Conquest of Elysium 5

Conquest of Elysium 5

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PAoD - Pascal's Armies of Darkness [Demonologist]
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20 Aug, 2021 @ 9:31pm
3 Oct, 2021 @ 11:59am
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PAoD - Pascal's Armies of Darkness [Demonologist]

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.

However:
Compared to other mods in the PAoD series this is not only a new recruitment list, but a complete rework of how the class is played. You now generate freespawn units (called Blood Sacrifice, not to be confused with the resource of the same name, see pictures above) like Dwarf or Dryad Queen and upgrade them over multiple steps from helpless humans (that would probably die to an angry rabbit) into semi-demonic monstrosities that eat a knight for breakfast. A new economy, revolving around those freespawns and upgrades.

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.

There is an optional balance mod for more freespawn generation, if you would like:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2582732652

Since the start with the reworked class in somewhat slow and vulnerable, here is some advice:
- you now start with two trade income, use it to your advantage, especially to buy iron if there is no mine around. Demonology is all about making the right deals at the right time.
- use the new rituals to recruit followers, especially your starting Cultist should soon start business as a Cult Leader, preferable in a Village, but a Hamlet will do until you find one. No followers means no soldiers.
- later you may want to use auto-recruitment (ctrl + click on recruitment, a green dot appears) to ease up upgrading. There is much to enhance about humans.

Known Issues?
- 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.

Compatibility?
I only removed standard and start troops for the class and added new things, no existing data was altered.
The AI however does not understand the new freespawn economy and cannot use the class anymore in any sensible way.

Credits
Mostly Illwinter Games, all the new sprites are more or less slightly altered versions of CoE or Dominions sprites, some are direct imports this time around. Still, there are more new (as in, altered by me) sprites than in any previous PAoD entry. 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/

Note: The linked video above was not done in collaboration between imperialus11 and me, and the video has some inaccuracies regarding more obscure details of the mod, but I liked it and thought maybe others would enjoy it, too! (Does not include the Crossroad mechanics from the recent update.)

Update - Crossroad Blues

A rather small addition to the mod with a strong impact. Cultists may now work as Crossroad Salesmen, allowing you to recruit solid units for the early- and midgame from those that sold their souls to the Underworld Bureaucracy. This allows for a more reliable expansion phase at the beginning and supports a more summon heavy playstyle, while delaying the power spikes from the Cult Business, allowing for a more situational approach to the playstyle with the reworked Demonologist.

The Cult Business rituals for transforming Blood Sacrifices (unit) into Sacrifices (resource) is now smoother and a bit more efficient, using the new 'expendable' mechanic rather than 'promotion.'

Cult Patriarchs now can call for an Offertory, generating gold instead of draining it, while all Cult Business rests, allowing for a more flexible economy.

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If you like the mod, please consider leaving a rating (Thumps up), it improves visibility and is quite motivating for further updates
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91 Comments
Kazeck 23 Apr, 2023 @ 2:28pm 
I think it's extremely thematic, perhaps a ranged option other than slingers would have been nice, as the 'decay' mechanic on slingers meant that eventually they became husks, and so garrisons of ranged units were harder to acquire.

I say that, but crossroads bargains exists, so really it works fine, I especially enjoy mixing your demonologist with the COE expansion mod as settlements get watchmen and such.

Whatever you end up making next just know me and many others will appreciate the flavor, thematic play style and fun of it solo or occasionally with friends.
Nathan Pascal  [author] 21 Apr, 2023 @ 9:53pm 
Glad to hear that people still enjoy my work, although by now - when trying to design my next class - I really feel Demonologist especially might just be a bit too bothersome with the mechanics I have given him. Very thematic, but very cumbersome. Well, anyhow, thank you for the kind words.
Kazeck 21 Apr, 2023 @ 7:10pm 
I just want to thank you so much for all of these awesome mods Pascal, I still play with them randomly whenever the mood for something semi morbid strikes.
Devil's Advocate 3 Nov, 2021 @ 2:49am 
Honestly that sounds like a really cool idea, too bad it didn't work- though honestly I have been using them as "Siege Fodder" for non-citadel towns to pretty good effect, so long as the altar and cult leader have good spells they can chew through sieges as long as they have enough time and the Anointed certainly buy a decent amount of time, especially compared to sacrifices.

I was asking because of the flavor text rather than balance, it made it sound like if I kept em alive for long enough something would happen.
Nathan Pascal  [author] 1 Nov, 2021 @ 8:23pm 
Ah, right. Some trivia. My original plan was, to upgrade them into Blood Martyrs upon reaching a certain hp threshold with their drain attack, but sadly it seems technically impossible to use 'growhp' like I wanted to use it. So, they kind of are a relic of this old plan.
Nathan Pascal  [author] 1 Nov, 2021 @ 8:19pm 
No, not yet. There are some plans for them, but right now they are just a cheap and fast way to get some bodies to the frontline, that can perform badly but not totally awful.
I already heard from some other feedback, they may be too late-game to fit this role very well and therefore you are not the first person to expect more from them.

If I ever come around to do my 'Dark Triumvirat' update, they shall get their own upgrades into Crusaders for the unholy cause. But right now, there is not much to do with them.
Devil's Advocate 1 Nov, 2021 @ 5:28pm 
I have been trying to figure it out on my own, but do the Blood Anointed have any secrets/upgrades?
Devil's Advocate 28 Oct, 2021 @ 5:34pm 
Nice, thanks for the answer
Nathan Pascal  [author] 28 Oct, 2021 @ 6:32am 
In-game they are called 'Wormwood Spirit', an upgrade for Swollen Host/Eversick available for Level 3 Demonologists, kinda your siege weapon, since you have no Catapults. I often name files before I know, how the unit is supposed to be called in-game (or change those in-game names several times until I am satisfied) and then I never remember to re-name the sprite names.

The final name, Wormwood Spirit, is a reference to the biblical Book of Revelations, where a star falls from the skies and turns the waters of earth into poison, and this star (who might also be an angel) was called Wormwood.
Devil's Advocate 27 Oct, 2021 @ 4:47pm 
As a note- May I ask what "Rotten Angels" are? I was looking through the files trying to figure out hw this all works and saw a file labeled "rottenangel01"