Embrace Your Destiny in SpellForce: Conquest of Eo - Out Now!
Vienna/Austria, February 3rd, 2023 - Embrace the path of magic to become the most powerful mage in SpellForce: Conquest of Eo – out now and available on PC! Experience a unique mix of tactical battles, leading your armies and heroes to countless victories. Upgrade your tower to grow your strength and conquer the magical world of Eo in this ever-changing turn-based strategy role-playing game!
Make the journey from the humble beginnings of your old master’s small wizard tower and cross the perilous lands of Eo in your constantly changing quest for magical might. Face off against competing factions and send your armies and heroes on dangerous missions as you accrue magical knowledge to become the most powerful mage of all time.
SpellForce: Conquest of Eo offers a unique and engaging gameplay experience by combining elements of 4X strategy games, RPGs, and turn-based tactical combat. Your mobile base of operations - your mage's tower - and depleting resources keep players constantly moving, preventing the stagnation that can occur in the late-game of other 4X games. Instead, the game focuses on the thrill of discovery and danger of early gameplay, while also allowing for research and experimentation to improve units as they level up and acquire new equipment and abilities. With a wealth of procedurally generated adventures and RPG elements, SpellForce: Conquest of Eo transforms the classic RTS-RPG mix into a turn-based 4X RPG experience that is sure to keep players engaged.
Watch the latest trailer here!
Embrace Your Destiny in SpellForce: Conquest of Eo - Out Now! - Patchlogs included
Moderator: Forum_Manager
Embrace Your Destiny in SpellForce: Conquest of Eo - Out Now! - Patchlogs included
Official THQ Nordic Moderator & SpellForce Freak
Patch Announcement 01.00.27144
Esteemed mages,
our game has been out for a week now and we couldn’t be happier with your reactions and feedback. We have been listening and reading as much as we can and we immediately got to work on improving the game and fixing any bugs you have encountered. The current patch contains over 60 fixes, improvements and additions to the game!
We will of course continue to further improve the game and your feedback and support in this is invaluable. Thanks for helping us make the game better!
Today’s patch will address some of the main topics and the two major bugs that hindered people from enjoying the game fully.
Some balancing changes and improvements will only work if you start a new game, especially for Antagonist behaviours, quests and starting locations.
Patch 01.00.27144
Fixed game crashing when it could not save to the hard drive due to Windows Defender or antivirus preventing that. (You will still need to manually add the game as an exception and allow it to create and write into folders)
Fixed an issue where autosave would be triggered between an adventure and starting a battle inside of it causing incorrect behavior after loading that autosave.
Added Quick save and Quick Load (F5/F8)
Primary school now determines first apprentice's followers to add more variety to early game troops and decrease initial difficulty.
New Hiring Locations were added for Start Regions to increase variety of initial units available.
Antagonists do not spawn stacks close to your tower when going to war now, to prevent curb-stomping your tower out of nowhere. This should make the mid-game smoother and provide less of a difficulty spike.
Antagonists also announce they are about to take actions against player via notifications.
We tweaked Antagonist reputation loss (lose more when you bring the fight to them, less anywhere else) + Antagonist AI can send Titans now! That should keep end-game difficulty more even.
There were a bunch of further balancing and quality of life improvements, some nerfs and a few fixes that affect gameplay and balancing as well, so here is a lit of all the changes:
Additions
Implemented Quicksave (F5) and Quickload (F8) on world map (1 quicksave slot for now and quickload only loads quicksaves not any other) & don't allow to save over quicksaves
Primary school now determines first apprentice's followers to add more variety to early game troops
New Hiring Locations for Start Regions to increase variety of initial units available.
Added floating text when a unit resists a status effect attempt through their working resistance.
Dead Hero + Active Spells first time screens added
Improvements
Antagonists do not spawn stacks close to your tower when going to war now, to prevent curb-stomping your tower out of nowhere. Antagonists also announce actions against player via notifications.
Tweaked Antagonist reputation loss (lose more when you bring the fight to them, less anywhere else) + Antagonist AI can send Titans now!
[Alchemy] made Toxic Distillate and Plague Vessel more different from each other
Now displays floating text when a unit resists a status effect attempt through their working resistance.
Skills display when they END the turn instead of when they don't
Added icon indicating the rewards when a new tower level is unlocked next to the floors
Implemented error popup in case something is blocking access to the save game directory
Created more specialized overlays for locations and plants to make them more lightweight
Tweaked Summon Beast to have more variety
Tweaked some worldmap hints for location spawning
Cleanse Ally skill works on everyone (so you can cleanse mind controlled units)
Charmed Status effect (Mind Control) now tagged as negative status effect -> cleansable on own units
[Souls] Pristine souls are not ingredients (no essences)
Word of Recall can be revealed sooner in spell book when owning the page
Extra hiring-slot now shows different icon in location overlay ( hammers instead of unit+)
Select tower/airship first when during flight to prevent accidentally moving units out
Improved performance while in the tower menu or while viewing unit details
Mitigation for everybody affected by the autosave + battle on turn start issue. We now explain what the problem is (needs windows defender allowing folder access).
Improved Water Material in Region Alluvyan
Changed Rohen horizontal faction banner color to Orange.
Removed the story path where Castle Meldec would vanish
Balancing
Adamantinum increased to 2 all-color essences
Nerfed wisps
Fixed coloring/image in Tower menu (Allfire flow had wrong color)
Room extensions balancing (Illithian Chamber bonus increased to 2, Employee of the Month more expensive)
Tweaked Necromancy starting items (from hamlet) for easier first crafting
Better balance for Shaper Secret fights
Increased upkeep for Build Golem spell
Fixes
Summons in battle now have the "Summon" and "Expendable" traits
Changed Fire Elemental to Fire Golem in spell book
Fixed Silver Drift Hollow Mine did not award achievement for clearing the quest line
Fixed the glyph and artefact equip window not being scrollable when using a controller
Fixed selection cursor displaying "no valid targets" in reset exploitation skill (and for all skills that don't implement ValidTile-interface)
Fixed Turn Animal only working on disordered or worse state; Turned state can be cleansed
Flame armor has no resistance anymore -> cannot be resisted by own troops
Fixed consume corpse working in any range, now only works in displayed range
Fixed missile skill Volley previsualization showing wrong damage values and fixed visuals triggering delay when not in camera focus
Fixed faulty tile definition on Cave 01 Battle map, near the entrance.
Adjusted Visual representation of Mountain Tiles in Rushwater Down. was not clear enough.
Fixed some Shaper Stacks being wrongfully assigned to New Purity of Light
Fixed Hovered-Tile-Indicator not being rendered if occluded
Fixed loca in Insight Spell popup
Fixed imbalance in essences of poison coating/toxic distillate
Fixed tower is still shown as next action after landing
Fixed issue where autosave would be triggered between an adventure and starting a battle inside of it causing incorrect behavior after loading that autosave.
Hide new tower levels until unlock says so
Fixed not localized collect button in apprentice school
Fixed hex highlight in WorldMapBattleEffect
Fixed some elven stacks’ power in Alluvyan adventures not scaling correctly
Fixed faulty tile definition on Worldmap in Region Westguard.
Reworked hand-placed mine locations in Draycott and Stoneblades.
Fixed bug that caused not triggering "War" when immediately dropping to 0 reputation
Fixed reload/recharge statuses being cleansable
Fixed Demon-form being cancelable by Steadfast/Cleanse
Shaper Golem now has Construct trait
Clarified "No Upkeep" wording in summons/mind controlled traits
Fixed FireBeetle missile attack not being usable as default skill
our game has been out for a week now and we couldn’t be happier with your reactions and feedback. We have been listening and reading as much as we can and we immediately got to work on improving the game and fixing any bugs you have encountered. The current patch contains over 60 fixes, improvements and additions to the game!
We will of course continue to further improve the game and your feedback and support in this is invaluable. Thanks for helping us make the game better!
Today’s patch will address some of the main topics and the two major bugs that hindered people from enjoying the game fully.
Some balancing changes and improvements will only work if you start a new game, especially for Antagonist behaviours, quests and starting locations.
Patch 01.00.27144
Fixed game crashing when it could not save to the hard drive due to Windows Defender or antivirus preventing that. (You will still need to manually add the game as an exception and allow it to create and write into folders)
Fixed an issue where autosave would be triggered between an adventure and starting a battle inside of it causing incorrect behavior after loading that autosave.
Added Quick save and Quick Load (F5/F8)
Primary school now determines first apprentice's followers to add more variety to early game troops and decrease initial difficulty.
New Hiring Locations were added for Start Regions to increase variety of initial units available.
Antagonists do not spawn stacks close to your tower when going to war now, to prevent curb-stomping your tower out of nowhere. This should make the mid-game smoother and provide less of a difficulty spike.
Antagonists also announce they are about to take actions against player via notifications.
We tweaked Antagonist reputation loss (lose more when you bring the fight to them, less anywhere else) + Antagonist AI can send Titans now! That should keep end-game difficulty more even.
There were a bunch of further balancing and quality of life improvements, some nerfs and a few fixes that affect gameplay and balancing as well, so here is a lit of all the changes:
Additions
Implemented Quicksave (F5) and Quickload (F8) on world map (1 quicksave slot for now and quickload only loads quicksaves not any other) & don't allow to save over quicksaves
Primary school now determines first apprentice's followers to add more variety to early game troops
New Hiring Locations for Start Regions to increase variety of initial units available.
Added floating text when a unit resists a status effect attempt through their working resistance.
Dead Hero + Active Spells first time screens added
Improvements
Antagonists do not spawn stacks close to your tower when going to war now, to prevent curb-stomping your tower out of nowhere. Antagonists also announce actions against player via notifications.
Tweaked Antagonist reputation loss (lose more when you bring the fight to them, less anywhere else) + Antagonist AI can send Titans now!
[Alchemy] made Toxic Distillate and Plague Vessel more different from each other
Now displays floating text when a unit resists a status effect attempt through their working resistance.
Skills display when they END the turn instead of when they don't
Added icon indicating the rewards when a new tower level is unlocked next to the floors
Implemented error popup in case something is blocking access to the save game directory
Created more specialized overlays for locations and plants to make them more lightweight
Tweaked Summon Beast to have more variety
Tweaked some worldmap hints for location spawning
Cleanse Ally skill works on everyone (so you can cleanse mind controlled units)
Charmed Status effect (Mind Control) now tagged as negative status effect -> cleansable on own units
[Souls] Pristine souls are not ingredients (no essences)
Word of Recall can be revealed sooner in spell book when owning the page
Extra hiring-slot now shows different icon in location overlay ( hammers instead of unit+)
Select tower/airship first when during flight to prevent accidentally moving units out
Improved performance while in the tower menu or while viewing unit details
Mitigation for everybody affected by the autosave + battle on turn start issue. We now explain what the problem is (needs windows defender allowing folder access).
Improved Water Material in Region Alluvyan
Changed Rohen horizontal faction banner color to Orange.
Removed the story path where Castle Meldec would vanish
Balancing
Adamantinum increased to 2 all-color essences
Nerfed wisps
Fixed coloring/image in Tower menu (Allfire flow had wrong color)
Room extensions balancing (Illithian Chamber bonus increased to 2, Employee of the Month more expensive)
Tweaked Necromancy starting items (from hamlet) for easier first crafting
Better balance for Shaper Secret fights
Increased upkeep for Build Golem spell
Fixes
Summons in battle now have the "Summon" and "Expendable" traits
Changed Fire Elemental to Fire Golem in spell book
Fixed Silver Drift Hollow Mine did not award achievement for clearing the quest line
Fixed the glyph and artefact equip window not being scrollable when using a controller
Fixed selection cursor displaying "no valid targets" in reset exploitation skill (and for all skills that don't implement ValidTile-interface)
Fixed Turn Animal only working on disordered or worse state; Turned state can be cleansed
Flame armor has no resistance anymore -> cannot be resisted by own troops
Fixed consume corpse working in any range, now only works in displayed range
Fixed missile skill Volley previsualization showing wrong damage values and fixed visuals triggering delay when not in camera focus
Fixed faulty tile definition on Cave 01 Battle map, near the entrance.
Adjusted Visual representation of Mountain Tiles in Rushwater Down. was not clear enough.
Fixed some Shaper Stacks being wrongfully assigned to New Purity of Light
Fixed Hovered-Tile-Indicator not being rendered if occluded
Fixed loca in Insight Spell popup
Fixed imbalance in essences of poison coating/toxic distillate
Fixed tower is still shown as next action after landing
Fixed issue where autosave would be triggered between an adventure and starting a battle inside of it causing incorrect behavior after loading that autosave.
Hide new tower levels until unlock says so
Fixed not localized collect button in apprentice school
Fixed hex highlight in WorldMapBattleEffect
Fixed some elven stacks’ power in Alluvyan adventures not scaling correctly
Fixed faulty tile definition on Worldmap in Region Westguard.
Reworked hand-placed mine locations in Draycott and Stoneblades.
Fixed bug that caused not triggering "War" when immediately dropping to 0 reputation
Fixed reload/recharge statuses being cleansable
Fixed Demon-form being cancelable by Steadfast/Cleanse
Shaper Golem now has Construct trait
Clarified "No Upkeep" wording in summons/mind controlled traits
Fixed FireBeetle missile attack not being usable as default skill
Official THQ Nordic Moderator & SpellForce Freak
Hammering out your way to play! - Patch 1.1
Today’s patch for SpellForce – Conquest of Eo is all about choice and setting up the game the way you want to play it! Now you can completely individualize your preferred difficulty setting from enemy aggression to antagonist power and AI behavior to economy as well as choosing the Circle Mages you face in the game. Pro Tip: Simply pick the ones you love to hate, to make victory that much sweeter!
We have also been busy with over 50 smaller and larger fixes and improvements to the game based on community feedback as well as major performance optimizations, so more people can enjoy a smoother experience.
Time to visit Eo and make your way from humble beginnings to becoming the greatest of mages – if you survive!
This is the complete list for the patch 1.1:
Additions
Added a variety of custom difficulty settings - set the game up exactly the way you like to play it
Added antagonist selection at campaign start - choose whom you face in game!
Display quality of slotted artefacts/glyphs in unit details
Added essence filters for inventories in the tower menu - filter your ingredients by essence type
Improvements
Balance
Fixes
We have also been busy with over 50 smaller and larger fixes and improvements to the game based on community feedback as well as major performance optimizations, so more people can enjoy a smoother experience.
Time to visit Eo and make your way from humble beginnings to becoming the greatest of mages – if you survive!
This is the complete list for the patch 1.1:
Additions
Added a variety of custom difficulty settings - set the game up exactly the way you like to play it
Added antagonist selection at campaign start - choose whom you face in game!
Display quality of slotted artefacts/glyphs in unit details
Added essence filters for inventories in the tower menu - filter your ingredients by essence type
Improvements
- Several performance improvements on worldmap leading to reduced system memory usage, improved loading times and smoother framerates (especially on weaker systems)
- Improved colors of crafting essences, to be better readable for people with various color vision deficiencies
- Can now assign build lodge action also into known fog of war
- Improved performance when gaining status effects in battle
- Increased supported concurrent domains displayed per faction from 50 to 128 (looking at you, Instant Castle spam)
- Tooltips correctly differentiate between "can cause"(30% chance) and "inflict"(100% chance unless resisted) status effect
- Made description of Thunderstorm and similar skills clearer
- Follower explains that it overrides Enslaved
Balance
- Resistances are now stacked relative chance based on difference to 100% (30% Resistance Base = 30% Resistance, add 20% from Spell/Glyph= 30+(70*20%)= 44% Resistance). This allows units with 100% resistance to still be immune, while providing diminishing returns for stacking resistances and prevents immune murder stacks.
- Steadfast now grants 50% resistance against status effects instead of full immunity
- Life leech only works against Mortal units to make it less universally powerful
- All summons in battle appear without actions to reduce summon spam strategies
- Specific Titan Spells can only be kept active once, like Global Enchantments (affects Forgemaster, Lightbringer, Primordial Treant, Shaper Golem)
- Consume Corpse now always heals the unit post battle for its healing value, but is rarer in levelups, so you don't have to hunt down or miss out on corpses in battle
- Balanced Magic Coffer/Gift/Reputation Increase spell values
- Made Dancers Potion and Unstable Elixir more viable
- Lowered strength of Copper Rune of Ashen and Copper Rune of Elementalist to match other runes of same powerlevel
- Enslaving a unit does not trigger moral loss/onDeath effects anymore
- Increased Damage for Berserker Trait, increased resistance for Quick Reflexes, lowered Resistance of BathedInLight
- Motivate has 1-turn cooldown and Motivate and Command cannot target the source unit (stops endless action exploit)
Fixes
- Fixed savegame menu to show all savegames despite unknown files being present
- Fixed flyers not being able to fly over destructibles
- Fixed post battle unit state bugging out and not being displayed from then on
- Fixed Leech City not working on Westguard's Bastion
- Fixed Hokan Ashir having Purity troops, now has proper undead version
- Fixed loop in Estwal settlement adventure and adventure existing more than once
- Fixed Audale shops not properly unlocking the spells you bought
- Fixed an issue that caused kennel upgrades to override enslaved for all units instead of only beasts.
- When all combatants die during a battle, we now make sure one unit stays alive for winning faction to avoid errors with adventures
- Implemented fallback to make saves work again where multiple locations are saved at the same position
- Credits menu can now be exited with controller
- Fixed an issue that caused the follower spell to not work once kennel feeding pits have been built
- Fixed an issue where having a Draw result in a adventure battle caused the game to stop responding
- Fixed an issue that caused certain sacrifice unit options in adventures to stop you from progressing the adventure
- Fixed incorrect saved path adjustment if path was blocked or interrupted
- Fixed cocooned unit aborting attacker's melee skill
- Fixed crash in Silver Drift Hollow Mine adventure when fleeing from second fight
- Fixed issue where spawning a primordial forest inside your domain wouldn't instantly apply additional modifiers from rooms
- Fixed issue where apprentice join notification could break savegames
- Made sure correct message is displayed when no valid crafting recipe was found
Official THQ Nordic Moderator & SpellForce Freak