Conquest of Elysium 5

Conquest of Elysium 5

Nathan Pascal 18 Aug, 2021 @ 1:19am
[Mod] PAoD - Thematic Units instead of Standard Recruitment
Welcome to PAoD - Pascal's Armies of Darkness!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2578077586

What is this about?
I always thought it was weird, that some classes like Necromancer or Demonologist use standard recruitment (Spearman, Swordsman, Archer, etc.), while others like Druid or High Priestess got their very own units. I mean, who would want to follow a Necromancer, fighting as a soldier besides the undead to create a realm of death? Nobody, was my first thought, surely there could be a better cause to fight for. But what about the desperate, the power hungry, the already corrupted? They might find such a cause appealing. And I decided to create them - these Armies of Darkness.

No, really, what is this about?
A new recruitment list to replace the standard units with thematic versions for the Necromancer and Illusionist Class, including normal recruitment and some mercenaries, a few new rituals, too. Quite a few of those units use some kind of gimmick or another, things that have always been possible in CoE but were - in my opinion - criminally underused in the base game.

However:
Demonologist is not only a change to the recruitment list, but a complete rework of how the class is played. You now generate freespawn units like Dwarf or Dryad Queen and upgrade them. A new economy, that requires (or allows) far less summons in exchange for stronger recruitment.

Compatibility?
I only removed standard and start troops for the class and added new things, no existing data was altered, besides one rare unit you might have never seen (Winged Monkey).
The AI seems to do alright with most changes, but cannot use the new Demonologist in a sensible way.

But is it balanced, though?
As balanced as the base game, I imagine - not at all.
Honestly, I tried to be reasonable, but this is not a balance mod. The strength of CoE - in my opinion - is its variety of cool and interesting units and I tried to play into these strengths. In my opinion the power level is quite fair, but I am open to feedback. Especially the Demonologist rework was... tricky in this regard.

Known Issues?
- the recruitment window does not show negative costs, you just have to remember that Graverobbers offer 3 Hands of Glory upon recruitment
- there is a glitch where the Snake Banner commander due to an uncommon sprite size blocks the end turn button from being clicked when selected. Just use the shortcut (y) or de-select the commander to solve this
- English is not my first language (you may already have noticed?) - still I like to write excessive unit descriptions. Some things will be worded weirdly, I imagine, and I probably missed some mistakes. Please forgive me.


Credits
Mostly Illwinter Games, all the new sprites are more or less slightly altered versions of CoE or Dominions sprites, some are simple imports without changes. Only exeption is the Peacock, which is my doing alone. Unit concepts and writing are all mine, too, basically, but I used a lot of commonly known tropes and won't pretend I invented the wheel anew, although I did not knowingly copy any existing works or used them as a direct inspiration.

Note:
This is an update from my CoE4 mods, the conversion seems to have worked mostly fine, but I might have missed something. For now that were all classes I did, but for the future I have further plans.

Illusionist now available:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2578968444

Demonologist now available:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2580635694
Last edited by Nathan Pascal; 20 Aug, 2021 @ 10:36pm
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Showing 1-15 of 20 comments
kristoffer  [developer] 18 Aug, 2021 @ 6:52am 
Looks nice and fun =)
Nathan Pascal 18 Aug, 2021 @ 12:03pm 
Wait... no. Really? Has this... has this happened?
I cannot believe it. Where is my smelling salts? I must have blacked out, because for a moment I imagined that one of the actual game developers has looked at my mod and approved of it. I am obviously loosing my mind.
Great mod! For me, i find Necromances pretty weak in early and late game. With this mod their early game is a lot more fun (only crow lady need a little debuff, 2-3 or her and you can take a town with no effort).

For me, the only game breaking unit is the pale walker. It raided every settlement, even the Capital, with his 40 range summonin shot. Only when an army of 80 baron soldiers arrived he died (and it took like 60 of them)(obs: i summoned it in like, 2 year and it dies afters 10 years! And i only summoned one).

Overall, 10/10 mod. Makes faction really unique. Hope for more mods like this in CoE5 future!
Nathan Pascal 18 Aug, 2021 @ 8:47pm 
Your feedback is very fair.
Yeah, Crow Lady should have had a debuff, where you can only bring one of her or they start to hack each others eyes out (the Crows, not the Mistresses). You can even see some of it in the unit description.
I think Illwinter Games (thank you again) implemented a new feature I requested to achieve exactly this, but the description in the modding manual is missing and I can only guess this might be the case, until I could really test it.

Pale Hunter is... hard to balance, since auto-walking units can do a lot or a lot of nothing. Here are a few new commands as well, that might slow him a bit down.

Thank you for the praise. (Is 'praise' the correct word? English is weird sometimes, isn't there something less grandious?)
Speaking of 'grandious'. You won't have to wait long for more, I am just right now working on the Illusionist conversion.
Nathan Pascal 19 Aug, 2021 @ 2:10am 
Originally posted by Nathan Pascal:
Speaking of 'grandious'. You won't have to wait long for more, I am just right now working on the Illusionist conversion.

And done. PAoD - Illusionist is now available for CoE5. Workshop-Link can be found in the first post. One more to go. Demonologist is next.

If Illwinter is going to notice me again?
Danwar 19 Aug, 2021 @ 7:40am 
If I may suggest, could you perhaps make a Collection of all the mods in this 'series' to install or uninstall all at once as one pleases?
Last edited by Danwar; 19 Aug, 2021 @ 7:40am
Nathan Pascal 20 Aug, 2021 @ 10:47pm 
And that is the last conversion done. Link for Demonologist updated in main post. Or you just go directly to the workshop, because these links look kinda weird when I try to open them.

And Illwinter did not notice me this time... ah, well. One can hope and dream.
Jakalor 22 Aug, 2021 @ 3:46pm 
Hello. I'd like ask you if Flagellation attack is supposed to have 0 damage and 0 effect and such. Checking up because of a bug I encountered across two of my mods with new weapons.
Nathan Pascal 22 Aug, 2021 @ 5:22pm 
Huh, no that is wrong.
But I am 99.97% sure, that I tested it and it worked correctly, when I first uploaded the mod.
Morgan 22 Aug, 2021 @ 5:42pm 
This is a bug that was introduced today with 5.02, possibly as a result of the following: "Increased maximum number of new weapons for modding".
Nemo 30 Aug, 2021 @ 7:48am 
Enjoying these mods a lot. A few suggestions for your next Necromancer version:

- Pale Hunter is pretty incredible, but far too cheap for what it does. I think 400-500 hands would be a more fair price, to really make it an investment. A full set of item slots wouldn't hurt either, he tends to pick up a lot of stuff.

- Nine Lives Cat should probably also cost a few hands, it's pretty powerful early game and can easily clear some resource sites on its own.

- Five years is a bit long to get the Gallow Tree to update, with him being a lvl 3 ritual. My games tend to be over before the upgrade happens. Maybe consider making it lvl 2 or a shorter upgrade time.

- Pale Slingers seem rather overcosted compared to the other new units. They rarely achieve anything due to the combination of bad sight and a low damage sling, and unlike most of the other units they don't have any special ability. Maybe just upgrade their recruitment to 10 models, then they're at least a cheap source of bodies.

- I don't really see the point of Grave Robbers. A few extra hands are nice, but I don't see a use for the unit itself. What was your design goal here?

- Some ritual that kills some of your own Pale Slingers and Death Seekers (and maybe Grave Robbers), so they can after be raised as Soulless and Longdead. I find I never use the upgrade options for my Soulless and Longdead because the corpse sources rarely tend to be close enough to a Citadel to bother ferrying them over. A real necromancer with living minions should be able to create his own supply of raw materials.

- Graveyards are a bit disappointing for a Necromancer. You get some corpses and that's it. In my own custom tweaks mod I've added a 20% ritual cost reduction to them for Major and Minor Summoning, Animate Abomination, Stygian Paths, and Planar Swap, to represent the fact that these places are steeped in death. Makes them a valuable location for a necromancer, as they thematically should be.
Nathan Pascal 30 Aug, 2021 @ 8:36am 
Maybe not the next version, since I am just at the final testing stage to make sure, nothing is broken for the update, but thank you for the extensive, well thought-out feedback,

Pale Hunter - will be much less incredible in the next version, I am afraid. From all the feedback I got he was way, way too effective, so I decided to go with the second design for him I had in mind.
Weaker, but immortal. This way he is more intended to be a constant horror haunting the realms, instead of an one man army that takes the Imperial Capitolum on his own. Buying him becomes an one time investment this way, as long as you don't lose your home citadel, but he has less impact in a short intervall. I hope it turns out well.

Nine Lives Cat - will have drastically reduced spawn change in the recruitment list, she was more intended as a rare surprise and bonus, rather than the tide-turning power she was now often described as, or a asset you decide to invest a greater mount of resources in.

Gallow Tree - usually never makes it in my games, too. And just like with the Nine Lives Cat he is not really intended to, the Gallow Ent is supposed to be a nice bonus when you kept the tree around long enough, not as a goal in mind when casting the ritual. With 75 Hands, a new Gallows and the freespawn units, the ritual should be powerful enough in its own right (when cast in a village), to be worth the investment, I hope.

Pale Slingers - are just bad by design, I agree. I feel some options just need to be sub-par, to make others shine more and just show how miserable live under a Necromancer often is. I sometimes recruit them for pure mass in the early game, but usually you have Longdead for that purpose anyway. Yeah, they are just bad. Making them more viable with even greater numbers would be counter to that design.

Graverobbers - are supposed to be the tanky units, since all the other recruitable units are really vulnerable, with no armor and no shields. They are buffed with an additional armor point in the update, which may help this purpose a bit more. Now that Swordsmen have armor too in CoE5, this was badly needed.

More Corpses - there will be a option in the update to spawn a mass of dead bodies for your use in cities, although it will be a bit hidden and limited. More options in this direction might be a good addition, I agree. (And poor Graverobbers, do you hate them 'that' much?)

Graveyards - Agree. I was very cautious up until now (and still continuing) to change existing features, and be they just these ritual cost changes. May well consider this, yes.

I hope I could explain some of my thoughts on the current state of the units, even if some of them might seem strange (especially designing a unit to be a bad choice sounds very counter-intuitive, I know). Thank you again for the feedback, I will keep it in mind.
Nemo 30 Aug, 2021 @ 11:19am 
Well, I like a lot of what I'm hearing here and I can always tweak some stuff myself afterwards.

An immortal but nerfed Pale Hunter is also an interesting solution. Tricky though, because if it becomes too nerfed it can't kill anything anymore and risks becoming useless.

I like the cats being frequently recruitable because they have a very limited lifespan. And in the current version losing a few cat lives to random ghosts or wildlife bumping into your stack is no big deal because replacement cats are readily available. Making them rare is going to make that suck a lot more. And defenders just dying randomly before getting attacked by a necromancer just feels so thematically right. But I'll give the changes a shot.

I'll mod the Gallow Tree upgrade time myself then, I like the Ent idea and would really like to see it occasionally. The hands and freespawn are definitely very useful, but less so at the late mid to early endgame where the tree becomes available.

Same for the Pale Slingers. I feel every unit should have some purpose, niche as it might be. A unit designed to be bad might as well not exist because nobody will use it and then it's just a waste of design effort. I think I'll just give them the same "resurrect as soulless" ability as Death Seekers.

I hadn't even noticed Grave Robbers were armored. I don't suppose you have a graphic which represents that a bit better?
By the way, were did you get those unit graphics? Made them yourself?

Also good to hear there will be more corpses next update. And I don't hate Graverobbers, but what's the point of anything that still has a pulse? ;-)

I'm rather new to these Illwinter games and I love the ease of modding so far. When you find a great mod like this and you just want a few personal tweaks, it's so easy and convenient to do.
Nathan Pascal 30 Aug, 2021 @ 4:17pm 
In my testing the new Pale Hunter proved strong enough to take most settlements and fortifications from Independents, while dying to any dedicated resistance. Combined with his movement pattern (invisible, fast, snowmove) he tends to hunt for all the resources on the map mostly undisturbed, snatching anything not well enough defended. I think I like the change, but maaaybe he is a bit too weak now. We will see.

Nine Lifes Cat (wait, didn't I call it 'Nine Lives Cat'? What is even right? What is English?) is now not as seldom as I wanted to make it, because your comment caught me in a weak moment. Still, the price might be a bit higher. Or not. It is still very random. Hard to balance such a strange unit, nothing quite like it in the base game. (Same goes for the Pale Hunter, probably.)

The graphics are all altered from CoE or Dominions, some more than others. The Graverobber is pretty heavily edited (by myself, yes) and probably unrecognisable from the original. Most of their armor, as I imagine it, may be under the strange leather they are wearing and which origin we should not discuss here. I see why it might look a bit unarmored. Still, it has this crude look I wanted and I quite like it, I don't think there is any other sprite that quite catches this appereance.

Pale Slinger... might get some interesting use in a while, there is a new mod function with the 5.04 patch implemented, that has my interest. We will see. For now I still recruit them sometimes, just to have some units on the walls of a guard tower against the deer. Not the most glorious of uses, but the Bone Enchanters don't quite feel right for this job.

And yeah, feel free to edit the stuff you want changed. I am just glad people enjoy the mods overall, regardless whether the recruitment chance for the cats in their personal file may now be 3% or 6%, or if the Gallow Tree is a level 2 ritual now with two years growtime.
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