Conquest of Elysium 5

Conquest of Elysium 5

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Earth and Sky - Pale One King and Cloud Lord Tweaks
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29 Aug, 2021 @ 8:47pm
6 Oct, 2021 @ 10:17am
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Earth and Sky - Pale One King and Cloud Lord Tweaks

Description
Summary
Okay, this one is a bit more focused than usual, largely because while reacquainting myself with Pale Ones and actually trying Cloud Lord, I noticed how insanely awful the early game is for each for a variety of reasons. As a result this is largely geared towards helping each class break out of that unreasonably painful stage of the game.

Pale Ones still suffer from a mediocre late game, are in a much better position to expand and fortify in the early- and mid-game, and I'm struggling to think of any good options for improve their late game.

Cloud Lord is now in a similar position to what the Pale Ones had in the late game, but are in an amazing position in the early and mid-game now, so I don't feel bad about them getting reamed in the late game.

Feature List
Pale One King
  • Several tweaks to existing units to help eliminate the worst aspects of the early game. Notably: All early commanders have tunneling, slingers have been given increased sling damage, and the King is much more dangerous in melee.
  • The starting troop lineup has been revamped to include more ranged support and a free Cave Grub "commander" to jumpstart tunneling efforts.
  • Several mid-game economic and military rituals for expanding Pale Ones' economy now promote staying within Agartha or invading the elemental realms of earth and water (when they exist).
Cloud Lord
  • Cloud Lord now has a greater incentive to stay in the skies, as he is able to build up the sky realm for his own personal use.
  • Cloud Lord has "easy" access to the Plane of Air (if it exists in a given game) to further encourage non-standard expansion.
  • Cloud Lord's faction troop traits specialized a bit more; to prevent selfkills and ward against the common threats of the sky realm, all airya non-special are shock resistant. This comes at the cost of minor to moderate fire vulnerability. The caster line's armor has been normalized, so Cloud Lord doesn't mysteriously lose 1 armor.
  • The starting army's size has been increased, but the quality of the frontline troops has been reduced. Additionally, the Cloud Lord now starts with a backup caster, rather than a mundane commander.
  • The standard line of class-themed terraforming and non-terraforming rituals has been applied, provinging the Cloud Lord an alternate way of playing the early game if he ends up on 3 occupied cloud tiles (as is the case half the time).

Compatibility

There should not be any compatibility issues with any existing mods, but that hasn't stopped problems from occurring with the rest of my lineup.

Suspected/Known Issues

Balance-wise, Cloud Lord might have too easy a time just flying down and expanding on the ground, but that's not a major concern right now.

Mechanics-wise, the only issue right now is that bentarg and bentargall rituals (buff rituals) don't fire off properly, and only provide their effect for one turn. This appears to be a bug introduced with 5.03.

Shameless Plug

I'm currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).

If you enjoy this mod, make sure to

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Popular Discussions View All (1)
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3 Sep, 2021 @ 9:51am
→→→ Suggestion Box/Balance Complaints Box ←←←
Commisar Jon Fuklaw
28 Comments
Shadow Lord Drubion 15 Sep, 2022 @ 8:12pm 
Vanilla pale ones definitely have one of the least streamlined experiences in the game, IMO. I'm not fond of any class that's just "wait for resources to slowly pile up before you're allowed to do anything" and I end up just skipping a lot of turns waiting. Mid-tier units being completely RNG has not exactly been my favorite thing ever, considering how expensive the trash tier units are. I'll definitely be enabling the total overhaul mod once I get tired enough of the current status quo of the game.
Iron Templar 15 Nov, 2021 @ 8:00am 
Honestly the first time I played Cloud lords I actually tried to stay in the skies, but it turns out that just utterly screws you over. Everyone on the ground ended up 15x stronger then me, and I couldnt accsess some of my better units because of a lack of gems and iron.
Dyantier 5 Oct, 2021 @ 8:59pm 
Awesome. I love your mods so much. I swear I never play vanilla after having these great tweaks and changes. Thanks for the hard work!
Commisar Jon Fuklaw  [author] 5 Oct, 2021 @ 8:57pm 
Yes.
Dyantier 5 Oct, 2021 @ 8:36pm 
I assume this mod has been integrated into the total overhaul mod?
상자 22 Sep, 2021 @ 6:53pm 
I'll give U my Wow-award. thx bro.
Commisar Jon Fuklaw  [author] 9 Sep, 2021 @ 5:35pm 
I suppose. That's not for now though, as I won't be revisiting content until I slap everything together into one mod.
Hawk 9 Sep, 2021 @ 5:33pm 
Currently playing a Cloud Lord game and these sound like pretty cool ideas. As it is, there's really no reason to stay in the clouds and the Cloudfolk are pretty useless because they can't travel between cloud formations. The tweaking of units sound nice but I'd actually like to see more units overall. The roster is pretty limited and there's no real reason to get anything other then Dusk/Dawn (if you have the gems) Guards and Archers as is.
Commisar Jon Fuklaw  [author] 7 Sep, 2021 @ 11:49pm 
Updates break saves.
Nordak Balrem 7 Sep, 2021 @ 11:48pm 
At times after loading save, Pale ones extra rituals disappear until a mastery is used on each earthmind/oracle.