Conquest of Elysium 5, changes from previous version
For thoses who are familiar with the previous version, here is a list of some of the changes from Conquest of Elysium 4 to the new version.
Classes
- Five new classes: Scourge Lord, Cloud Lord, Kobold King, Monkey Maharaja and Raksharaja
- Most old classes also have new rituals and units
Independents
- 2 new indpendent factions: Celestial and Empire
- Different independent factions will fight more with each other
- Pirates ports will build ships that can raid ports owned by players or the Empire
- Guard Towers spawn Empire soldiers that fight against both players and the wildlife
- New types of monster lairs that can spawn monsters
World and map
- New planes: Sky, Celestial, Primal and Aztlan
- New world generation algorithm, making more interesting geography
- New improved map graphics
- New terrain tiles
- Ships and sailing
- Names for major features like ports, guard towers, castles, cities, etc.
- Overrun, kill small (less than 5 units) inferior forces without a combat
- New random events, some apocalyptic in nature
- Possible to prevent many events before they happen as the instigators are spawned during world creation
Combat
- Battle map terrain, e.g. vegetation in forests and buildings in villages
- All battle terrain features have their own stats and can be destroyed
- Units can interact with terrain by e.g. draining life from vegetation or animating the trees
- Many new fortification layouts, different for different type of forts
- New permanent battle afflictions
- Some afflictions like Battle Fright can affect a units preferred deployment rank
- Equipping a magic wand will also affect the preferred deployment rank
- Some units can burrow down at the start of a siege to appear inside the walls later on
- Smarter setup for siege units
- Ambushes more deadly, commanders are likely to be attacked at the front of the column
- Battle statistics shown for battles if Battle Reports are enabled
- Player units can also ambush enemies
Trade
- Number of town points determines number of offers from mercenaries and merchants
- Merchants can offer magic items for sale
- Dump unwanted resource at a lower price and earn more gold
UI improvements
- Multi-turn movement paths
- Auto recruit
- Info on tiles
- Improved Transfer Units screen
- Dates shown when loading old games
- See trade and corpses directly from map screen
- See what repeat rituals are active directly from map screen
- Huge armies shown as a stack of counters on map screen
Monsters
- About 500 new monster types
- Many new special abilities
- Units with desert move can move quickly through deserts
- Floating and flying units can fly over sea squares
- Flying units will get tired if they cannot land
- Berserking units can continue fighting on negative HP
Rituals
- More than 100 new rituals
- New resources to pay with: Lifeforce, Kobolds and Goblins
Magic Items
- More than 100 new magic items
- New types of magic items like Magic Maps, Teleportation Scrolls and one use Potions.
- Magic booster items available for most magic paths
Music
- New epic music by Adrian von Ziegler
- One unique tune for each class
Network
- New official server that offers an easy way to run your network games
- Old way of running network games is still available
- Possible to give magic items to allies
- Optional turn timer
Modding
- Steam Workshop support for easy installation of mods
- More modding commands, enabling modders to do more advanced mods than before
- Map editor can be used to edit the other planes as well
Technical
- CoE 5 is now 64-bit only, enabling larger games with more units and players than before
- Performance improvements to enable larger game to run more smoothly
- Many improvements to the AI players
Back to
Illwinter Game Design.