Conquest of Elysium 5

Conquest of Elysium 5

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Disenchantment - Illusionist and Enchanter Tweaks
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1.083 MB
8 Sep, 2021 @ 1:03am
10 Sep, 2021 @ 9:47pm
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Disenchantment - Illusionist and Enchanter Tweaks

Description
Summary
This mod goes out to all you crazy mofos named Tim.

Though once again a bit light on Actual Content™ (because I literally shat it out in two hours), this mod aims to both shore up the flagging Illusionist by giving it a major economic boost and to give Enchanter the option of a more eco-friendly playstyle while retaining the ability to go all scorched earth on any other class. I have further plans for these two classes that I will get to once I finish the last 7 classes and put everything into a single mod.

Feature List
Illusionist
  • Be the conman you always wanted to be. Build your economic empire by swindling people out of their goods with fake currency*.
  • Improved starting army and an extra shiny mirror for a vainglorious class.
  • A small number of means for surviving in the late game (or killing yourself) have been added. Now with extra Hades access.
Enchanter
  • You're getting coal for Christmas. Literal mountains of coal.
  • As usual, comes with an improved starting army.
  • Thanks to the wonders of capitalism, destroying the world is merely a valid tactic, rather than a necessity.

Disclaimer: Just because it doesn't have consequences now doesn't mean it won't when I get to it.
Soon™
Before I move on, I'll be adding an entire line of Terracotta troops and replacing the standard troops with those. I've also got a """"Fun"""" event planned for the Illusionist.

Compatibility

No compatibility issues should exist.

Suspected/Known Issues

Enchanter's Apprentice recruitment availability message never shows up because of a vanilla bug with reclimiter. Check your recruitment every turn.

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)
1
27 Sep, 2023 @ 9:13am
→→→ Suggestion Box/Balance Complaints Box ←←←
Commisar Jon Fuklaw
37 Comments
Devil's Advocate 26 Aug, 2024 @ 12:39am 
and I can recruit some of them again.. what is happening?
Devil's Advocate 26 Aug, 2024 @ 12:33am 
are the Illusionist supposed to have the option to recruit illusions go away at some point?
The guy who asked 1 Jul, 2024 @ 3:50pm 
i uh, i think enchanter in terms of power is kinda, broken... with all the other class overhauls, it's somewhat better, but enchanter can absolutely steamroll all other classes with just using terracotta army
TheAussieSlime 14 Mar, 2023 @ 4:44am 
is there any info on what determines which illusory units are made available for recruitment each turn?
상자 23 Sep, 2021 @ 6:41pm 
Poetry award for your fake currency*
Commisar Jon Fuklaw  [author] 13 Sep, 2021 @ 2:08pm 
Warlock is currently underway (as is Kobold, but it's not getting a whole lot because holy crap kobold is digusting for a freespawn class). I got delayed significantly by having to set up and debug events, and I potentially have yet more events to do if I follow through with the insane scheme I came up with while losing my sanity over events.
Kazeck 13 Sep, 2021 @ 1:44pm 
Can't wait to see Scourge Lord and Baron personally, though Warlock'll be awesome.
Thanks so much Commisar, me and my friends want to do a game with all of your mods once the last classes are released.
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 5:35pm 
And I just noticed that placement map has two extra rows at the top. So focused on the goal, I can't see what's in front of me.
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 5:34pm 
I still need to increase AP costs further, particularly for high end golems. Now that proof-of-concept is done, I'll probably go with either a sliding scale of cost or a sliding scale chance of workshop go KABOOM. Maybe both.
jnobody 12 Sep, 2021 @ 5:12pm 
Thank you for this mod I really like your solution to enchanter and his economy. I was going to make a mod that'd add a golem that could be made in abandoned mines a "Remnant Golem" that could restore other mines and upgrade them a bit, going that route to make the ritual list not too long and sort of limit it. I do think the workshop task makes alot more sense thematically though so someone could just go economy crazy.