Conquest of Elysium 4

Conquest of Elysium 4

KingJohnVI 13 Aug, 2019 @ 8:23pm
Frost Druid Class (Mod)
This simple mod adds the Frost Druid class, along with Frost Sorceresses and Gem Alchemists.
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Showing 1-13 of 13 comments
KingJohnVI 13 Aug, 2019 @ 8:23pm 
Download Here: https://drive.google.com/file/d/1eziPuYmHSkj_viuhxJdT_moBrvynLpo-/view?usp=sharing

To download, simply click the link above, then locate the download button in the upper right. To install, simply download the FrostKing folder AND FrostKing.c4m file and save it to the games mod directory, which by default is: C:\Users\USERNAMEHERE\AppData\Roaming\coe4\mods

---------------------------------------------------- Frost Druid ---------------------------------------------------
The Order of the Frost Druids was originally formed to bring relief from the hot sun in the deserts of the south. As time wore on, however, many druids began to migrate north to tap into the power they had begun to explore. As many made it to the far reaches where the ice never melts, they initially took on the responsibilities for finding food, maintaining animals, and helping the elderly when the winter was harsh. Slowly, as the order of druids migrated further and further North, while their connection to the harsh winter became strong, the herbs typically used in their rituals became harder to come by.

A few decades ago, however, the Frost Druids captured a group of Demologists, and before they escaped, the Druids learned some of the secrets of Demonology and have begun to tap into the dangerous but awesome power. Now, many Druids have begun to demand some of the followers offer themselves as sacrifices for a greater good.

As the druids gather power, there is a rumor that while isolated and protected by the harsh climate, one of the Elder Frost Druids will eventually declare himself a King in the North and spark a civil war. With skilled hunters and warriors to aid them, along with cultivation of the Tundra and powerful knowledge of Frost Magic, the Druids have caused their civilization to flourish amongst the ice.

Attracted by the Druid's growing power, groups of Frost Maidens and Frost Sorceresses have also begun growing in power and influence, insisting on the use of rare Sapphires and those already dead, rather than relying on the sacrifices of the living, giving these sorceresses the power of both ice and death. Although politically at odds, the Druids and Sorceresses currently work together to keep their nation strong against any outsiders, and also against the dangerous forces of nature.

- Starts with a fortified Temple City
- Capable of numerous but expensive rituals
- Begins with a small starting army
- Frost Druids can use Herbs and Sacrifices to summon animals and frost demons
- Frost Sorceresses can use Gems and Hands of Glory to summon frost creatures and the undead
- Gem Alchemists can be hired to convert other gems to Sapphires and create sapphire constructs
- Most regular units have snow move and some cold resistance
- Animal and demon summons are frequently resistant to cold but vulnerable to fire
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Please Note: This mod is a work in progress and subject to content, balance, and other changes. Please feel free to check back for updates.

Updates - 8/15/19: Updated with minor fixes and an additional Tier 3 Druid Herb Ritual. Sadly, the changes will likely break prior saves.

8/31/19: Updated with some balance changes, slight increase in cost to Druid Herb Rituals, slight decrease in cost to Sacrifice Rituals, a couple graphics fixes, and other minor adjustments.

9/2/19 - v26 - Fixed a few additional bugs with the Frost Sorceress Rituals and additional balancing. Added additional summons. Version 26.

9/12/19 - v31 - Fixed a bug with ritual cost with Frost Sorceress, additional balancing changes.

10/6/19 - v32 - Changed Blue Raven to Stupid - which will reduce Frost Druid faction strength. Reduced Faction Special Units (Alchemist, Frost Druid Apprentice, and Frost Maiden) spawn rate. Faction no longer starts with Apprentice at game start.

Download Here: https://drive.google.com/file/d/1eziPuYmHSkj_viuhxJdT_moBrvynLpo-/view?usp=sharing
Last edited by KingJohnVI; 8 Oct, 2019 @ 6:57pm
Kode-Man 14 Aug, 2019 @ 4:17pm 
Awesome mod

the second tier of herb spell seems a bit over powered i will always take herbs for hellhounds maybe look at some other use for herbs since you dont really have a reason to save them up at this point.

feels a bit weird that druids need citys to advance tiers i feel like doing a combo of herb and sacrifices like with enchantress would be more thematich.
KingJohnVI 14 Aug, 2019 @ 5:26pm 
Originally posted by Kode-Man:
Awesome mod

the second tier of herb spell seems a bit over powered i will always take herbs for hellhounds maybe look at some other use for herbs since you dont really have a reason to save them up at this point.

feels a bit weird that druids need citys to advance tiers i feel like doing a combo of herb and sacrifices like with enchantress would be more thematich.

Excellent feedback and I truely appreciate you trying the mod. I may update the mod to have at least one additional use for the herbs. As far as balance, the FrostHounds are pretty epic, so I'll consider adding additional cost, although I will say they aren't a guaranteed summon either, as there are other possible summons and success is not guaranteed, but your point is well taken as to the lack of other uses post tier two. I have been contemplating a tier 3 of some sort... I just haven't figured out what that would be yet.

As far as the thematics of the Druids, keep in mind that as they traveled further north, herbs became far less available, so their discovery of demonology -and the alternative sacrificial resource- makes them "not your average druids" anymore. This also sets them up for conflict with the sorceresses who are politically at odds. If this were dominions, and this was the early era of the Frost Druids, you might wonder whether the Druids or Sorceresses prevail in the middle era, or alternatively, do they split into different factions and both survive? Who knows.... :)

In any event, I really really do appreciate the feedback. If you encounter any bugs please let me know as well!
Last edited by KingJohnVI; 14 Aug, 2019 @ 6:09pm
KingJohnVI 14 Aug, 2019 @ 9:21pm 
Updated with minor fixes and an additional Tier 3 Druid Herb Ritual. Sadly, the changes will likely break prior saves. Link in the original post. Again, any and all feedback is welcome.
KingJohnVI 31 Aug, 2019 @ 8:07pm 
An additional update has been uploaded. Changes noted above. As always, any and all feedback is welcome.

Also, a couple screenshots for those interested, warning, possible spoilers here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1851942841
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1850947181
Last edited by KingJohnVI; 4 Sep, 2019 @ 7:06pm
Bread 7 Sep, 2019 @ 5:23pm 
Really fun mod as summons are fun, also really good at exploring other planes if that's what youre into, as the class has native acces to inferno and hades, and get pretty easy acess to agartha through tartarians.


A couple of points to take into considaration:

In the current state the class is super OP as they have a ridicolous amount of recource utilization, being able to use 5 different kinds of resources for summons makes them get way more benefit from any given source than any of the vanilla classes.
This also makes the class a micro nightmare if you want to min-max, as there are so many rituals and resources are hard to keep track off.



A couple of bugs i noticed:
When the sorceresses get acsess to major death summons, it replaces minor death summons in the second tier, and the ritual only costs 1 hand of glory.
Demon Leutenants seem to be impossible to control, or at least i couldn't get a single one after 10ish tries at max sacrifices.
KingJohnVI 11 Sep, 2019 @ 9:02pm 
Originally posted by Bread:
Really fun mod as summons are fun, also really good at exploring other planes if that's what youre into, as the class has native acces to inferno and hades, and get pretty easy acess to agartha through tartarians.

...

A couple of bugs i noticed:
When the sorceresses get acsess to major death summons, it replaces minor death summons in the second tier, and the ritual only costs 1 hand of glory.
Demon Leutenants seem to be impossible to control, or at least i couldn't get a single one after 10ish tries at max sacrifices.

Thanks for your reply, it is very much appreciated. There was a bug with the 1 cost ritual. That has been fixed.

The old rituals shouldn't go away, if you see that particular bug, post a screenshot perhaps? The issue is that having 4 levels of mastery has a bug in the system which I am attempting to work around. At present you should see the 4th level mastery ritual disappear after all spells are known, but still have access to the other 3 mastery rituals with the Frost Sorceress.

Demon Lieutenant is working as expected. The base chance of success is 45%, meaning that even with 150% boost it isn't particularly likely to succeed (just over 2/3 chance), but keep at it and it should work. It is expensive with that level boost (as intended).

Originally posted by Bread:
A couple of points to take into considaration:

In the current state the class is super OP as they have a ridicolous amount of recource utilization, being able to use 5 different kinds of resources for summons makes them get way more benefit from any given source than any of the vanilla classes.
This also makes the class a micro nightmare if you want to min-max, as there are so many rituals and resources are hard to keep track off.

As far as the class being OP, it is intended to be weaker in the beginning, but slowly become very powerful due to the multiple resources. The higher level summons are both very expensive and low probability, which in theory should offset some of the perceived power. AI do exceedingly mediocre with the class at present in testing. Nevertheless, I increased rituals costs in several areas, especially the Frost Druid Mastery Rituals to attempt better balance. Please comment if you think the cost changes are either insufficient or, alternatively, have gone too far. With all that said, balance is very tricky without multiplayer testing, and frankly, I don't have a lot of people to test that with. If anyone is interested in trying this out multiplayer with myself or others, and care to comment on the result, I would love to hear the feedback from that as well.
Last edited by KingJohnVI; 11 Sep, 2019 @ 9:12pm
KingJohnVI 11 Sep, 2019 @ 9:13pm 
Bug fixes and balancing as indicated above, new link posted above. Please feel free to provide additional feedback. As always, any and all feedback is welcome.
Last edited by KingJohnVI; 11 Sep, 2019 @ 9:15pm
KingJohnVI 6 Oct, 2019 @ 7:32pm 
v32: Balancing Changes:

Changed Blue Raven to Stupid - which will reduce Frost Druid faction strength. Reduced Faction Special Units (Alchemist, Frost Druid Apprentice, and Frost Maiden) spawn rate. Faction no longer starts with Apprentice at game start.
Last edited by KingJohnVI; 8 Oct, 2019 @ 6:57pm
Iggy 16 Oct, 2019 @ 12:05am 
Something odd about this mod that I really haven't seen before it turns out that when you play this race mod with some of the other race mods the rituals in this mod ends up mashing with the rituals in the other mods which gives them some of the rituals from this mod and gives their rituals to this mod. Can this be fixed or am i just out of luck playing this race with the other mods turned on?
Last edited by Iggy; 18 Oct, 2019 @ 8:55pm
Orpheus 18 Oct, 2019 @ 1:40am 
I'm having that issue too. It's happening because new rituals have to be assigned to a ritual path, which has a specific number assigned to it. The paths added in this mod use the same numbers as those in some other mods, meaning that they merge. As a result, other classes get this mod's rituals added to their own (it's pretty game-breaking with the Grand Arcanist mod, which I find is usually a slow-playing, heavily-defensive faction. In my current game an AI Arcanist is using Frost Druid rituals to summon a colossal army of whatever the things with Banefire Torches are. He has about 3 times as many units as every other player put together, and he's going to stomp me into the ground as soon as he finds me!)
KingJohnVI, could you possibly take a look at your Ritpow numbers, and try to change them to ones that aren't used by other classes? I can do it myself in my copy of the mod, but it's a big problem for people who might not know how the code works.
KingJohnVI 21 Oct, 2019 @ 9:05pm 
Thanks for this information, I'll try to see what I can do about that. It will be tough to determine numbers that haven't been used in any other mod, as I don't have access to every other mod, and the way this is coded requires use of ritpow numbers (6 new rituals). Nevertheless, I'll try to see what I can do to change them.

I may need help with solving this problem, so I have posted a topic here: https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/1606022547926751903/

Any suggestions and/or assistance in resolving this problem would be appreciated.
Last edited by KingJohnVI; 21 Oct, 2019 @ 9:51pm
KingJohnVI 21 Oct, 2019 @ 9:55pm 
Originally posted by Zagurot:
Something odd about this mod that I really haven't seen before it turns out that when you play this race mod with some of the other race mods the rituals in this mod ends up mashing with the rituals in the other mods which gives them some of the rituals from this mod and gives their rituals to this mod. Can this be fixed or am i just out of luck playing this race with the other mods turned on?

Originally posted by Orpheus:
I'm having that issue too. It's happening because new rituals have to be assigned to a ritual path, which has a specific number assigned to it. The paths added in this mod use the same numbers as those in some other mods, meaning that they merge.
...
KingJohnVI, could you possibly take a look at your Ritpow numbers, and try to change them to ones that aren't used by other classes? I can do it myself in my copy of the mod, but it's a big problem for people who might not know how the code works.

Thanks for this information guys, I'll try to see what I can do about that. It will be tough to determine numbers that won't conflict with any other mod, and the way this is coded requires use of six ritpow numbers (6 new rituals). Nevertheless, I'll try to see what I can do.

I may need help with solving this problem, so I have posted a topic here: https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/1606022547926751903/

Any suggestions and/or assistance in resolving this problem would be appreciated.
Last edited by KingJohnVI; 21 Oct, 2019 @ 9:56pm
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