Conquest of Elysium 5

Conquest of Elysium 5

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PAoD - Pascal's Armies of Darkness [Illusionist]
   
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19 Aug, 2021 @ 1:19am
30 Apr, 2022 @ 9:03pm
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PAoD - Pascal's Armies of Darkness [Illusionist]

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 Illusionist Class (even if they technically are no Army of Darkness, the class definitely deserved some flavor], 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, besides one rare unit you might have never seen (Winged Monkey).
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?
- 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. Only the Peacock sprite 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.

Leave some feedback: https://steamhost.cn/steamcommunity_com/app/1606340/discussions/1/3039354010637515243/
18 Comments
catfoodbob 9 May, 2024 @ 4:33pm 
Also going to state that the tier 3 anchient forest ritual, not leaving stationary defenders while also costing a ton of gold and some gems is kinda an oof cause illusionist does not really have the capability to defend stuff like that.
Nathan Pascal  [author] 4 May, 2024 @ 8:47pm 
Mm, it does have the farsight trait assigned in the mod file, I just checked. Although I am not sure if I ever paid attention, whether the trait makes a difference or not in-game, or if the modding command has always been ignored perhaps. Interesting.
catfoodbob 4 May, 2024 @ 8:15pm 
Farsight mirror does nto have farsight
Kazeck 23 Oct, 2022 @ 9:49pm 
Absolutely enjoy this still Pascal, thank you for all of your work!
Verro 2 May, 2022 @ 4:20pm 
Definitely still paying attention! Thank you for the update.
NewMars 1 May, 2022 @ 2:04am 
Ooh, very nice.
Nathan Pascal  [author] 30 Apr, 2022 @ 9:06pm 
Update is out. Enjoy. I hope.
Nathan Pascal  [author] 28 Apr, 2022 @ 11:49pm 
It took some time, but I finally have an update for you, fixing some issues (like the Magnum Opus not usable in the Palace of Dreams), doing a bit of balance, and adding a few new units and a new ritual.

Since this one will break save games, I hereby declare a warning for this update before I publish it, although I am not sure if anyone is still playing anyway (or reading here, for that matter.)
Nathan Pascal  [author] 6 Sep, 2021 @ 6:44pm 
Mm, thanks for reporting the issue, although I cannot explain what might cause this kind of problem. From all I know, the mods should not in any way influence one another. Especially when such a problem only occurs after loading a savegame, this might be more of a bug the game itself has with handling modded content and not with the mods themselves? I am a bit clueless here.

Did I understand you right, and you could recruit Necromancer units with the Illusionist?
Or have you been playing multiple classes in one game?
I will see if I can replicate this problem.

Anyway, glad you like the units. I was surprised myself, how such a little change can do so much for the class atmosphere of Illusionist.

I am not sure if by 'subscribe' you mean over the Steam Workshop, but you can de-activate the mods over the mod function of the game itself, if de-activated there should really be no way they might influence one another, even if still subscribed.
Nathan Pascal  [author] 25 Aug, 2021 @ 10:36am 
Palace of Dreams must be new to CoE5, since this was mostly a port from 4 I did not consider it yet. Will update the mod with time, after I have looked into this. Thanks for the info!