Conquest of Elysium 4

Conquest of Elysium 4

carn112004 16 Apr, 2016 @ 4:39am
Mod changing some classes,
newest version:

https://drive.google.com/open?id=0B7f2CF1dHC4sRFJsSXE2VzNTb3c

(following not up to date, some info just missing)This mod alters classes for hopefully more balance, especially internally between the options of a class. Done so far:

- baron:improved spawn rate of king;cavalryman and war dog more hp;stupid cheap dogs recruitable; receives offers for Crossbowman, Spearman, Swordsman and Trebuchets as in coe3 and intended by data files of coe4; also can with temples and libraries gain realy large and discounted offers; trebuchet more but weaker attacks during siege;alchemist and upgraded alchemist have all spells, as their spells suck too much to spend money to learn; high magus now resistant enough to survive meteor shower; baron can now build a king's castle from his own, if there is no king; castles give now + 1 spearman and +1 tower guard per month of spring;

- necromancer: Goblins available in larger groups, especially if one has libraries and/or temples; [necro far from finished];

- demonologist: cultist, demonologist and goetic master now fireres 100, have rituals useable only in ash field, infernal waste and frozen waste (which appear only in hell) and transform in these terrains at end of turn into very powerful and regnerating but stationary forms and transform in any other terrain back into their old form, with intent that personal gate is a more reliable esacpe mechanism (as in inferno you quickly get stationary and more powerful form, while waiting for use of returning) in respect to survival and that one might use personal gate intentionally for early inferno conquests; all demons/devils lost personal gate, hence level 3 ritual infernal gate is then highly desirable to join the two areas conquered; storm demon coldres 100 (its cold in storms and to have some unit to put with ice devil); cost of demon summon and greater demon summon slightly reduced; bloddsworn now „strong enough“ to have normal move; the demon lieutnants with level 1 demonologist rituals lost them but now know rituals to summon reliably such imps and demons „below“ them in hell hierarchy with slight discount; succubus lost its lousy level 1 spell casting but is now front rank, 1 more awe, fist attack (so magic weapons are actually used), charm attack and 1 additional assassinattack dream seduction (making succubus far more useful, but also more easy to kill; should be now about as good as the other demon lieutnants); all demon lords loose their demonologist rituals but gain rituals to summon RELIABLY such demons and demon lieutnants „below“ them in hell hierarchy with slight discount and have a chance each turn while under player control to gain such units for free; only lord of corruption instead has a ritual and chance each turn to gain a decent sized human army (greedy people fall prey to Belial); all such random free units for demon lords are displayed via global message (for athmosphere elysium should notice after some time, that a demon lord is unleashed upon the world); all demon lords gain immortal (which as i tested has the effect that they heal slowly battle afflictions, but no other advantage, as respawning does not work when away from home plane; only difference would be if you conquer the respective fortress and have the demon lord in hell, then he would be in that plane immortal like normal; should give special advantage to have a demon lord and his fortress; have NOT TESTED this, so complain if something crazy happens); all demon lords now all spells of level 2 and 3 (insofar they have level 3 spells); prebatsummons of demon lords now nostr and duke of hell now only summons 1-2 instead of 1-3 succubi (as with stronger succubi, duke of hell otherwise would be ridiculous with xp and str boost items, gaining 6 succubi prior battle; 1-2 succubi still stronger than former 1-3); this in sum makes them hopefully competitive to just using lower level rituals, though the chance to control them remains as lousy as it was; maximum number of summons removed for respective spells, so demon hordes are more „hordish“; infernal gate ritual now also creates stationary defenders; spine devil armor 2 and poisonres; wall of torment comes with guardian devil, storm demon and disease demon; imp messenger now non-stupid (otherwise too useless); harlequin greater attack range; bone imp and bone devil pierceres;

- witch: erinye gains ranged confusion area attack, as erinye far too weak for high level summon; medusa gets second form after death of pegasus being an upped thunderbird (medusa also too weak and thats from mythology, her death allowed pegasus to leave her body and pegasus was used by zeus for ferring aroung his lightning and thunder); monster toad spawns immobile frogs (witch territory should have frogs and monster toad otherwise a bit bad); all immobile swamp guardian summons grow to stronger form after 2 years, slime molds starting to spawn stupid frogs, small mushrooms gaining increased poison range, blue giant and giant mushroom gain witch spells (immobiles too weak to justify the expense, especially vs ranged troops); miasma and especially murderous mist summons also stationary defenders; cost of bog eye, mirror mirror and Bog path reduced;

-bakemono: effigies spawn stupid crows; ritual mountain lair also summons stationary defenders; Hannya (100 sacr summon) improved with buff and summon attacks; all tengus now float instead of fly, they do not need to close range; Kitsune (75 sacr summon) now can always use charm; Nushi (75 sacr summon) gains level 1 witch rituals at much increased costs, but swamps/bogs generate lot of extra fungus (meaning the "swamp spirit" nushi is only realy useful, if you have swamps/bogs or farms to turn into swamps); Shuten Doji (75 sacr summon) gains additional paralyze attack; Shikone attack now disposses (and then instantly tries to banish your unit, but often they resist so its ok); Gozu and Mezu (100 sacr summon) now rearpos and their attack range 3, disposses and imprison in ice (which is harmless for dispossed spirits, but "catches" these "souls" and especially great for catching man, so gozu and mezu can now operate somwhat according to their job description); kappa shaman (75 sacr summon) now spawns kappas for gaining small amphibious armies; all onis and kunshus now have fast heal and can use spells/ranged in addition to melee; Uba now closer to melee but gains spellcasting in her second form and fastheal; bakemono sorcerers fastheal; bakemono spearman now much stronger to make spawning of mines more effective (bakemono spearman is non-hireable, so boosting it improves solely spawn effect); Dai and O Bakemono available in larger groups if one has libraries and/or temples;

- barbarian: leader improved slightly; no limit for ancestral summons; berserk for mounted and ancestral units and bow for mounted and ancestral chief; ancestral hero now "teaches" people how to be heroes aka armytrainer 3 and also improved hp and berserk; Ancestor guide and shaman gain summon attack; elder enarie etheral to survive own spells; all amazon sorceress and priests now gain extra bless or attack actions in addition to spell casting with priest having the better; crystal amazon hp 3 but range 6; jade amazon poisonres and poisonspear; garnet amazon fireaura; onyx amazon normal move, largeshield and iron costs for hiring; having sorceress ensures respective amazons are always for hire, although only in larger batch; totems now have ranged attack and spawn barbarian units and sometimes such units in a square with respective totem are turned into commander (meaning totems spawn about every 30 turns small force with commander to lead them); barbarian werebears available in larger groups if one has libraries and/or temples;


-senator: praetorioan guard +1 mr; standard +2 localleadership; senator can upgrade outpost either to capitoleum for high cost if there are no emperors/cuncilors in the world or to a haunted capitoleum for low cost, but then ghost army attacks; with god emperor/god emperor of the underworld saintly/profane augurs can be recuited, who can erect statues and for saintly augur turn renata into empress; imperial statues now spawn smaller statues with lesser hp, spells, but still +1 gold; [altered]imperial spirits of statues of the underworld turn after about 1 year into ethereal longdead non-stupid princeps;[altered]due to UNKNOWN reason changed statue of the underworld does no longer work, although it worked at least 2 monaths ago and same syntax is used in a dozen other places and works, therefore currently staute of underwolrd gives 1 gold and its imperial spirits are amphibian and IMMORTAL, respawning at their statue, meaning any statue left standing for long will give enemy a real headache due to wandering spirits constantly increasing in numbers, as long as statue is not destroyed; haunted capitoleum now is a citadel for senator; retiarius net now onlyenemy and burst 2 (retiarius so far a bit weaker than gladiator, which is bad, as they are always available at same time); with lost of temples/libraries now gladiators and retiari available in large groups; same for hastati groups; senator treats haunted capitoleum as citadel (to avoid lossing last citadel in ritual transforming outpost)

- pale one: magmachild greatly improved; olm sage/farseer now uses mind blast in addition to spells; sepulchral more hp and mr; umbral slightly more hp; troglodyte battlefast, armor 1 and mr 4; sentinels, granite guardians, marble oracle, onxy oracle become mobile with slow speed after about 2 years, marble and onyx become commanders; ancient pale one, ancient hurler and seal guards available in larger groups if one has libraries and/or temples;

-druid: max summon for dragonfly (for heart of forest) and for crow removed; [altered]heart of forest spawns tree of crows; [altered] heart of forest hp and armor increase and summon crow attack, but spawning of crow trees removed (was too powerful); tree of crows and venus trap grow into stronger version after about 2 years; messenger crows more hp due to tiny not implemented with them; forest shepherd float to avoid self-entangle and can spread forest in dead forests, plains, ancient forest in shadow wood and jungle in savanna and desert; giant moose more mr; cockatrice more hp; roc extra siege attack; hornblower to front rand rearpos; fast leader "Beast Captain" recruitable; chieftain now cheaper than vergobret; all druid rituals 20% cheaper; boar warriors available in larger groups if one has libraries and/or temples; lord of the wild now gives 1 tree of crows and shepherd of the wood 3;

-enchanter: starts with one more apprentice to aleviate ritual bottlenecks; guardian now improves with time; enchanted gate now normal stats again instead ritual now also summons a gold guardian (better due to algorithm for removing gate during combat;)living bows and animated/dancing tools now float instead of fly, so they don't charge ahead of melee that much; tools also rearpos; all units destroying terrain/requiring dead bodies improved, usually more durable, since terrain destruction requirements/dead bodies cost additionally the crucial resource of movement points to get to the terrain/dead bodies; vessels of lore now can initiate "shut down" (=stationary and fast heal for some turns) in income site destryoing golems and in themselves to repair and cure battel afflictions; iron lore can shut down itself, stone, iron and ony golems; silver lore can shut down itself, silver and crystal golems; golden lore can shut down itself and gold golems (meaning only itself, unless you run across a second gold mine); vessel of lore also know all first and second level spells (or if not knowing, gain additional via shut down); vessels of arcana know also all third level spells and can shut down like vessels and have double number of non-spell attacks (lore and arcana golems cut into the most crucial resource of enchanter, meaning the number of apprentices Enchanter gains; this makes them an acceptable choice, especially if there are no regen amulets around)

-dwarf queen: dwarf warrior and guard +1 hp (to be better compared to dwarf); earth branded arbalest, axe and swords armor negating (these earth weapon upgrades a bit weak); earth brand arbalest and ballistas +3 hp, pierceres and earth brand sword (earth brand range too weak compared to earth melee); flame and rime brand arbalests and ballistas fire/cold-immune, +1 hp, fire/coldaura and flame/cold sword (fits due to handling flaming/cold weapons, the enchantment is with the dwarf, not the weapon and helps vs large area cold and fire spells); flame/rime branded warriors/guards get fire/coldaura (getting them on par with emerald armor); all enchanted dwarves, arbalests, warriors, guards, ballistas, gain passwall and chosen of dvalin gain passwall, so that mid game dwarves can descend to agartha; sense mines cheaper; start terrain now longer hase iron gate, but iron gate ritual improved to also summon stationary defenders; enchanted gate now normal stats again instead ritual now also summons stationary ballistas (better due to algorithm for removing gate during combat); lore of dvalin rituals all also summon stationary defenders (all hopefully making defensive rituals attractive enough); archers, crossbowman, spearman, swordsman and pikeneers available in larger groups if one has libraries and/or temples;

- illusionist: increased range for image mirrors; more mirror hp/armor; many mirrors improved; illusionist has only troopy with mr improved to 6 for 20% more gold cost, so that they are more resistant to own friendly fire, called "mirror trained" meaning illusionist specifically unleashes images and mirror spells against them, to train their resistance; displacer beast, phase spider and illusionist more MR for same reasons; mirror wall ritual now also summons decent number of immobile defenders; floating eye, scrying, mirror walk, mirror gate cheaper costs;


-markgraf gains hobmark sheriffs which gather weed, can turn farms into hoburg villages and can promote markgraf troops to "contracted" troops, which turn into little soulless when killed; ghoulbaron and ghoulgraf also gather weed, can turn farms into hoburg villages, can turn hoburg villages into hamlets (for feeding) and can promote markgraf troops to "ghould-contracted" troops, which turn into little ghouls when killed; nekromant gather weed, can turn farms into hoburg villages, can create auto-undead-generating structures in ancient forests, graveyards and old battlefields and can turn guard towers into ruined castles; malefic markmeister, malefic markgraf and malefic master gather weed, can turn farms into hoburg villages, can turn hoburg villages into hamlets (for feeding) and can use weed to summon self-killing humans & hoburgs or deers and moose for corpses;

probably to be continued
{LINK REMOVED}

edit: also changed witch and dwarf queen

edit 23042016: troll king and troll got passwall; removed (meaning that for whatever reason they come in monster list behind chosen of dvalin)

edit 01052016: enchanted added

edit: 05052016 markmeister added, but not yet throughfully checked

edit 07052016 removed several errors from markmeister and 1 from baron; later 07052016 still some bugs with markmaster, had to resolve it by creating additional commander Hobmark Sheriff, which now has the weed party rituals i could not give to markgraf and markmeister

edit: 10052016 gold guardians now do not grow further

edit: 26052016 bakemono, barbarian, illusionist and some further changes with markgraf

edit: 03062016 description druid changes added; markgraf tower ritual has now chance to fail and markgraf guards rituals work; some further changes detailed below and in log

edit: 19062016 added for many classes having irregular recruitments recruitments in larger numbers if temples/libraries are controlled (intended to let the number of special recruits somehow scale with income, which is dependent on area controlled, which also influences number of temples and libraries controlled); for UNKNOWN reason statue of the underworld worked no longer and had to be changed; anyone willing please use an older version and test, whether you can still erect statues with dark emporer, cause it might be a memory problem and then might depend on my system, etc.

edit: 25062016 as group recruitments were corrected in 4.18 patch, the respective recuitments in this mod have been adjusted; demonologist now modded mostly, though a bit hard to guess, whether it gives the intended effects of making personal gate more sensible and demon lords somwhat attractive

edit: 07112016 corrected bug stopping summoning of senator statues

https://drive.google.com/file/d/0B7f2CF1dHC4sRFJsSXE2VzNTb3c/view?usp=sharing

edit: 06022017 dormant for too long; did necromancer and high cultist stuff; started warlock, but that stalled; have not yet written down changes


edit: 12022017 voice of el changes
https://drive.google.com/open?id=0B7f2CF1dHC4sV21aU0tPdFpCV1k

(called balancemod(1).zip)
angel and higher stupids prebattle summon some blessed units; that way with high bless bonuses this stupid units will get probably rather powerful; also angel, arch angel and seraph more melee damage, the latter two lucky instead of blunt/pierce/slash res; lev 2 and 3 prayers spells improved, especially range


https://drive.google.com/file/d/0B7f2CF1dHC4sVkFONk9ERG9RRm8/view?usp=sharing

(called balancemod(2).zip)

all except dryad have received immobile defenders in start citadel
baron, high lords and alchemist can summon immobile defenders in fortified locations
baron and true master alchemists can summon in forest/jungle with destroying it a siege tower (unfortunately optics as trebuchet so far); siege tower starts in rearpos, so it takes some time to effect battle; siege tower has an arrow like attack and if it hits it summons a heavy infantry with pass wall (trying to model the thing moving close to walls and then bringing units across the wall); works also in normal battle the same way; maybe too cheap at the moment

https://drive.google.com/open?id=0B7f2CF1dHC4sYU1OTmhOWjVhNzA

(called balancemod(3).zip)

dryad now also immobile defenders; upgraded pans and earth mother get different/special rituals for creating/setting free stupid powerful units. Harpy queen sometimes spawns harpies. Centaur seer and upgrade have stealthdetection and reduced scyring costs. Iron recruitments changed slightly. Hoplite Dryads improved. Pans and upgrades now can cast while raging.

https://drive.google.com/open?id=0B7f2CF1dHC4seTUweVFzXy1QTzA

tweaked a bit with dryad lev 3 rits for stupid units; did high priestess, though not very much, as there is little to do about;
but had the idea to give voice of el something more to do with relics; now voice of el has 99% to recuit for free a stationary "altar builder" without slots, attacks or leadership but with rituals to build 4 types of altars and upgrade them to large versions and change one to a different one (only one altar per square); these cost relics to build and can generate relics, gold, units or angel units, the latter two altar types having costs per turn; altar builder description has more info; altar builder always is killed at end of turn (so its effectively build one building per turn at any citadel, if the resources are available);
for karmic reasons i also added a similar feature to high priestess; there unit producing altars replicate lesser and normal ceremony to baal desert version and lesser and normal blood feast (without pop loss) effectively every few turns.
still uncertain whether its fine;

the altars are less cost efficient than the statues of senatoror even totems of barb, as these come with more constraints unlike the altars one can build conveniently in any citadel if resources are available


https://drive.google.com/open?id=0B7f2CF1dHC4sdUhLXzk0N0xUZkk

reworked the ba'alite altars to being lev 1 and lev 2 rituals, so High priestess has a hopefully interesting 3rd ritual on that levels; there are now 6 different altar types, but the altar type will randomly be selected the month after an altar is summoned; that way the altars of ba'al and el differ somewhat, as they should, since ba'al and el are different.

Also did hoburgs; militia and slingers now cheaper and stealthy (making them maybe someqhet useful); also hoburg suffering from too few leaders (hoburg numbers must be spread across enough armies to be efficient) resolved by having two further leaders, a ranger with acutesenses and ability to occasionally summon militia and slingers (meaning complete stealth armies possible) and a sheriff with ability to ocassionally summon a bunch of better hoburg units.

Hoburg weed rituals except ent summoning 20% cheaper (only cost efficient so far was ent, although one had to save weed for that). And on level 1 there is a ritual to plant exerimental weed in hoburg villages; this weed randomly grows into gold and trade giving weed, animal summoning weed, weed spawning a stupid but aggressive smuggler with foul spells (representing a dealer bringing deadly drugs to enemy nations), weed spawning rangers and weed turning independent and hence attacking hoburgs (exeperiments are dangerous; but its very cost efficient for what one gets to compensate risk of amok running weed).
On lev 2 a helping ent ritual can summon an stationary ent in a hoburg village, which gives gold, weed and trade per turn and of course fights as an ent against attackers (rrepresenting a more peaceful ent living in a hoburg village, making the village more productive).

So far clockwork rituals are now in pairs of two, so that if you learn one, you learn the other; reducing that way the rituals to 4 (clockwork rituals suffered from having to invest lot of gems for gaining rituals to actually use all gem types), now 2 new rituals are added for each level.

For lev 1 all horologist now start with a ritual to build a startup factory in a mine, which after some or in some cases many turns and costing gold, iron and gems, turns into a factory depending on mine type and bringing various benefits (coal type has effects worth about 2 gold and 0.5 iron per turn, while gold type has effects worth about 13 gems per turn). (they all get this as start ritual, as from lore they first learned their skills in factory design and operation).
Second new ritual summons some guards with coil spring guns (which have their range increased to 8) as uber-hoburg crossbow.

For level 2 one ritual summons a timed factory, which each turn has a chance to finish production (and is then destroyed) bringing forth a sizeable clockwork army with a new horologist (the apprentice who did all the work in the factory).
The other ritual (or actually two, one to summon and another to upgrade) gives a clockwork catapult, which is probably in ordinary battle somewhat below iron dragons though still useful but is in siege combat nasty beyond anything else out there (hoburg clockwork crafter should be able to build the best siege equipment of elysium).

All the new clock work rituals just require gems without type; hopefully that reduces the issue of randomness which gem types are available.


And i finally remembered to make all powerful golems unaging; thought i did it long ago.


All new rituals and units should be sufficiently described in ingame text.



https://drive.google.com/open?id=0B7f2CF1dHC4sTVc2MzZzdllBZ2c

Seems like the previous version still had 2 raven spys and 2 imperial statues as start units for senator for test purposes in; in this i hopefully removed all test purposes.

Cost of larger altars increased; necromancer has now an additional lev 3 ritual, spawning a considerable number stupid ghouls across the world (called "Ghoul apocalypse" though it is not tha impressive); troll has additional lev 1 rit for summoning goblins and additional lev 3 rit for upping ettins into mages or hill giants into hill giants with armor, more stone throwing and a greatsowrd with long range and als trample.

(I added rituals, cause having at least 3 rits per level should be more fun).

Also made priest king; the now all have 3 rits on lev 1 and 2, still 1 on lev 3 (since its a suicide ritual).
The priest king and tribal kings no longer have slave hunt; instead the tribal kings can claim rule in a village+ spawning slaves each month (that way, the slave production is more spread instead of having all tribal kings just hunting in start capital, which was otherwise nearly mandatory for priest king).

There is a lev 1 rit for upping such a ruling tribal king, so slaves with special abilites are spawned (sun fire resistance and attack; bloo regeneration; sky lightning resistance and attack; rain poisonresistance and attack; moon ethereal and magic attack; death sem undead with decent hp and low attack); other new lev 1 ritual summons a creature called xxx ritual; this changes after 6 months into a finished xxx ritual and then spawns about 5 times the units the ordinary summon ritual gives (making it very cost efficient; but the summoning comes only after some wait and if ritual is destroyed during that, resources were wasted); it can also sometimes produce bless; it can be only performed at a temple.

On lev 2 there is a corrsponding larger ritual with summoning only happening after 12 months wait time; it produces 4 times the effect of the normal 125 sacr summon ritual and also 1 guranteed bless.

The normal lev 1 and lev summon rituals are slightly adjusted to make the different sun, moon, etc. more equal.

The lev 3 ritual still kills caster and produces gods; but it cost now 750, the gods are holy and it gives three times bless.

Forgot the other new lev 2 rituals; one is simply for altering the blessed tribal king to another type.

The other cost 4 sacrf "promotes" standard slaves to dying slaves, which are loners, stupid and killed by events each turn; as second effect it has a 2.5% chance to summon a slave or a dying slave (no, don't ask, only solution i found for what i wanted) and a 2.5% chance to get 10 times the summoning effect of a level 1 25 sacrf ritual. It also does not cost movement points (actually, the commander gains movement points, so one could abuse it by having at least commanders move any distance by having roads "paved" with slaves and spending 4 sacrf per step; maybe thematically actually very cool, though too expensive)

The game effect is, that for on average 160 sacr and losing on average 39,5 slaves one gets the equivalent of 10 lev 1 rituals costing 25 sacr each; idea is, that those slave hordes one ends up with in later game can be put to some use. Probably i will adjust these numbers.

edit: changed bug in tribal king transorming not into ruling tribal king

newest version:

https://drive.google.com/open?id=0B7f2CF1dHC4sRFJsSXE2VzNTb3c

though i lost a bit track of what has changed since the last; some bugs in priest king removed and priest king now starts with a leader generating a random level 2 of the 6 priest types; so one does not always start with a priest king for more randomness; oh, oh, mutated weed did not function; now its fine, ready to prove beyond doubt that legalizing hoburg weed is dangerous


only class realy missing is warlock
Last edited by carn112004; 11 Mar, 2018 @ 3:09am
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Showing 1-15 of 246 comments
Juz 16 Apr, 2016 @ 10:10pm 
Some really interesting ideas here!
Oya 17 Apr, 2016 @ 1:30am 
Overall a very solid attempt and many thanks for posting this. Most interesting:
The way you use "reclimiter" command.
The way you use "alterloc" to limit the use of "Reclaiming the lost power" ritual.
You have set "defctrl" of this Ritual to 1. The Ritual almost always fails.
If you manage to update this I wonder if we could see more global events, fire and brimstone. Many Thanks!
carn112004 17 Apr, 2016 @ 3:44am 
Originally posted by Oya:
You have set "defctrl" of this Ritual to 1. The Ritual almost always fails.
I wanted chance 0, but defctrl 0 does not produce 0% chance. The ritual is supposed to be comparative to the one to build the capitoleum; that cost 900 g 450 i, so for 100 g 50 i it musst incur other costs.
Originally posted by Oya:
If you manage to update this I wonder if we could see more global events, fire and brimstone.
Currently i am aiming more at changing class options, so they compare better to class options inside the class and there are fewer too map dependent class options (e.g. baron needing king's castle; coronation a bit expensive for benefit).
Satan-Sama 18 Apr, 2016 @ 5:28pm 
About to try it out, but one thing I notice that might be a bit awkward on the dwarves. If they all have passwall, it gives them a really unfair advantage during sieges. I'd recomend, instead, simply giving burrowing to only the workers. Since they are similar to ants, I would do this because it gives the caste system a stronger feel. Making it so the workers aren't just an evolutionary annoyance step, but instead an actually important caste. And the reason she gives birth to so many of them, is that they are used to carve out the underground tunnel networks.
carn112004 18 Apr, 2016 @ 10:37pm 
Originally posted by Cult Satan-Sama:
About to try it out, but one thing I notice that might be a bit awkward on the dwarves. If they all have passwall, it gives them a really unfair advantage during sieges. I'd recomend, instead, simply giving burrowing to only the workers. Since they are similar to ants, I would do this because it gives the caste system a stronger feel. Making it so the workers aren't just an evolutionary annoyance step, but instead an actually important caste. And the reason she gives birth to so many of them, is that they are used to carve out the underground tunnel networks.

Not all of them have passwall, just those upgraded with gems.

The two options are:

-burrow meaning either
the dwarves burrow down like anyone else, opening access for anyone else, as dwarves are only good at defending their mines, so cannot defend the pits they create; -> dwarf access to underground feels very common and non-special
the dwarves burrow from their statue of dvalin; -> they get a very weak spot, where others could attack and destroy them very quickly

-tunnel meaning
no risk of inadvertedly weakning defense by giving access to statue of dvalin network
no need to defend pits
but advantage for siege combat


As tunnel is only available for gem upgraded units, i hop the advantage is not too great.

But both options have disadvantages i dislike.
Satan-Sama 19 Apr, 2016 @ 2:25am 
Understood. I a, just worried dwarves with passwall will become to OP. Being able to go over walls is very damn strong, but it's something that will just need to be tested out I guess. As for the problem of leaving tunnels or holes they need to defend, I see that as less of a problem due to their numbers, not to mention, it fits in with more of the Dwarven feel of actually being able to change the land around them vs just magically passing through the very earth itself. Still, it could be reasoned that instead of magically passing through the earth, they are just doing the ant thing and burrowing through in small holes that get replaced or filled in behind them.
Satan-Sama 19 Apr, 2016 @ 3:43am 
I don't know why, but the witch stuff doesn't seem to be working. The Baron stuff does however.
carn112004 19 Apr, 2016 @ 5:04am 
Originally posted by Cult Satan-Sama:
I don't know why, but the witch stuff doesn't seem to be working. The Baron stuff does however.
What doesn't work?
In my last game, things seemed to be fine. Just didn't get to medusa and erinye summoning, as i lost before.
Satan-Sama 19 Apr, 2016 @ 5:20am 
Mushrooms don't have the spells or longer range
carn112004 19 Apr, 2016 @ 6:16am 
They get it after about 2 years.
Initially they are the same.
Satan-Sama 19 Apr, 2016 @ 6:23am 
Ohh, that makes so much more sense.
carn112004 26 Apr, 2016 @ 2:32am 
Next i think will be enchanter; had some idea what to do about golems
Juz 26 Apr, 2016 @ 4:39pm 
Honestly the Enchanter mostly needs to know all/more of their level 1 rituals, I'm sure other changes could be made but where they truely suffer is the early game where you might get stuck with sculpt terra cotter with no sqamps or somthing and have to spend 60+ gold to get what you want.
8Squirrels 26 Apr, 2016 @ 7:27pm 
Originally posted by Juz:
Honestly the Enchanter mostly needs to know all/more of their level 1 rituals, I'm sure other changes could be made but where they truely suffer is the early game where you might get stuck with sculpt terra cotter with no sqamps or somthing and have to spend 60+ gold to get what you want.

Totally. One idea I had was stationary units that spawn the armors, bows, balistas etc... They could have L1 or L2 magic (maybe be upgradeable?) and that would help with the defenders lack of fun spellcasters
carn112004 1 May, 2016 @ 1:04am 
Originally posted by Juz:
Honestly the Enchanter mostly needs to know all/more of their level 1 rituals, I'm sure other changes could be made but where they truely suffer is the early game where you might get stuck with sculpt terra cotter with no sqamps or somthing and have to spend 60+ gold to get what you want.


Unfortunately, that is quite hard to mod. Only way would be to entirely reqork the ritual structure of enchanter.

So i added just another enchanter apprentice. Hope thats enough to solve early ritual bottlenecks.

And i changed something both for problem of regen amulet being so critical and infuse magic library being high end and still rather mediocre, the vessels can now make itself and some other golems become stationary for some months and gain fast heal in that time; that way, a library is all needed to repair golems in the end and destroying the library for that would often be good choice.
Last edited by carn112004; 1 May, 2016 @ 1:14am
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