Conquest of Elysium 5

Conquest of Elysium 5

 This topic has been pinned, so it's probably important
johan  [developer] 22 Mar @ 7:33am
Bug thread 5.31
Please report bugs and issues here.
This thread is for bugs in version 5.31

We would like to have this thread clean and uncluttered, so please refrain from long discussions of issues and bugs here.

Remember to report specs (including graphics card) and OS (e.g windows 10, xubuntu 20.10 or OS X 10.10.4) if you experience a crash bug, a black screen, missing dialogue box backgrounds or something similar
< >
Showing 1-15 of 149 comments
TerraKOT 23 Mar @ 7:21am 
Don’t know if it’s a bug, or not, but it’s nonsense when a unit with a large amount of HP gets afflictions from attacks with tiny damage. For example, King of the Deep with 120 HP got a never healing wound from a 2 HP attack from a brigand with staff. Can be seen at 1:10:38 in the following video. Ancient commander with 61 HP got a never healing wound from a 2 HP attack from an arbalest. Can be seen at 2:19:05 in the following video. Cave grub with 34 HP got a never healing wound from a 3 HP attack from a dwarf with an axe. Can be seen in the same battle at 2:19:05. King of the Deep with 101 HP got a festering wound from an 11 HP attack from a dwarf with an axe. Can be seen in the same battle at 2:19:05.
Probably a unit should have a chance of getting an affliction only in case when damage of an attack exceeds for example 20% of his maximum HP. Or at least 10%. If damage is less than this threshold, the chance of getting an affliction should be 0.
P.S. The video was recorded on version 5.30, but as far as I understand, nothing changed regarding this mechanic in version 5.31.
https://www.youtube.com/watch?v=JGwUIH3dWvQ&t=4238
Gilmoy 23 Mar @ 1:50pm 
Not a bug, though. Size matters not.
nateroth 23 Mar @ 3:22pm 
Not a bug. Older Mac user, now cannot use the game. Saw instructions for both the wine crossover, and older legacy version. Please advise, how to find and keep playing the legacy version. Thanks.
Draken 23 Mar @ 4:01pm 
Originally posted by nateroth:
Not a bug. Older Mac user, now cannot use the game. Saw instructions for both the wine crossover, and older legacy version. Please advise, how to find and keep playing the legacy version. Thanks.

https://gtm.you1.cn/app/1606340/discussions/0/5503948370881411357/

FAQ, last entry.
When there are two volcanoes on a map, units can travel instantly between their two locations on Elysium as if they were portals without entering the plane of fire.

https://gtm.you1.cn/sharedfiles/filedetails/?id=3201796693
https://gtm.you1.cn/sharedfiles/filedetails/?id=3201815071
Last edited by The Grand Mugwump; 26 Mar @ 8:35am
TerraKOT 29 Mar @ 8:23am 
When a unit is affected both by Ironskin and Fortitude spells he has +2 armor, but should have +3. Can be seen for example in the battle at 35:05 in the following video:
https://www.youtube.com/watch?v=o6oBlrZaVZg&t=2105
Draken 29 Mar @ 8:50am 
Originally posted by TerraKOT:
When a unit is affected both by Ironskin and Fortitude spells he has +2 armor, but should have +3. Can be seen for example in the battle at 35:05 in the following video:
https://www.youtube.com/watch?v=o6oBlrZaVZg&t=2105

I am pretty sure +armour spells are not supposed to stack. Just the highest one should take effect.
tunneling ability negates the passwall ability. It's not a common issue since it's not common to get both traits, but it's one I've encountered with certain mods, and theoretically possible with the right items/units. Basically, if a unit has both traits they can passwall downward, but every movement after that counts as tunneling. As a result they can't passwall or tunnel back upward until they find a natural cave where they can tunnel back upward. Which can take a really long time, and neutralizes the point of passwalling since you're probably trying to take underground resources without opening them to enemies.
Last edited by forrestomintero; 30 Mar @ 5:59pm
When an AI player is eliminated, it is sometimes written "…has been eliminated due to no commander left". This happened twice when I was playing on version 5.31. First time it happened to a demonologist and I thought his last commander was killed in Inferno, or maybe summoned demons ate him. Second time it happened to an enchanter. But, as far as I know, enchanter has guaranteed summons. In many games played on versions prior to 5.31 I never saw such a message. It was always written the exact reason how the last commander was killed (by another player, by independents, e.t.c.).
Can be seen for example at 42:38 in the following video:
https://www.youtube.com/watch?v=fe9ieu41rKk&t=2558
Last edited by TerraKOT; 5 Apr @ 8:27am
erock 5 Apr @ 10:20pm 
Characters stepping onto a boat tile owned by the same player still drown if the player forgets to assign command of the vessel.
Bakemono’s effigies stand outside the gates in Pale One’s lair. Can be seen at 2:00:25 in the following video:
https://www.youtube.com/watch?v=1yJVyTxMQ8U&t=7225

By the way, Bakemono can’t recruit anything in Pale One’s lair.
It seems that Bakemono never gets scout recruitment offers. At least during 3-hour gameplay (year 8, late winter) there were no scout recruitment offers.
Draken 6 Apr @ 7:52am 
Originally posted by TerraKOT:
Bakemono’s effigies stand outside the gates in Pale One’s lair. Can be seen at 2:00:25 in the following video:
https://www.youtube.com/watch?v=1yJVyTxMQ8U&t=7225

Units are generally placed pretty smart. The totems being in the water is actually a very nice spot for them. Only water breathing melee units can get them there. Or ranged fire.

Originally posted by TerraKOT:
By the way, Bakemono can’t recruit anything in Pale One’s lair.

That's normal. No class but the Pale One can recruit anything down there.
Well, the Kobold King can probably get some Green Kobolds, but that's a special case.
Draken 6 Apr @ 7:54am 
Originally posted by TerraKOT:
It seems that Bakemono never gets scout recruitment offers. At least during 3-hour gameplay (year 8, late winter) there were no scout recruitment offers.

Bakemono do not get scout offers by default. Not every class can get recuitable scouts.
The Bakemono can summon Shikome with the "Summon Lesser Oni" ritual. Those have spirit sight. Which will let you see everything.
TerraKOT 6 Apr @ 12:06pm 
Originally posted by Draken:
Units are generally placed pretty smart. The totems being in the water is actually a very nice spot for them. Only water breathing melee units can get them there. Or ranged fire.
Thank you for the information!
But I can’t agree regarding effigies placement in Pale One’s lair. The top water tile is located right next to the land tile, so anyone can attack the top effigy from that land tile. Also, it happens pretty often that during battle in Pale One’s lair even non-water breathing units go into water tiles and get close enough to those water tiles where effigies are placed. By the way, it can be seen for example at 1:51:51 in the same video. By the way, effigies have good spell casting range and even summoning spells, so there is no need to place them so close to the enemy.

Regarding scouts - very questionable mechanics :) Some classes can recruit scouts easily, dwarves can even spam scouts every turn and some classes can’t recruit scouts at all. By the way, as far as I understand, bakemono shos are somewhat like goblins. So it is pretty expected to have bakemono sho scouts.

P.S. For Kobold King it would be probably more suitable to get in Pale One’s lair black kobolds instead of green.
Last edited by TerraKOT; 6 Apr @ 12:08pm
< >
Showing 1-15 of 149 comments
Per page: 1530 50