allies
- New Ancient Forest defender types
- Fix for some terrains turning into deserts that should be affected
- Some combat summoning spells have longer range
- Team numbers show in player overview
- Druid summoning for ant hill
- Fix for particle graphics glitch
- Moving with keyboard removes path
- Square info 'i' now show current gold/iron/trade income also
- Income rounded to closest instead of rounded down
- Show modified income in 'i' box
- Can now retrieve loot from overrun enemies
- Show Allies and Show Special Independents settings are now saved
- Bolt of Unlife and can now create more types of soulless
- Raise Animals can now create the new carcass type undead also
- Fix for Relocate Manor
- Can no longer summon major animals in water
- Some rituals can now be cast at more locations
- Mountain of Power now costs 3 AP to enter
- Fix for Oven of Sins
- Icon for Ritual Caster
- Fix for independent leaders pick up stationary units
- +/- to increase/decrease all AI levels at once
- Monsters no longer spawn land only units when they are at sea
- Bear now has armor 1
- Stat fixes
- Typos fixed
- Hotseat play now enables allies to move and attack together
- Anti cheat / beta warning in network lobby
- Larger maximum network packet size
- Custom map support in lobby games
- Changes to network setup message now shown to coplayers at once
- Fix for buying magic items in network
- Fix for gates suddenly transforming into a monster during network play
- New ritual commands: gaindarkbless, ornext4, ornext5, forgetcurrit, putcorpses
- New ritual commands: fewmonreq, homereq, monworldreq, monplayerreq
- Ritual modding: setplayer -1 now resets owner to default
- New event command: randloc
- New sample command: sampleismusic
- New weapon mod commands: nextwep, nextalwayswep
- New terrain commands: batmap and 18 more
- Can write map description in map editor
- Fix for saving portals/names on other planes in map editor
- Fixed incorrect info for AoE 997
- montag didn't work, fixed
- (no)nearby99req didn't work, fixed
[ 2021-09-07 15:05:48 CET ] [ Original post ]
There has been much more interest in modding than expected, so this patch focuses on improving the modding capabilities. There are also a few new spells and a bunch of bug fixes to improve the standard game. General
- New affliction: profuse bleeding
- 2 new combat spells: Bleed, Lashes of Blood
- Can set north/south parts in advanced settings for new games
- Never show afflictions from items etc on units in shop
- Troll Forest will not revert for players with a charmed Goblin Shaman
- Sacred Groves will not revert for player with a charmed Dryad
- Reduced sound effect volume for Mind Vortex
- Can no longer build pillars of power on ancient forests
- Enchanter ritual Animate Tools now gets Animated Tools (not dancing) in cities producing iron
- Fixed range info on certain assassination attacks
- Keyboard shortcut for Plane Shift = u (previously overlapped with trade admin)
- Fix for multiple vassal knight possible in one location
- Pillars of Power can now be created in more locations
- Easier to reconnect after crashing out
- Info for magic items that grant burn forest
- Sound sample modding now implemented
- New monster commands: relics, hands, fungi, herbs, weed, lifeforce, magicshield, desert
- New monster commands: gatheranygems, seegems, goblin, expendable
- New class commands: classtune, classabdescr
- New ritual commands: montarg, nomonhomereq
- Weapon now have initiative 2 by default
- startplane command should work better now
- Rituals could not have more than 2 costs, fixed
- copyritual no longer copies the ritpow
- Extra known next rituals also applied for starting rituals
- Elysium plane can no longer be deselected from map editor
- Map editor max size 100x100
- Loading multi-plane custom map would crash the game, fixed
[ 2021-08-30 09:50:53 CET ] [ Original post ]
This updated fixes the problem with the Infernal forces spending way too much time with trying to reach Elysium through Aztlan and some other planes. There is also a fix for network games not being clustered and some other things. General
- Changing from Sky plane to Elysium could result in strange graphics, fixed
- Fix for inferno trying to find a way out through Aztlan
- Save games now sorted by time by default
- No sound effect if only shock resistant units stand in a thunder cloud
- Fix for druid summoning in Spider Thicket
- Fix for the auto monster summonings of Teotls
- Max map width and map height set to 100
- Lower sound volume for Plague
- Fix for clustered start and network
- Typo fixes
- Stat fixes
- Plane selection bar in Map Editor
- Mod fix: newweapon didn't work properly
[ 2021-08-23 16:37:40 CET ] [ Original post ]
This update hopefully fixes most of the serious bugs that have been found so far, many involving ships and network. Also the class specific tune will play more than at just the game start now. General
- Play class specific tune on the early spring sometimes
- If an AI player was first on a human team, the other players got no income
- Ships attacking ports were killed, fixed
- Fix for not receiving battle reports on last turn
- Charmed Kobolds creating hatcheries should work properly now
- Cannot use dots in save file names any longer as they created problems
- New types of independent defenders for some locations
- Fix for Baron conscription and new tribal villages
- Coral Citadels are now water squares
- Don't show map under messages when using with battle reports
- Limited Gem Bonus fixes
- Fix for multiple selected commanders and boats
- Sea and river tiles now give 0.5 lifeforce (was 0.3)
- Fix for battles with more than 4 ships
- Ships now more likely to be attacked by the sea monsters
- Fix for many ballistas on ships
- Fix for King and underwater citadels
- Doppelgangers had wrong title on stats window
- Deep Ones & Shamblers are now only 50% poison resistant
- More special independents in special cities
- Druid summoning in Spider Thickets more interesting
- Fix for non clustered start in network lobby games
- Slightly more space for plane buttons on narrow displays
- Fix for resign with AI players on team
- Make sure boats don't deploy on walls
- Disease resistant monsters can no longer get the festering wound affliction
- Fix for Wandering Merchant when there are no ports
- Portals can transform to inactive portals
- Fix for flying/floating from magic items
- Fix for network lobby filter
- Square info now shows Portals too
- Typo fixes
- Stat fixes
- New mod command: acidres
- Increased maximum number of new weapons for modding
- Steam connection (workshop) didn't work
[ 2021-08-22 16:50:29 CET ] [ Original post ]
A quick fix patch for the most serious issues found in the release version. Most notably the network lobby should work better now and the Enchanter's Golems should stop hitting themselves. General
- Icon for Snow Stealth
- Animate Abomination can now use animal corpses as well
- Filter for lobby game names
- It was not possible to scroll the network lobby, fixed
- Dragons no longer tries to conquer sea locations (unless they are amphibious)
- Fix for Golems hitting themselves
- Mirror Wall could get lost when teleporting castle, fixed
- Better info on spells giving Quickness
- Fix for battle reports and AI on same team
- AI ship building fix
- Improved descriptions for some abilities
- Improved descriptions for some weapons
- Typos
- Stat fixes
[ 2021-08-18 15:49:17 CET ] [ Original post ]
The main focus in the CoE series is that each race plays differently. We're not talking about a unique building here and a unique unit there, we're talking about completely different playstyles, 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 is 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. Perhaps you are a Scourge Lord, who’s pyramids of power drain the very life force from Elysium and channel it to him and his Heralds. With 24 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 5th version of Conquest of Elysium is four additional planes to interact with, boats and ports which enables players to travel to islands beyond the main continent of Elysium, three new factions, new rituals and summons for the existing factions, new battle maps for different fortifications, new independent factions that fight each other, new monsters, more and different random events, and much more.
The game has ten 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 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 you will only rarely have to visit them. But they continue to run in the background and make certain actions or random events more exciting. Among the new planes in CeE5 is the sky-realm above Elysium. From the clouds flying armies might descend upon the inhabitants of Elysium, only to take to the skies and retreat if their losses were significant. But the clouds are not unattainable. Beanstalks, rainbows and tall mountain spires allow ground-born armies to ascend to the clouds.
Most factions start with a random set of rituals, a random set of combat spells 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 processorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL
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