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Conquest of Elysium 5 News

Conquest of Elysium 5.10

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 / Multiplayer
  • Network reliability fix


Modding
  • 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

Conquest of Elysium 5.09

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 / Multiplayer
  • 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


Modding
  • 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


Conquest of Elysium 5.08

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


Modding
  • 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.

Conquest of Elysium 5.07

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.


Modding
  • Playerevents didn't work, fixed

Conquest of Elysium 5.06


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


Modding
  • 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