Conquest of Elysium 5

Conquest of Elysium 5

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PAoD - Pascal's Armies of Darkness [Necromancer]
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18 Aug, 2021 @ 12:00am
27 Sep, 2021 @ 5:37pm
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PAoD - Pascal's Armies of Darkness [Necromancer]

In 1 collection by Nathan Pascal
PAoD - Pascal's Armies of Darkness [Complete Edition]
3 items
Description
Welcome to PAoD - Pascal's Armies of Darkness!

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 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.


Compatibility?
I only removed standard and start troops for the class and added new things, no existing data was altered.
The AI seems to do alright with the changes.

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.

Known Issues?
- the recruitment window does not show negative costs, you just have to remember that Graverobbers offer 3 Hands of Glory upon recruitment
- 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. 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.


Leave some feedback: https://steamhost.cn/steamcommunity_com/app/1606340/discussions/1/3039354010637515243/


Update 1: A Goat goes to the Library
- many balance changes, some requested like the weakening of Mistress of Crows or Pale Hunter, others not requested and smaller
- Pale Hunter is now immortal and easier to kill (even if that sounds like a contradiction)
- Mistress of Crows now cannot share a tile with another Mistress, or the Crows will tear one of them to shreds. Jealous little beasts. Beware, there is no ingame indication of this new function yet, other beside the unit description (and somewhat vague there, too.)
- new content, containing but not quite limited to:

new ritual: Sentence to Farmwork
reduce your Apprentices insanity by sending them to a farm for a year, they can even teach Necromancy to Goats there (which is probably a bad idea.)

new ritual: Plant Skull Tree
as proposed by Redfog in the comment section, you can now corrupt Ancient Forests to keep the forces of nature at bay (thanks for giving me a reason for adding more 'stupid' freespawn. I love 'stupid' and freespawn units, together even more)

The Crimson Update - A Gentle Rain of Blood

A massive addition to the Necromancer, introducing a new upgrade path for the Apprentice - the Bloodmancer!
Call upon the powers of the Blood to drown your enemies... well, in blood. A new ritual tree, new summons, new options unlocked in the late game I will not talk about here.

The Bloodmancer is quite slow and expensive at the start, so you probably will not want to send your starting Apprentice on this path, but the power level can be explosive in later stages of the game. Balance is pain.

Some balance changes here and there, most notably, Plant Gallow Tree is now level 2. It was 3 before, right?

--- If you like the mod, please consider leaving a rating. It should help with visibility and I like to see my mod on the front page, even if I should not take it so seriously ---
114 Comments
DrMonotone 25 Jun @ 10:37am 
It definitely could be, the only other mod I use is 'The Conquest of Elysium 5 Total Overhaul'.
Nathan Pascal  [author] 25 Jun @ 12:35am 
That... sounds so very strange, I have not yet seen that ever in the game, I believe.
Are you using other mods, perhaps? Such behaviour sounds a little like a mod conflict, but maybe one of the recent bigger game updates broke something? Mm, I will have to look at that, maybe.
DrMonotone 24 Jun @ 5:45pm 
Not sure if this bug has been encountered before, but if you have two of the immortal bloodmancers in the same army, and both die, one gets deleted permanently and the other is changed into a 'Reborn Bloodmancer' with the same stats but its no longer a commander.
Lordlynel 9 Apr @ 12:41pm 
No, the year seems about the right amount of time
Nathan Pascal  [author] 26 Jan @ 1:21pm 
After some time he will be finished with his little sanity check and earn a ritual to go back. Or to teach Necromancy to goats. Actually, quite a lot of time, about a year, if I ever do a clean-up for this mod, this should probably be reduced.
Bittersweet Lux 30 Dec, 2024 @ 9:59am 
Unfortunately removing clearrec from all mods that tinkered with good ol' class 2 didn't work, but it was worth the try. :cry:
Bittersweet Lux 30 Dec, 2024 @ 9:29am 
Thanks for the response, i'll be sure to have a look ! :chivsalute:
Nathan Pascal  [author] 30 Dec, 2024 @ 3:43am 
That depends on the problems you encounter, most likely you will have to remove the line "clearrec" from the other mod to not delete the recruitment list entries from this one, but beyond that I am not familiar with any of the overhauls out there. Conflicting terrain numbers might also cause problems, those are relatively limited, so there is no real way for modders to avoid overlap sometimes, especially when many new terrains are added.
Bittersweet Lux 29 Dec, 2024 @ 6:25pm 
How would someone go about making this compativle with Comissar's overhaul ?
I tried tinkering a bit with the csm files myself, but to no avail :c
Nathan Pascal  [author] 1 Sep, 2022 @ 7:01pm 
Glad I could help.
The new class is already done and published here in the workshop by now, still need to change a bit about the balance, after some more playing it seems a bit too powerful. Which was to be expected.