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Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

retpocileh posted:

Just started playing a few days ago, Voice of El is awesome.



Yeah Voice of El is fun. You do have to get used to using some kinda nonstandard tactics (opportunistically preaching in enemy territory with sacrificial bishops, relying on conversion/banishment in the absence of damage spells, converting independents and scooping up flagellants to save on recruitment so you can summon the Spanish Inquisition), but as soon as it clicks, you get... well, that.

If you enjoy destroying the world, give Scourge Lord a shot next. Now you can be the all-consuming locusts!

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Jarvisi
Apr 17, 2001

Green is still best.
Does El have a statline or is he just assumed to be the Pantokrator from Dominion?

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Jarvisi posted:

Does El have a statline or is he just assumed to be the Pantokrator from Dominion?

The boss of Heaven is probably El and/or a pretender pretending to be him. I don't have his statline to hand but iirc he's pretty tough.

Archenteron
Nov 3, 2006

:marc:

GreyjoyBastard posted:

The boss of Heaven is probably El and/or a pretender pretending to be him. I don't have his statline to hand but iirc he's pretty tough.

Prism
Dec 22, 2007

yospos

He has more snakes for legs than I expected.

Xarn
Jun 26, 2015
Just got a start on a ~4x4 island with no ports.

I completely forgot that not all games try to adjust world gen to provide "fair" start :v:

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
I'm pretty sure that's not supposed to happen. Is there a shoal or whatever? Little rock path you can walk over? Those can be really easy to overlook

Xarn
Jun 26, 2015
Maybe. I looked around and decided to quickly restart.


Is there a resource for CoE5 that lists all different rituals and so on? Playing blind can be really annoying as I have no idea whether to roll for more lvl 1/2 rituals or go for lvl 3... Or when I summoned Baal and there were, uh, side effects :v:

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



to be fair if you're going to summon what's more or less the game's version of satan you should maybe expect things to happen

Guy P. McMan
Sep 29, 2011
Oven Wrangler
New update:

patchnotes posted:

Conquest of Elysium 5.12, The Apocalypse Update

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

AI
  • 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

Modding
  • 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

RoboChrist 9000
Dec 14, 2006

Mater Dolorosa

quote:

No longer possible to swallow yourself.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

New thread title right there

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
I heard that Belial deliberately suffered the "Lost a rib" affliction so that he could swallow himself

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
and here i thought i'd be the first to post the highlight :negative:

looks like a pretty good patch in general honestly

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

At first I thought the NPC Empire's cardinal could just randomly break seals whenever, but it looks like it's only when Hell is already invading. Probably for the best. I wonder what those new horsemen sprites look like...

I like the idea of leaderless animals and constructs maybe sticking around to cause trouble.

Cloud lord improvements... maybe they won't suicide bomb their commanders into the ground so much. Would be nice to actually see them last a while.

Ya know, with horsemen fixed, the only legacy sprite I can still think of is rakshasa. Maybe the next faction release will let us unleash the apes of wrath. Markata and Atavi with wall-climbing might be pretty solid in a CoE game engine.

Turin Turambar
Jun 5, 2011



Guy P. McMan posted:

New update:

AI improved strength assessment
AI better at avoiding hopeless fights

I complained about this on release, including a fairly nerdy post with screenshots and all that.

Have anyone tried it? Is the improvement, let's say, noticeable, or is it the type of thing so subtle you can never be sure if it's Placebo effect or not?

Guy P. McMan
Sep 29, 2011
Oven Wrangler
New class and update:

Conquest of Elysium 5.17 posted:

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


Network / Multiplayer
Fix for network map scrying
Fix for overrun in network games


AI
AI improvements for High Cultist and Bakemono


Modding
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

More info on the new class from one of the developers on the steam forums:

kristoffer posted:

Monkey Maharaja
Hi,
With the 5.17 update a new class is added. It its the first of two monkey factions.
The Monkey Maharaja, or Bandaraja, has similarities with the Dominions 5 nation of Bandar Log, but has better regular troops.
It is a hybrid (warlord/summon) faction, with good recruitables and somewhat expensive (gem) summons.
Iron is important. Your best troops (only recruitable f you have a Bandaraja) costs iron.
Most of its summons are 'hidden' behind other summons. You will need an upgraded Yogi (a Guru) to summon commanders, who can summon beings of their gem affiliation.
You do not start with a yogi, but have increased chances of recruiting one as long as you don't have one.
If your guru is upgraded to a Rishi you can summon more powerful akashic beings or even the gods of Devaloka. The Nataraja can take on the aspect of the Destroyer and end the world.

The other monkey faction, the Raksharaja, will appear in the next major update. It will feature Rakshasas and have some similarities with the Lanka nation of Dominions 5.

There have also been some other patches since 5.12:

Conquest of Elysium 5.16 posted:

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


Network / Multiplayer
Better error message when version is too old for network lobby


AI
Large units better at engaging enemies in battle
Limit number of dwarven ballistas at the same location


Modding
New ritual command: afftarg
New event command: makeben
Translation of sub-headers is now possible
Special abilities can now be translated

Conquest of Elysium 5.15 posted:

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


Network / Multiplayer
Better cleaning up of partly deleted lobby games


AI
Tweak of AI square conquering priorities


Modding
Translation support
New start option: --dumpstrings
New translation commands: translation, fontfile
New monster command: greedy

No 5.14

Conquest of Elysium 5.13 posted:

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



Network / Multiplayer
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
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



Modding
New monster commands: likesterr, lovesterr, hatesterr
New terrain commands: swamp, mistrare
newunits and promoteunits didn't set the target unit, fixed

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

I have a save to share. Markgraf, 4 surviving AI players, but you have control of most of Elysium. You also have a couple forces digging through Agartha who have claimed some resources, a wraith lord and ghost nekromant who grabbed a stronghold in Hades, a tartarian who has taken some hamlets up in the sky, and one death knight bumbling around in hell who just finished mining out a tile of sinners. I briefly scouted out Aztlan, but the stuff there seemed to spicy to be a profitable use of my wraith lord's time. There's a portal to the void in the southeast.

We just got a hell portal from the mad cultist, but it is on an island to the south. We are separated by two bands of water, one of which is fordable and both of which seem likely to freeze over in winter. This means more concentrated hell armies, but also more time before they start razing too much of the map. All in all, a pretty fun game, with room to explore the planes in depth. The markgraf is NOT a vampire yet, but is midway through journeying to the other side of the continent where two old castles are claimed and waiting. The one I garrisoned is right near the Empire capital, so you can have some fun vamp-rushing their defenses.

link here

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

I've been playing around with a Bakemono run of a custom map+mod called Gigantea. The mod seems to disable some apocalyptic events, add some new map tiles including stone road that generates 1 gold+trade per space, and periodically send out hostile undead (Hades-aligned?) from unclaimed Barrows tiles with a world announcement to accompany it.

The map design is very different from standard CoE. Big walls of impassable mountains, often with powerful independent guardians on the passes, mean that movement is much more restricted. Those rivers restrict movement even more, and some of them don't all freeze over in winter. I've also found that the freespawn is much meaner, it almost feels like I'm playing CoE3 again. Indies are responsible for more than half my casualties, because the impassable walls and increased number of spawners concentrates their stacks more than in regular games. Particularly, there are indie dwarf queens who spawn wandering stacks right onto the adjacent impassable mountain tiles, so it is often easy to get surprised by dwarves out of nowhere if you don't maintain good garrisons.

Most mountain passes have at least one Mountain Stronghold tile, along with a mine or two. This is extremely good for Bakemono, I've built up a bunch of freespawn generators. However, there's also a number of gold mines that risk attracting big nasties, and I've lost 1 base to an elder dragon who seems to like wandering out to mess with my other stuff nearby every now and then.

Overall, this has been a really refreshing contrast with a typical game, but it is also slower paced. I have not yet summoned tengu leaders, but if you can bypass impassable mountain tiles by entering the Sky, I imagine that factions with good flying troop access could have a massive edge here.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

An exciting new ape just showed up.

quote:

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

avoraciopoctules fucked around with this message at 00:12 on Jul 4, 2022

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Illwinter always manages to add things I never thought about but just think are great, like the wandering damned merchants.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

I am very hyped to see what happens when I disable the firewall keeping Hidden Fun Stuff from happening to Elysium. Here's a post from the coe5 steam forum.

quote:

With the new update comes the Raksharaja. It is the second of the two monkey nations. For those who have played Dominions you might find similarities with the nation Lanka, but the Raksharaja faction is more focused on Maya, the false world of illusions and deception. But blood sacrifice is still the main way to raise powerul armies.

The basic troops are the same as those of the Monkey Maharaja, but without the heavier Bandar troops. The faction is a bit more geared towards summoned armies than the Monkey Maharaja.

The Raksharaja and some of his commanders are able to cloak his units in illusions, making them appear as vanara soldiers or archers. This affects the AI as well, and it might miscalculate the relative strengths of armies. Fill your army with markatas and you might appear more powerful than you are, or fill your ranks with rakshasas and you might trick the enemy into attacking a much more powerful army than expected.

He also has access to some rituals that changes the appearence of the very land, making villages look like ordinary plains, until you enter the square.
Some such rituals has also become available to the illusionist (hiding mines).

The Raksharaja has access to some rituals that reanimates the dead. These are not the same as the ones reanimated by necromancers, but can be upgraded, just like the necromancer can upgrade regular soulless.

Dead monkeys are now their own kind, and Necromancers performing reanimation rituals in locations where monkeys have died will get undead monkeys as well las human soulless.

There is now a part of the Primal plane opposite of Devaloka, where some of the most powerful demon-titans dwell.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Further impressions: This is a three way split faction. You have illusions that let you disguise tiles with useful stuff as regular terrain until someone stumbles into it and the ability to disguise units as other stuff. You have monkey nation soldiers, which includes massed monkey archers for base defense and the very respectable gorilla infantry/longbows. You have sacrifice-based demon summoning, which can give you flying commanders and solid frontliners. The tier 3 summon gives you four kinds of titan. One type is a triple mage, but there's only 3 of them, after that you have a 1 in 4 of just wasting the summon cost.

I was a little disappointed with the lack of differentiation between your 3 uniques, I was hoping for named gods with different abilities. That said, it is a versatile faction, fun to play. You have a LOT of confusion spells, plus limited access to hellbind heart and animal charm, it is plausible that you could snipe enemy commanders. In my test game, I managed to confuse-befriend a dryad queen and break into herb magic.

Regular monkeys are more fun to me, the reincarnation stuff and unique titans are more interesting than the strategic illusion gambits. Still, you could do cool stuff with the illusions against human players, might be a pretty significant part of coe5 multiplayer meta.

Flavahbeast
Jul 21, 2001


archer gorillas are the best thing about the monkey factions, probably underpriced at 50 gold and 0 production for 3



iirc in Dominions they suffered from poor accuracy but that's not a problem in CoE

RBA-Wintrow
Nov 4, 2009


Clapping Larry

Pharohman777 posted:

Man some of the unit descriptions are a hoot.
The following link is to a late game underworld unit, fyi.
https://steamcommunity.com/sharedfiles/filedetails/?id=2590674408

Petition to have the fillibuster replaced with "Gladiatorial debates to the death".

Grevling
Dec 18, 2016

I've been playing this game on and off since release. Somehow it took me this long to visit most of the planes and be able to conquer even the gnarlier ones. Dwarven ballistas just clean up

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Grevling posted:

I've been playing this game on and off since release. Somehow it took me this long to visit most of the planes and be able to conquer even the gnarlier ones. Dwarven ballistas just clean up

You should see what an animated ballista assembly line can do :unsmigghh:

Enchanter is hands down the best faction for invading other planes. It's the only one with which I've ever successfully conquered Heaven, though making significant headway in Inferno and Hades remains an absolute nightmare simply because they're so loving huge and always endlessly spawning more assholes. (And the Void of course but I mean... lol. Don't go to the Void)

Grevling
Dec 18, 2016

Angry Diplomat posted:

You should see what an animated ballista assembly line can do :unsmigghh:

Enchanter is hands down the best faction for invading other planes. It's the only one with which I've ever successfully conquered Heaven, though making significant headway in Inferno and Hades remains an absolute nightmare simply because they're so loving huge and always endlessly spawning more assholes. (And the Void of course but I mean... lol. Don't go to the Void)

I almost feel like siege engines are too good and powerful enemies should be able to "sally forth" instead of just standing there taking the beating. But just almost because I like to win.

I did accidentally put a guy in the void and that was a lot of fun for me but not for him.

90s Cringe Rock
Nov 29, 2006
:gay:
the void is cool, actually.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

90s Cringe Rock posted:

the void is cool, actually.

Yeah it's definitely cool, but any attempt at exploration or conquest is invariably doomed to failure. If you want to see what kind of godawful poo poo is down there, you pretty much have to play High Cultist and walk some summoned commanders off the edge of the world, since no other faction (that I know of) has access to commanders with void sanity. Alternatively I guess you could conquer the Nexus and send Ether Lord squads hopping into the spaces between elemental planes.

Either way, though, you're still dealing with an entire plane that rapidly causes insanity, randomizes every army's coordinates every turn, and is overflowing with Horrors of every level, so uh, yeah. Good luck :v:

Donkringel
Apr 22, 2008
I accidentally put my Troll King into the void one time. Put a ring of water breathing on him and went exploring in the ocean. I got excited for that "weird water" and took a look.

He lasted for a really long time actually. He wasn't killed, he ended up getting charmed by something.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Donkringel posted:

He lasted for a really long time actually. He wasn't killed, he ended up getting charmed by something.

Makes sense, now that I think about it - Troll King is hard as gently caress to kill, and horrors don't generally inflict much in the way of fire damage. If it hadn't been an enslave/confuse that did him in, my money would be on an eventual Soul Slay or similar effect.

Some of the monsters that live down there are goddamn horrific. Like, "oneshot or mind control endgame-level Demonologist summons" horrific. You manage to kill Nyarlathotep and think you're hot poo poo, and then you meet the Slave to Unreason and realize, too late, that ol' Nyarly must have been the youngest sibling

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

I still want to try putting a freespawn creep generator in the Void sometime and see what happens. I'm not sure whether you can cast a Perpetual Storm in the Void, but if you can then drowning the horrors in elemental chaff might actually let you run something resembling a profitable invasion.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
What is there to profit from, though? There's the door to Nexus and that's about it.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

I think there's like... floating iron cubes and stuff. You can definitely get income off of some void tiles. I have successfully gotten a teeny bit of void income throwing lone mound kings into the stars and hoping they land on something taxable in the past, though it rarely lasts for long.

Complications
Jun 19, 2014

the holy poopacy posted:

What is there to profit from, though? There's the door to Nexus and that's about it.

Like with pretty much everything around planes that aren't Elysium, Clouds, and maybe Agartha - shits and giggles.

Schwarzwald
Jul 27, 2004

Don't Blink

avoraciopoctules posted:

I think there's like... floating iron cubes and stuff. You can definitely get income off of some void tiles. I have successfully gotten a teeny bit of void income throwing lone mound kings into the stars and hoping they land on something taxable in the past, though it rarely lasts for long.

No wonder the void is so hostile if people keep lobbing tax collectors into it.

Noir89
Oct 9, 2012

I made a dumdum :(
Tax collectors in CoE are really loving dedicated to their jobb. Small farm next to hellforest full of murderanimals? No prob

A villlage in the loving clouds some dipshit visited years back? Whelp gotta get dem taxes!

A small patch och stability with remote traces of iron floating in a literally endless and everchanging void filled with nightmares that turn you insane?

Doesn't matter, the iron price must be payed in it's miniscule full!

Literally a burning hamlet in the far reaches of hell next to giant forges where sinners are molded into demons? You know the drill, get on that cart and get those small pieces of metal adding up to half a coin!

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee
Multiplayer MP has a nice new feature for those who play it, though it won't matter for those who find CoE's MP too slow.

"Conquest of Elysium 5.24 Patch Notes posted:

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


Modding
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

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Philthy
Jan 28, 2003

Pillbug
Picked this up on Steam from the half off sale, along with Dominions whatever. I'm really enjoying it! The thread title totally nails it. It feels like an old Empire game I played on my Amiga in the 90s. I had no idea the battles were all automated, which makes this even better because I usually suck rear end at that part. I do wish I could arrange the formations, though.

A hell gate opened, and it told me I need to close it before the world is overrun. I tried to get to it, but it appears to be on an island that I can't get to. I'm playing the knightly race of knights on horses and such. I could wait for winter, but I have a feeling it's too far to make it and everyone will just drown when the ice melts.

Also, I was fighting the Dryad queen, she is the last AI I need to defeat and she was losing and then disappeared from the fight? I won the battle, but she was no where to be found. Now her army is coming out of the woodwork. Do they have an ability to teleport all over the freaking map and is this going to be an endless game of whack-a-mole?

If I do defeat the last AI, do I still need to close the rift, or will the game end?

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